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Sword of justice (for now)


redrakiton125

Vote for the name of our mod  

14 members have voted

  1. 1. Vote for the name of our mod

    • The Hunt for Daoris
    • The Mysterious Island
      0
    • Faal kun zahkrii
    • The Forgotten Sword of Justice
    • Other write in the thread
      0


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There is a story about a mighty blade that can only be wielded for justice and honor.

 

But this sword was lost in the currents of time and it's location is unknown.

 

This is all about to change as the Dragonborn begins the hunt for this powerful artifact of a bygone era. But he/she is not alone in this search... Others are seeking it for different reasons.

 

Who in the end will be able to reforge this sword?

 

We are open to ideas and collaboration(with other modders or with non modders). Themes that are NOT accepted are:

 

- vampires

- werewolves

- necromancy(raising dead people, capture there soul’s)

 

We also need your help in choosing a name for the mod. You can vote on the above poll or suggest other options.

 

Modders:

MuffinDragon

Foxy Fullmoon

Redrakiton125

 

Non Modders:

Swadian(raresmocanu)- ideeas and design feedback-beta tester

 

Thank you for viewing and voting

Edited by redrakiton125
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Ideas:

1. Some kind of hub area, like a base or home.

2. A story behind the sword (who, or what, had owned it before you? Did it even have an owner, or is even that lost in the passages of time?)

3. Perhaps some other loot (obviously the sword will be the best, but still, more loot)

4. Mess with people's assumptions, perhaps make someone you originally think is a good guy instead be a bad guy, or vice versa. Possibly have a neutral character who could be an ally or enemy or deceased depending on what choices you make.

5. Possibly ally with the bad guys? Just because they're bad guys doesn't necessarily mean they are bad people.

6. Possibly have the reward be open ended? A broken sword may make a good knife, or it could be remade into a mace... or a bow... somehow? (if that's possible... not a weapons expert.)

7. Custom textures for the weapon(s) or armor(s), people on the nexus, myself included, tend to love that sort of thing.

 

Suggestions:

1. Be extra careful should you voice act this. Sometimes the distance from the microphone makes it sound too quiet, or waaaaay too loud.

2. Maybe make the mod in portions? Such as, dungeon(s) first, then add characters, voice acting, etc.

3. Have a decent foundation, then build off of that (Story transitioning to dungeon, or vice-versa)

4. Have at least one thing that will make this mod in particular stand out. (some mods might have a focus on story, or some mechanic that doesn't appear in vanilla dungeons as much, such as platforming.)

5. Try not to have the bad guys be evil for no reason (harming dogs to make children cry for instance), or maybe do, as that could be interesting...

But yeah, giving them a reason to be evil like the idea that "it's for the greater good" or they turned bad after a bunch of crap happened to them, something along those lines helps to flesh out the character and give them a bit of depth.

6. Depending on how lore friendly you want to be, you could either add your own lost civilization, or use one of the existing ones for the backstory of the sword.

 

In all cases, looking forward to what goes on in this project.

Edited by CloudQuest
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sorry if i'm late to post in this topic, and my bad english

 

1- like some pointed in the primary mod, making the goal trick the player, and even be confusing, may add a bit more, for example instead of "There is a story about a mighty blade that can only be wielded for justice and honor." something like "upon a time lived a canticle about a mighty wanderer, whose life lies upon an a strange knowledge that can only be reached for someone whose will light stand the time."

 

2- Tricking the player in the main aspects (Dungeon/Npc/Enemy), and possiby open ended aspect to leave the player up to interpretation.

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Ideas:

1. Some kind of hub area, like a base or home.

2. A story behind the sword (who, or what, had owned it before you? Did it even have an owner, or is even that lost in the passages of time?)

3. Perhaps some other loot (obviously the sword will be the best, but still, more loot)

4. Mess with people's assumptions, perhaps make someone you originally think is a good guy instead be a bad guy, or vice versa. Possibly have a neutral character who could be an ally or enemy or deceased depending on what choices you make.

5. Possibly ally with the bad guys? Just because they're bad guys doesn't necessarily mean they are bad people.

6. Possibly have the reward be open ended? A broken sword may make a good knife, or it could be remade into a mace... or a bow... somehow? (if that's possible... not a weapons expert.)

7. Custom textures for the weapon(s) or armor(s), people on the nexus, myself included, tend to love that sort of thing.

 

Suggestions:

1. Be extra careful should you voice act this. Sometimes the distance from the microphone makes it sound too quiet, or waaaaay too loud.

2. Maybe make the mod in portions? Such as, dungeon(s) first, then add characters, voice acting, etc.

3. Have a decent foundation, then build off of that (Story transitioning to dungeon, or vice-versa)

4. Have at least one thing that will make this mod in particular stand out. (some mods might have a focus on story, or some mechanic that doesn't appear in vanilla dungeons as much, such as platforming.)

5. Try not to have the bad guys be evil for no reason (harming dogs to make children cry for instance), or maybe do, as that could be interesting...

But yeah, giving them a reason to be evil like the idea that "it's for the greater good" or they turned bad after a bunch of crap happened to them, something along those lines helps to flesh out the character and give them a bit of depth.

6. Depending on how lore friendly you want to be, you could either add your own lost civilization, or use one of the existing ones for the backstory of the sword.

 

In all cases, looking forward to what goes on in this project.

Thank you for your ideas and suggestions, the mod will be voiced and offer a lot more then we presented in the trailer.

We also hope we can make a video, but we still have a lot to do.

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sorry if i'm late to post in this topic, and my bad english

 

1- like some pointed in the primary mod, making the goal trick the player, and even be confusing, may add a bit more, for example instead of "There is a story about a mighty blade that can only be wielded for justice and honor." something like "upon a time lived a canticle about a mighty wanderer, whose life lies upon an a strange knowledge that can only be reached for someone whose will light stand the time."

 

2- Tricking the player in the main aspects (Dungeon/Npc/Enemy), and possiby open ended aspect to leave the player up to interpretation.

Thank you for your ideas and pointers

 

The mod will have twists and is a new story with some elements of the old one, also there will be some new guilds.

 

The mod is Dlc sized and will have many stories

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