Wurlon
Oct 21 2005, 11:56 PM
Someone should make a stupid pointless and fun zombie invasion mod, where there are like forty zombies at every town , lvl 70-90 so that the NPCs die from them unless they run or you save them. Heh I would love to see a group of guards die from an endless mob of zombies as citizens run into buildings!
Intestinal Chaos
Oct 24 2005, 03:54 PM
Aye, undead infestation always is.
The Wolf
Oct 24 2005, 04:28 PM
That should be quite easily done....
I think.
(I've never made a mod, so I can't really say

)
Vinya
Nov 3 2005, 01:13 AM
bbbbbbbbrrrrrrrraaaaaaaaiiiiiiinnnnnnnsssssss BBBBBRRRRRAAAAAIIIIINNNNSSS
it has begun.
Gomez'
Nov 3 2005, 07:15 AM
Ok, I'm a George Romero Zombie Fanatic. I have the incentive, the knowledge, and the DVD's to make the most George A. Romero worthy Zombie mod ever! God! so many innocent NPC's will die horrible deaths for our entertainment
Vinya Zombies don't hunger for brains, they want our bodies. They are incapable of speech blah blah blah, brains are obsolete
Lemunde
Nov 3 2005, 02:29 PM
I had a similar idea once where a necromancer would wander around raising the dead. The game world would eventually fill up with them and much mayhem and chaos would ensue.
g0d_tH@t_fa!L3d
Nov 3 2005, 03:48 PM
QUOTE(gomez')
Ok, I'm a George Romero Zombie Fanatic. I have the incentive, the knowledge, and the DVD's to make the most George A. Romero worthy Zombie mod ever! God! so many innocent NPC's will die horrible deaths for our entertainment
lol im a romero fan too. i also write zombie fictions.
Vinya
Nov 3 2005, 08:02 PM
QUOTE(Gomez' @ Nov 3 2005, 12:15 AM)
Ok, I'm a George Romero Zombie Fanatic. I have the incentive, the knowledge, and the DVD's to make the most George A. Romero worthy Zombie mod ever! God! so many innocent NPC's will die horrible deaths for our entertainment
Vinya Zombies don't hunger for brains, they want our bodies. They are incapable of speech blah blah blah, brains are obsolete

er....not.........the zombies.....I know
you're no fun.
A zombie mod would be wicked awesome. At least it would be entertaining.
g0d_tH@t_fa!L3d
Nov 4 2005, 12:07 AM
zombies eat brains and bodys. the only thing zombies dont eat is the bones.
Gomez'
Nov 4 2005, 03:56 AM
They also don’t eat animals, or each other, they are instinct incarnate. They have post reptilian brains witch focus only on the basic need to feed and live. They go where instinct and echoes of past memories tell them to, and that is NOT tied into
Who they do and do not eat, they want the flesh of ALL mortal men.
But then again....I did see a zombie kill a rat in an Oblivion Video, so that whole theory is out the window. May I interject? I think a proper Zombie mod should imply a new landmass. If the Zombie mod implied that many NPC's in major cities get killed, that Might conflict with some mods that might be done.
A Quarantined island to the south of Cyrodil, It should contain some abandoned towns, all the creepy Menajuata implied. Dilapidated buildings, half eaten corpses lying around, the smell of death and suffering in the air, all the creepy feeling of a Tobe Hooper project. The place should be quarantined by the Legion; due to the fact that...well....dead people are walking around killing living people. So the player’s job is to go to the Island and help establish a base from witch they will slowly begin the process of taking back the island from the walking dead. The player is sent with a small group to scout for a location to establish the Camp, and the eventual fort.
After some lengthy time spent dodging the undead, collecting firewood, and seeing along the construction. You come back from some menial Quest to find everyone dead, eaten alive. After some analyzing and exploring you find a (What!?) Survivor.
Badly wounded (You don’t say) and slowly dying (get out of here) He tells you that there were other survivors, and they are heading for the landing vessel to the south. Shortly thereafter he dies (Bullcrap really?) you journey to the vessels landing point to find that it is gone. And you are the last living person on the island.
You have to wait for the eventual rescue ship that may or may not come. Its survival from here one out, keep yourself alive. Loot suplies from an abondoned town, build a barricade inside a house to keep the dead out while you sleep, or even
fortify a gated abandoned town to become a psuedo Dawn of the Dead situation.
Where you bar the dead outside the town walls while you stay safe in your own little "Monroeville Mall" of sorts
I think it would be crazy fun
Momaw
Nov 4 2005, 03:29 PM
QUOTE(Gomez' @ Nov 3 2005, 10:56 PM)
A Quarantined island to the south of Cyrodil, It should contain some abandoned towns,...
Sounds like great fun! Three things though:
- might want to take it easy on the menial questing while you wait for a fortress to built. Realistically that would take months. May I suggest that, instead, you are given a mission to lead an armed recon of the island. The fortress is already built, they just want somebody experienced with survival and travelling in hostile territory to lead a group of soldiers. You lose your squad to a trap of some kind, and have to beat feet back to the fort.. Then you can launch into your "arrive to find it eaten" scenario. Keep the player entertained

- figure out some way of preventing the player from simply flying, swimming, or water-walking their way off the island.
- instead of waiting around for a rescue ship or random fishermen, you might make it one of the quests of your campaign that you have to send a distess call. Perhaps by magic. Perhaps by lighting a signal fire. Perhaps by catching and attaching a note to a messenger bird.
Gomez'
Nov 5 2005, 04:55 AM
Think Gomez think.....
The Island should be as far away from Tamriel as allowed by Oblivion. It should be surrounded on all sides by some form of carnivorous fish...ill have to make a visit to the imperial library to find a suitable one. It should be high enough level to deter players from trying to swim back; some way has to be devised to keep resourceful alchemists and cunning mages from trying to levitate or water walk back though.
All in good time.
now off to study up on my zombie logic!
g0d_tH@t_fa!L3d
Nov 5 2005, 06:34 AM
sharks, slaugterfish, weresharks, and dreugh are the only creatures i think would fit.
Wurlon
Nov 5 2005, 04:15 PM
Heh how about just wreck up cyrodil? It's an island wink wink.
I don't know about you guys/girls, but I REALLY love saving people in VIDEO GAMES. For example, in Mercenaries on one of the Ace Contracts there were two U.S. plane wrecks, in which two pilots were running around each fighting for their lives. Well after almost one hundred times, I finally managed to gather all four in an APC and finish the mission with them alive. They looked pretty cool too, in those wierd pilot helmets.
In Resident Evil Outbreak (1st outbreak) I loved letting the people die a bit, run to them, lift them and drag them as a horde of 6-7 zombies chases us. Or I would let the chinese girl get pulled out of the window in the very beginning ( in the stairwell there is a window in which a zombie will break and reach in for a person, if the person doesn't struggle or get help the zombie pulls them out and they die).
Even back during Nintendo 64, there was a helicopter game in which you could pick people up in a winch and carry them to a dropoff point where they would load up on ships to safety.. I think it was called Desert Storm or something, really fun!
As a final example, one of the military games that game out ( I forget the name urgh) that was suppposedly based on actual military training programs, when people became too injured they would flop down and you would have to pick them up and rush them to a medical point, that was super tastically fun!
But as for Zombie island, have the island in water as said, and build one medium size town or two small ones and a few farms on it. Then you can litter the place with respawning/non respawning zombies. Then place dead NPCs, NPCs that die from zombies and NPCs that are hiding from zombies. Also, the zombies would have to be very high level so guards would have a rough time battling more then two at a time and have the zombies have a disease so if they hit an NPC too many times they morph into a zombie. But anyway, the only safe spot on the island would be a small fort in lockdown mode.
The player would find out about the island by asking shipmasters about "lastest rumors" in which they would tell you about how no more ships come from the island ( it would have a name) an they could drop you off there. The player would arrive at a small port in the back of a farm (we do not want the player to see the city yet) where he would meet with a small group of guards struggling to fight back a horde of 20 zombies. The player the guards would retreat into the farm house's center, which is walled and close the gate while they recover from the battle. After a while they will tell you they were searching for survivors and should return to the fort soon, in which you would have to follow them and fight off dozens of zombies. After arriving the captain will fill you in on how a mysterious disease has caused almost all of the island's inhabitants to become zombies. He will give no quests for now, but pleads to you that you will help them rescue any surviving citizens still hiding in basements and attics.
Now the player could explore the wierd, horrofic countryside near the fort, or go to the northern tip of the island where the towns are to see the tragedy there. Throughout the mod, people in wierd hiding spots could be placed... with plenty of skeletons so the player could find gold, a few armor pieces and scrolls to fight with. AFter the player rescues so many people ( the captains expected amount that would be alive, probably around 12), the next time they return to the fort they will find it being sieged by a massive amount of zombies , who will manage to break through the gates. If the player managed to rescue the fort, the captain will declare this island a suicidal mission. In an effort to save his troops and himself, he will disobey the king and order his troops to evacuate now. The player's job will now be to escort a the garrison at the fort (around 12 guards, 12 citizens plus the king) to the point in which you got dropped off. There will be an exponetial increase in zombies on the way, insuring that someone will die if the player gets lazy. When they reach the dock, they will gather inside the farmhouse (remember with the gates?) and you will have to teleport to the city, get a shipmaster to come down and pick them up and get them onboard. The captain, who once again risks his life by telling the king about his retreat will be spared of disobeying the king or whoever is in charge of the military at the time. If you speak to this person, he/she will reward you with 2400 gold for every citizen/guard saved. (It should have been very hard!) and promises the same price if you find/rescue anymore from the island without guard help.
g0d_tH@t_fa!L3d
Nov 5 2005, 08:01 PM
QUOTE(Wurlon)
Heh how about just wreck up cyrodil? It's an island wink wink.
isn't OB going to be surronded by an endless landmass?
Gomez'
Nov 5 2005, 08:29 PM
I like your ideas; I think there should be a few survivors hidden amongst the towns.
And I plan for there to be plenty of towns, including one that is still being held down by citizens, that won’t let anyone, including the legion, in. and in addition to that, an insane band of hooligans that roam the countryside, they make regular attacks on you and everything around you.
And the fort should only last so long....
How about instead of the commander gathering up everybody and leaving, he just abandons you by leaving with the only mage on the island.
Leaving you with the few survivors there are at the fort, and then my scenario ensues. I want the whole environment to emphasize on survival.
And GTF, to my knowledge, Cyrodil is sorunded by land on it's north, east, and west sides. the south is open ocean
g0d_tH@t_fa!L3d
Nov 5 2005, 09:31 PM
i meant the part of cyrodil that you can play in.
Gomez'
Nov 5 2005, 10:03 PM
yes, they show a bit of the map in the demonstration videos
remember? the fast travel to kvatch snippet, the west was land and the south near Anvil was sea
g0d_tH@t_fa!L3d
Nov 5 2005, 10:07 PM
nope, i havn't watched any videos of OB. can you tell me where i can find this video?
Gomez'
Nov 5 2005, 10:18 PM

you havent watched the videos yet!?
well i wont hold it against you
linkishI got tons more videos if anyones interested
g0d_tH@t_fa!L3d
Nov 5 2005, 10:27 PM
i saw these videos at E3.
Gomez'
Nov 5 2005, 11:00 PM
Then why didnt you mention you saw them>?
QUOTE
i havn't watched any videos of OB.
Wurlon
Nov 6 2005, 02:32 AM
QUOTE(g0d_tH@t_fa!L3d @ Nov 5 2005, 03:01 PM)
QUOTE(Wurlon)
Heh how about just wreck up cyrodil? It's an island wink wink.
isn't OB going to be surronded by an endless landmass?
I meant Cyrodil city or whatever the heck the capital is called, it is an island with small islands around it. Look at a map, you cannot miss it.
Wurlon
Nov 6 2005, 02:36 AM
QUOTE(Gomez' @ Nov 5 2005, 03:29 PM)
I like your ideas; I think there should be a few survivors hidden amongst the towns.
And I plan for there to be plenty of towns, including one that is still being held down by citizens, that won’t let anyone, including the legion, in. and in addition to that, an insane band of hooligans that roam the countryside, they make regular attacks on you and everything around you.
And the fort should only last so long....
How about instead of the commander gathering up everybody and leaving, he just abandons you by leaving with the only mage on the island.
Leaving you with the few survivors there are at the fort, and then my scenario ensues. I want the whole environment to emphasize on survival.
And GTF, to my knowledge, Cyrodil is sorunded by land on it's north, east, and west sides. the south is open ocean
I like your ideas, I typed mine in a hurry ehe he. I really don't care what happens to the captain, I would be more affectnate(sp) towards the troops and maybe the citizens. Like I said earlier I like saving people. Heh that would be sweet to see a bunch of angry villagers on walls , throwing rocks at you (havoc physics maybe?) to go away. Of course the only issue in Oblivion would be levitation, a person could simply levitate over the whole island, rescue people, cast a levitate on target spell on them and then bring them to the fort by air.. or we could just make it so you cannot levitate hehe... like Mournhold. And make up a good excuse like " since no priest has lead a real mass, the magic on this island has been dulled by the gods.
I think it would be cool to find a cellar full of people in a town you thought was dead....
Wurlon
Nov 6 2005, 02:50 AM
I'm bored, so I drew you a terrible outline of the zombie island time duration (infection does spread you know!)
Artpad Zombie Island Massacre!
g0d_tH@t_fa!L3d
Nov 6 2005, 04:07 AM
Gomez'
Nov 6 2005, 06:00 AM
I like what i see
Wurlons map seams to be pretty open to influence and new ideas. I think the survivors should escape at the point where the zombie infection becomes too strong to fight anymore and the zombies are literally throwing themselves over the walls to get to the village (implied that there is a wall) and you bravely defend the fleeing villagers as they rush to the escape vessel.
Also, there should be a bit more complexity between the player and the Renegade Village (as i like to call it

),Like peeling with the Village to let the survivors in.
Or Sabotage the village by blowing a hole in their defenses and looting the town of its supplies, also leaving them to attack by the soulless walkers.
Anyone else?
Florodine of Hlaalu
Nov 7 2005, 12:52 AM
well i like the idea. But would the island ever be freed of infection? also i think if it were, you become leader of the island. And then you could make another mod with various problems around the newly fixed up town
Wurlon
Nov 7 2005, 04:55 AM
After the rescue point, the zombies do not respawn. If the player manages to kill them all, it will return to normal (if the player actually convinces people it is safe again).
Or it could just stay as an infected island of poo and flesh, your choice.
Gomez'
Nov 7 2005, 08:34 AM
That would have a great kind of symbolism to it; the base instinct of human beings in the form of flesh eaters begets our true nature. Wether it be in the form of scared villagers, or marauding Bikers. I think leaving the island a Zombie infested mess will leave the player with their own perspective of things.
but im pretty sure that within 5 weeks of release some average joe will make a mod disabling the zombie regeneration.....
To each his own i guess
g0d_tH@t_fa!L3d
Nov 10 2005, 02:38 AM
i like the idea of a zombie invasion, but if it were tied to Tes it would create boundries for the mod, i think it would be better if it were in an imaginry land with weapons simalar to that of Tes. there would be other monsters besides zombies, but the main focus would be on the zombies.
Gomez'
Nov 10 2005, 04:15 AM
Well, the problem with that is.....I kind of wanted it to be connected to TES, Watching someone survive a epic Zombie massacre is cool, i mean, check out Land of the Dead, Zombi, Dawn of the dead, and others. And playing one can be too, but having an open ended game where your ONLY Obligation is to survive until tomorrow with your buddies.....it can get pretty boring pretty fast.
Storander
Dec 20 2005, 03:06 AM
It would be awesome if you made it so after you defeat the daedra's and close the gate to oblivion if a huge army of zombies spawned on the far side of the game. Then with radiant ai you could probably script them to want to go to every town in the game

, and also script it so their attacks do no damage to NPCs,but turn them into zombies. Then, you could also add dialogue options to order NPCs to hide places, or follow you, so you could lead a bad of rag tag peasants against the horde of zombies

To top all off (assuming someone makes a blood and gore mod

) you could make the zombies Shaun of the dead style zombies

I've got "what I'm doing after I beat Oblivion" pretty well planned
If I made this, would anyone else be interested in playing it?
Ilsamir Lord
Dec 21 2005, 12:42 PM
Cool! ZOMBIES!!
MadHatter
Jan 13 2006, 10:02 PM
QUOTE(Gomez' @ Nov 5 2005, 03:29 PM)
And I plan for there to be plenty of towns, including one that is still being held down by citizens, that won’t let anyone, including the legion, in.
This idea got me excited. I know mentioning fable is a no no

but I remember a level where you couldn't get into a town until you killed all the werewolves outside. Mabey you could talk to the people through the gate (if it was barred) and the only way into the town would be by saving people/other quests until they let you in. Also, when you arrive you could see some people die just outside the gate, pleading for the people inside to let them in, adding to the dramatics. Doing this would focus on survival while you try to get into the town, but would also allow for some of the other ideas ive seen.
Kris
Feb 26 2006, 01:48 AM
My idea is that you go to a certain Mage Guild and join it or something, then after you do some quests for some one he or she mentions a hidden lab then you find out about it and he or she takes there...the place is a hidden lab underneath the sea far away from anywhere else after your there someone sends you outside and as your walking you here an explosion and you see like a green mist go all throughout the island and everything has turned undead and you fight lots of them until someone rescues you or something like that...the end
1234king
Feb 26 2006, 05:34 AM
you should make a questline involving the zombie mod that would be kool or maybe like a band of survivors going into one final battle
Ola Martin
Mar 4 2006, 01:36 AM
Wouldn't this mod lag very much, when you see the manymany sombies or something
Taeronai
Mar 4 2006, 03:22 PM
This sounds really great. I love the classic story of zombies overrunning towns, with a few survivors making their way through the doomed landscape, and escaping at last, immediately before the zombies break though the last line of defence.
One word of advice, though, and you should definately pay heed to it: begin small-scale. Don't try to create a huge island with tons of towns - that way you'll never be finished! All the ideas of utilizing RAI and scripting sounds great, but applying it to a dozen of towns with hundreds of zombies and npc:s?
It's fun and all to keep modding with some grand goal, but chances are tiny that you'll ever become finished - and the final point with a mod is, when it all comes down to it, to play it and have fun, maybe later improve it.
So I say: make a small island, with a single town (which get's overrun), about four or five hamlets, and a little fort or village (where the survivors are, and most of the story takes place). Put most of the efforts in making it well-made, good-looking, deep and with a nice creepy feeling.
You can either go shallow and large scale or deep and small scale, and I actually prefer the later. It can always be expanded later. As said, just some advice from me.
Pieinsky
Mar 15 2006, 06:37 PM
I think the imperial legion should be sent not only to eradicate all zombies and serch for survivers, but to kill all zombies because the island contains some valuable resourse. You could even have an underdround town where the survived flocked for safety.
Duncan Frost
Mar 16 2006, 10:06 PM
Great idea! This is teh 1337orz. Now all you have to do is ask yourself: how do I actually turn them into zombies? Maybe you could make it so they don't turn into the 'normal' zombies (ie, the missing half their body ones) but just a grey, shambling version of themselves.
g0d_tH@t_fa!L3d
Mar 24 2006, 05:11 AM
or have both, just take the models of regular people from the game and give them greyer skin.
Hanz baby
Jun 10 2006, 04:43 AM
how about if a zombie kills a NPC it comes back as a zombie like the reanimate spell?
Duncan Frost
Jun 10 2006, 06:46 PM
QUOTE(g0d_tH@t_fa!L3d @ Mar 24 2006, 04:11 AM)
or have both, just take the models of regular people from the game and give them greyer skin.
That's what I meant... lol.
It's good to see that this thread has revived
Sheogowrath
Oct 7 2010, 07:08 PM
disease could be like...post mortem necrosis maybe?
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