Difference between revisions of "Talk:Magic Effects"
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Added reply, sorry if its a bit long (or long winded)
imported>Mrflippy |
imported>MegaBurn (Added reply, sorry if its a bit long (or long winded)) |
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:--[[User:Kkuhlmann|Kkuhlmann]] 08:40, 12 April 2006 (EDT): I've been on the project for the duration and there was never a scroll-writing minigame proposed or designed. It's a cool idea, but we couldn't include everything... As far as "one constant effect per item" -- not sure what you mean. You can make an enchantment (in the CS) with any number of effects that you want. | :--[[User:Kkuhlmann|Kkuhlmann]] 08:40, 12 April 2006 (EDT): I've been on the project for the duration and there was never a scroll-writing minigame proposed or designed. It's a cool idea, but we couldn't include everything... As far as "one constant effect per item" -- not sure what you mean. You can make an enchantment (in the CS) with any number of effects that you want. | ||
::--[[User:Mrflippy|Mrflippy]] 12:32, 12 April 2006 (EDT) You can only have one enchantment per item however. If you want to have more than one effect, you have to create a new enchantment. This makes it more difficult to have items with multiple effects because you'll end up having to make a bazillion enchantments. | ::--[[User:Mrflippy|Mrflippy]] 12:32, 12 April 2006 (EDT) You can only have one enchantment per item however. If you want to have more than one effect, you have to create a new enchantment. This makes it more difficult to have items with multiple effects because you'll end up having to make a bazillion enchantments. | ||
Kkuhlmann, I mean during game play, for all of that. Now impossible to create enchanted items during game play that have anything remotely akin to the magic effects of other pre-existing enchanted items, without using special scripted items. Before players were able to create two extremely powerful enchanted item, using souls of the Tribunal "gods", some mods also added creatures with larger souls. Now the enchantment options are very limited. I've been looking for solutions to these problems but there are no settings in the CS that control the number of constant effect enchantments the PC can add. I can't find a means of enabling arrow enchantment in game, or scroll enchantment. | |||
Maybe that scroll creation idea was something floating around the office when a reporter dropped in for a visit or just wishful thinking, or something. But I do remember seeing it in a preview, and I have a few ideas for how to implement it. Problem is I have no idea how to make it work with the scripting. Using rune words to form phrases just isn't practical with message box menus, it looks like there is a free form text entry box in the XML files but theres no documented function to use it. A free form text entry function to enter the runic phrases would work well. That could also be used for other stuff, like issuing more complex sets of directions to NPC's (without turning the dialog into a total mess), or just taking notes while adventuring. A new script function is required to actually make this stuff appear on parchment. | |||
For the scrolls, it would be a matter of adding a special scripted quill to trigger the scroll creation script, translating the text input (runic phrase) into a spell effect, and swapping out a sheet of plain parchment for a scripted spell effect scroll – and seeding a bunch of books across the game world with various runes and their meanings, along with sample phrases. A tutorial quest or two would be good too. Writing could be governed by speech craft so non-magic centric characters can make full use of it. Implementing this would be no small task to be sure but it would be much easier for a developer to do it, you could add a new function (or 10) to handle it rather than having to rely on a huge number of really complex scripts. Sounds to me like a prime candidate for an official mod, and well worth $1.99 to download it. | |||
I added CS features and functions to the [[Wish_List]] to cover all of this stuff, and pretty much everything else I can think of. | |||
This is getting really long for a talk page entry, but I also wanted to add that I don't mean to be disrespectful or ungrateful. I'm just pushing to make the game better. I know a great deal of effort goes into the game design, probably better than most. I'm the lead designer on Openlancer, an open source sequel to Freelancer (and Tachyon, and others). Playing Oblivion over the past few weeks has certainly helped my keep my sanity but I'm also solidly in “design mode” so I've jumped right in on modding. Oblivion is a great game but just like anything else there is always room for improvement, its a never ending cycle. Way I see it improving and expanding the script engine will probably help the modding community the most, allowing them to crank out more mods which just makes Oblivion all that much better. | |||
Thanks, [[User:MegaBurn|MegaBurn]] 04:17, 13 April 2006 (EDT) |