Compare commits
3 commits
e19e3aa69c
...
3de694f5ad
Author | SHA1 | Date | |
---|---|---|---|
3de694f5ad | |||
cdc2a8163c | |||
fda2e17eae |
7 changed files with 285 additions and 35 deletions
1
.gitignore
vendored
1
.gitignore
vendored
|
@ -1 +1,2 @@
|
||||||
*.AppImage
|
*.AppImage
|
||||||
|
*GameData*
|
||||||
|
|
35
DESIGN.md
35
DESIGN.md
|
@ -1,35 +0,0 @@
|
||||||
# Morrowind May Mod: Daedric Merchant
|
|
||||||
|
|
||||||
The player finds an item which, when used, summons a unique NPC merchant for
|
|
||||||
bartering with. As the player interacts more with this merchant, dialog and
|
|
||||||
quests become available. Completing these quests expands the merchant's
|
|
||||||
offering, provides dialog options, and more.
|
|
||||||
|
|
||||||
## Plan
|
|
||||||
|
|
||||||
### Part 1: Merchant
|
|
||||||
|
|
||||||
- The item
|
|
||||||
- The merchant
|
|
||||||
- The enchantment (i.e., the spell)
|
|
||||||
|
|
||||||
### Part 2: Dialog
|
|
||||||
|
|
||||||
- Include a different greeting based on geography?
|
|
||||||
- Could be fun to reference Creeper and Mudcrab Merchant
|
|
||||||
|
|
||||||
### Part 3: Evolving Inventory
|
|
||||||
|
|
||||||
- The merchant will make requests of specific items found throughout the
|
|
||||||
game-world. Some for personal desire (who doesn't want a nice Colovian hat?),
|
|
||||||
and some for trade to get the player more interesting items.
|
|
||||||
- Custom items?
|
|
||||||
|
|
||||||
### Part 4: Quests
|
|
||||||
|
|
||||||
- Some kind of quest involving the merchant, former clients, maybe a custom
|
|
||||||
location or "hijacked" location to add in some mod lore?
|
|
||||||
|
|
||||||
### Part 5: Player House
|
|
||||||
|
|
||||||
- Always fun to have your own plane of Oblivion...
|
|
BIN
DaedricMerchant.omwaddon
Normal file
BIN
DaedricMerchant.omwaddon
Normal file
Binary file not shown.
BIN
DaedricMerchant.omwaddon.project
Normal file
BIN
DaedricMerchant.omwaddon.project
Normal file
Binary file not shown.
181
Docs/DESIGN.md
Normal file
181
Docs/DESIGN.md
Normal file
|
@ -0,0 +1,181 @@
|
||||||
|
# Morrowind May Mod: Daedric Merchant
|
||||||
|
|
||||||
|
The player finds an item which, when used, summons a unique NPC merchant for
|
||||||
|
bartering with. As the player interacts more with this merchant, dialog and
|
||||||
|
quests become available. Completing these quests expands the merchant's
|
||||||
|
offering, provides dialog options, and more.
|
||||||
|
|
||||||
|
## Plan
|
||||||
|
|
||||||
|
### Part 1: Merchant
|
||||||
|
|
||||||
|
- The item
|
||||||
|
- The merchant
|
||||||
|
- The enchantment (i.e., the spell)
|
||||||
|
|
||||||
|
### Part 2: Dialog
|
||||||
|
|
||||||
|
- Include a different greeting based on geography?
|
||||||
|
- Could be fun to reference Creeper and Mudcrab Merchant
|
||||||
|
|
||||||
|
### Part 3: Evolving Inventory
|
||||||
|
|
||||||
|
- The merchant will make requests of specific items found throughout the
|
||||||
|
game-world. Some for personal desire (who doesn't want a nice Colovian hat?),
|
||||||
|
and some for trade to get the player more interesting items.
|
||||||
|
- Custom items?
|
||||||
|
|
||||||
|
### Part 4: Quests
|
||||||
|
|
||||||
|
- Some kind of quest involving the merchant, former clients, maybe a custom
|
||||||
|
location or "hijacked" location to add in some mod lore?
|
||||||
|
|
||||||
|
### Part 5: Player House
|
||||||
|
|
||||||
|
- Always fun to have your own plane of Oblivion...
|
||||||
|
|
||||||
|
## Development
|
||||||
|
|
||||||
|
Working through the parts 1 and 2. Adding in items and NPCs is easy enough.
|
||||||
|
Creating a custom spell is more involved, and so I've opted against it. The
|
||||||
|
current implementation is a book which offers the options to summon a merchant
|
||||||
|
NPC, or pick up the book. Picking up the book activates it, resulting in the
|
||||||
|
player reading it and optionally taking it. Summoning the merchant spawns a
|
||||||
|
custom NPC in front of the player. An initial idea is to immediately start
|
||||||
|
dialog when the merchant is summoned (using the apt `ForceGreeting`). However,
|
||||||
|
given how the player summons the merchant (looking at a book in the worldspace),
|
||||||
|
it results in the player staring at the book, seeing the feet of the merchant.
|
||||||
|
Further, there is a script attached to the merchant that disables the merchant
|
||||||
|
when the dialog box is closed.
|
||||||
|
|
||||||
|
I'm very happy with this initial progress. I've more-or-less implemented my
|
||||||
|
original idea of a summonable merchant, in the style of Neverwinter Nights.
|
||||||
|
However, this implementation is not what I would like fully, and so the idea
|
||||||
|
evolves.
|
||||||
|
|
||||||
|
After playing around with the CS enough, I know that there are several things
|
||||||
|
which can expand my idea.
|
||||||
|
|
||||||
|
I'm going to add a faction, possibly hidden, which the player becomes a part of
|
||||||
|
when picking up the book. Initially, the player's reputation with this faction
|
||||||
|
only allows them to interact with an unfair and invisible representative through
|
||||||
|
the book. This is handled through dialog, likely from an invisible actor. The
|
||||||
|
inventory is limited, and prices are unfair. The player is told in the book how
|
||||||
|
to raise their reputation, and after doing so, will be rewarded with the
|
||||||
|
opportunity to summon a proper merchant. The reputation requirement will not be
|
||||||
|
too high, maybe 30, with rep increasing every time the player buys something in
|
||||||
|
addition to some kind of quest.
|
||||||
|
|
||||||
|
The merchant, once available, is then summoned and placed into the world at the
|
||||||
|
player as a full NPC. When spoken with, they warmly greet the player, and
|
||||||
|
possibly even comment on the current region. Unlike the default inventory, the
|
||||||
|
merchant will offer a smaller selection of better items, also improving and
|
||||||
|
expanding as player rep increases. The merchant also has quests.
|
||||||
|
|
||||||
|
At the higher rep levels, the player can visit a tradehouse of the faction. I'd
|
||||||
|
like for it to be a zone the player teleports to which exists outside the
|
||||||
|
Tamriel world space. I'd like for it to be like a small estate. There are
|
||||||
|
several gathering rooms, places for food a drink, and rooms the player can stay
|
||||||
|
in. Eventually, the player earns a permanent room at the tradehouse.
|
||||||
|
|
||||||
|
### Book - Inventory
|
||||||
|
|
||||||
|
As the book can be used anywhere, the inventory should be reasonable, and even
|
||||||
|
helpful, for an adventurer. I'll need to manipulate the mercantilism skills of
|
||||||
|
the book-merchant in order for prices to be unfair. The convenience of having an
|
||||||
|
anywhere merchant is not one to be taken lightly, or provided without some
|
||||||
|
costs. Perhaps there should be a cost for even accessing the inventory.
|
||||||
|
|
||||||
|
Should the inventory restock? If so, perhaps I can restock it at intervals?
|
||||||
|
Maybe the player can pay to restock it sooner?
|
||||||
|
|
||||||
|
What items should be sold? Adventurer items make the most sense. Things like
|
||||||
|
potions for health, fatigue, and mana; lockpicks and probes; sensible food and
|
||||||
|
drink options (whatever the equivalent of cheap wine, hard-tack, and water would
|
||||||
|
be); repair hammers; and scrolls for water walking, water breathing, and
|
||||||
|
levitate. The scrolls and potions can maybe be split better. The quality of
|
||||||
|
these items can be improved by paying for them to improve, and possibly also
|
||||||
|
requiring completing quests for the higher/highest levels.
|
||||||
|
|
||||||
|
As for improving over time, I think it may be easier to just have multiple NPCs
|
||||||
|
which can be enabled/disabled as the player's rank increases. The amount of
|
||||||
|
money the NPC has can also increase as the player's rank increases. At every
|
||||||
|
rank increase, the NPC gold increases (it's like a credit limit!), and at every
|
||||||
|
"title change" (Customer -> Partner -> Member) the quality of gear improves.
|
||||||
|
|
||||||
|
### Book - Quests
|
||||||
|
|
||||||
|
### Merchant - Inventory
|
||||||
|
|
||||||
|
### Merchant - Location Dialog
|
||||||
|
|
||||||
|
Based on where the player summons the merchant, their greeting will be
|
||||||
|
different. I'm thinking the merchant is knowledgable of, but not experienced
|
||||||
|
with, the locations they speak about. They can share information and rumors,
|
||||||
|
perhaps even indications of some in-game relevant hints or such, but they've
|
||||||
|
also never actually explored Morrowind.
|
||||||
|
|
||||||
|
Locations:
|
||||||
|
|
||||||
|
- Balmora
|
||||||
|
"The few times I've seen Balmora it has always felt like home. Comfortable,
|
||||||
|
somewhat familiar, despite this unfamiliar realm. Nice little river. Hard to
|
||||||
|
complain about living in such a place."
|
||||||
|
- Vivec
|
||||||
|
"So this is a city of a god? I suppose it's impressive. Does this god
|
||||||
|
enforce trade as they do worship? Would they threaten annihilation by large
|
||||||
|
rocks from the sky if deals went ary?"
|
||||||
|
- Dwemer Ruins
|
||||||
|
"Our organization has records of trading with those you call the Dwemer. Big
|
||||||
|
into technology. Very innovative. If you find any, pass along our interest
|
||||||
|
in speaking with them about some debts."
|
||||||
|
- Ghostgate
|
||||||
|
- Tel Mora
|
||||||
|
- Tel Vos
|
||||||
|
- Ald'Ruhn
|
||||||
|
- Saeda Neen
|
||||||
|
- Ebonhawk
|
||||||
|
|
||||||
|
It would make sense to expand options to include locations from the Tameriel
|
||||||
|
Rebuilt, Skyrim, and Cyrodiil landspaces as well. This can come later.
|
||||||
|
|
||||||
|
### Merchant - Quests
|
||||||
|
|
||||||
|
- One requiring trading in a full set of Daedric armor, and in exchange being
|
||||||
|
given a powerful artifact. Are there Daedric artifacts from lore or other
|
||||||
|
games that aren't in Morrowind, and are they significant enough?
|
||||||
|
- Certain thresholds of pieces, or specific pieces turned in could give some
|
||||||
|
more mundane rewards, as a sort of progression.
|
||||||
|
- Obviously, if pieces are sold to the merchant, they are removed from it's
|
||||||
|
inventory, but should still count towards this quest.
|
||||||
|
|
||||||
|
### Trade House - General
|
||||||
|
|
||||||
|
The trade house is a hub and home area. Initially, the player gains access and
|
||||||
|
can make use of the amenities listed below. After continuing to raise their
|
||||||
|
faction reputation, the trade house expands their inventory, and offers the
|
||||||
|
player a permanent room.
|
||||||
|
|
||||||
|
**Amenities:**
|
||||||
|
|
||||||
|
- The "book inventory" NPC is actually located at this trade house, and offers
|
||||||
|
the same inventory, though in person, that they offered through the book.
|
||||||
|
- A bar area offers food and drink, as well as rooms to rent for the evening.
|
||||||
|
Could be really cool to integrate some of the various game mods (Nine Holes,
|
||||||
|
Thirteen Telvani) into this space as well.
|
||||||
|
- A small interior courtyard, with some nice artificial lighting, and a few
|
||||||
|
plants which can be harvested. Should be of medium rarity.
|
||||||
|
- It could be neat to have a rotating collection of NPCs that each offer
|
||||||
|
different services or unique inventories. For example, could be an alchemist
|
||||||
|
that offers potions and ingredients some days, an enchanter with scrolls and
|
||||||
|
souls on another, and a small mercenary company offering a wide array of
|
||||||
|
trainers.
|
||||||
|
|
||||||
|
### Trade House - Quests
|
||||||
|
|
||||||
|
### Trade House - Player's Room
|
||||||
|
|
||||||
|
Roughly the size of a small apartment, the player's permanent room at the Trade
|
||||||
|
House offers several convenience factors. Obviously, the room comes with a bed
|
||||||
|
and bedroom furniture. A small entertaining area offers some respawning food and
|
||||||
|
drinks. A small garden offers a collection of rarer alchemical ingredients.
|
48
Docs/Dialog/Inventory.md
Normal file
48
Docs/Dialog/Inventory.md
Normal file
|
@ -0,0 +1,48 @@
|
||||||
|
# Otherworldly Inventory Dialog
|
||||||
|
|
||||||
|
The "Otherworldly Inventory" (`vbnd_OtherworldlyInventory`) is the basic and
|
||||||
|
unfair summonable store. Initially only a dialog box, when the player gets
|
||||||
|
access to the Trade House, they can speak with the actual NPC behind the words.
|
||||||
|
|
||||||
|
**Variables:**
|
||||||
|
|
||||||
|
- `^VBND_MerchantNumber` is a randomly-generated Short stored in a global
|
||||||
|
variable representing the player character's membership number in the
|
||||||
|
organization.
|
||||||
|
- `^PCRank` the PC's faction rank in the speaker's faction
|
||||||
|
|
||||||
|
## Greetings
|
||||||
|
|
||||||
|
### Basic
|
||||||
|
|
||||||
|
- "Welcome ^PCRank ^VBND_MerchantNumber, how may we assist you today?"
|
||||||
|
|
||||||
|
### Rank > 3
|
||||||
|
|
||||||
|
- "A pleasure as always, ^PCRank ^VBND_MerchantNumber! How may we assist you
|
||||||
|
today?"
|
||||||
|
|
||||||
|
### Rank > 6
|
||||||
|
|
||||||
|
- "It is truly an honor, ^PCRank ^VBND_MerchantNumber. How may I assist you
|
||||||
|
today?"
|
||||||
|
|
||||||
|
### In-Person
|
||||||
|
|
||||||
|
**On First Interaction:**
|
||||||
|
|
||||||
|
- "Yes, I am an actual person. This surprises many, and alarms even a few. Our
|
||||||
|
professionalism is second-to-none, rest assured. How may I assist you, ^PCRank
|
||||||
|
^PCName?"o
|
||||||
|
|
||||||
|
**On Following Interactions:**
|
||||||
|
|
||||||
|
- "Welcome back, ^PCRank. How may I assist you today?"
|
||||||
|
|
||||||
|
## About Me
|
||||||
|
|
||||||
|
- "I am clerk 119 of the Otherworldly Trade Caravan."
|
||||||
|
|
||||||
|
## About the Otherworldly Trade Caravan
|
||||||
|
|
||||||
|
- "We are an organization promoting trade and commerce throughout the realms."
|
55
Docs/Dialog/Merchant.md
Normal file
55
Docs/Dialog/Merchant.md
Normal file
|
@ -0,0 +1,55 @@
|
||||||
|
# Otherworldly Merchant Dialog
|
||||||
|
|
||||||
|
The "Otherworldly Merchant" (`vbnd_OtherworldlyMerchant`) is the "personalized"
|
||||||
|
merchant assigned to the player character once they've risen high enough in
|
||||||
|
rank. The merchant is a permanent NPC in the world, residing at the Trade House,
|
||||||
|
and called/teleported to the player when summoned by the Otherworldly Ledger.
|
||||||
|
|
||||||
|
Unlike the somewhat bland Inventory, the Otherworldly Merchant responds to the
|
||||||
|
cell the player is in with some additional commentary and perhaps small lore
|
||||||
|
dumps. Initially this is a limited list, potentially to be expanded in time.
|
||||||
|
|
||||||
|
**Variables:**
|
||||||
|
|
||||||
|
- `^VBND_MerchantNumber` is a randomly-generated Short stored in a global
|
||||||
|
variable representing the player character's membership number in the
|
||||||
|
organization.
|
||||||
|
- `^PCRank` the PC's faction rank in the speaker's faction
|
||||||
|
|
||||||
|
## Greetings
|
||||||
|
|
||||||
|
## About Me
|
||||||
|
|
||||||
|
## About the Otherworldly Trade Caravan
|
||||||
|
|
||||||
|
## Locations
|
||||||
|
|
||||||
|
### Ald'Ruhn
|
||||||
|
|
||||||
|
### Balmora
|
||||||
|
|
||||||
|
"The few times I've seen Balmora it has always felt like home. Comfortable,
|
||||||
|
somewhat familiar, despite this unfamiliar realm. Nice little river. Hard to
|
||||||
|
complain about living in such a place."
|
||||||
|
|
||||||
|
### Dwemer Ruins
|
||||||
|
|
||||||
|
"Our organization has records of trading with those you call the Dwemer. Big
|
||||||
|
into technology. Very innovative. If you find any, pass along our interest in
|
||||||
|
speaking with them about some debts."
|
||||||
|
|
||||||
|
### Ebonhawk
|
||||||
|
|
||||||
|
### Ghostgate
|
||||||
|
|
||||||
|
### Saeda Neen
|
||||||
|
|
||||||
|
### Tel Mora
|
||||||
|
|
||||||
|
### Tel Vos
|
||||||
|
|
||||||
|
### Vivec
|
||||||
|
|
||||||
|
"So this is a city of a god? I suppose it's impressive. Does this god enforce
|
||||||
|
trade as they do worship? Would they threaten annihilation by large rocks from
|
||||||
|
the sky if deals went ary?"
|
Loading…
Add table
Add a link
Reference in a new issue