Kamer's Stuff II - Random Idea's and Plans

Show off your mod creations or just a work in progress.

Sieges or Pirates

Sieges
28
68%
Pirating
13
32%
 
Total votes: 41

imsobadatnicknames
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Re: Kamer's Stuff II - Random Idea's and Plans

Post by imsobadatnicknames »

Midknightprince wrote: Sat Oct 10, 2020 9:49 pm Ehhh just a long shot, I think I get how the quest work too: if NPCs are spawning in the wilderness it's tied to a quest, so like you can't have 500 Quest running just to show these NPCs
Oh you meant to place them through a quest? I must have missed that detail of your post.

You can actually use a single quest to spawn whatever number of NPCs of different types, so it's not like you'd NEED 500 quests running at once to spawn a large number of NPCs.
The real problem there is that you can't use quests to spawn villagers (and that includes the VIO wagons), only enemies, and the enemies would constantly interrupt fast-travel even if they're non hostile, so using quest to populate roads is definitely a no-go.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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Kamer
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Re: Kamer's Stuff II - Random Idea's and Plans

Post by Kamer »

imsobadatnicknames wrote: Sat Oct 10, 2020 1:41 am Hey Kamer! There's some prefabs I made a while ago but never really used, and since I saw you're taking submissions, I figured you'd make better use of them than me
I'll be checking these out in a few minutes. Will make a quick demo of whats possible.

imsobadatnicknames
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Re: Kamer's Stuff II - Random Idea's and Plans

Post by imsobadatnicknames »

Alright! Here's a couple more prefabs I just made.

A bandit camp:

Image
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Cow pen:

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I'll probably be contributing more prefabs semi-regularly as I find them really fun to make :) feel free to discard any that you feel aren't good enough :p
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More prefabs.rar
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Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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Kamer
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Re: Kamer's Stuff II - Random Idea's and Plans

Post by Kamer »

imsobadatnicknames wrote: Mon Oct 12, 2020 1:52 am Alright! Here's a couple more prefabs I just made.
Perfect timing for the bandit fort.

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Kamer
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Re: Kamer's Stuff II - Random Idea's and Plans

Post by Kamer »

Image dump of a randomly generated Betony with these new locations and details.
Spoiler!
Image
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Midknightprince
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Re: Kamer's Stuff II - Random Idea's and Plans

Post by Midknightprince »

Dude that looks so sweet
Check out my YouTube Channel!

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Kamer
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Re: Kamer's Stuff II - Random Idea's and Plans

Post by Kamer »

First test of enemy spawns at locations.

Spoiler!
Image

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: Kamer's Stuff II - Random Idea's and Plans

Post by imsobadatnicknames »

Cool! This seriously looks amazing!
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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Kamer
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Re: Kamer's Stuff II - Random Idea's and Plans

Post by Kamer »

Enemy spawns are now random at locations. (Placing an enemy spawn only gives a certain chance to spawn). Bear spawns added. Random loot added. Next to add are dynamic quest events and questgivers for these locations.

Spoiler!
Image

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Orbarth
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Re: Kamer's Stuff II - Random Idea's and Plans

Post by Orbarth »

Looking amazing indeed, it really breath some needed point of interest to the wilderness.

Are those going to be a part of the warm ashes mod or is it going to be a different one ?

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