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 Revan's Future Mods (Concepts) 
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Post Re: Revan's Future Mods (Concepts)
Good news everyone! I'm posting this message from my laptop! I'm using my friend's charger until I get a new one. :P

Anyway, I'm going to put Oblivion on today and begin work tonight! ^_^ Thanks for the encouragement everyone.

Hmmm I like that idea Euther. Maybe the Crimson Scars could be the warriors on the island or are somehow connected to the attack. I'll try writing a merger of the two and see how it works out.

What are your feelings about having the option of finding crew members on the island?

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Fri May 29, 2009 3:37 pm
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Post Re: Revan's Future Mods (Concepts)
hm... just a few... not all of them, maybe jsut one or two...

as for the ideas... have them have like a secret shrine on the island, and u crash land, deisvoering it, and then they try to elimate u becuase u know, thats why you are framed.... just an idea

biulding

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Fri May 29, 2009 6:44 pm
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Post Re: Revan's Future Mods (Concepts)
If you're up to making a couple of companions, I think it would work in well. My only fear is if it causes problems.

Actually, it could work to have a couple of other survivors (who maybe don't survive subsequent attacks) that give information to the PC on the shipwreck and possibly their ideas of where they might be. The immersion during the early parts would be great. The problem would be if their dialogue remains at the point of arrival when other things have happened. Mmm. Maybe that, too, wouldn't be so hard to fix. Well, a lot of work scripting NPCs, but not unworkable.

In any case, I think it should depend on you and how you feel the mod's going when you get into it. It would be fun, but if it's too much trouble, you could drop it without hurting the mod that much.


Fri May 29, 2009 11:33 pm
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Post Re: Revan's Future Mods (Concepts)
the removing of uneed dialoge options is difficult, but not imposible, just have to have a varibe to check, could even be the quest stage,

stage 1, you hear about a ship going to X,
stages 10, you talk to the captain
stage 20, you baord the ship
Stage 30, you awake to the flooding ship, and should escape
stage 40, you awkae on an unknown island
stage 50, you find a crew member

if stage = 1, they will say stuff like, u8 should join us on the ship,

if stage is 30, they should have dilaoge like, omg the ship is sinking! and if u do it right, they no longer will ahve the dialoge from stasge 1, if u use the tigers right,

then if the stage is 40, or 50, they will give you the info on where they are, what happend, ect

biulding

ps like the ideas on the crew members/compaions, you need some friends, wouldnt say more than 3....

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Sat May 30, 2009 7:46 pm
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Post Re: Revan's Future Mods (Concepts)
ya the first and second are probaly the hardest but the best ideas


Tue Dec 22, 2009 10:41 am
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Post Re: Revan's Future Mods (Concepts)
:welcome: lord chicken :)

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Tue Dec 22, 2009 11:34 am
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Post Re: Revan's Future Mods (Concepts)
Im not much of a scripter or quest creator, but im pretty sure i can be a big help towards all the landscape, ive always loved doing that. also ive been messing around with gimp and ive figured out how to retexture objects, soo if you need any help in these catagories i'd b glad 2 help (just got my computer finished! it now has internet, xpt still waiting on windows 7)

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Wed Dec 23, 2009 2:59 am
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Post Re: Revan's Future Mods (Concepts)
ahaha, very good mate :) glad to know that u know gimp now :P and i love desgining citties, and landscapeing... then quest building is great... background dialouge, interior building, ai, and just bout everything else is not fun :(

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Mon Dec 28, 2009 4:10 am
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Post Re: Revan's Future Mods (Concepts)
These are great ideas, hopefully Revan is working hard on them now, and they didn't get abandoned. :)

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Mon Dec 28, 2009 8:22 pm
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Post Re: Revan's Future Mods (Concepts)
amazing how ppl seem so into an idea, then just disapeare... isnt it? maybe see what giskard was always going on about... all those years ago :P

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Mon Dec 28, 2009 11:08 pm
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