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Adolon

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Everything posted by Adolon

  1. Cool sounding mod idea, t55. I'm not really here to add or comment on anything in your mod, but I just want to help in one simple way: naming. I posted this in gigantibyte's topic about his Dwemer salt factory and I used it for my quest as well as there's going to be a Dwemer ruin. If you're looking for Dwemer-sounding names, go to http://www.rinkworks.com/namegen/ and copy/paste (a|beth|b|bth|mz|nch|e|i|o|u|t|v|k|d|r|rald|)(left|rkng|thand|uand|anch|ung|thumz|drus|casht|a|e|i|o|u|ahnch|ard|ahrk|umz|ingth|al|nzel|zel|bth)(a|beth|b|bth|mz|nch|e|i|o|u|t|v|k|d|r|rald|)(left|rkng|thand|uand|anch|ung|thumz|drus|casht|a|e|i|o|u|ahnch|ard|ahrk|umz|ingth|al|nzel|zel|bth) into the blank box under Advanced Interface. This will give you 119 lore-friendly names for places. Best of luck to your mod.
  2. I've decided to add a Dwemer thing to my quest as well after exploring Irkngthand and I've updated my thread with more info. This mod might also be partly to blame for me wanting to make a Dwemer ruin. I was really disappointed when I couldn't find a Dwemer name generator online. The only TES one I found was on the Tamriel Rebuilt site but it was only for living races. Anyway, if you need help making a Dwemer-sounding name for your distillery, go to http://www.rinkworks.com/namegen/ and copy/paste (a|beth|b|bth|mz|nch|e|i|o|u|t|v|k|d|r|rald|)(left|rkng|thand|uand|anch|ung|thumz|drus|casht|a|e|i|o|u|ahnch|ard|ahrk|umz|ingth|al|nzel|zel|bth)(a|beth|b|bth|mz|nch|e|i|o|u|t|v|k|d|r|rald|)(left|rkng|thand|uand|anch|ung|thumz|drus|casht|a|e|i|o|u|ahnch|ard|ahrk|umz|ingth|al|nzel|zel|bth) into the blank box under Advanced Interface. I just looked at the naming conventions of the Morrowind and Skyrim Dwemer names and split them up. Pressing the Generate Names button will give you 119 names to choose from and if you don't like them, you can always refresh the page for a new batch. It's not just you. I'm seeing it too. From the Westeros project to the Christopher Paolini project, these are pretty ambitious.
  3. I wanted it to be a Power like the werewolf Power: it replaces the look of the character with something else and gives the player different abilities. Since we don't actually know how the werewolf Power or even Powers work until the Construction Set comes out, everything about the Scuttling Void is up in the air. The Count's experiment is "living armor" so he's been experimenting with plants. The look of the armor should be plant-like or a dark goo. It could also just be replacing the character with a retextured Spriggan.
  4. I've written a very basic flowchart of how I imagine it moving: After getting introduced to the player, the Count wants the player to find a plant (this is the start of the quest). The player finds the plant and returns to the Count for a reward. As the player leaves/explores the Count's house, the player finds that the Count's previously locked basement door is open, blood leaving it, and one of his guards dead (who would otherwise be alive up until this point). After exploring the Count's basement and finding his experiments, the player confronts the Count about it. The player and the Count leave to where the monster has hidden itself to kill it. Once defeated, the player gains the Scuttling Void Power.
  5. I've got some other ideas: -Dwemer factory that's automated. The player has to fight off the automated defenses. -Dwemer salt mine full of Falmer (i.e., Dwemer slaves) that have made a nest. -An Imperial salt mine full of a random assortment of races as slaves/prisoners.
  6. Sandstone occurs just about anywhere there's water. It would be expensive, but I can see it happening.
  7. Easy. I had already built up this stuff in Oblivion but scrapped it when I realized I thought it up way to late in Oblivion's life. I'm very comfortable making my own cells/items as I did it all the time in Morrowind. This is the only problem I'm facing. I don't actually know how to make a quest and make NPCs do things in the quest.
  8. People have been debating this for thousands of years. "In the old days villains had moustaches and kicked the dog. Audiences are smarter today. They don't want their villain to be thrown at them with green limelight on his face. They want an ordinary human being with failings." -Alfred Hitchcock
  9. I am totally endorsing this. A salt mine is a great idea and lore friendly. As for how a Skyrim salt mine could work, I like a Dwemer factory idea. They could be using a salt evaporation pond. Another mine (if you want to do more) could be a mine full of slaves or prisoners as mining for salt was incredibly expensive and incredibly dangerous before engines were invented.
  10. The Uroboros thing was just an idea. I said I was perfectly comfortable using a Spriggan retexture (like the Spriggan Matron) for the monster. Thanks anyway. I'm looking forward to seeing how your mod turns out.
  11. Looking at the map on the UESP, anywhere there could be good but also near and around Falkreath seems right. I think I might just spend a day exploring the southern base of Skyrim for a large, flat area I could put a building. Deleting trees is not a problem. Now for the location of a Namira Shrine...
  12. Oh, wow, I like this. Although it's completely up to Budz42 and his gang on whether or not it'll be implemented. I did want to have Furfafen (which is a corruption of a Welsh word for "sky") to be an alchemical ingredient available to the player that allows them to make new potions and poisons. The only thematic problem I can see is that I wanted it to be native only to Namira's Daedra Shrine per the Count's idiosyncracies which needs to be built. I don't know how Budz42 plans on incorporating Daedra if at all.
  13. Have you thought about, instead of the yellow sandstone, doing something more like limestone? It's whiter (thus fits in Skyrim) and still keeps its desert feel (which fits in your mod).
  14. You know, I had not thought of this. Originally, I just wanted the player to stumble upon it. No letter, nor book, nor gossip would place the map marker. Although, I have written a line of dialogue for the Count about the woman in Riften named Sapphire. Maybe he'll have written her a "love letter" that the player can find in the Thieves Guild place and give the location of his castle. I don't know. If it works, it works. If it doesn't, it doesn't. I take no offense if it's declined.
  15. What are your thoughts on absorbing other peoples' quest ideas they've posted in the Mod Talk forum? I've got mine, Kind of Blue, and although it doesn't have much attention right now, I've got it all planned out. You have room for "Optional Quest Designers" so I thought I'd pitch here. It's up to you whether or not it fits thematically with your mod's story, I guess.
  16. Well, that sounds interesting. A sort of "If you can't get to Elsweyr, bring Elsweyr to you" kind of deal? It also looks like there are some Khajiit words on the UESP Khajiit page as well near the bottom.
  17. Is this for adding music or for replacing music?
  18. So you're planning on making something with imagined Khajiit architecture in the land of Skyrim? I would find it a lot more believable if they took over a cave or something like the Dark Brotherhood and tried to make it more homey. Concerning Khajiit language, there are two UESP articles: http://www.uesp.net/wiki/Lore:Ehlnofex_Languages and http://www.uesp.net/wiki/Lore:Khajiit_Names
  19. Not that I know of. I know it's fairly easy to mess around with (at least it was for the Oblivion Construction Set). Have you tried any Shaders?
  20. This is considering I know nothing of animating or scripting, but I'd imagine they'd be an additional meter (green) above the weapon charge meter (blue) that drains little-by-little during the day when worn and builds up at night by, oh lets say, absorbing moonlight. It'd probably be a lot of work for a single piece of armor though. I know there is some scripting language that involves the time of day. I like the moonlight idea. I wonder if there is scripting language for the phases of the moons. There must be considering there's that moon forge. Thank you for lending a scripting hand! I don't have Skype, but if this gets farther along, I just might get it for this.
  21. That's what I was imagining. How would this recharging idea work though? I'm curious. The reason that the player gets the second skin as a Power in the first place is because the Count was trying to experiment on creating "living armor" and not "dead armor" like steel and hide. I think it's interesting that no one has come up with this idea and I don't believe it's even in TES lore.
  22. Kind of Blue An Elder Scrolls V: Skyrim Quest http://www.youtube.com/watch?v=Uv2zAnKA7pk Download Link http://skyrim.nexusmods.com/mods/25057 Introduction "Kind of Blue" is a quest for Skyrim that I had previously envisioned for Oblivion but it got way over my head. Now that Skyrim is out and people are lining up to get the Creation Kit, I felt now would be the perfect time to post here and get some aid and/or thoughts on my project. I would love the help of the community here in making this awesome and, if possible, making this a community-created quest for the purposes of creating one of the first downloadable quests for Skyrim. I have built this with lore-friendliness in mind and I've based a lot of this on Frankenstein mixed with the Voynich Manuscript. Contents Twelve characters (Count Caerulius, Azzurra, Viorica, Sini, Nila and Nilima Fyr, Hides-In-Water, Kuisutu, Relam Orethi, Norusi Mandas, Salms Hlaalu, and Tedril Dren) -The Count and Azzurra are Imperials, Viorica and Sini are Nords, Nila and Nilima Fyr are Dark Elves, Hides-In-Water is obviously an Argonian, and Kuisutu is a Redguard -Relam Orethi, Norusi Mandas, Salms Hlaalu, and Tedril Dren (all Dark Elves) are a group of Dwemer archaeologists. Almost 100 books to read (some from previous games, some I have written myself already and loaded with TES lore and Easter Eggs for the player) Four new locations (Castle Gorm, the Blue Grotto, Shrine of Namira, Bthralda-Knzel) -The Castle will include a number of bedrooms, a kitchen with cooking pot, a library, an arboretum/botanical garden with many regrowing alchemical ingredients to be harvested, an alchemy and enchanting station, and a basement with a laboratory. It is located in the very south of Skyrim, near Falkreath. -The Blue Grotto is a small cave. It is close to the castle. -The Shrine of Namira will be a haven for the poor and spiders. It will be by the Abandoned Shack near Solitude. -Bthralda-Knzel will be the Dwemer laboratory/factory that created the fungus, called Falmer's Bane, that made the Falmer who they are today. The place will be crawling with Falmer and stuffed with alchemy loot. There should also be a lot of water so the player must rely on waterbreathing to get to most areas. The ruin will be located near the waterfalls at the base of Lost Valley Redoubt. The four Dark Elf archaeologists are located here. The contents of the ruin will be a main hall, a refectory (basically a cafeteria) with holding cells and an operation room, a production facility, and a large room, called a darbazi, with a throne and caved-in passages leading out from it. New alchemical ingredients (Furfafen and Falmer's Bane) -Furfafen is a blue flower. It will have the same properties as the regular blue mountain flower except it will have Fortify Alchemy. -Falmer's Bane is a blue fungus. It will cause Stamina Damage, Weakness to Magic, Pacify, and blindness (which will need to be scripted). A new one-handed sword (Gwaedda) New poisons (Herbicide and others made with Furfafen and Falmer's Bane) A new Power (Scuttling Void) Quest Summary A strange and eccentric Imperial nobleman, Count Caerulius, lives in Castle Gorm, deep in a forest away from the hustle-and-bustle of the cities of Skyrim. He loves the color blue. Hand-picked by the Count are his female bodyguards, each having some variety of blue to them. He is an avid botanist and herbalist but secretly uses magic to experiment on the plants and fungi he has collected. Recently, he has tried invoking Namira, the Spirit Daedra, in his latest experiment. When the player meets him for the first time, he asks that the player visit the Shrine of Namira to get a cutting of a rare plant that grows close-by: the Furfafen plant. Upon returning with the cutting, the Count's next request becomes a little more questionable. What I Need Help With The only character that will need a voice is Count Caerulius. Everybody else can have the regular NPC dialogue. I am perfectly comfortable voicing him as well as creating all exterior and interior cells for the locations. That being said... Scripting the quest proper. I have no idea how AI works and how to get characters to go from one place to another or making things appear or disappear based on where the player is in the quest. Scripting in general. A sword model with texture or just a retexture of a sword. Gwaedda is the Count's sword and needs to be blue. This has been created by KevSer. A monster model and texture. The Scuttling Void (a reference to Namira) is the name of the Count's experiment that has escaped. How I've imagined the monster looking is basically like the Uroboros from Resident Evil 5: a repulsive, black, squiggly thing that scuttles about. This, however, can change. It could look like DC's Swamp Thing. It could also just be a retexture of a Spriggan. A lot of this stuff is up in the air at the moment. Full armor model and texture. The new Power, Scuttling Void, when activated by the player, acts as a second skin and replaces their current equipment. The player would get crazy HP regeneration during the day, among other things which I haven't decided on. The armor should look and feel organic, maybe not so much plant-like. This could be like Marvel's Symbiote, a much more attractive Swamp Thing, or something else entirely. Aesthetics is key. ADVICE AND/OR COMMENTS. This is only a taste of what I've written up. If people would like to know more, I would be more than happy to share. Percentages Shrine of Namira .......... Bthralda-Knzel .......... Castle Gorm .......... Blue Grotto .......... Characters .......... Quest, scripts, and NPC behavior .......... Items .......... The Scuttling Void ..........
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