So I gather the potion/invisible takedown method that absolutely lets you get away (totally unnoticed) with shooting arrows into people or hitting them over the head with a blunt object is the way to move forward.
I did some adaptations to the potion approach to make it easier to use. No longer do you have to ready your bow, drink the potion, chose the poison and then apply it to the weapon. Now you just drink the potion, the bow and arrow and poison equips automatically, leaving you to just drink the potion, then confirming that you're going to poison the next arrow, and you're all set, and ready to shoot and knock out your victim.
I also made a version were you apply holy water to the arrow (as there should be in any Theif'ish gameplay)
A major problem with zombies in Oblivion is that they have the resist magic, poison, fire, frost, disease, ... ability
so right off the bat holy water arrows, where the scripted effect (holy water) is applied as poison on an arrow don't do a whole lot of good. So all the Zombies in my Thief "fan mission" unfortunately has to to be without this protection in order for the holy water arrows to have any effect.
ok so no biggie, but the zombies should be uneffected by the regular "knockout" poison and only vulnerable to the Holy water variety. So to ensure this, I gave the Zombies a much higher fatigue value then the knockout poison script takes away. Problem solved.
Well Ok so then normal NPC should be equally unharmed by the Holy Water arrows, how then do this? The script that the poison delivers to the holy water arrows must only apply to undead, so there has to be a check for creature type in the script. Undead beings in Oblivion are numbered as creature type 1 so that is a good thing to check for.. Daedra are creature type 2 etc. Next the script has to kill the undead because that is what is expected of the holy water, right. So that should now work accordingly to expectation and since the poison can be (in principle) applied to any weapon, I decided to make a blackjack variant of the potion as well.Well so much for Holy Water then
So last night I decided to complement the tools available in my mod with a FlashBomb, and I think I got as close to the Thief original as I can hope to get in Oblivion. You can drop it close to those chasing you and activate it and it will strike you both down but I make sure that the player can get up first so you get 5-7 seconds to hide in a safe location or run away before your opponent regains his/her senses. The FlashBomb does not damage the undead other than knock them off their feet for 7 seconds though so if you knock them down with a flashbomb you still have to finish the job with a holy water carrying weapon.
Now the mod at its' core is a science fiction fantasy mod and so I have a training section for players to go through at the beginning. I updated the training mission today to include the latest tools
Now many here on TTLG has experience in either playing such training levels or making them in actual Thief fan missions so I taped playing through the entire training level, start to finish and would like some feedback if you could be so kind, now I wonder is it somewhat ok as far as training levels
are concerned/goes?
Does it explain what and how to do things the right way or is something way off, is there something I could/must clarify more/better..
I know Oblivion and the Dark engine are totally different beasts but I try to make the best of what I got to work with here
here's the video of the training level in it's current incarnation (don't be surprised that the beginning of the training mission has you entering a modern aircraft/spacecraft, this will come in handy to the player quite a few times in my mod :