(Obsolete) Almalexia Discussion [Formerly M3A6 thread]
Moderators: Haplo, Lead Developers
Could we change the ground textures on the Othrensis plateaus? I really hate the way the Indoril pavement clashes with the cliffs, and imo it doesn't go very well with the velothi buildings either. The WG_cobblestones look just fine for the upper terrace, and replacing some of the outer tiles on the lower terrace with normal rock textures that look a bit more like the cliffs would make that Indoril-themed terrace a lot easier to look at, as well.
Yeah, WG_cobblestones would be better, I think.
Forum Administrator & Data Files Manager
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
- The Greatness
- Developer
- Posts: 358
- Joined: Sat May 29, 2010 5:13 pm
Here's a WIP. All wilderness LC are done, and all caves should be done and most named, except that River Lord cave which I've asked Cat to redo. It's getting there.
Points of interest:
I've started a quest on that muck farm
Almalexia has two NPCs that are there for the purpose of that quest
The Velothi dome in the NE corner has been prepared for an FG quest were the player is tasked with helping the bandits (without realising they're bandits). I haven't given them any dialogue yet.
EDIT: uhh... what do you want me to do with the ground textures?
Points of interest:
I've started a quest on that muck farm
Almalexia has two NPCs that are there for the purpose of that quest
The Velothi dome in the NE corner has been prepared for an FG quest were the player is tasked with helping the bandits (without realising they're bandits). I haven't given them any dialogue yet.
EDIT: uhh... what do you want me to do with the ground textures?
Warning: may contain large amounts of sarcasm.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
- The Greatness
- Developer
- Posts: 358
- Joined: Sat May 29, 2010 5:13 pm
Plans
Fort Lutemoth
Fort Lutemoth is a medium sized for just west of Almalexia that is run by the Imperial Legion. Or at least, it used to be. A year or so ago the Imperial Government decided that Fort Lutemoth was proving too expensive to maintain and was not having as much influence as was hoped. The area was already being well maintained by the well organized and efficient Indoril and the Imperials already had enough political influence on the area thanks to numerous Imperial holdings and embassies in Almalexia. Instead, the fort was taken over by the EEC who offered to pay all expenses in return for a large part of the fort and control over the Legion posted there in all economical matters. The Imperial Government agreed to this as they felt that an economic presence there, backup up by the power of a small garrison, would establish more influence in the area than a redundant fort ever would.
So the EEC moved and are running a profitable business running mines and trade routs in the area. Things are going mostly smoothly, although the Indoril have been resisting any attempts to tax or take over their holdings. The Imperial Government were right in thinking that an EEC base would have large influence, however.
Not all are pleased. The Fort Captain, Captain Gravius, once in a well respected and important position, has now been demoted to running errands for the EEC or organizing trivial matters from his office in the basement prison area. He always looks for an opportunity to prove himself to his superiors to earn a re-assignment or, even better, to make them reconsider selling Fort Lutemoth.
Quests
One strong possibility for Fort Lutemoth that I have been planning is a short (4 or 5 quests) quest line for the Imperial Legion received from Captain Gravius. It would involve helping him prove to the Imperial Government that Fort Lutemoth is worth returning to the Imperial Legion. My plan was that the first two quests would involve finding and capturing criminals in the area, only to be confronted by one of the high level (but not leader) EEC members, who demands that the prisoners be released. After a bit of digging around a conspiracy is revealed that shows that one of the top level EEC members in the fort was secretly using bandits and criminals to further the EEC. You report this to the Imperial Government and the Imperial Legion has a lot more power returned, including Captain Gravius taking over the criminal EEC member's office.
Obviously there would also need to be an EEC quest line here because their presence it quite significant. I don't know what it would involve but checking mines and surveying areas would be a major part of it, obviously spiced up with regular problems. The quest line could possibly end with a large boost to the EEC's influence in the area, such as the ability to tax Othrensis or something.
Othrensis
This has been a plan in my head for a while. I have been told recently that there has been some discussion on the subject in restricted areas, but I will put my plan up here so I have a say on the matter.
Othrensis is one of the oldest cities in Morrowind and has long been a temple holding. Othrensis rock has been a place of worship since long before the Tribunal came to power. Many civilizations have been built and fallen around this ancient spot (as hinted at by the OM ruins under the city), but the Velothi city on it has stood firm for a long time.
Only recently, however, the Indoril have moved in and declared Othrensis a holding. Their religious considerations have prevented them from building around Othrensis for a long time, despite its proximity to Almalexia. They wished to leave this ancient city to the worship of ALMSIVI. However, one Indoril devout has risen through the ranks and not long ago become a councilor. He persuaded the Indoril that it was time to make Othrensis a holding, putting himself forward to head up the project. He managed to persuade the rest of the council that it is what the Tribunal would have wanted, someone to protect the ancient site. However, his real motives are much less virtuous. He is a power hungry, and hopes to see himself one day as ruler of Indoril. Unlike most that envy this position, however, he has the means to achieve it. He is a shrewd political negotiator, with a mind as sharp as a knife, and a skill with words. Those who know him well however know that if he ever became head of Indoril he would most certainly not act in the interests of the people. The only reason he built around Othrensis was to give himself a powerful and important position that had already been developed.
The temple in Othrensis had similar misconceptions as the rest of the Indoril. It is now five years since the Indoril first built around Othrensis. When they first came the temple hoped that, because of their religious ethics, they were coming to aid the temple and further the word of ALMSIVI. When the Indoril governor first arrived the head of the Othrensis temple went straight to him with a documented list of task the Indoril could do to aid the Tribunal, and was shocked when he was turned away. At first he thought it was simply that the governor was busy setting things up, but over five years his patience has worn thin with this insolent and selfish governor.
Quests
The temple has a large influence here (obviously), so there should be a large temple quest line here. Consider also this cities size and proximity to Almalexia and you can see that this should probably be one of the central temple bases.
Other than that, the councilor will probably get some quests when Indoril is sorted. Looking at my character in the light of understand the current Indoril plans however I can see that he could end up playing a central role, maybe as head of one of the vying factions. I don't know.
The Indoril in General
Now I know more about the Indoril and the plans TR have in store for them I can plan more carefully the mood and events of the people. One of the main themes I want to introduce is a general optimism among the people. They have a new leader! He's great! Everything is going fine! Not only does this give the people a more significant theme, it also makes the Indoril quest line that much more sweet and shocking. The other clever bit is that if a number of dialogue options are devoted to talking about the events of the Indoril these can then be changed as the player progresses through the Indoril quest line through use of a global interval or suchlike. Each time a NPC talks about the state of the Indoril three alternative dialogue options could be added that then change through the stages of the Indoril quest line something like this:
Stage 1- The Player has not yet begun the Indoril quest line or has not got very far- everyone is optimistic about the new leader
eg 'Great House Indoril is on the rise! Mark my words, a new period of prosperity approaches.'
Stage 2- The fate of the leader is starting to be hinted at to the player. People are curious about what is going on.
eg 'What's going on in House Indoril. Not long ago sweeping changes were introduced, yet now they seem paralyzed. What could be going on in those mysterious halls?'
Stage 3- The player discovers the fate of the leader. The two faction vying for leadership become clear and the public becomes aware of what is going on.
eg 'Where once there was one strong and true leader, now the Indoril battle each other for supremacy. Nothing good will come of this.'
Stage 4- The player becomes head of Indoril. Stuff is sorted out.
eg 'So... it's over. The battle for the leadership of Great House Indoril is fought and won. Now we all have to wonder; what lies in store for us now?'
Almalexia
I will get some much more detailed plans on Almalexia some time in the future if I choose to take it on. All I can say for now is that if I went for it my main aim would be to show the wealth and prosperity of the city, which of course all comes crashing down in the quest line. I am forming ideas of the purpose of different sectors in my head currently.
Fort Lutemoth
Fort Lutemoth is a medium sized for just west of Almalexia that is run by the Imperial Legion. Or at least, it used to be. A year or so ago the Imperial Government decided that Fort Lutemoth was proving too expensive to maintain and was not having as much influence as was hoped. The area was already being well maintained by the well organized and efficient Indoril and the Imperials already had enough political influence on the area thanks to numerous Imperial holdings and embassies in Almalexia. Instead, the fort was taken over by the EEC who offered to pay all expenses in return for a large part of the fort and control over the Legion posted there in all economical matters. The Imperial Government agreed to this as they felt that an economic presence there, backup up by the power of a small garrison, would establish more influence in the area than a redundant fort ever would.
So the EEC moved and are running a profitable business running mines and trade routs in the area. Things are going mostly smoothly, although the Indoril have been resisting any attempts to tax or take over their holdings. The Imperial Government were right in thinking that an EEC base would have large influence, however.
Not all are pleased. The Fort Captain, Captain Gravius, once in a well respected and important position, has now been demoted to running errands for the EEC or organizing trivial matters from his office in the basement prison area. He always looks for an opportunity to prove himself to his superiors to earn a re-assignment or, even better, to make them reconsider selling Fort Lutemoth.
Quests
One strong possibility for Fort Lutemoth that I have been planning is a short (4 or 5 quests) quest line for the Imperial Legion received from Captain Gravius. It would involve helping him prove to the Imperial Government that Fort Lutemoth is worth returning to the Imperial Legion. My plan was that the first two quests would involve finding and capturing criminals in the area, only to be confronted by one of the high level (but not leader) EEC members, who demands that the prisoners be released. After a bit of digging around a conspiracy is revealed that shows that one of the top level EEC members in the fort was secretly using bandits and criminals to further the EEC. You report this to the Imperial Government and the Imperial Legion has a lot more power returned, including Captain Gravius taking over the criminal EEC member's office.
Obviously there would also need to be an EEC quest line here because their presence it quite significant. I don't know what it would involve but checking mines and surveying areas would be a major part of it, obviously spiced up with regular problems. The quest line could possibly end with a large boost to the EEC's influence in the area, such as the ability to tax Othrensis or something.
Othrensis
This has been a plan in my head for a while. I have been told recently that there has been some discussion on the subject in restricted areas, but I will put my plan up here so I have a say on the matter.
Othrensis is one of the oldest cities in Morrowind and has long been a temple holding. Othrensis rock has been a place of worship since long before the Tribunal came to power. Many civilizations have been built and fallen around this ancient spot (as hinted at by the OM ruins under the city), but the Velothi city on it has stood firm for a long time.
Only recently, however, the Indoril have moved in and declared Othrensis a holding. Their religious considerations have prevented them from building around Othrensis for a long time, despite its proximity to Almalexia. They wished to leave this ancient city to the worship of ALMSIVI. However, one Indoril devout has risen through the ranks and not long ago become a councilor. He persuaded the Indoril that it was time to make Othrensis a holding, putting himself forward to head up the project. He managed to persuade the rest of the council that it is what the Tribunal would have wanted, someone to protect the ancient site. However, his real motives are much less virtuous. He is a power hungry, and hopes to see himself one day as ruler of Indoril. Unlike most that envy this position, however, he has the means to achieve it. He is a shrewd political negotiator, with a mind as sharp as a knife, and a skill with words. Those who know him well however know that if he ever became head of Indoril he would most certainly not act in the interests of the people. The only reason he built around Othrensis was to give himself a powerful and important position that had already been developed.
The temple in Othrensis had similar misconceptions as the rest of the Indoril. It is now five years since the Indoril first built around Othrensis. When they first came the temple hoped that, because of their religious ethics, they were coming to aid the temple and further the word of ALMSIVI. When the Indoril governor first arrived the head of the Othrensis temple went straight to him with a documented list of task the Indoril could do to aid the Tribunal, and was shocked when he was turned away. At first he thought it was simply that the governor was busy setting things up, but over five years his patience has worn thin with this insolent and selfish governor.
Quests
The temple has a large influence here (obviously), so there should be a large temple quest line here. Consider also this cities size and proximity to Almalexia and you can see that this should probably be one of the central temple bases.
Other than that, the councilor will probably get some quests when Indoril is sorted. Looking at my character in the light of understand the current Indoril plans however I can see that he could end up playing a central role, maybe as head of one of the vying factions. I don't know.
The Indoril in General
Now I know more about the Indoril and the plans TR have in store for them I can plan more carefully the mood and events of the people. One of the main themes I want to introduce is a general optimism among the people. They have a new leader! He's great! Everything is going fine! Not only does this give the people a more significant theme, it also makes the Indoril quest line that much more sweet and shocking. The other clever bit is that if a number of dialogue options are devoted to talking about the events of the Indoril these can then be changed as the player progresses through the Indoril quest line through use of a global interval or suchlike. Each time a NPC talks about the state of the Indoril three alternative dialogue options could be added that then change through the stages of the Indoril quest line something like this:
Stage 1- The Player has not yet begun the Indoril quest line or has not got very far- everyone is optimistic about the new leader
eg 'Great House Indoril is on the rise! Mark my words, a new period of prosperity approaches.'
Stage 2- The fate of the leader is starting to be hinted at to the player. People are curious about what is going on.
eg 'What's going on in House Indoril. Not long ago sweeping changes were introduced, yet now they seem paralyzed. What could be going on in those mysterious halls?'
Stage 3- The player discovers the fate of the leader. The two faction vying for leadership become clear and the public becomes aware of what is going on.
eg 'Where once there was one strong and true leader, now the Indoril battle each other for supremacy. Nothing good will come of this.'
Stage 4- The player becomes head of Indoril. Stuff is sorted out.
eg 'So... it's over. The battle for the leadership of Great House Indoril is fought and won. Now we all have to wonder; what lies in store for us now?'
Almalexia
I will get some much more detailed plans on Almalexia some time in the future if I choose to take it on. All I can say for now is that if I went for it my main aim would be to show the wealth and prosperity of the city, which of course all comes crashing down in the quest line. I am forming ideas of the purpose of different sectors in my head currently.
Warning: may contain large amounts of sarcasm.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
In Fort Lutemoth there needs to be a traveling bard. He should be Dunmer, male, with a young/clean face and longish dark hair, wearing common clothes. If you want to go the whole 9 yards you can add his pet traveling guar companion, but that's not necessary.
I disagree about the councilor of Othrensis being shrewd or having any sort of ulterior motives. It's just not very Indoril at all. Also, it's been a hell of a lot longer than five years since the Indoril claimed Othrensis. Try 100. Which is still a lot more recent than other Indoril holdings in Map 3.
I disagree about the councilor of Othrensis being shrewd or having any sort of ulterior motives. It's just not very Indoril at all. Also, it's been a hell of a lot longer than five years since the Indoril claimed Othrensis. Try 100. Which is still a lot more recent than other Indoril holdings in Map 3.
Forum Administrator & Data Files Manager
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
And yes I forgot to mention, blackbird is correct in that you shouldn't do faction quests. NPC Claims only include regular NPCs, dialogue, and miscellaneous quests. No factions or great houses.
EDIT: Here's that information for the councilor.
She's an old, militant Temple fanatic. She represents the aged position of the Indoril as active battlers of heresy. Her quests are about hunting heretics, slaying cultists, acquiring expensive and rare weapons for her, etc... She believes she brings House Indoril glory through the purging of religious deviants in forsaken ruins in the middle of nowhere in Map3. (So she's basically misdirecting valuable military resource in a fruitless direction that no one benefits from).
Now Othrensis being the size that it is, and possessing the resources that it does, it is capable of fielding and supporting quite a sizable force. But instead, you have a posse of witch hunters, fortune seekers, bounty hunters and other temple fanatics. The prisons are filled with locked up heathens, and Therayn's manor is filled with cursed weapons and other powerful items. While on the other hand, the Temple of Othrensis has a nice collection of religious artifacts and the likes. As a side note, the Mages Guild is interested in these collections.
Nobody really agrees with her policy, but she's popular among the locals throughout Indoril lands as the one "keeping us safe from the witches" and "purging those heretic scum.†But why does she put so much effort in these pursuits? Does she not see the futility of it all? Well, she's too old to reconsider her position. She's literally been at it for like 100 years. She's seen too much evilness by cultists to ever be able to cease pursuing them. She's even lost some offspring to fighting the cultists, so to stop the fighting would be to betray their legacy.
This chapter introduces the player to a very conservative, extremist, and reactionary side of the Indoril, one that seeks an arbitrary enemy/scapegoat as "fault" of the recent misgivings. But they believe in their own story, they haven't purposefully selected a scapegoat for the benefits it grants.
"Dralysa Therayn, Therayn Manor, Othrensis"
You can make it a male instead and call him Dralas if you like.
EDIT: Here's that information for the councilor.
She's an old, militant Temple fanatic. She represents the aged position of the Indoril as active battlers of heresy. Her quests are about hunting heretics, slaying cultists, acquiring expensive and rare weapons for her, etc... She believes she brings House Indoril glory through the purging of religious deviants in forsaken ruins in the middle of nowhere in Map3. (So she's basically misdirecting valuable military resource in a fruitless direction that no one benefits from).
Now Othrensis being the size that it is, and possessing the resources that it does, it is capable of fielding and supporting quite a sizable force. But instead, you have a posse of witch hunters, fortune seekers, bounty hunters and other temple fanatics. The prisons are filled with locked up heathens, and Therayn's manor is filled with cursed weapons and other powerful items. While on the other hand, the Temple of Othrensis has a nice collection of religious artifacts and the likes. As a side note, the Mages Guild is interested in these collections.
Nobody really agrees with her policy, but she's popular among the locals throughout Indoril lands as the one "keeping us safe from the witches" and "purging those heretic scum.†But why does she put so much effort in these pursuits? Does she not see the futility of it all? Well, she's too old to reconsider her position. She's literally been at it for like 100 years. She's seen too much evilness by cultists to ever be able to cease pursuing them. She's even lost some offspring to fighting the cultists, so to stop the fighting would be to betray their legacy.
This chapter introduces the player to a very conservative, extremist, and reactionary side of the Indoril, one that seeks an arbitrary enemy/scapegoat as "fault" of the recent misgivings. But they believe in their own story, they haven't purposefully selected a scapegoat for the benefits it grants.
"Dralysa Therayn, Therayn Manor, Othrensis"
You can make it a male instead and call him Dralas if you like.
Forum Administrator & Data Files Manager
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
- Bloodthirsty Crustacean
- Developer Emeritus
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- Joined: Fri Feb 02, 2007 7:30 pm
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A thing on Fort Lutemoth - it seems a shame to waste the awesome name on so irrelevant and pointless a fort - in the middle of nowhere, not even on a major road.
Should/could the name be moved somewhere more fitting (like the Fort near Teyn) and this fort be removed? Another 'underused/failing' Imperial fort would be three in a row. Seems like its unnecessary here.
But if we want to keep it, fair do's. Just seems a bit superfluous is all.
(might be worth having a wider think about Imperial forts in general, now that we have a far better sense of what the map looks like)
Should/could the name be moved somewhere more fitting (like the Fort near Teyn) and this fort be removed? Another 'underused/failing' Imperial fort would be three in a row. Seems like its unnecessary here.
But if we want to keep it, fair do's. Just seems a bit superfluous is all.
(might be worth having a wider think about Imperial forts in general, now that we have a far better sense of what the map looks like)
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
We're using the name on this fort because it is not intended to be a major easter egg, but a minor one.
Forum Administrator & Data Files Manager
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
- Bloodthirsty Crustacean
- Developer Emeritus
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- Joined: Fri Feb 02, 2007 7:30 pm
- Location: Elsewhere
- The Greatness
- Developer
- Posts: 358
- Joined: Sat May 29, 2010 5:13 pm
The idea of it failing was an explanation for the rather large EEC offices in the building and complete lack of any IL offices other than in the prison area. It seemed like the only way to explain the situation, and it created some good quest oppurtunities at the same time. I'm open to other ideas but right now this is the best one I have and I need to start dialogue this place (unless you want me to skip to Othrensis while stuff like this is sorted out).
Warning: may contain large amounts of sarcasm.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
My thoughts are that I don't think it is superfluous or repetitive.Bloodthirsty Crustacean wrote:Righto. (tho any thoughts on the superfluousness and repetitiveness of this fort in a wider sense?)
Forum Administrator & Data Files Manager
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
- Nomadic1
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The fort could be moved closer to Almalexia, and onto the main highway. Proper "legion" stuff is rather unnecessary in this place given how developed this area is, how much under the shadow of the might of Mournhold it is, and how much House Indoril soldiers and the Ordinators are around.
This would also be more convenient for when the PC is arrested, or casts Divine Intervention.
This would also be more convenient for when the PC is arrested, or casts Divine Intervention.
<insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
At risk of sounding a little hostile, this claim is currently in the NPC stages, not exterior fixing stages. I would like to keep the fort where it is, since it is fine there and also since its location isn't decided for the benefit of people who go to jail or need to cast Divine Intervention.
Forum Administrator & Data Files Manager
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
- The Greatness
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- Joined: Sat May 29, 2010 5:13 pm
Here's the WIP I've been promising for a while. Fort Lutemoth is done, and I've started work on Othrensis, beggining with the Velothi district, which is coming along nicely. A couple of Othrensis ints have been merged in, but I haven't got round to replacing the Cathedral of Almalexia yet, and I still have no idea about the Basilica of the Mother's Embrace or whatever it's being called.
Also I made a little change to the cell named 'Othrensis, The Stolen Lute' (I might change the name, it's pretty crappy at the moment) if a reviewer could have a look. All I did was add an extra room to stay in, replacing a bizarre storage room with bedrolls and a campfire (?). It is the one with the table by the bed. I also got rid of that wierd ancestral tomb room in the basement, because I wasn't buying the 'player thinks it is an ancestral tomb' thing.
Also, if someone could check this to make sure I'm doing everything right that'd be great.
Also I made a little change to the cell named 'Othrensis, The Stolen Lute' (I might change the name, it's pretty crappy at the moment) if a reviewer could have a look. All I did was add an extra room to stay in, replacing a bizarre storage room with bedrolls and a campfire (?). It is the one with the table by the bed. I also got rid of that wierd ancestral tomb room in the basement, because I wasn't buying the 'player thinks it is an ancestral tomb' thing.
Also, if someone could check this to make sure I'm doing everything right that'd be great.
Warning: may contain large amounts of sarcasm.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
- Bloodthirsty Crustacean
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- Location: Elsewhere
You've got a substantial number of non-filtered dialogue entries. My favoured technique for spotting these is to filter dialogue for the 'Khajiit Orc', Ra'Gruzgob. He has so little dialogue that unfiltered stuff becomes immediately apparent.
Remember to give your work a proofread, (or export the dialogue to a .txt file and stick it through spellcheck), a couple of little things here and there. ("beaurocrats" "furtile" "desition") Maybe slow down a bit when writing your dialogue? (the 'Shoes of St. Rilms' topic for one is riddled with little errors like these, including this one which will cause an error message because of the double space "player->removeitem "shoes of st. rilms" 1") Also in that topic, capitalise your 'Choice' sentences. And remember to clean altered vanilla topics like that.
With the unspeaking monks, again, capitalise the sentence in brackets, and include a Goodbye so that you can't chat to them. Maybe move it up to Greeting 1 too, so that you can't bypass the block by stripping or being ill. Although the place is near enough to Almalexia that I'd have thought they'd be friendly and taking in beggars, rather than thinking in silence. There are plenty of monasteries and hermitages still to NPC which could use the silence gimmick but not that one. Might be worth saving.
Couple of name things - a lot of 'Ca's in the EEC, maybe mix it up a bit more? (and wasn't Carius someone also an important figure in Bloodmoon's quests?) Captain of Fort Lutemoth needs a full name, not a title. Don't capitalise the 'gro' of Orc names. Salin Rumous is a bad name, and also High Elves should not have surnames.
Again watch for unique faces e.g. TR_m3_o_Veran Melodan, TR_m3_o_Rendil, TR_m3_o_Sihirin, TR_m3_o_Haraz.
Why does Danaraso keep his wife (mother?) locked in the basement?
Why have you created your own Vampire scripts? There are already m3 vamp scripts in Data. Also, I'd go for a TR_m3_V_Name style on them, to separate them out again.
Who are the random friendlies in the vampire lair?
On a general note, Wander values. Forgot to mention this to you, and I don't know if it's in Impi's guide. Make sure that all non outlaw NPCs have wander values appropriate to their situation. 512 (default) is pretty large, and remember to set some people to 0 if you want them to stay still.
Remember to give your work a proofread, (or export the dialogue to a .txt file and stick it through spellcheck), a couple of little things here and there. ("beaurocrats" "furtile" "desition") Maybe slow down a bit when writing your dialogue? (the 'Shoes of St. Rilms' topic for one is riddled with little errors like these, including this one which will cause an error message because of the double space "player->removeitem "shoes of st. rilms" 1") Also in that topic, capitalise your 'Choice' sentences. And remember to clean altered vanilla topics like that.
With the unspeaking monks, again, capitalise the sentence in brackets, and include a Goodbye so that you can't chat to them. Maybe move it up to Greeting 1 too, so that you can't bypass the block by stripping or being ill. Although the place is near enough to Almalexia that I'd have thought they'd be friendly and taking in beggars, rather than thinking in silence. There are plenty of monasteries and hermitages still to NPC which could use the silence gimmick but not that one. Might be worth saving.
Couple of name things - a lot of 'Ca's in the EEC, maybe mix it up a bit more? (and wasn't Carius someone also an important figure in Bloodmoon's quests?) Captain of Fort Lutemoth needs a full name, not a title. Don't capitalise the 'gro' of Orc names. Salin Rumous is a bad name, and also High Elves should not have surnames.
Again watch for unique faces e.g. TR_m3_o_Veran Melodan, TR_m3_o_Rendil, TR_m3_o_Sihirin, TR_m3_o_Haraz.
Why does Danaraso keep his wife (mother?) locked in the basement?
Why have you created your own Vampire scripts? There are already m3 vamp scripts in Data. Also, I'd go for a TR_m3_V_Name style on them, to separate them out again.
Who are the random friendlies in the vampire lair?
On a general note, Wander values. Forgot to mention this to you, and I don't know if it's in Impi's guide. Make sure that all non outlaw NPCs have wander values appropriate to their situation. 512 (default) is pretty large, and remember to set some people to 0 if you want them to stay still.
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
- The Greatness
- Developer
- Posts: 358
- Joined: Sat May 29, 2010 5:13 pm
Thanks for that hint, I've fixed all that now. Shouldn'ta really been there in the first place, that's a pretty big mistake on my behalf.Bloodthirsty Crustacean wrote:You've got a substantial number of non-filtered dialogue entries. My favoured technique for spotting these is to filter dialogue for the 'Khajiit Orc', Ra'Gruzgob. He has so little dialogue that unfiltered stuff becomes immediately apparent.
I'll have to have a good look through what I've written.Bloodthirsty Crustacean wrote:Remember to give your work a proofread, (or export the dialogue to a .txt file and stick it through spellcheck), a couple of little things here and there. ("beaurocrats" "furtile" "desition") Maybe slow down a bit when writing your dialogue? (the 'Shoes of St. Rilms' topic for one is riddled with little errors like these, including this one which will cause an error message because of the double space "player->removeitem "shoes of st. rilms" 1") Also in that topic, capitalise your 'Choice' sentences. And remember to clean altered vanilla topics like that.
The idea with the monks is that they had humbled themselves to St. Rilms levels by removing their shoes and keeping silent, but I kept the greeting fairly low as I didn't want to over do it. I realise now that I might have suggested it through dialogue but I didn't want them to be completely silent when someone is nicking all their stuff.Bloodthirsty Crustacean wrote:With the unspeaking monks, again, capitalise the sentence in brackets, and include a Goodbye so that you can't chat to them. Maybe move it up to Greeting 1 too, so that you can't bypass the block by stripping or being ill. Although the place is near enough to Almalexia that I'd have thought they'd be friendly and taking in beggars, rather than thinking in silence. There are plenty of monasteries and hermitages still to NPC which could use the silence gimmick but not that one. Might be worth saving.
EDIT: Forgot to mention, I was planning on putting a couple of monks from this hermitage in Almalexia, actively handing out food and stuff to the poor, who would not be silent, Cat also suggested in IRC that there should be many groups wandering round the city, along with priests giving speeches from pedestals and stuff, which I think sound like great fun. Anyway, the monks outside of their hermitage would not be silent. I will remove all claims that they are silent from an oath from the dialogue, from now on they are silent through humble respect to St. Rilms.
Yes, names aren't my... strong point.Bloodthirsty Crustacean wrote:Couple of name things - a lot of 'Ca's in the EEC, maybe mix it up a bit more? (and wasn't Carius someone also an important figure in Bloodmoon's quests?) Captain of Fort Lutemoth needs a full name, not a title. Don't capitalise the 'gro' of Orc names. Salin Rumous is a bad name, and also High Elves should not have surnames.
Woops.Bloodthirsty Crustacean wrote:Again watch for unique faces e.g. TR_m3_o_Veran Melodan, TR_m3_o_Rendil, TR_m3_o_Sihirin, TR_m3_o_Haraz.
I don't know what gave you that impression, but I must say I didn't realise the door is locked. I might move her outside when I get to that stage.Bloodthirsty Crustacean wrote:Why does Danaraso keep his wife (mother?) locked in the basement?
Didn't spot them.Bloodthirsty Crustacean wrote:Why have you created your own Vampire scripts? There are already m3 vamp scripts in Data. Also, I'd go for a TR_m3_V_Name style on them, to separate them out again.
Bandits of course! According to the int claim they idea was that there was a war between bandits and vampires. However, IP pointed out that excatly this had already been done in Map 2, so decided to leave these bandits as friendlies for a possible FG quest. They don't even have to be bandits, but it would make an interesting twist to a quest if the player finds out what they are up to.Bloodthirsty Crustacean wrote:Who are the random friendlies in the vampire lair?
Yeah, I wasn't aware of that, although I have set a number of people's wander values to 0, and others I don't really mind wandering round their entire int. I'll mess around with them when I start moving people outside.Bloodthirsty Crustacean wrote:On a general note, Wander values. Forgot to mention this to you, and I don't know if it's in Impi's guide. Make sure that all non outlaw NPCs have wander values appropriate to their situation. 512 (default) is pretty large, and remember to set some people to 0 if you want them to stay still.
Anyway, thanks for taking a look at this, BC .
Warning: may contain large amounts of sarcasm.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
We already have a bandits vs vampires interior in Antediluvian Secrets? The idea for this one in Map 3 goes way back.
Forum Administrator & Data Files Manager
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
- The Greatness
- Developer
- Posts: 358
- Joined: Sat May 29, 2010 5:13 pm
[url=http://www.uesp.net/wiki/Tes3Mod:Tamriel_Rebuilt/Norem]Sure do.[/url] Worryingly, it's also a Velothi tower, so I fear something may have got confused somewhere along the lines.
Warning: may contain large amounts of sarcasm.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
- Bloodthirsty Crustacean
- Developer Emeritus
- Posts: 3869
- Joined: Fri Feb 02, 2007 7:30 pm
- Location: Elsewhere
Re: locked door, you can always unlock it if you want. (you can also lock doors you want to lock as well)
on the vampire lair friendlies, make sure you give them some dialogue to make clear their purpose to an investigating player.
on the vampire lair friendlies, make sure you give them some dialogue to make clear their purpose to an investigating player.
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
- The Greatness
- Developer
- Posts: 358
- Joined: Sat May 29, 2010 5:13 pm
My computer exploded on Christmas so unfortunately I haven't been able to do any work since then but I have managed to procure a back-up laptop and I will install Morrowind on it today hopefully and get back to work. I haven't lost anything except for a few fixes I made on BC's comments.
Warning: may contain large amounts of sarcasm.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
- immortal_pigs
- Developer
- Posts: 582
- Joined: Thu May 15, 2008 2:45 pm
- Location: Utrecht
You said on IRC you think the Councilor and Tribunal Temple quests might get in the way of each other, since the Councilor hunts witches and that should be the Temple's job.
As a solution, we can just have the TT questline be about something else besides taking down witches. From what I recall from Vanilla, the TT quests were more about performing pilgrimages anyway.
As a solution, we can just have the TT questline be about something else besides taking down witches. From what I recall from Vanilla, the TT quests were more about performing pilgrimages anyway.
- The Greatness
- Developer
- Posts: 358
- Joined: Sat May 29, 2010 5:13 pm
Uploading a WIP. Sorry I was a bit slow on this, but I've got a lot of work done. The Velothi area of Othrensis is complete with NPCs and dialogue, and I've started moving NPCs outside as well. I might add a bit more unique dialogue when that's done, and I still need to make local responces for stuff like rumours.
Warning: may contain large amounts of sarcasm.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
- The Greatness
- Developer
- Posts: 358
- Joined: Sat May 29, 2010 5:13 pm
Right-o. Here's my latest file, it's a little untidy but I'll put it up now before I forget. I've just completed a quest but I haven't had time to playtest it yet. I you want to try it just speak to one of the farmers in the Vidiro Muckfarm West of Almalexia. Outside that I've moved NPCs outside in the Velothi district of Othrensis and I've added a bunch of generic dialogue for the good people of Othrensis, including rumours and advice.
EDIT: Perhaps unsuprisingly, the quest is indeed broken. Still, I would have forgotten if I hadn't uploaded this, I promise.
EDIT: Perhaps unsuprisingly, the quest is indeed broken. Still, I would have forgotten if I hadn't uploaded this, I promise.
Warning: may contain large amounts of sarcasm.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
Using American English, I hopeThe Greatness wrote:I've added a bunch of generic dialogue for the good people of Othrensis, including rumours and advice.
Forum Administrator & Data Files Manager
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
- The Greatness
- Developer
- Posts: 358
- Joined: Sat May 29, 2010 5:13 pm
Revoke this please. I am simply not doing enough work to do this claim justice and I am wasting everybody's time. I get far to distracted to work on claims this big. I think I should probably stick to smaller stuff next time (although that pretty much means every other claim).
Warning: may contain large amounts of sarcasm.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
- The Greatness
- Developer
- Posts: 358
- Joined: Sat May 29, 2010 5:13 pm
I've had to send my new computer back so I can't work on this claim untill I get it back but in the meantime I have been able to plan all the quests I want to make for Othrensis and the one other wilderness quest I wan't to add. Here are the rough plans. I haven't been able to add names because I don't have access to the game or the CS but I can remember some of the characters and locations I plan to use. Here are the rough plans, with placeholder names:
Infested Guard Tower
A quest I have already begun to work on and which I talked with Adan a lot about, but I have now finalised what happens in the optional part of the quest.
-the guard tower asks the player to clear the smaller guard tower of scamps
-he asks the player not to mention the situation to the governer so she does not waste her time on another witch-hunt
-the tower is locked and he gives the player the key
-the player will find a scroll in the guard tower from a Daedra worshipper, taunting the governer
-the captain will reward the player after this if they promise not to tell the governer
Optional part:
-the player can inform the governer who will ask the player to aid one of her scouts in hunting down the Daedra worshipper she beleives is to blame for many similar insodents
-she points the player in the general direction of the scout but she does not know where he is exactly or what he is doing (I'm thinking she will tell the player he is north of Othrensis but not in Inlet Bog)
-when the player finds the scout he is at the top of a hill observing a lone Dunmer at the bottom of the hill
-he tells the player that the Dunmer is an apprentice o the Daedra worshipper he has been tracking
-he asks the player's help to kill the apprentice
-on his dead body they will find a scroll (maybe a document of acceptance from the Daedra worshipper) which reveals the Daedra worshipper's location (probably a velothi tomb; I have one in mind north of Othrensis)
-the player can then go in and kill the Daedra worshipper and will be rewarded by the governer with a magical artifact from her collection
Exploring Old Othrensis
This is all based on locations that already exist. And yes, it's also an excuse to have a lich under Othrensis.
-a shopkeeper gives the player a generic letter for a friend that he is to busy to deliver
-the friend lives in a house outside Othrensis which has been ransacked and is empty
-the shopkeeper suggests that the player should ask his friend's neighbours to find out what happened
-the friend has only one neighbour who seems very suspicious and attacks the player when they mention their neighbour
-in the man's basement (the key is on his body) the player will find an entrance to an underground cave filled with bandits
-deep in this cave the player will find the shopkeeper's friend who has been kidnapped
-he explains that he is an archaeologist who is an expert on Dunmer history
-the bandits captured him because they have found an entrance to Dunmer ruins inside the cave (Old Othrensis) but the door is locked and they need his help to find a way in and to find out more about the ruins
-the bandits are trying to get in because they have found out about a powerful staff that was used by an ancient wizard who lived in the ruins
-now that bandits know about the staff the archaeologist says that the player should try and find the staff before it falls into the wrong hands
-the archaeologist is also worried that the wizard may not be dead as he was known to be an incredinly powerful mage
-he suggests three ways into the ruins:
1- He knows an artifact collector in Almalexia who may have the key that the bandits wanted to open the door. He managed to withold this information from the bandits because they needed him as a guide so did not want to hurt him. The player can buy the key off the collector and use it to open the door.
2- The archaeologist briefly hints that there may be another way into the ruins that some adventurers claim to have found. The player can ask about this in town and will be lead to a drunken old man in The Spit and Polish Inn. the regulars of the inn claim he is often telling tall tails and indeed the man is drunk and his story sounds fancifull, but he will accurately describe the location of the other way into the ruins. He also tells the player that the cave is filled with water so they may need a way of breathing.
3- The archaeologist also says that if the player is good with locks they could probably just pick the door open. The lock will probably be about lock level 80.
-inside the player will find the sprawling ruins of Old Othrensis, and deeper there is a tomb in the ruins
-in this tomb the player will find a lich carrying the staff
-the staff is the main reward for killing the lich but the archaeologist will also congratulate the player and will have returned to his house
Staff Thief Quest
I may or may not have stolen this quest from my showcase, but I liked the quest because it gave a good opportunity to roleplay and do something you couldn't normally do which I would probably find hard to think up again. No harm recycling it.
-the player will meet a travelling mage in the town who tells the player that their staff has been stolen and they want the player's help recovering it
-to begin with they suggest asking around town to see if anyone has any ideas
-asking a guard will reviel that there have been many staves stolen recently and that the guards suspect that it is a single thief
-the mage will come up with a plan when the player tells them this: the player should set up a trap by pretending to be a staff merchant and telling people they are staying in the Spit and Polish Inn
-a dialogue option will be added and when it has been used enough times one of the townspeople approaches the player to ask if what they have heard is true and that the player is a staff merchant
-at this point the journal will suggest that enough people have been told and that the player should now rest in The Spit and Polish Inn
-the next time they rest there they will be woken and attacked by the same townsperson in armour with a weapon
-when they kill the thief they will find the mage's staff on their dead body
-the mage will give the player a gold reward on the staff's return
Local Bully Quest
In my NPCing I created an unpleasent character in Othrensis who stood in the street and shouted at the player if they engaged in dialogue. I wanted to use that character in a shorter quest to give the town a bit more personailty.
-an Imperial in Othrensis will tell the player that one unpleasent character of the town has been pushing him around and recently stole one of his books (it seems the Imperial is a member of the Imperial Cult and one of his religious books has been stolen)
-the bully will get angry when asked about the book and will challenge the player to a duel which they cna accept or decline
-if the player kills the bully they will find their house key on their dead body
-whether they do this or if the pick the lock they will find the stolen book inside the bully's house
-the Imperial will give the player a gold (maybe?) reward for returning the book
Wilderness Quest: The Slave Trader
Like a naked Nord quest only minus the naked Nord and with a moral dilemna instead.
-on the road between Almalexia and Othrensis the player will find a lone Dunmer who claims to have been robbed by bandits who stole something very important for him
-he asks for the players help to get it back and if they accept will say where they went and will follow the player
-the bandits will be found a short distance away around a camp fire
-the bandits will not attack but will approach the player when they see him, explaining that the Dunmer is a known slave trader and that they needed the key he had (the 'bandits' are infact militant abolitionists)
-in dialogue the player will have the choice to pick one side
-if the player helps the slave trader they will attack the bandits and the trader will reward the player for returning the key found on one of the bandits
-if the player supports the bandits the trader will get angry and attack, forcing the player and the bandits to kill him
-the bandits have no reward for the player except the fuzzy feeling of fighting evil people
With the exception of the farmer quest which is almost implemented outside Almalexia those are all the Othrensis and wildnerness quests I plan to implement when I have the time to work on this again. Thoughs/comments/criticisms?
Infested Guard Tower
A quest I have already begun to work on and which I talked with Adan a lot about, but I have now finalised what happens in the optional part of the quest.
-the guard tower asks the player to clear the smaller guard tower of scamps
-he asks the player not to mention the situation to the governer so she does not waste her time on another witch-hunt
-the tower is locked and he gives the player the key
-the player will find a scroll in the guard tower from a Daedra worshipper, taunting the governer
-the captain will reward the player after this if they promise not to tell the governer
Optional part:
-the player can inform the governer who will ask the player to aid one of her scouts in hunting down the Daedra worshipper she beleives is to blame for many similar insodents
-she points the player in the general direction of the scout but she does not know where he is exactly or what he is doing (I'm thinking she will tell the player he is north of Othrensis but not in Inlet Bog)
-when the player finds the scout he is at the top of a hill observing a lone Dunmer at the bottom of the hill
-he tells the player that the Dunmer is an apprentice o the Daedra worshipper he has been tracking
-he asks the player's help to kill the apprentice
-on his dead body they will find a scroll (maybe a document of acceptance from the Daedra worshipper) which reveals the Daedra worshipper's location (probably a velothi tomb; I have one in mind north of Othrensis)
-the player can then go in and kill the Daedra worshipper and will be rewarded by the governer with a magical artifact from her collection
Exploring Old Othrensis
This is all based on locations that already exist. And yes, it's also an excuse to have a lich under Othrensis.
-a shopkeeper gives the player a generic letter for a friend that he is to busy to deliver
-the friend lives in a house outside Othrensis which has been ransacked and is empty
-the shopkeeper suggests that the player should ask his friend's neighbours to find out what happened
-the friend has only one neighbour who seems very suspicious and attacks the player when they mention their neighbour
-in the man's basement (the key is on his body) the player will find an entrance to an underground cave filled with bandits
-deep in this cave the player will find the shopkeeper's friend who has been kidnapped
-he explains that he is an archaeologist who is an expert on Dunmer history
-the bandits captured him because they have found an entrance to Dunmer ruins inside the cave (Old Othrensis) but the door is locked and they need his help to find a way in and to find out more about the ruins
-the bandits are trying to get in because they have found out about a powerful staff that was used by an ancient wizard who lived in the ruins
-now that bandits know about the staff the archaeologist says that the player should try and find the staff before it falls into the wrong hands
-the archaeologist is also worried that the wizard may not be dead as he was known to be an incredinly powerful mage
-he suggests three ways into the ruins:
1- He knows an artifact collector in Almalexia who may have the key that the bandits wanted to open the door. He managed to withold this information from the bandits because they needed him as a guide so did not want to hurt him. The player can buy the key off the collector and use it to open the door.
2- The archaeologist briefly hints that there may be another way into the ruins that some adventurers claim to have found. The player can ask about this in town and will be lead to a drunken old man in The Spit and Polish Inn. the regulars of the inn claim he is often telling tall tails and indeed the man is drunk and his story sounds fancifull, but he will accurately describe the location of the other way into the ruins. He also tells the player that the cave is filled with water so they may need a way of breathing.
3- The archaeologist also says that if the player is good with locks they could probably just pick the door open. The lock will probably be about lock level 80.
-inside the player will find the sprawling ruins of Old Othrensis, and deeper there is a tomb in the ruins
-in this tomb the player will find a lich carrying the staff
-the staff is the main reward for killing the lich but the archaeologist will also congratulate the player and will have returned to his house
Staff Thief Quest
I may or may not have stolen this quest from my showcase, but I liked the quest because it gave a good opportunity to roleplay and do something you couldn't normally do which I would probably find hard to think up again. No harm recycling it.
-the player will meet a travelling mage in the town who tells the player that their staff has been stolen and they want the player's help recovering it
-to begin with they suggest asking around town to see if anyone has any ideas
-asking a guard will reviel that there have been many staves stolen recently and that the guards suspect that it is a single thief
-the mage will come up with a plan when the player tells them this: the player should set up a trap by pretending to be a staff merchant and telling people they are staying in the Spit and Polish Inn
-a dialogue option will be added and when it has been used enough times one of the townspeople approaches the player to ask if what they have heard is true and that the player is a staff merchant
-at this point the journal will suggest that enough people have been told and that the player should now rest in The Spit and Polish Inn
-the next time they rest there they will be woken and attacked by the same townsperson in armour with a weapon
-when they kill the thief they will find the mage's staff on their dead body
-the mage will give the player a gold reward on the staff's return
Local Bully Quest
In my NPCing I created an unpleasent character in Othrensis who stood in the street and shouted at the player if they engaged in dialogue. I wanted to use that character in a shorter quest to give the town a bit more personailty.
-an Imperial in Othrensis will tell the player that one unpleasent character of the town has been pushing him around and recently stole one of his books (it seems the Imperial is a member of the Imperial Cult and one of his religious books has been stolen)
-the bully will get angry when asked about the book and will challenge the player to a duel which they cna accept or decline
-if the player kills the bully they will find their house key on their dead body
-whether they do this or if the pick the lock they will find the stolen book inside the bully's house
-the Imperial will give the player a gold (maybe?) reward for returning the book
Wilderness Quest: The Slave Trader
Like a naked Nord quest only minus the naked Nord and with a moral dilemna instead.
-on the road between Almalexia and Othrensis the player will find a lone Dunmer who claims to have been robbed by bandits who stole something very important for him
-he asks for the players help to get it back and if they accept will say where they went and will follow the player
-the bandits will be found a short distance away around a camp fire
-the bandits will not attack but will approach the player when they see him, explaining that the Dunmer is a known slave trader and that they needed the key he had (the 'bandits' are infact militant abolitionists)
-in dialogue the player will have the choice to pick one side
-if the player helps the slave trader they will attack the bandits and the trader will reward the player for returning the key found on one of the bandits
-if the player supports the bandits the trader will get angry and attack, forcing the player and the bandits to kill him
-the bandits have no reward for the player except the fuzzy feeling of fighting evil people
With the exception of the farmer quest which is almost implemented outside Almalexia those are all the Othrensis and wildnerness quests I plan to implement when I have the time to work on this again. Thoughs/comments/criticisms?
Warning: may contain large amounts of sarcasm.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
- The Greatness
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I read almost all the claim descriptions, although I skipped reading the descriptions of some of the generic 3x2 velothi ints. There are a lot of generic 3x2 velothi ints.
I don't know if it's been called Old Othrensis before but there is a big-arse OM style ruin underneath Othrensis that is just to cool to leave as an incidental dungeon and needed a quest to give it background, purpose and to lead players to it.
I don't know if it's been called Old Othrensis before but there is a big-arse OM style ruin underneath Othrensis that is just to cool to leave as an incidental dungeon and needed a quest to give it background, purpose and to lead players to it.
Warning: may contain large amounts of sarcasm.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
- Tyrion
- Reviewer
- Posts: 1699
- Joined: Wed May 31, 2006 10:52 pm
- Location: currently hiding in Pentos (aka Philadelphia)
Can we move this back to claimed for you?
"Imagination and memory are but one thing which for diverse considerations have diverse names."
"How dare you question the colonnade!" - one of the Glorious Leaders
"Nemon + IKEA = creationism" - some guy
"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007
"How dare you question the colonnade!" - one of the Glorious Leaders
"Nemon + IKEA = creationism" - some guy
"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007
- The Greatness
- Developer
- Posts: 358
- Joined: Sat May 29, 2010 5:13 pm
I was close to saying yes... but now my computer has started playing up a bit again. I can sort of use it now but I want to be entirely sure I can do this justice before I claim it again, ie be sure my computer is working fully. I don't want it to explode in the middle of working on this.Tyrion wrote:Can we move this back to claimed for you?
However, if someone could take a look at my quests and critique them at some point that would be great, because I know there will be lots of problems that will take a while to sort out .
Warning: may contain large amounts of sarcasm.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
- Tyrion
- Reviewer
- Posts: 1699
- Joined: Wed May 31, 2006 10:52 pm
- Location: currently hiding in Pentos (aka Philadelphia)
TG, if you like I can do a little bit of work on this in the interim. Whenever you like I can hand it back over to you. I'd like the chance to pick up on adding NPCs so I can help out with that in the future.
"Imagination and memory are but one thing which for diverse considerations have diverse names."
"How dare you question the colonnade!" - one of the Glorious Leaders
"Nemon + IKEA = creationism" - some guy
"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007
"How dare you question the colonnade!" - one of the Glorious Leaders
"Nemon + IKEA = creationism" - some guy
"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007
- The Greatness
- Developer
- Posts: 358
- Joined: Sat May 29, 2010 5:13 pm
You can do some work on this if you like, although if my computer holds up I should be able to work on this after I've completed my work I'm doing on Necrom. At the moment I'm adding NPCs to the Indoril area of Othrensis, adding generic dialogue and doing a few quests in Othrensis to break up the boring stretches, so help in any of those areas would be great. Also, when I get to Almalexia any help would be greatly appreciated for obvious reasons.
EDIT: There's something I really need to mention about this claim actually, because I spotted it today. There's a forest about a cell wide just south of Almalexia that really slows your frame rate. I noticed it in game where I found that just looking at it made my computer throw up, and it's not hard to see why; there are a stupid amount of trees crammed into a small space. That needs to be sorted out, and I don't really trust myself to do it.
EDIT: not south, it's west, sorry.
EDIT: There's something I really need to mention about this claim actually, because I spotted it today. There's a forest about a cell wide just south of Almalexia that really slows your frame rate. I noticed it in game where I found that just looking at it made my computer throw up, and it's not hard to see why; there are a stupid amount of trees crammed into a small space. That needs to be sorted out, and I don't really trust myself to do it.
EDIT: not south, it's west, sorry.
Warning: may contain large amounts of sarcasm.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
- Tyrion
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- Joined: Wed May 31, 2006 10:52 pm
- Location: currently hiding in Pentos (aka Philadelphia)
Ok, well there's a few other exterior issues around Othrensis I wanted to sort out after I looked over it. I will post a file with those fixes asap.
I don't the forest is an issue. We have several such places that lag the CS considerably, but they render well in-game.
edit: this file just has a couple fixes around Othrensis
I don't the forest is an issue. We have several such places that lag the CS considerably, but they render well in-game.
edit: this file just has a couple fixes around Othrensis
"Imagination and memory are but one thing which for diverse considerations have diverse names."
"How dare you question the colonnade!" - one of the Glorious Leaders
"Nemon + IKEA = creationism" - some guy
"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007
"How dare you question the colonnade!" - one of the Glorious Leaders
"Nemon + IKEA = creationism" - some guy
"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007
- Tyrion
- Reviewer
- Posts: 1699
- Joined: Wed May 31, 2006 10:52 pm
- Location: currently hiding in Pentos (aka Philadelphia)
Here are the little tweaks to Othrensis I was talking about. I didn't change anything about the town, just a few funky things that wouldn't meet our standards now, and fixed a couple errors about town.
"Imagination and memory are but one thing which for diverse considerations have diverse names."
"How dare you question the colonnade!" - one of the Glorious Leaders
"Nemon + IKEA = creationism" - some guy
"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007
"How dare you question the colonnade!" - one of the Glorious Leaders
"Nemon + IKEA = creationism" - some guy
"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007
-
- Reviewer
- Posts: 1816
- Joined: Thu Mar 01, 2007 9:55 pm
- Location: Brugge (bruges), Flanders, Belgium
I was thinking about this claim since Almalexia will be redone.
The region around Almalexia (Mournhold region or Lan Orethan) consists of 3 landscape sets: Ascadian Isles, Grazelands and West Gash.
Should it be better to remove one of those sets like the Grazelands, because the textures of the Grazelands don't fit with indoril textures. Or is this too much work?
The roads near Othrensis could also be improved.
The region around Almalexia (Mournhold region or Lan Orethan) consists of 3 landscape sets: Ascadian Isles, Grazelands and West Gash.
Should it be better to remove one of those sets like the Grazelands, because the textures of the Grazelands don't fit with indoril textures. Or is this too much work?
The roads near Othrensis could also be improved.
I would like to claim this to do a number of things, none of which include Almalexia:
- change the western border to A3. Nemon agrees with me on this. It's shitty WG that doesn't match anything in either A6 or A3
- clean up and improve the area around Othrensis. Possibly look at improving some things there too.
So it would mean I only work on the western cells. I could cut the thing in half if it eases work.
- change the western border to A3. Nemon agrees with me on this. It's shitty WG that doesn't match anything in either A6 or A3
- clean up and improve the area around Othrensis. Possibly look at improving some things there too.
So it would mean I only work on the western cells. I could cut the thing in half if it eases work.
It's best to just keep it in one file for now. What are "some things" you might possibly look at improving in Othrensis?
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined