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Thua Volen


glowplug

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Dwemeris for 'Your Hammer', Thua Volen will be the submarine factory for a mod called Wendsemmar - Aldmeris for 'Journey underwater'.

Most of the building models (nifs) are done ready for final layout and addition of existing bronze ventilation and steam powered devices. There will be a moonpool leading to an underwater cave system used for the mod's adventures.

The story was going to continue on from the Harodich one but that's no longer appropriate. The problem now is coming up with a story that fits the environment - which, in turn, affects how adventures should play out. This is where it comes time to ask for input from others such as...well...you, if you would please.

 

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Thank you for your feedback Oblivionaddicted. The basis of the Harodich story is that a Dwemer spy and Chimera spy fell in love but the Dwemer's brother found out then put them both in stasis. The brother died in battle soon after but his ghost could not rest. When we come along the ghost leads us through to freeing them both. I was going to continue this mod on from there but that complicates why we'd spend most of the time underwater.

 

I think the key points to focus on are why we've reached the starting point, Thua Volen, then why we would choose to go on from there. What is so compelling that we'll spend hours exploring a network of underwater caves and probably get lost - what is going to drive us on regardless of obstacles?

While I have ideas, I'd much rather build on them from other people's input.

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In ghost stories they often communicating through dreams, so the start could be when you go to sleep at night, you will be awakened once per night by his voice (playing something as "Help Me" following message boxes describing a dream and giving some info about the place where you will be going).

 

I don't know how you imagine the story yourself, but when you will be whole hours at practically same place, you must prepare something more than just exploring. Will be there some puzzles, interesting locations, items to have, battles ...?

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Thanks for the feedback RomanR.

 

A dream is a great idea for a starting point. Using MenuMode 1012 (SleepWait) can conflict with other mods and vanilla quests - I'll script a dream sequence for when we are not asleep.

 

There will definitely be puzzles and battles - these are mandatory for an Oblivion quest mod.

 

The mod is inspired by Subnautica so I want to build large underwater caves with diverse and interesting flora. As far as fauna, creating new skeletons and related animations is too much work - on the other hand, using existing skeletons is limited. I'm experimenting with something new for creatures, a long shot but worth a try.

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My thought was using the way as in vanilla - forcing you to awake at some night hour and showing message boxes, as in for example "Where Spirits Have Lease" quest.

 

But I think that using a token for dream stage of the quest would solve MenuMode 1012 problem, at least for script conflict.

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Hi Dimitrsgb, as this mod is inspired by Subnautica, the focus has to be on 'Survival'. At this stage it has ore deposits that have to be mined to restore habitats, flora that needs to be harvested for power. One goal is to make the most lucrative locations for resources in the territory of ferocious monsters - one of the next things to address.

 

Most of the time will be spent underwater with no place for regular NPCs. At this stage the plot would call for water dwelling NPCs that are a bit like Skyrim's Falmer in character.

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