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JasperBark

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  1. Zebsi I have more details on Lorian Alfar and the services he could provide if you're interested. Also I'm coming up with more maormer characters as well.
  2. I'm aware of the Become High King mod and have it in my game but what i'm looking for more of a conquest mod, where you build your army based on your play-style. The stranger helps the player because they want the dragonborn in power, the reason is up to the player. Also the recruitment system is intentionally complex since it likely isn't easy to build an army to conquer skyrim.
  3. Could work, maybe even have a temporary merger with honningbrew.
  4. Also Cirian is a reference to another mod but I won't say which one :)
  5. Mithlondil started off as just a snow elf who resented the companion legacy for obvious reasons, But then I wanted him to be insane, one thing lead to another and at some point I turned him into a pervert. I'd still ask that you add him in but just take out all the weird sh*t from my dirty mind about him. As for the Zarloth brothers I agree, but their weapons are not mundane since they are royal guards, and i was thinking they train you up 5 levels instead of one. But again I still agree looking back on it. Not really a good trade.
  6. Alright I'm back and I'll start with my last falmer character and only dwemer one Calswyn the young talented falmer bard. He is bard who travels to between one of the snow elf colonies and the city Solitude. Unlike the other characters he has little combat skills but will play songs and offer expert level speech training. When in Solitude he will play songs around the merchant stands. After being recruited the player can ask him about his past, which will put him in a somber mood but he will ultimately oblige. His mother and father were both master healers and two years prior to the events of skyrim he went along with his parents on a mission to blackreach to begin a process to cure the deformed falmer that resided under ground in dwemer ruins. Sadly, before they could even reach them, the were attacked by a dwarven sphere. None of them were fighters so they stood no chance. Calswyn's mother and father were slaughtered quickly and brutally, out of fear and anger Calswyn picked up a dwemer cog and proceeded to bash the sphere repeatedly until it stopped moving. He then ran over to his parents' corpses and began crying. By doing so he caught the attention of several more automatons. By this time he was exhausted and braced himself for death. However, before they could slay him, a figure appeared in front of him, and sent barrages of blinding lightning bolts at the dwarven monstrosities, destroying them utterly. After it was over he looked up to see who saved him, and was shocked to see an elven woman in dwarven attire. He didn't know what to make of this situation, it was all to much for him to process. The mysterious woman went over to Calswyn and extended her hand to him. Still confused, he accepted the gesture, the woman introduced herself as Chrovzal Bagrenz, one of the last dwemer on nirn. At this point Calswyn was lost for words. When he finally collected his thoughts all he could even ask is why, why would a dwemer help him. Chrovzal responded by saying that she wishes repay the falmer for what her race had done to them, and as it turns out, it was her idea to meet them here to help cure the corrupted falmer. And without another word, they left the ruin, carrying his parents out to give them a proper burial. When they parted ways, Chrovzal told Calswyn if he ever needed her she will be in the nord city Solitude. From then on, Calswyn made the effort to meet up with her in Solitude every so often and play some songs for her as thanks for saving him. After the player listens to his story, Calswyn will admit that playing for Chrovzal started out simply as a way to repay her, but later he developed a crush and couldn't speak when he tried to express his true feelings, he tried a love letter but every time he tried to write it, it started to sound like crazy gibberish from a madman. Even his closest friends never showed him such kindness as Chrovzal every time they meet. He will then ask the player if they can find her in solitude and tell her his feelings (Only if he is at his colony). At this point Chrovzal will spawn near the spiced wine stand. When the player approaches her she will introduce herself and ask what they want. You ask her what she thinks of Calswyn and she responds by saying he's better than any bard in Solitude, so much so that the others are almost disappointing by comparison. Afterwards she will ask how you two met. You tell her how and then inform her about Calswyn's feelings. She will tell the player that she already knows and she feels the same and has been dropping hints like crazy to motivate him to opening up. The dialogue will cut off there and Calswyn will show up surprised from hearing the good news. Calswyn admits that he followed, they have their moment, Calswyn thanks you and gives you an enchanted ring that enhances restoration. Obviously neither of these characters are marriageable. Cirian, a maormer that is a thane in Riften. Cirian is a maormer thane in Riften who can be encountered around Lake Honrich. She is there because she managed to escape from Pyandonea after she was betrayed by an altmer sorceress who slew King Orgnum. This altmer was an extremely powerful mystic who slew Orgnum through superior cunning and skill. Cirian knew about their battle and made a plan to put the altmer on the throne as their new leader, while using illusion magic to trick the maormer people into believing the altmer was a maormer as well as a strong leader. However the altmer wanted no part in this plan and framed Cirian for the murder of King Orgnum. Long story short, she's in Riften now and is honing her skills to one day get revenge one the one who betrayed her. She will follow the player when asked to only sharpen her skills. There is no quest to find the altmer who betrayed Cirian.
  7. You got it man. But be warned, their will be a lot of reading. I'll start with the falmer and how the interact with each other and the maormer and one of the dwemer, then I'll get to maormer independently. Of course, since it is your mod you get to decide who makes it to the final cut. Faelori Granton a falmer queen, is a powerful sorceress who has a strong reverence for nature, she will switch between calling Y'ffre... Y'ffre and Kynareth, as she states that Kynareth is the imperial interpretation of Y'ffre but with the nordic god Kyne's namesake. She talks with a regal and authoritative tone, yet is actually rather polite. If the player is a bosmer female or a khajiit of either gender, she will speak to them with more interest. If the player is a bosmer male, she will show intentionally obvious signs of being attracted to them. If a player decides to give her the Sanguine Rose, she will happily accept it despite knowing it's daedric nature, and teach the player to cast a spell that summons a spriggan earth mother, as well as becoming a marriage candidate. Maybe if you move to one of your houses with her she will have a sister or brother to take the throne instead. Nirilor and Irelor, the Zarloth brothers are both falmer royal guards to one of the monarchs. Nirilor uses a mace and shield, Irelor uses a spear. They worship the elven warrior god as both Trinimac and Malacath. Neither of them really care about the distinction. I the player is an orc they will start with a positive disposition upon the first meeting. If you have Auriel's shield, Nirilor will ask for it in exchange for his own shield and a lesson in any warrior skill, if you accept then he will do so and have Auriel's shield equipped at all times. Same goes for Irelor i the player has Volendrung, he will trade his spear and teach a warrior skill. Shizhina the falmer scavenger merchant, is a shrewd business woman despite being a scavenger. She sells high-quality enchanted goods from dwemer and nordic ruins, rare books, and even stolen black-briar mead. (side-note every one of my characters hate black-briar mead) She can show up just about anywhere and is marriageable if the player has a house. She will be upfront and say that she will only marry you to get rich more easily before you actually decide to marry her. Okay I'll stop here for now, maybe post again in a few minutes with more characters after I take a break.
  8. No problem, glad I could help. If you'd like I could come up with some character traits for the falmer, maormer, and one of the dwemer. I worked out a few already in my head.
  9. Okay then. I know this next thing would definitely be a lot to tackle, but is it possible to have another war of the crag between the falmer and dwemer or will they have worked out their differences by this time? Sorry if I'm asking a lot of questions, I'm just happy somebody is taking on this project. One more thing, you said you're a bit low on falmer names, so here's a few possibilities, as well as possible professions: Full disclosure only the first name in this list is one I came up with on my own, the rest are from a name generator. Calswyn - A random young bard (male) Shizhina - A scout/scavenger merchant (female) Girnaris Vorvryn - A blacksmith (male) Nirilor Zarloth - A royal guard who fights with a spear (male) Irelor Zarloth - A royal guard who fights with a mace and shield, also Nirilor's brother (male) Jefani Narazras - A sage/court mage (female) Faelori Granton - Queen (female) (Just names and gender now) Glenbor (male) Nirriath (male) Sidaring (male) Faigroth (male) Centil (male) Gwentys (female) Lynfeah (female) Belvena (female) Peslori (female) Melwhin (female) If you'd like more this should help: https://www.fantasynamegenerators.com/falmer_names.php
  10. Zebsi I forgot to ask, are your mods that bring back the lost races going to be separate or all in one big mod?
  11. I'll admit I got carried away in the middle of writing this, as long as it isn't just some random rogue that knocks the player out to get them to participate, and that we can fight enemies that are actually at our level is what is the most important.
  12. There are a few good tournament mods out there but they don't feel like something that a demigod like the dragonborn should have any trouble with. They're mostly underground arenas that don't seem like they should pose any challenge to the dragonborn. Two mods that I know of include a tournament/pit-fighting game for the player, while they are fun, have you join by being knocked out by some common thug. Again we are the DRAGONBORN!, we should not be able to be taken out by some random rouge so easily. I won't mention which mods I'm referring to because I don't want to talk sh*t about a mod I still do enjoy despite one flaw. What I was thinking is that some scenario where everyone's favorite daedra Sheogorath got some of the other princes together to host a tournament for the best of the best. Only the most powerful beings may attend, so very few if any regular mortals will be seen there. You could see dragons, werecreatures, vampire lords, lichs, daedra, all kinds of enemies to fight. No grand story, but instead just have each round be either totally random, or be decided by a randomized bracket system so it's stays a bit less predicable for each playthrough. Speaking of being less predictable, maybe have the actual arenas take place in various locations in oblivion that provide a challenge on their own or have potential benefits depending on the opponent or your play-style. Some examples from the top of my head are to fight in a place with several hidden traps that can and will hurt both the player and the opponent, or a forest with thick fog to make it harder to be detected and harder to find and fight your enemy, a platform in the shape of a ring with lava surrounding it, a room filed with spinning blades like the ones in dwemer ruins, a place filled with beasts that are hostile to both combatants, possibly start on a series of small platforms that are easy to fall off of and will result in a lot of fall damage, and finally a standard flat Colosseum for straight forward combat. Perhaps each match could have a small chance of having an extra twist thrown in such as spawning a bunch of monsters or bear traps to ad an extra layer of excitement. Also spectating other matches. Another objectively good idea is to have modes other than a one-on-one such as team battles or a match where you don't fight each other but instead try to outlast your opponent in a lightning storm or an intensified version of Alduin's fire storm. That's all I could come up with but I hope it would be of interest to other players and more importantly the mod authors as well.
  13. Okay sorry I just reread the other messages and I completely misinterpreted them so maybe ignore the last three things I said.
  14. A little more regarding his personality. He is actually a thalmor sympathizer but does not agree with some of their methods. Though Lorian will admit that he believes Talos is a god, he is strongly against Talos worship. He hates both sides of the civil war for this reason. If the dragonborn is a vampire he will warn him/her to get cured or be cut down. If you decide to make him a follower, I think it would be a good idea for him to dismiss himself if the player is doing the companions questline, or maybe if he is able to travel with the player to sovngarde, he will cast a spell on Ysgramor to destroy his soul once you enter the Hall of Valor.
  15. I would prefer if Lorian would only ever appear outside of kilkreath temple by the statue itself, or Azura's shrine. I wouldn't want him to conflict with the newer version of the Equinox auroran mod.
  16. Really? Okay spoilers ahead then. His backstory varies through different playerthroughs, so it can get a little complicated. Lorian was born during the merethic era, but at the time the barbarian known as Ysgramor came back to skyrim to commit genocide on the falmer, Lorian was just a young boy with only a basic understanding of restoration magic. Though he had an impressive build for someone his age it was all for show, he had no combat experience, regardless he and his family were one of the unlucky few who were forced into slavery by the atmorans to build the city known as Windhelm. He along with his family were beaten daily, and were forced to watch as others received the same abuse when they weren't the ones being tormented. However, his mother was discretely teaching him ice magic when they had the free time in preparation for their escape. Eventually the time came when Windhelm was finished and the slaves were to be executed. Lorian watched with tears in his eyes as his kin were being butchered in front of him. Unfortunately his father was fed up with this brutality and attacked the atmorans wildly, completely ignoring the plan. He was swiftly felled by none other than Ahzidal before he could do any damage. Lorian's mother then flew into a rage summoning a small blizzard that slew several atmorans and mildly injured Ahzidal. She then told Lorian to run and so he did, he didn't see it but he knew his mother died as well. He was able to escape with the commotion along with a few other snow elves. They tried to warn their leaders about the upcoming threat, but were ignored since such a thing sounded simply absurd, especially when coming from people who seemed insane. When Lorian and his group of survivors realized it was pointless they moved south toward Cyrodiil and found sanctuary there. He even learned the art of light magic from his ayleid friends, and later the art of the sword. For a time, they were safe with the ayleids who worshiped Meridia and even helped their ayleid hosts in aiding Alessia's slave rebellion, which is were he learned to wield a sword. However neither the falmer survivors nor the ayleid lords who helped the imperials did not expect the rise of the Alessian Order. Once again Lorian Alfar was forced to flee. This time he went strait to the Summerset Isle and once again found peace. Of course, as we all know, this didn't last forever as war tended to follow him. He was present when Tiber Septim unleashed the dreadful dwemer brass god onto Summerset. Lorian watched in terror as the world around him burned as he was powerless to stop it despite the immense power he gained over the years as a mage and a warrior. Lorian Alfar is a mer who has had a long history of pain, so his personality reflects that. He isn't however, as somber as one would think given his circumstances, although he isn't exactly chipper either. He no longer worships the elven gods like Auriel, as he feels betrayed by them. Instead his pantheon consists of Meridia, Malacath, and Azura. If he is called weak for using magic he will retort by asking if it is cowardly to use your own natural ability, but not cowardly to hide behind layers of metal and using a slab of said metal to fight for you.
  17. Okay it's downloaded and installed with no issue. One last thing, if there is a snow elf king or a really powerful battle-mage, do you think you can name him Lorian Alfar? Preferably around the shrine of Meridia. It's the name of my snow elf OC.
  18. That actually sounds better than what I had in mind. I'll still use maormer retreat (though agree your mod sounds a lot better) because I avoid the Companion's quest as most of my characters are either snow elves or ayleids who worship Meridia, so I don't have to worry about any compatibility issues. That and I hate being a vampire (might be why I always worship Meridia in my playthroughs). I keep it for the npcs. Side note: wispmothers are actually some kind of snow elf ghosts, my evidence: if you add yourself to their faction they, along with the falmer and chaurus will no longer attack you, their pointy ears and pale blueish white skin, their primary use of ice magic, and if you read the in game book about them and then read the book "lost legends", then do the pale lady side quest, that leads to the conclusion that they are falmer. My evidence that they are spirits or ghosts is simply the fact that they explode from the dawnbreaker effect if dawnbreaker is used to kill them. I don't know if this help in any way but I can't help but to share my findings through my amateur research.
  19. Another question, can the location for maormer be accessed from a port in Dawnstar so it aligns with the maormer's retreat mod? If I sound a little demanding I apologize.
  20. A meadery just outside of the sleeping tree camp with a vendor and craft-able mead and/or wine using sleeping tree sap. Maybe have the giants outside be pacified.
  21. Zebsi will you make a version for regular skyrim? Or am I no longer able to put off getting special edition? Also, just out of curiosity will the npcs be custom voiced or will they have re-purposed vanilla voices, either is fine honestly.
  22. http://zelda.wikia.com/wiki/Darknut http://zelda.wikia.com/wiki/File:Twilight_Princess_Darknut_Armorless_Darknut_(Heavy_Armor_Removed).png https://zelda.gamepedia.com/Iron_Knuckle_(Boss)
  23. There is a mod that doesn't do this directly, but can help change the altmer skin tone to a snow elf one with some console commands, assuming you're playing on PC. What you do is download the snow elf overhaul mod, create a high elf character, and while still in the race menu open console commands and type "setrace snowelf", change your skin tone while still in the menu, once you have the preferred tone type "setrace highelf" into the console. Hope this helps.
  24. Yes I know this has been requested a lot but I really want this to happen.I have a few ideas that should be relatively reasonable and still deliver quite a bit of content for the player and their Ideals. How I see this starting off is after player is called by the greybeards or after retrieving the horn of they ask you to get, a random custom voiced stranger appears in front of the dragonborn and offers to help him/her raise an army to takeover skyrim. Of course, the player can put this off for as long as they wish and the stranger will wait patiently until you are ready. After the first encounter the stranger will give you a spell or power to teleport him/her to you regardless of what your answer was during that encounter. Of course, after accepting the proposal the player is locked out of joining the civil war and fail any civil war mission you are currently on if you already joined. The available soldiers of your army are determined by your choices throughout your play-through. Npcs with a good disposition toward you and of a high enough level of courage can be recruited directly, except for children. Standard nord, breton, and imperial warriors will be available by default and will be recruited by the stranger while you go off doing your own thing ,of course you need some funds to do so. The default equipment for your army is leather and iron but can be upgraded be investing gold to the stranger and they will handle the equipping process. I will list the other recruitable factions and their requirements and compatibility with other factions below. Soldiers need to be paid for of course. Alik'r warriors: recruitable after turning in Saadia to Kematu. Sets default one-handed weapons for all soldiers to scimitars. Orc warriors: recruitable after besting an orc chief in a fist fight or after receiving Volendrung. Strongholds all become bases. Companions: recruitable after becoming harbinger. Makes nord soldiers cheaper and sets default armor to the wolf armor. Khajiit soldiers: recruitable after helping any caravan member. More caravans will show up in skyrim and will defend the player to the death. Dunmer soldiers: recruitable after completing either Azura's, Mephala's, or Boethia's quest or after reopening Ravenrock mine. Will occasionally have ebony equipment regardless of current established gear. Argonian soldiers: recruitable if any argonian in Windhelm or Riften likes you. Won't work with dunmer soldiers. Bosmer soldiers: recruitable if 2 wood elves in skyrim like you, 1 if you are a bosmer. Will have animals and spriggans fight with you as well. Altmer soldiers: recruitable if 1 high elf likes you. Will come with glass or elven weapons by default. Thalmor soldiers: recruitable if you helped Ondolemar turn in Ogmund. Default equipment for all soldiers is set to elven or glass and thalmor embassy becomes a base. Won't work with Alik'r warriors. Giants: recruitable if you have 20000 gold to give to the stranger. Mammoths will aid in combat as well. Silver hand: recruitable if you aren't a companion. Will carry silver swords. You will have to kill the companions as a show of good faith. Forsworn: recruitable after freeing Madanach. Hagravens and briarhearts will aid in combat as well. Won't work with nords. Falmer: recruitable if you have illusion perk "master of the mind", you will receive a spell to ally wispmothers from the stranger, you will need to tame 2 of them. then numerous falmer, skeevers, spiders, chaurus, and wispmothers will aid you in battle. All falmer lairs will act as bases. Won't work with any human factions except for the forsworn and silver hand. Necromancers: recruitable if conjuration skill is 100. Skeletons, ghosts, draugr, and dragon priests(few) will aid in battle. All necromancer lairs will act as bases. Won't work with thalmor, silver hand, companions, orc warriors, Alik'r warriors, or bosmer soldiers. Vampires: recruitable of you become the lord of castle Volkihar. Thralls aid in battle. Sun is automatically blocked out whenever they try to take a city. All vampire lairs will act as bases. Won't work with thalmor, silver hand, companions, Alik'r warriors, or bosmer soldiers. Dark Brotherhood: adds no soldiers but allows assassination attempts if the player finishes the DB quest-line. Won't work with companions or Alik'r warriors. Dragons: recruitable after Alduin is dead. More will show up if you defeat Miraak. Will work with anyone regardless of any affiliations. Now onto religious stuff. Choosing a religion isn't necessary, however it offers buffs to sum or all factions and excludes others. Not all deities are compatible with each other. I will list the available deities and their effects below and try to keep them as balanced as possible. Eight Divines: Thalmor and imperials gain plus 100 points to health, stamina, and magicka. Vampires, forsworn, necromancers, and the dark brotherhood won't be available if this religion is chosen. Nine Divines: Nords and imperials gain plus 100 points to health, stamina, and magicka. Thalmor, vampires, forsworn, necromancers, and the dark brotherhood won't be available if this religion is chosen. Elven gods: Altmer and bosmer gain plus 150 points to health and magicka. Falmer, orcs, and dunmer will loose 25 points of health and stamina. Nordic gods: All humans gain plus 150 points to health and stamina. All elves lose 25 points of health and stamina. Won't work with elven gods. Redguard gods: Alik'r warriors gain plus 200 health and stamina. Dunmer gods: Dunmer soldiers gain plus 200 health and stamina. Good/Neutral daedra (Malacath, Azura, Meridia, Hermeus-Mora, Sanguine, Sheogorath and Hircine): Cultists with high magicka will aid in battle and cast grand healing in combat. Vampires, necromancers, and the dark brotherhood won't be available if this religion is chosen. Evil daedra (the rest of the daedric lords): Hordes of daedra and a few cultists fight at you side. Only allows forsworn, vampires, necromancers, falmer, giants, and dragons to join your army. Won't work with any religion above. Sithis: makes assassination attempts easier. Argonians gain plus 100 points to health, stamina, and magicka. Finally onto how battles and conquering works. Basically it is similar to how the vanilla civil war works, only instead the dragonborn has no obligation to join in any battles if they don't want to, and no gathering info or delivering false info to the enemy since you are the leader of an army and would be caught immediately if you try to deliver false orders. That and you have other people to do that for you. Battles will consist of not only taking all the main cities, but also the smaller settlements and enemy held forts and camps. The player chooses which factions patrol which conquered settlement or fort, however if you align yourself with the forsworn they will always take markarth and karthwasten. If vampires control a settlement their thralls will patrol during the day and the vampires themselves will do so at night. Whatever faction a main city is controlled by, will dethrone the jarl and have their own leader sit on the throne instead unless said jarl is important for the main quest. Although I don't think all factions would/should do this. Battles themselves simply go by the attackers and defenders method used in other mods I guess. That is all I can come up with for now, I'm 99% certain this will never be made but on the off chance it does then I would be quite happy.
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