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[Updated/Completed] Dwemer Ghosts
11-30-2008, 11:59 AM,
#31
 
Those ghosts look cool and than MW!
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11-30-2008, 02:35 PM,
#32
 
They do look cool, let me know when they are complete so I can update our to-do list. I put this up as a WIP ya see.
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11-30-2008, 04:40 PM,
#33
 
Indeed these look great and will make a wonderful addition to Dumac

In what aspect might we use these spirits, I think we need to discuss in quest form the role these spirits might play in the Dumac quest line, I would not want tot go overboard and use them loosely


Enjoy
Bob
I am a free single guy again, but I am still addicted to Elder Scrolls


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11-30-2008, 04:59 PM,
#34
 
I agree with you there bob, we should have a few but put a limit on how many we use and make sure they are of some importance. Just remember its a lost city with no one left so we need to keep the spirits to a small number as to not go overboard and have too many.
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11-30-2008, 07:24 PM,
#35
 
The ghosts are finished on my part, Whats still left to do is to give them A.I packges so that they behave in a correct manner.

One idea would be to put specific zones to have different amounts of ghosts, as i remember even in the original morrowind game they were few, 1-2 per zone and not even all zones had them. If were going to have residental area in the city it could have more ghosts but they would be friendly and go about their business without even noticing you, also recidental areas could have more females than other zones explaining why they have not been seen on other ruins, as these ruins rarely had residental areas. Other areas such as hallways could have fewer ghosts and these could be those crazed ghosts that attack on sight.
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11-30-2008, 07:39 PM,
#36
 
Quote:Originally posted by captain-ultima
If were going to have residental area in the city it could have more ghosts but they would be friendly and go about their business without even noticing you, also recidental areas could have more females than other zones explaining why ...
I don't know the specifics, but isn't there a way to completely 'ghostify' an NPC (set ghost to 1, or something like that). I'm specifically talking bout a way to make the player unable to interact with the ghosts at all.
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11-30-2008, 07:43 PM,
#37
 
I'm not sure but I think your right Nick_op. Something that has to be checked.
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11-30-2008, 07:51 PM,
#38
 
I believe there is controls that allow you to set th NPC to non-interact, that should make it so that no matter how much you hit the spacebar the NPC wont react, I remember seeing NPC's like that already ingame.
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11-30-2008, 08:53 PM,
#39
 
Good, I learnt somethign new Smile

Well that should prove very helpful, that way at least you dont have to give them a genric "go away" line of dialogue.
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11-30-2008, 10:03 PM,
#40
 
Well it turns out there isin't a AI package that makes them ignore you.

But your beloved Captain Big Grin has come with another brilliant solution, with the Help of the forlon Watchman i have come up with a simple script that triggers This effect when you try to talk to them.

When this script is applied to ghosts that will be made to not talk to you will trigger the effect above insted of talking to the player. Oh and ignore that it says Watchman, that line can be changed to anything apropriate.

Wich line would be best instead of the Watchman?:
Dwarven Spectre
Dwemer Ghost
Ghost
Spectre

Personally i like Dwarven Spectre, but i like to keep close to the Morrowind style of name use.
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