Guilds, Quests, Crafts, Items, etc (ignore post tag)

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mnkyslut
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Guilds, Quests, Crafts, Items, etc (ignore post tag)

Post by mnkyslut »

Since I'll never get around to doing this myself, and because I love TES series, I thought I'd share in hopes that someone would find this useful and make quests or some such out of it. I did try at one point to figure out the world editor, but it's just too damned confusing to me.

I've had this stuff kicking around for several years. I apologize if any of this has been covered before, but this'll probably be my only post, unless someone wants to hash anything out. I joined for the first time in Sept06 and my account seems to have been deleted, so I re-registered just to post these ideas.

Guilds and related quests:
--------------------------
Mages' Guild
-protect guild hall
-escort
-collect ingredient (fresh)
-locate item
-retrieve scholarly paper
-eliminate rogue wizard
-"fix" out of control experiment
-locate missing guild member

Fighters' Guild
-protect guild hall
-protect npc from attack
-exterminate (rats)
-guard npc during ritual
-find specific weapon or armor
-locate missing npc
-guard shop

Dark Brotherhood
-kill: merchant, politician, witness, mage, etc.
-information gathering: daily habits of npc, changes of guard, poison research
-deliver poisons to guild mate
-dispose of murder weapon for guild mate
-reclaim guild property by any means necessary
-arson
-infect place (town, city, household) with disease or plague

Thieves' Guild
-information gathering: types of locks, daily habits of npc, changes of guard,locations of objects, shadow prospective guild member, find missing npc
-steal item from ranking official
-steal rare item
-place item in certain place at certain time
-kidnap npc or npc's pet
-steal supplies for guild

Historical Guild
-explore ruins
-research: myths, lore, legends, artifacts
-collect: dwemer items, ayleid items, scholarly articles

Smugglers' Guild
-drug running
-weapon and armor running
-slave shipments
-wanted felon transportation
-information gathering: scout clients, scout locations, find out which officials accept bribes, research shipping routes
-----------------------------------------------------

Whilst I'm sharing these ideas, I'll also share some ideas I had for modifying some of the items in the game, as well as, new crafting skills.

Misc. Ideas:
------------------
Levitation
1)move camera
2)get camera position (x,y,z)
3)move player to (x,y,z) position
4) ?reference player?
5) do while (playerYpos != 0)

Sacrifice
1)detect event sacrifice in vicinity of altar
2)remove soul gem from player inventory
3)create black soul gem on altar
4)trigger blood fountain effect on altar

Open Oblivion gate at will
1)detect trigger open gate
2)remove 3 black soul gems from player inventory
3)reduce player's max health by 5%
-------------------

Craft Ideas:
------------
Leatherworking:
Materials: pelts, flesh, sinew
Tools: shears, knives, needles, plates, punches, dyes

Carving:
Materials: wood, bone, stone, metal, jade, turquoise, gems (huge)
Tools: grinders, picks, punches, chisels, files

Mold maker:
Materials: wood, bone, stone, metal
Tools: chisels, files

Jeweler:
Materials: anything in the game
Tools: molds, grinders, chisels, files, picks
-------------

Mold types: bone mold, rings, wax, necklace/amulet links, curb chain, stone settings

Items allowed for placement in settings:
-gems
-gold/silver in non-gold/silver setting
-bone in non-bone setting
-wood in non-wood setting
-jade/turquoise in non-jade/turquoise setting
-armortypes in non-armortypes setting

Mastery would allow for use of Bone, Daedric, Adamantium, Flesh, and other unusual components in crafting. (example: woven ring of bloodgrass)

Levels of competency:
20 Novice: base mat + 2 reagents
40 Apprentice: base mat + 3 reagents
60 Journeyman: base mat + 4 reagents
80 Expert: 2 base mat + 2 reagents
100 Master: 2 base mat + 3 reagents
140 Grand Master: 3 base mat + 5 reagents

Item requirements:
Ring - one mat
neck - 2 mat / 3 mat
broach - 2 mat
earring - 1 mat / 2 mat / 3 mat
bracelet - 1 mat / 2 mat / 3 mat

Items/effects:
SkelHand - H to H
Dheart - hp regen
Argheart - h2o breath
Hheart - +merc/speech
skelFoot - +speed
skelLeg - +athl
skelHips - +acro
ruby - Fire res
sapphire - frost res
topaz - shock res
Bsoulgem - sun res
soulgem -
flesh - depends on animal type
-scamp - +Dest
-silk - +dest or +spd
-human - +summon
-wolf - +run
-bear - +hp
-lion - +HtoH
-Arg - +swim
-other races - +race skill
wax - res para
---------------

Lastly, the creation box for these crafts. I don't feel like trying to make it out of ascii characters, so here's an embedded picture.

Creation Box (xml)
[img]http://i2.photobucket.com/albums/y44/mnkyslut/IMG_8452.jpg[/img]
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EdAptra
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Post by EdAptra »

ive been largly inactive for the past 6 months or so, so im not sure, but have we ever looked into the possiblity of having what mnkyslut has described here as an "historical guilds", not just collecting artefacts like others already in the game, but sort of like field research type things if you know what i mean
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theviking
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Post by theviking »

We have the archaeological society, or IAS, there will be some quests around them in Kemel-ze in map2. I made the headquarters of them in Old Ebonheart and I know you will get a very cool reward if you become the dean (the head) of the faction. (It's a daedric falchion)
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Quest Reviews: 3
NPC claims: 2

Currently looking for quest designers.
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Lady Nerevar
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Post by Lady Nerevar »

check [url=http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?t=16343]this[/url] thread for info as to what we will be doing in hammerfell factions. you seem to have good ideas, but they arent much help to us unless they are fleshed out.

as to the crafting, i am not sure if implimenting such things is posible with Oblivion. even if it is, its certainly beyond the scope of our mod.
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mnkyslut
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Post by mnkyslut »

I never got a chance to "beat" Arena, but I have "beaten" all of the other TES/TES-themed games. That's why I thought some of the older quest types should be brought back.

The crafting would be possible, it would just be a huge addition to the already enormous scope of TES series. Quite literally, hundreds of models and textures would need to be created. Add to that, all of the effects affecting the items and it's burdening to even the most dedicated modelers and texture artists. Not to mention all of the: scripting, naming, balancing, etc. that would need to be completed just to test the items and crafting system.

As to fleshing out the ideas, I'm fine with doing that. Is there some kind of think tank that meets each week or something? I can contribute ideas, but as I stated previously, my "1337 5ki11z" are non-existent.
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Lady Nerevar
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Post by Lady Nerevar »

we used to have groups on specific topics, but thats essentialy died down. We are curently much more focused on the physical side of modding then we are on the theoretical ideas side.

If you have specific ideas for a guild, do a search through this forum and find the "official" discusion thread about the guild (there are some i believe). read through it. if you have good ideas that havent been mentioned or want to elaborate on an alredy mentioned idea feel free to necro the thread.

as for crafting, TR is out to create new content for the games, not to change the game itselef by adding new features (like crafting)
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mnkyslut
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Post by mnkyslut »

I couldn't find anything for a smuggler's guild. Also, I can't seem to find guild-specific quest threads (for any guild).

Although I thought I'd just drop off these ideas. It won't take long to flesh out the quest specifics. Any certain form I should use? Flow chart, etc? I don't mind doing it, because I know it perpetuates the community.

Lastly, I had always thought of the crafting as an extension of the potion and spell makers. I can see your POV, though, as well.

I'll flesh them all out, just in case the way I do something provokes someone to add them to the quests.
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