I'll make a huge Story-Mod, but I have to know, what features will be possible?

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Mey

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Hello mates!

I'm a amateur-writer and i had some great ideas while playing M&B.
There is enough stuff for a whole book, but i decided, since the fact that i got the
ideas while playing M&B and the lack of a storyline in the game, to took out some parts and make a big
quest-mod for M&B. Also I'm still writing on a other book^^
Now I'm writing the dialogues, quests, drawing concepts and maybe I'll train my modeling-abilities by
creating some models on my own and at least I have to translate all from German to English :wink:

But before I really start the whole work, I have to know what's possible and what's not!


The first and most important feature will be the auto-switch of the player-character through the
main-quest-progress.
Because there are different main-actors, which will be played by the player, it will have to be possible
to switch the players char, level, talents, equipment, location, party and faction-relations!
For example, there is HeroA with his mercenaries, which you are playing at the moment and you
finished a part of the main-quest. Now it "jumps" to the next chapter and you're playing
HeroB, which is possibly a lord with professional soldiers and as him you will play further quests
in the main-story and after a certain quest you will jump back again to HeroA and his party and
play quests as him.

With this feature the whole mod stands, or falls!
It's impossible to tell the story, without the chance to see it from different perspectives!


Second, my slogan for this mod will be:
“less is better than more!”

But only in some special aspects (so not the story/main-quest xD)

The story is set around a group of mercenaries, so you'll never have a bigger party than...
maybe 20...
But the core of the group, the main-actors, will be a lot stronger than regular troops!
So you still will be able to fight parties around... maybe 50!
Okay... Never more adversaries than 70 in a battle!
No! Don't cry! No! Don't do it!
I wanna have more detailed models! So the game will be a better eye-candy :wink:
Smaller battles, but finer to watch :wink:
I hope, that's only a limit of modeling-talent ;D


The next thing are the factions!
There will be 4 main-factions, but each split into sub-factions, leaded by their different lords!
Every lord is his own faction, but all together they should act as one whole, big faction.
That'll have to be this way, because the player will have conflicts with some lords of a faction,
while some other lords of the faction won't have problems with the player.
Maybe some are even supporting the player against their own people, because they see a advantages
for their own, special interests.
There will be inner fights in the factions, but on the first sight they're still one big faction!
The colors of the lord's sub-factions differs only in shades and maybe each lord will have one special-troop
and definitely their own emblems,
but all in all they will use their main-faction-specific-troops.


Also the mod will have a new worldmap. It'll have to be a distinct more detailed one!
Not bigger than Native, maybe a bit smaller, but 17 cities!
(So a lot work for unique locations; really lot mapping-work, because this mod will be set the most time in
different locations, less on worldmap... it's a RPG-Quest-Mod!)
Cities and villages on the worldmap should be exact miniatures of the locations (and all models on the worldmap
should be 1,5-2 times bigger than in Native, so they can be more detailed).
I want to see more details on the map (rocks; small, really small lakes; camps; the remains of past battlefields;
graveyards, dead-fields (undead-territories), etc.), more density and atmosphere!
In Native you're the most time on the worldmap, but it's the worst part for eye in the game!
(A fact I really can't understand ó.Ò)
So I wanna have a wonderful map with details and eye-candies!
But it's not the most important, because in this mod you will be the most time in locations^^
So the question is: “Is it even possible to give cities unique worldmap-”icons” and add that much details to the worldmap?”

A very cool thing would be party-size-related “map-icons” for faction-parties.
Because a army should have another icon than a small group of mercenaries! Maybe a proper miniature-army
(really miniature... ant-armies xD), not only one person on horse :wink:
There will be still armies which walk through the lands, but the player won't be able to fight them, because they're too huge!
But he can watch their movement on the worldmap and their fights against other armies.
Maybe a new war will rise through the story and many armies are moving to frontiers and raiding cities :wink:
So, if I can't join the big war, at least I wanna see proper (ant-)army-icons marching across the worldmap and raping the world!
A new fight-icon would be also great... animated miniature(-ant)-armies fighting each other on the worldmap,
while I'm riding nearby to a city... ****ting my pants full... :wink:
Okay... if it's possible... cool!
If not... *cry*... but it's alright.


At this point... huge armies shouldn't give a small mercenary-group any ****!
They have better things to do.
Also bandits shouldn't be interested to waste their lives in a fight with a mercenary-group...
They should only attack merchants and not skilled warriors who could kill them! That's totally stupid o_O
These are things of AI that hopefully will be editable...


And is it possible that some companions always escort the player through simple cities and villages?


The next question is about magic!
There will be a small, secret group of magicians, which will have some fights with the players party.
So they need offensive magic.
And there will join a magician the player's party, who only use defensive/support-magic.
I think it's possible, because there is still a magic-mod out there, isn't it?


Then there were the implementation of fantasy-races.
I think it's just a thing of work again, not a problem of integration in the game, isn't it?
If it's a problem, than forget it, because they won't be a main-part in the story... They don't have to be...
It's more a thing of atmosphere.


Last question pertains to some quests!
Is it possible to talk to a special NPC in a city and when the conversation ends, there will be immediately
a fight between some town-guards, the players party and some citizens in this city?
The player's party and the citizens spawns at a town-gate, while the guards spawns in front of the castle and the player
still stands next to the NPC and will have a duel with him until the others join.
And all after this conversation.

Also I wanna have a duel between the player and a NPC, while two groups fight against each other, but the duel is
separated and the big fight around is not more than a cinematic show!
The player and the NPC are fighting on a bridge, or wall, while the two armies are beneath.
And the whole fight ends with the success or fail of the player's duel.
Is that possible?



Okay... That's it... I think...
No more features I don't know if they're possible :wink:
No more annoying questions for the pure guys who struggled through this “small” post ;D


If the main-features are possible, I will finish the work on the concept the next weeks and then I will recruit some
talented peoples for this big project :wink:
Nothing I wanna have only on my own shoulders ;D

Maybe it's that good, that Taleworlds will implement it into a M&B II, or a Story-Addon.
The story is definitely that good.
So it's only a thing of the quality of the conversion... And that'll be only a thing of the right team
an the right leading :wink:


Edit:
The Mod will be set in a dirty, medieval World with a breeze of fantasy! Only a breeze!
 
Hello Mey,

I've quickly read through some lines in your mod and I think I like the idea. However, I have never modeled anything but armor and environments/buildings. I also am extremely bad at writing codes and scripts. If you need any buildings or environments you can contact me with what you'd like, and I'll send something for you to judge about.
I can supply models in the following formats (formats that do not appear in this list might still be an option)
.OBJ
.3ds
.dwg (dont see why you'd need it but, whatever)
.dxf (same)
and all wings3d models.

maybe i can focus on a little bit of textures too, i will read your post fully somewhere this evening/ tonight, i have to go now.
i hope my post was clear and my English was of sufficient quality,
and I hope you can appreciate and use my help.

- Muffin
 
tl;dr.

I got to the first question about switching player characters. Yes it's possible, see Rubik's Custom Commander mod.

Didn't read the rest of the questions, too long. Might respond if you summarize a bit. Also, if you're a writer like you claim to be, try this thing called Complete Sentences and Paragraphs.
 
@Muffin

Thanks for your offer, but i'm not recruting yet.
I will open a Topic when the concept is finished!
But i won't forget you :wink:

@fisheye

Rubik's mod is not exactly what i meant.
With Custom Commander you can switch between the NPCs in your party,
but i need a switch between seperated heroes and their whole parties!

For example, there is HeroA with his mercenaries, which you are playing at the moment and you
finished a part of the main-quest. Now it "jumps" to the next chapter and you're playing
HeroB, which is possibly a lord with professional soldiers and as him you will play further quests
in the main-story and after a certain quest you will jump back again to HeroA and his party and
play quests as him.

Damn... I didn't need English for a to long time^^

And your criticism on my writing-style in this topic^^
Sorry, but this is a forum, not a book xD
Don't think i will write here, like i will write stories :wink:
Here it's more like directly writing down my "spoken" words ;P
You will never see "..." and ":wink:" in any of my books! Or such small sentences...
The paragraphs are a result from copy-paste out of Microsoft Word.

P.S.: Sorry, but i can't make these posts short... You have to read a while, but it's worth it ^^
 
Well, it's more about switching which character the player controls. It's the major problem and it's solved. The jumping between parties should be automatical if the character is switched.
 
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