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Krem

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  1. Skyrim is a pretty wretched place. There are monsters, bandits, demons, dragons, and soldiers roaming the land, killing people. Lots of people. People lose their homes, their farms, their livelihoods, their friends and families. And nobody does anything to help them. The dragonborn has a lot of money, and a lot of houses. She saves the world many times over, she gives a few coins to beggars, and she can adopt.. two children. So, here's an idea; why not take over the orphanage in Riften? Why not build schools and larger orphanages? Why not open some of the empty homes for the homeless? Think about it; the dragonborn could expand the orphanage, hire more helpers, hire teachers, make room for more children, give them better food. She could open up schools or other orphanages, to give the little buggers a chance of a decent life. Hell, she could take the homeless, the beggers, and get them to work, and provide them shelter, a place to call home. And while not a hospital while we're at it? A place for the wounded and the sick, the scarred and the broken? Why not spend the vast fortunes of the Dragonborn to help the people who were wounded trying to defend Skyrim? I mean, for the love of Mara, how can anyone foster only two orphans, and leave the rest of them to their fate? Any player who has any sort of compassion must love this idea, now that someone has finally brought it up. I could give further details if asked, but unless someone thinks that making this mod is possible, I'm not gonna bother.
  2. As you said, every NPC. I don't care for killmoves against animals or undead or anything else where no heads roll. :(
  3. So, this will not stop me from getting kill moves, but only stop the slowing of time when I get them? :3
  4. I like cutting people's heads off. I really do. And when I use, say, The Dance of Death mod, and put kill chance to 100%, and decapitation chance to 100%, I always get my way.. if I was killing people in melee range. But I don't always do that. Some times I kill other things, using other means, and I don't care about seeing bolts or arrows fly into bears or what-have-you. So, I ask of you, oh great modders, to find out how to disable the kill cam when not decapitating, but making all appropriate kills be decapitations. (And have it be the quick version, please. When surrounded, swiftly taking their heads off one by one is pretty sweet, but it should be done quickly.) Thanks in advance. :>
  5. Another "MOAR EFFIN' SPELLS!" mod, but slightly.. darker. Less repetitive. Also has quests. Reading this will spoil puzzles and story-line etc. It starts with a random encounter; a dead Vigilant of Stendarr. On him is a note: "He's at it again, rambling. But Carcette thinks there's something to it this time, so your job is to check out this "Malignant genius loci , where, imprisoned, lies evil older than the gods, not dead but dreaming.".. whatever that means. Supposedly north-east of the collage, though the senile old bastard refused to say how far off." Quite a bit far off, too far to be seen from land, is the island. A solid block of ice reaching all the way down, spiraling up. At the pinnacle is a hole. Dropping down, the player zones into the Forgotten Abyss. Once zoned, the player drops for quite a while; a distance longer than the sea is deep, falling beyond the size of the island itself. Everything is pitch-black. The player lands in a deep, dark pool of fetid water. To the north is a ledge, easily accessible, followed by a short tunnel (still 100% pitch black). At the end of the tunnel is a large door, with a hollow in the center. Next to it is a skeleton, holding an emblem in one hand, and a book in the other. There's a dagger in the skull. The book reads: "The cursed thing won't open. Too weak to climb up. No food, no way out. I hear Him. In my brain. Can't understand. Can't stand it. [Page Two] He's in my dreams. By the gods, He's in my dreams! In my mind! I must get Him out! I must be free!" The amulet can be 'used', prying from it a gem (Phthalo Sphere) [Phthalo is an actual colour. Look it up.] The gem fits in the door; activating the door removes the gem from the inventory, and places it in the hollow. Nothing happens. Activating the hollow again removes the gem. The only way out is in the pool; swimming further down, an opening can be found, that leads out to sea. Might cause drowning, if one isn't quick enough. Once the gem is in the hollow, casting Soul Trap causes it to glow faintly green, and will slowly open after a few seconds. More faint green seeps from the hallway behind the door. At the end of the hallway is a [uNSURE. Either it'll be a slightly modified skull, some other cliché doodad, or a custom model resembling a Deep One, a Shoggoth, or some other stereotypical Lovecraftian creature. But not Cthulhu]. If, at any time, the player prematurely leaves the conversation, the Thing (Called Hörgulsrán) will say "We are not done!", the player will be subject to 100 points of unresistable damage, and conversation will be resumed. Hörgulsrán speaks (Voiceacted by yours truly): So, drekablóð, you have come. I waited, I watched, for.. well, I lost track a few thousand years ago. Or a few million. Time gets a bit funny when you're locked away in darkness. Alone. Without so much as a breeze." Player: -"What?" Hörgulsrán: "..right, I've been forgotten. I take it you've not been sent to 'vanquish' me, since you're completely unprotected. Which means that you want power!" Player: Option 1: "I got lost. You're clearly mad, so I'm going to back away. Slowly." Option 2: "Yes. Yes I do. That was totally my reason for coming." If the player chooses option 1, the green light grows brighter, and brighter, etc., until the screen is completely green. Then the player dies. Game over. Etc. Hörgulsrán's response to option 2: "Well, I'd love to help. But, aahh, there's a slight problem. See, I'm kinda stuck here. Kinda, almost, sort of, powerless. But despair not, drekablóð, for you can help me so that I can help you." Player: "What must I do?" Hörgulsrán: "Oh, nothing much. Just bring me the souls of a hundred people. I believe you've discovered how to make crystals that can store them, so off you go." Player: "That is.. quite a lot of souls." Hörgulsrán: "It's a fjárfesting, an investment. And murdering a hundred of your fellow búdýr will do you good. Exercise!" The player then gets a quest to bring 100 filled black soul gems back to the creature. The quest is called "Foul Magic: Genocide"; starting a new sub-quest will simply open up a new objective. Upon the player's return, with or without souls: Hörgulsrán: "Back so soon? Or has it been a long time.. No matter. Souls! Do you have them?" Option A: "Yes." Option B: "Not yet." Option C: "You are a blight upon the world!" Option B will get you knocked back, zoning, where you will return from the hole at the island's pinnacle, where you're tossed into the air to (hopefully) land in the sea. Option C will get you killed, leaving nothing but a pile of ash. Option A, Thing's response: "Ah, good, good. Now just put the crystals in here.." A black chest spawns in front of Hörgulsrán. Interacting with it removes the BSGs from the player's inventory, and the chest despawns. Upon so doing, Hörgulsrán initiates a conversation. "Not bad. I've had better, but not bad. Now, then, since we'll be needing a lot of souls, I'll now bestow upon you the ability to harvest without consuming the souls, or storing them in some silly little crystal." Player: "More souls? Can't you give me everything now?." Hörgulsrán: "Óþakkláta gerpi.. Perhaps I could, perhaps I simply want something in return, perhaps I'm weak, perhaps I'm fooling you. It matters not; I want more souls, and you want power. You harvest souls for me, I give you power. It's not too complicated for you, I trust." Player: "Fine. Whatever. So, how many souls?" Hörgulsrán: "A few. It depends on what you want to know first." Option A: "To kill, plain and simple." Option B: "To control, to dominate." Option C: "To torment, to torture." Option D: "To let madness reign!" Option E: "To burn things." Option F: "To bring forth the chill of death." Option G: "To terrorize. Preferably with something disgusting." Hörgulsrán's responses: A: "Boring, but practical, I guess. 25 souls should do." B: "A wise choice. 50 souls, and the power is yours." C: "I like you already. 25 souls." D: "My own personal favourite. Sheogorath will envy you. 50 souls." E: "Nothing wrong with pyromania. Or perhaps you're thinking of dinner? 25 souls." F: "Melodramatic, are we? 25 souls, plus five for the cliché." G: "I knew you had it in you. 50 souls, and you'll get what you want." Once Hörgulsrán has responded, conversation ends. The player will begin a quest to get the amount of souls previously stated using a new spell they acquire now: "Foul Magic: Harvest". Conjuration spell, twice the cost of Soul Trap, and makes the target have a green outline as well as taking 10% more damage. When the target dies, the Souls Harvested count goes up by one. Only works on humanoids (IE, targets that fill black soul gems). Flavour text of the spell reads as follows: "Giving some twisted entity souls? There's no way that it could be a bad idea." Having enough souls, the quest tells the player to go back to Hörgulsrán. Depending on the quest, Hörgulsrán responds with the appropriate line of text, and the Player learns a new spell. (Option A, followed by Response A, gives Spell A. Complicated, I know.) A: "Tell you the truth, I think you can kill well enough already. But this is at least more fun." B: "Here's a fun thought; how do you know if you're not already under another's spell?" C: "I once thought about what I'd do once everyone lived only to serve me. This spell was my answer. Have fun!" D: "Do be careful with this. The insane are notoriously unstable." E: "Back when I had a body, I'd sometimes have a feast with the locals. Or, more exactly, I feasted on the locals. This spell is how I cooked them." F: "Tell you the truth, I don't think the dead can actually feel cold." G: "Step one, instill fear in the local peasants. Step two.. well, step three, become ruler of Existence." Spell A: "Foul Magic: Kill". Casting: Channeled. Base cost: 35 magicka/second. Damage: 25/second. Type: Damage health. School: Destruction. Level: Expert. Description/flavour: "Uninspiring, unoriginal; boring, but practical." Spell B: "Foul Magic: Command". Casting: both hands, 2 seconds. Missile. Base cost: 150 magicka. Effect: Makes the targeted humanoid aid act like a follower for 3 minutes, does not use a follower slot. School: Illusion. Level: Master. Each subsequent cast increases the target's resistance to this spell by 10%, to a maximum of 50% (plus any other resistances). No level cap. When the spell runs its course, the target becomes hostile. Only works on humanoids. Description/flavour: "How does one know if one's mind is one's own?" Spell C: "Foul Magic: Torment". Casting: 1/2 hands, 2 seconds. Missile. Base cost: 125 magicka (300 if dual-cast). Effect: The target kneels over in pain for 20 seconds (50 if dual-cast), and takes 10% more damage (25% if dual-cast). School: Illusion. Level: Master. Description/flavour: "This spell hurts people. People don't like being hurt." Only works on humanoids. Spell D: "Foul Magic: Madness". Casting: 1/2 hands, 2 seconds. Missile. Base cost: 250 magicka (600 if dual-cast). Effect: The targets is permanently afflicted with madness. At start, and every minute afterwards, the target.. becomes frenzied (30%), runs away(30%), kneels over(30%), or commits suicide(10%). Every time the effect changes, there's a 10% of breaking free. Flavour: "What do they see? Why should you care?" Spell E: "Foul Magic: Burn". Casting: 1/2 hands, 1 second. Missile. Base cost: 100/250 magicka. Effect: Does 100/250 fire damage over 5 seconds. If a human dies from this effect, drops a human heart and two pieces of human flesh. If a skeever dies, it drops a piece of cooked skeever. And so on. Flavour: "The spells thats makes the peoples smells goods." Spell F: "Foul Magic: Freeze". Casting: 1/2 hands, 1 second. Missile. Base cost: 150/400 magicka. Effect: Does 100/250 frost damage. Slows the target by 75%. If this kills the target, the target becomes a block of solid ice. Negates the effect of Foul Magic: Burn. Flavour: "Making bad ice-related puns upon casting this spell feels mandatory." Spell G: "Foul Magic: Terror". Casting: 1/2 hands, 1 second. Missile. Base cost: 100/250 magicka. Effect: The target is feared for 1 minute. During that time, it takes 5 nature damage per second. If dual-cast, the effect has a chance to spread to nearby enemies (or allies) when the target dies, and they can in turn infect more people. Flavour: "This spell causes maggots to feast on the target's skin, spiders to nibble on their face, and their keys to get lost." Being seen casting any Foul Magic spell on a person will put a bounty on the player's head. If the enemy is the sort of person to report to the guards, that is. Why is this? Well, the spells are quite nasty; the descriptions here are mediocre, true, but, for an example, the FM:B spell burns people from the inside out. Can you imagine any law-abiding, upstanding citizen to do that? To cause another person's skin to blister up and crack, to make their eyes boil and pop, to singe their hair.. Imagine how it'd look. Now imagine people's reaction to it. Then again, people should look at you funny for using spells like Frenzy and Fear; I don't think the nords, already suspicious of magic, to feel comfortable fighting alongside a robed lunatic who enjoys making friends kill each other, who laughs as the enemy is terrified (and probably scarred for life, how short that may be) to the point of running away without being in pain. But maybe that's just me. But I digress! Once all these spells have been learned, the player can say "I want more power! More!", to which Hörgulsrán replies -"And power you shall have." The player is then taught the power "Foul Magic: Call of Hörgulsrán". Cast once a day, instant, no mana, same as other powers. Effect: The screen goes black for 10 seconds. During that time, everyone (including the player) is paralysed, and everyone (except the player) takes damage equal to the player's magicka+health, negated by armour, and is knocked down. The flavour is as follows: "Say a few alien words, black out for a moment, remember the smell of brine and the thought of tentacles.. Sounds like Tuesday." The quest "Foul Magic: Genocide" is now finished. The player can talk to Hörgulsrán again. "I want more of your thick, turgid power inside of me. It gives me pleasure." Hörgulsrán replies to this: "I hear that a lot. Or, well, I did. But, yes, more power. Bring me ten scales of dragons, and some of their bones, as well. A troll's skull, yes, aaaaand.. a bunch of meat. Manmeat. Also half a dozen hearts. Two emeralds, as well. And three dozen of your soul-crystals, with souls. Some bear skin, as well. And some ebony ingots. That should do it." New quest: "Foul Magic: Building a Better Tomorrow". Objectives: Bring the following items to Hörgulsrán: 10 dragon scales 10 dragon bones 1 troll skull 25 human flesh 6 human hearts 2 flawless emeralds 36 filled black soul gems 1 bear pelt 1 cave bear pelt 1 snow bear pelt Once the player brings all of the items to Hörgulsrán, he will say the following "It puts the ingredients in the chest, or else it gets no power again." The chest spawns again. Activating it takes all the items from the player's inventory, and then the chest despawns. The player is then taught a new spell "Foul Magic: Abomination" Casting: both hands, 2 seconds. Summoning. Base cost: 350 magicka. Effect: Summons 'Foul Abomination'. Custom model, using the parts (Or just a grey-skinned nord in mixed bandit-daedric armour..) brought. Emerald eyes; troll face; grey, scaled skin; wearing black, non-glowing daedric (Or custom-made, "evil-looking") armour with fur joints that covers the chest, arms and legs, but not the feet or hands or head; long, bony claws at the hands and feet; attacks by clawing, no weapons. Does 80 damage per hit, attacks once every 1.5 seconds. Has 450 health, and 100 armour. Runs 25% faster than the player. Is roughly 75% the size of giants. After this, I'm thinking of more spells. Spells that, for an example.. Charm a humanoid into being your friend, can use as a follower. Decapitate. Kill the target and summon a skeleton (IE, rips the skeleton out to obey you for a short while). Blind the target (IE, tears out and/or explode the eyes) Possess (IE, directly control it like you control your own character) the target for a while, though I'm not sure if that's even possible. Simple damage spells that have morbid descriptions and possibly sexy visuals. Like making blood gush from the player's hand to drown the enemy, or make the target bleed a lot, etc. And more quests. Like, actual quests, with plot. And I'm thinking that the last quest in the chain will kill the player, when Hörgulsrán is released and starts to conquer the planet. Or something like that. Twist ending and all that. But without actually telling the player, without warning him. He'll have to reload his save game and avoid the last quest. But now my mind has overheated (Hey, that could be a spell!), and I doubt anyone would wish to work with me to make this, so all the time spent writing this has probably been wasted. No matter, it was good practice. :3 (And, again, if someone fancies making this, I'm more than happy to voice-act. And, no, the names and conversations are not something I'm anal about, but only what I would use if I had the skill+time+ perseverance +dedication etc. to make this mod. Alas, I don't.)
  6. Quick run-over: The chaurus attack. From caves where chaurus are already, they gush forth like maggots from a carcass, killing everyone and everything in their path. Until a hero can step forth, that is, who will venture into the heart of the lair to stop them. Somehow. More in-depth description: First, small teams of chaurus spawn from the entrances of dungeons with a large chaurus presence. They move around, establishing their territories. Eventually, more will come out, and they'll attack nearby settlements, killing everyone they can (Essential characters could be holed up in houses, or simply made killable). Once they've taken over one settlement, falmer can be seen to construct over them, adding their own huts, keeping and hatching eggs. Eventually, if the dragonborn does not stop them (In, say, a month or two in-game), everything will be overrun. Defeating the chaurus: Recommended for high-level characters who don't mind having their questing disrupted, and their friends killed. And, if there's any interest, I can cook up more details. No need to spend hours fine-tuning an idea that'll be lost in the sands of time, never to rise again. :)
  7. I'm liking it so far. Maybe you could add some of my ideas from http://forums.nexusmods.com/index.php?/topic/593949-ghoulish-vampire-overhaul/ but replace "vampire" with "ghoul"? Say, some sort of cannibalistic power, bringing you closer the dead by infusing their flesh, their blood, their essence with your own? :> I'm more than willing to throw ideas at you, or storylines and what-have-you. :D
  8. Also, once you're advanced enough, there should be visible changes. Not just making you pale, red-eyed and fanged, but actual changes. Say, skull getting longer, jaws going wider, mouth full of dagger-like teeth, claws, changing the posture, making you more vicious-looking. :3 Oh, and the sun would have a bigger effect, visually. IE, it'd be brighter, and it'd take longer to adjust from the blinding glare.
  9. I went through the mod archives, and none of the vampire mods there seemed pleasing. So, here's an idea for, what I consider to be, a better one. Instead of your vampiric powers becoming stronger as you starve, you should become stronger as you feed, and you'd need to keep feeding or you'll lose access to them. However, I say there should be two ways of feeding; leech-like, and full-on consumption. The first one will work similar to the one now, IE you suck on a sleeping person without harming them. This'd quench your thirst, but not improve you in any way. The second method, however, would increase your vampiric powers. It'd kill the person you're feeding on. What I'm thinking is a sort of 'power bar'. The bar slowly empties itself as you go along and don't feed, but it gets bigger (IE contains more) when you full-on consume someone. Then, at various levels (Say, at 5/10/25/50 etc., consumptions) you'd get bigger bonuses, IE more health, health regeneration, mana & stamina, mana & stamina regeneration, speed, resistances, unarmed damage and damage reduction. It'd also change it so that you have natural health regeneration, even in combat, which'd heal you up to your "natural" health level. The speed of this would increase with the amount fed, and, out of combat, you could regenerate your health to the same level as your 'power bar'. IE, if you recently fed, and the bar is full, you'd regenerate up to 100%. If the bar was half, you'd regenerate to 50%. This'd also mean that, if you have MORE % health than your bar is filled (IE, 100% health but only 50% bar filled), you'd slowly lose health until you reach that point. Yes, that means that you'll starve. Also, when it comes to sun damage; the sun should not instantly kill you. It should damage you depending on how much sun/light is on your skin. So, if you're in the shadows, you should not be damaged; if you're wearing a hood, the damage would be less; if you come to close to a strong source of light, it'd damage you, even when indoors, or during the night. The damage would be more, the further you advance as a vampire, but not based on your total HP. There should also be some penalties, IE reduced speed, stats, etc., while in the sunlight, and/or some bonuses for how much darkness there is. (Could be tied together, so that, at a particular light level, there'd be neither bonuses nor penalties) I'm also thinking that, there'd be multiple versions, each with its own level of added bonuses and penalties, for those who don't wish to be completely dependent upon darkness; seriously gimped during the day, and severely overpowered in dark caves. Happy for any feedback, would love to actually see this made. (Otherwise I'll have to study on making my own mods.. and I'm not that good. >_< )
  10. Check out if you can change the dirt. I'm willing to bet 5K septims that your problem is that your bunnies are dirty. ..if you know what I mean.
  11. Ah, that's brilliant! I actually used your mod, Paladin, but why the hell couldn't I remember it.. >_< Gonna be a tad tricker for furniture, though, I think.. And lv121, could you explain that to me? In completely noob-friendly terms, if possible. :3
  12. So, I'm thinking, instead of making a long-arse dungeoncrawl, I was going to make a home. In this home there'd be a series of dungeons, each behind its own door/whatever, and the reward for each dungeon would be, aside from shiny stuff, upgrades to the house. For an example, at first the house is little more than a cave. After clearing the cave, you'd get an item, which could then be used, perhaps by an NPC, perhaps by a doodad, that'd add something to the house. The first one might make the cave livable, IE beds and stuff. The second might add some decor at the front, etc., eventually making it a manor with a basement, which would connect to other dungeons. The basement would be a separate file from the actual house, so you could store your stuff, get an mod update, and your stuff would still be there. Likely there'd be, at X dungeon, an addition to the house that'd give you a permanent, unchanging storage, so you could update the mod and the house itself without worry. So, how would you recommend going about doing this? How would you script, say, using a pedestal with a specific item, which'd give a specific update? If, say, your house currently has such-and-such, and the gem you got from your latest dungeon would add bookshelves to the house, without it being a separate instance for the bookshelves themselves.. Do you think it'd be possible? I'm guessing that the "forceful" way to do it would simply to have numerous 'versions' of the house, each with a different feature.. but the amount of combinations would be immense! One version of the house could have X, Y, Z, Q, W and T, while another might have X, Y, Z, Q, W and R... going directly at it would take ages, and be a huge file in itself. Has it been possible to add something to a house, like a chest, without making an entirely different version of the same house? -Additional- How would one go about marking a dungeon as cleared & cleared-but-respawned? And, how would one make it so that the special loot at the end (IE, house upgrades) would NOT respawn?
  13. Bring with you the dust of the dead, and, through your magic, bring forth the hungering undead!
  14. Hrms.. perhaps we could add slavery and prostitution.. And, if you're sick enough, have those two connected.
  15. And don't get me started on alchemy... A single potion that costs more than any merchant can afford? Absurd!
  16. The increase in price and removal of ores was done for economic reasons, since there's no need for gold once you have your gear.. but, yeah, the option to have minerals that simply provide less would be nice. I was just thinking of upping the scarcity of the mats to make gold valuable; I managed to make a full set of ebony armour in a few hours mining. The idea was to make mining it yourself to be a silly waste of time, so you had to either own your own mine(s), sneak into an already-owned mine and steal the ore, or to buy it. And being able to fast travel to a few cities to buy all the mats is too easy. Remember, the point of this mod is to make money-making matter. In vanilla, money is worthless. A dungeon crawl or two, and you have enough money to buy all the mats you need for your armour, weapon(s), and even to outfit your companion! Seeing as money's only real function is gear (housing is free after a few quests), the final goal of having a full set of daedric/dragonscale, plus weapons, should be far off. A full set of daedric armour should costs as much, if not more, of a house.
  17. There's a mod that removes greetings from NPCs, you could try giving that a try. :o
  18. I could help you in writing quests, dialogue, and voice-acting. ^.^
  19. Possible to be on the other side, too, if we can program it! To have (custom) merchants grow if you don't do anything, devouring other businesses and starting their own merchant empire.. Or, of course, you could work for him. But, not to have it stale. If it's simply "if you don't have X amount of Y after Z time, then Q happens" it'd be boring.. Much better to have it dependent on actual actions, both by the dragonborn and NPCs; have them compete with prices and good, and the best (IE most corrupt) one would get official "help" with the competition to establish a forced monopoly, much like it is in the real world. (A free market is the worst place for monopolies, etc.) Say, merchants A, B, C, and D are competing over one hold. Merchants A and B try to influence the Jarl and either the Empire or Stormcloaks, by trickery, guile, bribe or outright violence. C and D are honest. A convinces C and D to work "with" him to destroy B, convincing them that B is corrupt etc., and drives him out, and then A smashes the other ones. He then starts to spread out, being the complete owner of an entire hold's resources.. Think the Silver-Blood, but smarter, more aggressive and expansive. We could have merchant factions waging open warfare, covert warfare, diplomatic and economical warfare, even merging.. The possibilities are pretty much endless. And all this could happen without the dragonborn, be it before he starts to trade, while he works for a merchant group, or even if he doesn't play along in that part of the mod. :o I mean, a part of this mod is simply modifying the gameplay, not really adding anything.. Although users of it would, hopefully, try to start their own business and/or towns. Oooh! Taking over a cave/ruin and making them into outposts/towns/cities.. I shudder in anticipation!
  20. So, I've been toying with a vary grand storyline mod.. I've more things in mind than what I've written here, many of which might get changed or even scrapped entirely, depending on how the story develops. It's supposed to be incredibly difficult, both combat-wise and puzzle-wise. (Yes, I've only added traps. I've yet to add the puzzles; the puzzles I've in mind, they wouldn't make sense to be there this early. Always keep in mind that people made these puzzles to keep strangers out, and so on) And, yes, I need to work on the dialogue. Clichés aren't fun. :P The Chromatic Eye, part 1 Endir & Byrjun On the northernmost island north of Ysgramor's Tomb, there's an icy cave, simply named Ancient Cave, with a number of high-level Draugrs. The cave is fairly short, and ends in a metal door. This zones the dragonborn into Lygari's Hovel. Inside, there is a single bed, a chair, a bookshelf with various books, and a heap of empty baskets. Upon entering, the dragonborn is greeted by Lygari, a very old nord vampire. He is wearing generic clothes, and has an ebony dagger "What are you doing here?" -L A)I was exploring. -D B)Killing you, it seems. -D Choosing option B will turn Lygari hostile. Choosing option A continues the conversation. Choosing neither will end it, with Lygari asking the dragonborn to leave, again. "There is nothing here but me. I am resigned to my fate. Please, leave." Lygari will now sit down, if he was not already sitting, on the chair, and read. The baskets are movable. If moved, a trapdoor is discovered, hidden under the baskets. It requires a key to open. Upon this discovery, Lygari will initiate conversation. "I told you to leave. This is for your own good." -L The dragonborn can choose "What?", or end the conversation. Either will turn Lygari hostile. Lygari contains, aside from random loot, Lygari's key. If the dragonborn uses the trapdoor, he will zone through. The key will be broken, and the trapdoor will be unopenable. The trapdoor leads to Endirinn. Looking ahead, there are two paths, both icy, both looking the same. Going through the left one, the Dragonborn is faced with ghosts, skeletons, and draugrs, all high-level. There are also basic traps there. The path has a number of turns, snaking downwards. At the end of the path is a large room, completely unlit. At the end of the room is a master-level locked chest connected to a trap. The trap is hidden behind the chest, in spiderwebs. If the chest is opened without disarming the trap, the room is sealed, and the floor breaks down. At the bottom are spikes. Falling down kills the dragonborn. The chest contains random loot. The right one is a direct path, going northwards and down. Soon it is pitch-black. On both sides of the dragonborn, hidden in darkness, are closed standing stone coffins. Should the dragonborn make noise, hold up a torch or create light, a dozen of these coffins will open, each one containing a high-level draugr. Once the dragonborn reaches further down, regardless of the state of the draugrs, he is confronted by a gate, with two chains on either side. The right chain will cause large boulders to roll down the pathway, from above, all the way. The boulders will also cause the draugrs to come fort. The left chain opens the gate. Once inside, the gate closes. A row of candles light up on the walls. The room the Dragonborn is in is circular, with urns on the floor near the walls, both broken and whole. All empty. In the center is a pedestal, with a book on it. The book reads "..and so it ends." Removing the book will cause powerful poisoned darts to shoot out from above and from the walls. At the wall directly across from the gate where the dragonborn came in, hidden behind an urn, is a loose part of the wall. Activating it will cause an opening to form in the wall, as it crumbles down. Upon that, the book catches fire, the candles die, and the dragonborn is soon left in complete darkness again. The path forward is a smooth, solid, square corridor, leading further down, ending in a door. Halfway to the door, the floor breaks under the dragonborn, and he falls far down into an underground lake. The area is similar to Blackreach, except less lit up and filled with spiderwebs. In this area, there are a very large number of spiders. Going north-west in this area, the dragonborn can find a pathway, though he needs to destroy thick webs to get there. The pathway leads to another zone, Byrjun. Once zoned in, the dragonborn is confronted by a very large Chromatic Spider (normal spider, scaled 2-3 times, recoloured, more health & damage). The room is large, shaped in a half-sphere, with a domed roof. At the other end, behind the spider, is an altar with a skeleton. Upon killing the spider, the skeleton stands up, and immedeatly begins a conversation with the dragonborn. "Mortal.. dragonborn.. [race].. You have set in motion.. a chain of events.. which may very well.. doom Tamriel." A) What? B) I didn't mean to. C) I don't believe you. Whatever the dragonborn chooses, the skeleton continues. "It matters not. You must break the chain." With this, the skeleton breaks apart. In its inventory is a single item, Prismatic Shard. It can be wielded like a weapon, but does not change the attack from an unarmed attack, and can be held up like a torch. Holding it up in the room reveals a glowing rune in the dead center of the domed ceiling, with a beam of light glowing down. Standing there makes the screen shake, a throbbing glow around the edges, growing in intensity, until everything is overwhelmed in a white light. This causes a loading screen. The dragonborn was knocked out, and lost the shard. He is outside, on a snowy mountain peak. Looking down from the peak, nothing can be seen except the clouds and snow. Falling off kills the dragonborn. Looking forwards, to the south, are a dozen men in Blade uniforms. They have their weapons unseathed, and are looking south, their backs turned to the dragonborn. Further south is a large dragonshrine, with a single stone coffin. Once the dragonborn reaches the blades, roars from multiple dragons can be heard. Two chromatic dragons fly from the east and the west, attacking the blades and dragonborn. They have two times the health of an elder dragon, and their breath is a combination of fire, frost, and lightning breaths; doing pure magic damage, but the breath looks like an enlarged version of the Sparks spell mixed with fire breath, and leaves behind chromatic frost-like patches. The breath does 1.5 times the damage of a normal ancient dragon's breath. The dragons are slightly larger than an ancient dragon, and are recoloured chromatic. Once both dragons are dead, the rock coffin bursts open, and a chromatic dragonpriest attacks. He uses chain lightning, frost storm, and fireballs. He has infinite mana, and two times the health of a normal dragon priest. Once his health reaches 0, he uses a shout that freezes everyone around him in a chromatic-coloured frost tomb. Any blades caught are instantly killed. "..you are not real" the priest says. The frost tomb shatters, and the dragonborn "dies", triggering a loading screen. The dragonborn is back in the room with the skeleton, where the large spider was killed, except now there's a lit corridor leading west. It leads to a large square room, filled with pressure plates. They all look the same. Except for the plates marked, each plate triggers a burst of flame. The safe path leads to a small pyramid-shaped altar, at the top of which is a pedestal with a book on it, named Horgulsran's Personal Journal 3. "I am starting to have doubts about this entire thing.. Experimenting on dragons, and keeping them alive, is one thing.. but now he wants us to experiment on our own. I pray it is worth it." Removing the book triggers an explosion from the pedestal, knocking the dragonborn far back, if not killing him. The safe path continues from the altar, into a very large open space, resembling Blackreach. The path ends at a cliff, and long drop down into a bed of water. There are draugrs in the water, medium-level but a lot of them. The "shore" is to the right, and it leads into a rocky tunnel, like a cave. The tunnel has spiderweb, and leads to The Forgotten Depths. The tunnel is long, completely dark, filled with spiderwebs & eggs, and has a number of powerful chromatic spiders. The tunnel ends in a chamber, where three large chromatic spiders glide down on their webs. Behind them are three tunnels. The tunnel to the left has some light coming from it, the tunnel in the middle has a dwarven floor, while the tunnel to the right looks like a continuation of the current spider-infested, rocky, natural-looking cavern. The path to the left is filled with pressure plates that trigger poisoned darts from shooting out of the walls and ceiling, along with tripwires that cause large blades to slice from the walls. It goes straight forwards, though jaggedly, and ends in an locked iron door. Behind that door is a chamber, similar to those found where a dragonclaw is required, but ends with a single bossloot-looking chest. It is unlocked, but on both sides and behind it, hidden with spiderwebs, are trap triggers. If any one of them is triggered, the door from which the dragonborn came in is closed, unable to be opened, and the chamber fills with poison, killing the dragonborn. The path to the right leads to a perfectly preserved dwarven "ruin", where the dragonborn keeps to the road and goes upwards, and then left. There are the normal doodads that follow other generic dwarven ruins, including a few normal dwarven constructs, including a pair of centurions that attack together. At the end of the path, there is the most expensive gem resting on a pressure-plated pedestal. Moving or removing the gem triggers metal bars to shoot from the ceiling, floor, and sides, possibly killing the dragonborn, and blocking the way back.
  21. Hrm.. instead of becoming a Jarl, I think it'd be better to have puppet Jarls (plural, yes indeed-ily-doo). More realistic that way, I think, seeing as the other Jarls and, if siding with the Imperials, the rest of the Empire, would be suspicious of a rich merchant overlord suddenly becoming jarl of several holds after the other ones died.. :P Although, to be honest, I'm pretty sure Bethesda will add a DLC/expansion that'll further the main story, regarding the Moot and such.. that'd open up the floodgates for even more political mischief. :3
  22. I thought about it, and that'd be wonderful! Politics and economics go hand-in-hand in fantasy (and IRL, unfortunately), so that would be, again, wonderful.. But I was hesitant to include it due to the massive amounts of extra effort regarding quests and such.
  23. ...YES. This is all I can say. I will sacrifice countle-- Erm, I mean, I will raise my goblet to you, should this mod be made. :3 *hides the maimed and mangled bodies behind a conveniently-placed wall*
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