"Ninja Monkeys" a mod for ALL TR designers. PLZ :

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Xerox
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"Ninja Monkeys" a mod for ALL TR designers. PLZ :

Post by Xerox »

Ok, for those who know me, you've been accustomed to my constant whining about, EXPANSION content (e.g. Tribunal), is TOTALLY absent from original game.

SO, after much useless complaining I’ve created a mod that fixes that. But while doing it I’ve expanded its original purpose. Now this mod addresses the issue of game becoming TOO damn easy at later levels. So I’ve created a decent random list to create appropriate items for later PC levels. NOW noticing that about 90% of my leveling came form killing smugglers (in caves), is said, hey it would be cool if random list could be applied to NPCs as well. In short I’ve created a list for player levels 1-70.

I desighned and built this mod for OTHER TR mod builders to use. Its up to them how they utilise its content. All I can do is remind this comunity that it is important that player has a constantly chalanging experiance through to levs 60+. This mod also makes it much easier for TR mod builders, to make generic, hostile npc, just drop a 'ninja monkey' desighned by me and you are done.

Things I added in ‘Ninja Monkeys 1.0’:

*New NPC – Deadra Archer, this will solve the problem of lack of ebony, daedric, and glass arrows. Catch? The use them against YOU first. I added them to rnd list for Deadras from the original game. (mind you, they have a FEW arrows, so no 100 per archer, more like 10 a pop)

*Added Dweamer ‘archer’ to random list in the original, so now you can see them in the morrowind, same for Advanced Steam Centurions.

*Created 40+ items, mainly enchanted glass weapons, and 10+ ebony staves. I’ve use REALISTIC enchantments, mostly using BETHERESA made ones, except the staves, were I’ve been trying to be creative.

*Done random list for ‘smuggler’ generator. (sorta, the list NEEDS polishing, such random names, race etc.). I intend for there to be 3 lists, Archers, Wizards, and Fighters. So far I’ve done the Wizards. I hope this list is going to be used by most TR designers to generate enemies.

*Created Random generator for weapons.

*Created Random list for Armor, now I’ve avoided from using insane stuff, such as daedric, but I’ve added, adamantium, glass, ebony, helseth, indoril(temple) to the list. Now the way random generator works is YOU MIGHT, get those armors, and NEVER a complete set on one person. So you might se a guy wearing ebony helm and steel leggings.

Now So far I’ve used this stuff for my game, and so far am enjoing the outcomes. There are bugs that need to be worked out, but other wise its all good. No the Difficulty is HOW do I extract the data, and post it, and make it available for every body to use?

BTW. I’m always looking for any extra ideas, so if you have one, drop a line here.
Last edited by Xerox on Sun May 02, 2004 1:08 pm, edited 1 time in total.
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Liliath
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Post by Liliath »

Not sure if it's off topic or not, but reading your post I thought back of a reproach I could make to leveled items, NPC Etc.. The level of your opponents being adapted to your PC's, there is less motivation in training to get the necessary level to beat an enemy. For instance, I would have rather always found a dremora lord with a daedric weapon in shrines than first a dremora lord with a dwemer weapon, then ebony weapon and finally daedric one.

Of course, all in all, it's the same : you have to train to higher levels to find dremora lords with daedric weapons, still it is physically less interesting and not realistic. Why would they have first dwemer that ebony than daedric weapons ? Just as if they wanted to give the PC a chance to win the fight... Again, I would have rather found in shrines big powerful enemies that would have eradicated me with their daedric weapons at the first fight. Then after moons of hard training, I would finally have got strong enough to beat them and take those splendid daedric weapons from them. Would have been a real challenge.

Oh well, I guess it isn't so important, still I would have liked it to be this way...

Liliath.
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Xerox
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Post by Xerox »

ok, thats one side of the coin. But consider my argument: Morrowind is oppen ended game. Infact I've achived grandmaster in Morag tong BEFORE i even visited balmora. So here is the question, how Would the TR mod builders place their monsters? What level would these creatures be around? lev 5 or 45? Cos I like to have a continuas adventure. I like to win all my fights but have things tough enough to test ALL my skills to the limit.

As for Random items: ok, at lev 3 you WONT see a npc with a ebony armor, its not how random generator works. You'd see a guy probably wearing cloth. As for Daedric, and other uber weaopns given to npcs -> by the time you see them used against you, you'd have some of your own, or even you'd have better ones. They are RANDOMLY generated, but according to level.
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Post by Assassinace »

"I like to win all my fights"
I find that statement encredibly wrong in a realistic game or even a fun game. I'm not saying every fight should be possibly but every once in awhile you should pretty much HAVE to run away. I think for the longer dungeons and required areas there should be leveled lists and the same for areas that get travelled alot because we don't want to annoy the player. But they also need a little healthy respect that they can't just walk through the entire game. Many places should be dangerous. I think there needs to be a healthy mix as static vs leveled.
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Post by av01d »

have some quests that REQUIRE the pc to run away. as the enemy prob have some EPIC RESISTANCE TO DAMAGE or something and theres only 1 weapon that can kill him.
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Xerox
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Post by Xerox »

Ok, let me refrase this, I would like have an experiance were I have a % chance of victory how ever small. The non leveld aproach mostly gives you two extrems: Either you can't win, or you win too easily. Random aproach, gives you a generated sequence of NPCS to fight, so the dificulty of fights is about equling the first fight you had in the smuglers cave north of Seda Nien (spelling is horibly off). Yes I like to win al my fights, everyone does, but what I love more is to be CONSTANTLY chalanged. This chalenge = 0 right after you hit lev 20 in the original game. After that point I've found i could just brease through any NPC dungeon without as much as a blink. This is unaceptable.

Ok further point let me explain how it works NOW: if you are lev 1-5 you fight npc level 5, with lev 5 equpment, if you are 6-10 you fight 10s with lev 10 equpment, etc. SO I assure you that this would be CHALENGING combat to most people up to lev 60+.

av1d: ok, I desighned and built this mod for OTHER TR mod builders to use. Its up to them how they utilise it. All I can do is remind them that's it is important that player has a constantly chalanging experiance right up to higher levels. Plus its much easier for them to make a generic, hostile npc, just drop my 'ninja monkey' and you are done! every thing else is done for you!

So ANY OTHER sugestions, ideas? Plus HOW THE HELL I upload this mod for everyone's use!!!
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Liliath
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Post by Liliath »

Continuity in the game is a must of course, I guess we all agree with it, and leveled items, NPCs are a fine way to guarantee such a continuity. Now I think there should also a significant amount of NPCs and enemies that aren't leveled according to the PC's one, to break the "routine"... How come in a world could all living creatures progress at the same level as the pC's ( now that's an extreme situation ).

Globally, what I think should be done is a world in which each level is constantly represented by a significant amount of pre-set level NPCs, mixed with level progressing NPCs/creatures to populate the world ( and your mod, Xerox, is really helpful here ).



This leads me to ask if there is a real communication between modders that add NPCs... Again, in a real world, people's social status are mostly determined by the relations they have with others. At a small scale, maybe within a village, one modder can create NPCs according to their relations with people that are only in the village ; but in a city, some "important" NPCs could be known by people that aren't in the same claim. Or in the same exterior but not added by the same modder...

The purpose of all this is once again to add more links between claims, therefore more "life" in the game, as new ambient sounds or new none dangerous creatures ( pigeons in towns ? :) just a quick suggestion, maybe not even fitting the lore ) can do it. A world in which
many places should be dangerous
, in which
you should pretty much HAVE to run away
, to back up with what Assassinace said.

:) That's how I see it...

Liliath.

Edit, considering Xerox's last post:
would like have an experiance were I have a % chance of victory how ever small. The non leveld aproach mostly gives you two extrems: Either you can't win, or you win too easily.
Of course some opponents become too easy to beat if their level is pre-set, but that's how it is in a "real" world, and if he's too easy to beat, then you'd just ignore him.

I'm not trying to tell you you are wrong Xerox, on the contrary, your mod is a necessity, but I would add pre-set level NPCs too ( see what I said previously ) :) ... end Edit.
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Post by Assassinace »

Well since NPC claiming hasn't opened yet there is little talk between modders. Although there should be a general conscensus made when the claiming is opened up so there is a feeling of contiunity.
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Post by Liliath »

Yes, there should be such a concensus, and also I guess taking account of quests... much debate to come... :roll:
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Post by Xerox »

Let me clear this up:
The purpose of this mod is to save time for moders. Its to allow to quickly populate the "bad guy cave" with NPCs that will chalange the player regadles of what level she or he is. Further more Modders can use these generators to create evil henchmen for their quests. I plan to expand this mod to accomodate OUTside animals as well and loot for chests.
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Liliath
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Post by Liliath »

It is clear, no worries, I was just adding my view on how your mod could help NPCs generating, that is, a quick way of populating the world (as you told us indeed), while other NPCs should have pre-set levels. Of course we can't create each NPCs with a pre-set level, would be too long and too heterogeneous.

Liliath.
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Post by Xerox »

Alright, here is the story, the actual mod "Ninja monkeys" is finished, however, it modifies THE ORIGINAL random creature and item generation....to be more precise, the core team would eat me a live for this... So I'm redoing the entire thing...should be posted in 2 days...maybe 3.. so wait Up!
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Post by Túrelio »

I like the idea of having situations where the PC HAS to run away. Alot of people will be hard headed so we might want to make it clear they need a special weapon to take the creature down maybe, but still would be nice to be chased.
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