Museum of Dwemer History

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Post by Stalker »

OK. A few ideas and description of ruins to keep you busy while I'm away:
:idea: Ruins submerged like a few years before the War of The First Council so there could be some Dwemer bodies (but I doubt it)
:idea: Dwemer mined iron ore or ebony there
:idea: It was built in a volcanic activity area
:idea: The ruin submerged because Dwemer made lot's of "holes" in volcano and when it errupted the whole thing went deep underwater (so volcano actually caved-in)
:idea: We need to think out of how MoDH owner (somebody invent him a name !) will find out about the ruin
:idea: The ruins will be inhabited by lots of Dwemer Specters and a few Slaugherfishes. All Centurions are simply rusted.
:idea: When the ruin submerged it was partially destoyed
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Post by opelcity »

maybe instead of having slaughterfishes there ought to be a unique set of creatures, that were trapped down there and evolved to something different (some pale and blind variants of the slaughterfish or the mudcrab perhaps)
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Post by Assassinace »

Maybe used the blind slaughterfish which is native to underwater caves.
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Post by Garriath »

My main problem with this is that if it's a submerged ruin that used to be aboveground, then it wouldn't be prepared to be underwater, and thus the whole thing would be completely flooded, which would make it very difficult for the PC to notice very much and probably in the end find the experience too much like the Mudan Grotto (or wherever you get the Dragonbone Cuirass in MW.) I find that being underwater in Morrowind really freaks me out, which isn't necisarily a bad thing, but in this case I think it would be. The reason I liked my first idea was it created a completely different kind of tension: the PC wondered what the Dwemer were fighting (and then later realized it was each other,) the whole blur of a sudden new experience, and the whole freakish knowledge that he/she was really several hundred/thousand miles underwater. However, if we keep this the way it is, the PC will likely have to stay in his sub the whole time, which detracts from the overall experience.

Oh yeah, I seriously doubt this would be an ebony mine. I think all of us have yet to uncover any item made by the Dwemer using ebony (I don't think Kagrenac's tools were, were they?) I don't particularily care what they mined here, but ebony doesn't seem to work.

And here's my idea for a boss: a gigantic fish that's somehow gotten in to the ruin. Perhaps they were well known at the time of the Dwemer, yet now long forgotten. Perhaps it's in the heart of the volcano (if we keep this idea.) As for size, I'm thinking about as large as a dragon in Puma Man's GIANTS! mod, with more of an Angler fish build than a slaughterfish (if you know what I'm talking about.)
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Post by Stalker »

PC won't stay the whole time in his sub. First mini-quest in the ruin will be to activate pumps to pump out the water.
BTW I was thinking of how should Dwemer drill look like. I think the best way is the giant drill from Matrix:Revolution.
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Post by Tylium »

ah great and the boss is smith uho :lol:
uh so your are the blades where are the sharp sides if i may ask :P
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Post by Nomadic1 »

Cool... the fish could be like those psycho ones like in Finding Nemo. That'd be so sweet.
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Post by Garriath »

I dunno if we are thinking the same thing, mong. I'm referring to the one with the bright light connected to its forehead (and the large amounts of teeth.) What that what you were thinking?
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Post by Nomadic1 »

In Finding Nemo when they get the goggles, they drop them and swim down. They then come across that big ugly fish with lots of teeth and the lightbulb sticking out of his head. Thinking the same thing :)
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Post by battle_bison »

Is it possible to make the angler fish's light actually illuminate the surrounding area?
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Post by Garriath »

I don't know, but that would definitely be interesting. Is Vorrheis still alive?


Oh, and if you guys don't know what we're talking about,

http://seattlepi.nwsource.com/dayart/20030527/450angler.jpg
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Post by battle_bison »

Well, Bethesda did it with Flame Atronachs, right? Although, we don't want the whole fish to be bioluminescent, just the light on it's forehead. Maybe light emitting textures?
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Post by Anonymous »

my input:

1) I think we should tie the Dwemer museum in Tel Vos (in Morrowind) to MoDH. Perhaps a vital part must be obtained from there (or even if the person was a noble Televani mage, got the basic information from Master Aryon)

2) the reason I suggest Televanni is for the reasons above. As many people have pointed out, you have an odd character. He is odd in one respect and then in another respect. Perhaps he should fit into the norm just slightly more. Is there any reason you chose Redoran over the other Great Houses?
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Post by Túrelio »

Ok the location of the ruins is very important, as is the reason for being there. I suggest we stay clear of the Inner Sea, there is reason to believe that the Inner Sea did NOT exist before Red Mountain, or atleast was formed near then.

The Ruins should be submerged on purpose, other wise the Dwemer would have no need for a submarine. Plus it lets us focus more on the reason for being underwater, and allows us to make a few cool unique changes from other ruins.

As for the owner, he could have been a little better created, but I don't know if that can be changed anymore and if you want, name him Nedlir Helothril. We really need to come up with a Dunmeri Name Generator.
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Post by BalinMinister »

Well if you really needed one...try markov's name gen....it has dwemer stronghold names, dunmer first names and surnames..perfect for this type of situation where everything is needed

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Post by Anonymous »

Is there more to this quest than is seen right here?

Could just his house be changed so that he finds out about this from Master Aryon? Perhaps Aryon couldn't do this expedition because of location (perhaps make it far west?). I think it's very important that we tie this in somehow so MoDH doesn't look like a repeat, a knock-off, or that we just ignored Aryon.

Quest possibilities:
recruiting workers--A nobleman probably wouldn't build this with his own two hands. While working on various other quests, unemployed people will be scattered all over Tamriel. The more people you recruit the more hints you can get concerning the other MoDH quests you have to do.
recruiting specialists-- you must convince so-and-so to join your team because he/she can do such-and-such that the owner person (hereafter known as DUDE) and you can't (perhaps a wizard of some sort)
gathering resources--some of the parts found aren't in good enough repair, so you have to go out and find raw materials to recreate simple but vital parts to make the machine work.
finding the bug--someone that DUDE hired is fiddling and fouling up the machine (for whatever reason--perhaps DUDE's life-long enemy) and needs to be found and eliminated.


I'm just throwing ideas out here.
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Post by Anonymous »

i'm not entirely sure why, but my last post appears and disappears...is it doing that for anyone else?
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Post by Nomadic1 »

Aryon has become a very busy wizard recently. As long as some NPC says that, I'm sure that would be covered. There is also no need to change his house IMO, Redoran does kinda work (a bit strange I admit, but I would be more concerned if they were Indoril, Hlaalu, or Dres; and if the museum owner was Telvanni it would just look like they were ripping off Tel Vos museum.)
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Post by Haplo »

1 - Vorrheis is alive and well
2 - We won't touch Vvardenfell in that sense, so no, Tel Vos will not be connected. Besides...isn't Tel Vos a Telvanni town? and isn't the MoDH Dwemer? And on the west side of the mainland? Why, and how, would they be linked? The Telvanni had no love for anything Dwemer.
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Post by Zalzidrax »

Except their armor.
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Post by Stalker »

I'm back ppl. When I remember how to type and hold my mouse I'll post owner's background, ruins story plus a number of quests a came up with while swimming with jellyfishes. And there will be connection with Tel Vos w\o actually modifying VF - player will need to steal Anumidium plans.
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Post by Stalker »

Quests:
1. Initiation quest (after this one you will be granted access to the manor and will be able to talk to the owner himself): bring some dwemer goods to the museum (goblets, pitchers etc)
2. Bring the full set of dwemer armour
3. Obtain Anumidium plans from Tel Vos dwemer museum (this one WILL NOT require modifying VF in any way)
The futher quests will be avaliable ONLY if you have collected all misc items (goblets, plates, coins etc)
4. Obtain plan books from Bamz-Amshend
5. Find some way to translate those books (*hint*Hanging Gardens*hint*)
6. Find 10000 or 5 satchels (why satchels - read below)
7. Hire some workers
8. Find the crashed sub and bring it for repairs
9. Bring some material to reapir the sub
10. Explore dubmerged dwemer ruins
Last edited by Stalker on Mon Aug 02, 2004 2:57 pm, edited 1 time in total.
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Post by Stalker »

Owner's background (rather long story which must be spellchecked and turned into a dialogue which will be avaliable under "background" topic):
Once upon a time lived an adventurer. He travelled throughout MW killing monsters, completing quests etc. Once upon his travels he wandered into dwemeri ruin. he was shocked by how big and masterfuly it was done. He decided to learn more about dwemer. he visited libraries, talker with scientists and got obsessed with them more & more. Once he decided to share his knowledge with the rest of the world. But he needed some money to fullfil his idea. His father, who died rather long time ago, was the member of House Redoran. So he decided to use this opportunity. Because it would be stupid to just come to the Council and ask for money he decided to prove his worthyness. He started completing tasks for his House. Once he was given a task to clear the cave from smugglers. When he killed all of them he found a half-dead Khajit slave. He freed him and brough to a healer. Apparently the healer was Dunmer so he refused to heal Khajit but a rather large sum of money convinced him. When Khajit came concious he sworn to be with his newly acquired master till his death. His name was R'Iqu(a better name maybe ?). After a while, when owner (I'll call his "owner" OK ?) came to receive another task taskmaster sent his to Ald-Ruhn because The Council wanted to see him. Upon his arrival he was promoted to house Brother (he has already reached to corresponding rank before). Council asked waht were his plans for the futer and what he's going to do to help the House. He said that he wants to study dwemer & wants to open the Museum. Almost every councilor was against the idea. To convince them he said that dwemer technology could be used to help with Redoran mining operations. Council spent a few days to disscuss the matter. When he met them again they said that only because of his father's name & his deed they are able to give him a really "huge" sum of money plus a piece of land to build a manor in Black Light (which political situation was rather unstable for that moment). That sum of money was only enough to build a museum. Upon his travels in the past he once found a pack of dwemer satchel charges. He decided that maybe if he will bring those charges to the Council & explain that this could really help in mining they would agree to give him extra funds. The Council was rather pleased with the effect of those satchels so they agreed to give him some more money. He was able to collect and bring a decent number of exhibits and build himself a normal house for that money. His museum was gaining popularity. R'Iqu was turned into museum guard and was really proud of it. Once he told to a bartender in a local tavern that "Master gave him a really important task to guard enourmous dwemer treasures". This tavern was also known as a Thive's Guild guildhall... They decided to send & apprentice because they though that such guard wasn't much of a trouble. Next morning R'Iqu was seating next to a unconsious thief tied to a chair waiting for his master's decision on what to do with a thief. Owner was schoked when he found out what had happened. he decided to get the thief's id (thief was seating in a mask which R'Iqu hasn't taken off). Owner was shocked once again when he found out who the thief actually was. it was really beautiful Dunmer woman. She told him that she joined TG 'coz her family was poor and she needed some money. He talked to a local guildmaster and that guild forgot about her, him and his museum forever. Time passed, museum grew, everyone was happy. And one day a person, who was also known as Nerevarine, entered the museum...

P.S. I know that some parts sound like a soap opera scenario. I would be really happy if someone will rework those parts.
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Post by Stalker »

About the ruins
These ruins served as a forge + mining facility. It was built on a volcanic active area so dwemer had access to lava & white rock (read BalinMinister's book about dwemeri metal for more info). The mining waas really intence so the whole area was covered by caverns. Once the whole ruin collapsed in one of those caverns & now it lies deeply underwater. Most of the ruins were destroyed during "submerging" but the part which was deep underground survived. The whole thing happened before The War of The First Council aka dwemer dissapearence so there could be some bodies left.
Why the ruin submerged ?
The whole construction was quite stable. But one small even helped it to become unstable. The whole colony divided into 2 parts: one part said that they must not go deeper underground because of some reasons, the other part siad that they must continue mining. This led to a conflict. During it one "wise guy" decided to stop this brother killing war in a rather strange method - he destroyed one of the pillars supporting the cavern's celling so the whole ruin falled into that cavern.

The whole colony consisted of a few buildings:
the main facility(which submerged)
powerplant
a few mining shafts on surface
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Post by Stalker »

Compilation of the ideas:
:idea: Main facility boss - angler fish. It really fits for a big bad underwater fish IMO.
:idea: The first mini-quest on the main facility will be to pump out the water
:idea: The second mini-quest is to restore power
:idea: The House will NEVER be turned into Telvanni for some obvious reasons
:idea: The sub was not created because Dwemer built underwater ruin. It was created just to explore the sea.
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Post by Anonymous »

ooohh... you, stalker, are quite possibly making the most impressive thing, and quite possibly the only thing that'll make me download this mod, in the whole project.

well, i like the anglerfish idea; he could come in the ruins when he loooks like this:
[img]http://img57.exs.cx/img57/238/l009_jpg.jpg[/img]

NOW he prefers to be called "Big Papa" and looks like this:
[img]http://img57.exs.cx/img57/499/l006_jpg.jpg[/img]

heh, i saw that guy as a special ingredient on Iron Chef the other night...
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Post by Garriath »

Guys, personally I feel that we're wasting valuable time debating things. I realize that that we shouldn't let time interfere with quality, but if we keep squabbling (for the lack of a better word, and yes, I realize, I did most of it) we'll never get this done.

For now, let's simply say that everything Stalker has said here is now set in stone. We need to move ahead. However, I'm not saying there's no room for improvement on the basic plotline, etc., but now we shouldn't alter its basis. From now on, those of us who want to help should start working as soon as we get a few details cleared up. It seems to me most of what we were arguing over before was the basic idea (whether or not it should have been *meant* to be underwater, and a few other issues.) This decision has just been made. We can now debate a bit over the storyline Stalker has suggested. But now the previous issues are closed. Now, here're my $.02:

I don't think we should include Dwemer bodies, as this would raise unneeded issues with the Core Team and there are more interesting issues to raise.

I'm a bit pressed for time, so I'll end this here. Namarie.
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Post by Stalker »

Under "dwemer bodies" I mean skeleton containers. And yeah Garriath tnx for clearing this out. All basics have been already decided. Now we must clear out ruins plotline.

WARNING
We need to decide what will be owner's, his wife and guard's names. Suggestions as follows:
OWNER:
Nedlir Helothril
Yakel Veloth
Zeriv Andrethi
WIFE:
Adoeweth Veloth(or Andrethi or what will be his surname)
Madar Senatam (in the case she hasn't taken his surname)
GUARD:
R'Iqu
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Post by Garriath »

I'm rather partial to 'Maryon' as a surname, while perhaps the guard is J'Afir?

However, the names are really up to you. I suggest you decide them quickly so we can get going on the more important stuff.

Just my $.02, though.
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Post by Stalker »

OK. Than let the names be:
Owner: Nedlir Andrethi
Wife: Madar Andrethi
Guard: J'Afir

What do we have next on TODO list ? Oh yes. Finalize dwemer facility background.
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Post by Stalker »

*bump* Suggestion, I still need suggestions.

BTW I've finally finished museum part of MoDH and I'll put it soon for testing.
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Post by Stalker »

What should be the fee for entering the museum ? I was thinking of 100 drakes. What d'ya think ?
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Post by Gooblecakes »

100-150 sounds about right. nothin too much, but, enough.
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Post by Anonymous »

Ahem if youre a regular contributer to the museum its free! if your a first timer 100 if your gonna get acess to certain restricted collections 300. Perhaps you could buy the museum after completing a set of quuests (300,000) and make a regenerating script that lets you collect 2500 a week. Net that is.
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Post by Jacurutu »

I doubt that the guy who devoted his life to the Dwemer would sell away his museum . . .
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Post by Anonymous »

He would sell it to you because you gave him half the items in themuseum and he would get old and retire. Perhaps he would offer a partnership after you donate loads of items.
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Post by Stalker »

I second Jacurtu on that. I doubt he will even offer partnership. And what for ? You don't have enough money or what ?

And I want to chose the location of dwemer complex.
So which one ?
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Post by Violent_J »

It would say 4 its the best possition!

where will MoDH be located???
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Post by Túrelio »

I am going to say four right now. Force the player to march all the way down to Dres territory. Is this the ruin that the player is going to have to get to with a sub? Where is the sub going to start out at? I'd think it be cool if you forced to player to interact with the Dres, something that should be a problem itself.
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Post by Stalker »

Location: Black Light.

It's a possible position of the underwater ruin -> you must use the sub to reach it -> sub will act like a door in original TR release.

The sub itself won't start from Black Light. It'll start from MoDH workshop and it's location is still unknown. Suggestions ? I think it must be rather close to Black Light.
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