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VaasDeythra

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  1. I have the GOTY edition and none of these.
  2. I forgot to add another idea: (MODNAMEHERE): A multiple quest mod that involves the Lord Crusader of the Knights of the Nine reclaiming imperial forts all across Cyrodiil and either handing them over to the Legion or setting them up as Knights of the Nine outposts, also with the option to convert Battlehorn Castle into a KotN fort.
  3. This is basically a list for myself for future reference--containing ideas for mods that would require patience, talent, and programming skill that I do not have. If you want to make a mod on the list or help me make a mod in the future, message me and we'll talk. This thread WILL be changing when I get new ideas or change current ones. -VAMPIRE CLAN VHAEGAR: After playing Morrowind (and Dawnguard), I was rather disappointed that Oblivion had no vampire clans or factions to join. Clan Vhaegar would add a clan with new NPCs, quests, locations, and a vampire hunter faction. You would join Clan Vhaegar via being contacted by a vampiric courier if you are already a vampire. (Becoming a vampire would be the only way to join, obviously) To complete your initiation, you must bring the severed head of a vampire hunter (located near Meridia's shrine) to the Vhaegar headquarters, and then a string of quests start that will eventually end with you becoming the next Lord Vhaegar, master of the clan. The Vampire Hunters guildhall will be located very close to Meridia's shrine (Meridia despises the undead, so it makes sense for worshippers of her to be vampire hunters). It will be impossible to join the vampire hunters, but they will not turn hostile unless you join Clan Vhaegar. Castle Vhaegar/Vhaegar Fortress will be located (probably) southwest of Bruma, and northeast of Chorrol. The castle is located in a rocky canyon (of black rock, rather than normal red canyon rocks) only accessible through a cave full of leveled skeletons. Fast travel to the castle available. Castle will contain master trainers in various stealth and magic skills, various magic, weapon, armor, and poison merchants, cattle for feeding, vampire followers, and non-vampire slave followers/pack-mules. I am not so ambitious as to try to recreate Vampire Lords in Oblivion, but the player will receive powerful drain health/stamina/magicka spells, and the ability to summon ghostly assassins and vampire bats. Possibly will have new weapons and armor. This mod is intended as an unofficial DLC for Oblivion. -WRATH OF THE ORSIMER A quest mod. The backstory is that there is a chief-king of the Orsimer in the Dragontail mountains that believes High Rock belongs to the Orcs and is forming an army to take it. The Champion of Cyrodiil is instructed by the Elder Council to investigate this uprising and put a stop to it. The player would have access to the Dragontail and Wrothgarian mountains in Hammerfell and High Rock (No other locations, sorry :/ ) in order to infiltrate the rising Orcish army and assassinate the Chief-King. This mod WILL be affected by the player's guild progress throughout the game; if respective quests are completed, the player will be able to take with him/her a battalion of Knights of the Nine, Fighters Guild members, and Imperial Battlemages. After completing the quest, the player will be given a custom set of Orcish armor (reminiscent of Morrowind and Skyrim's Orc armor) and his/her own Orc stronghold to call home. The stronghold would have various merchants, blacksmiths, and followers. -RISE OF THE THALMOR Those who have studied lore know the the Thalmor were around even before Oblivion, but didn't rise to power until the Oblivion Crisis was ended. The Champion of Cyrodiil may hear elves discussing troubled times in the Summerset Isle, which will begin a quest to visit the northeastermost island in the Summerset Isles and do various quests regarding the Thalmor. In the end, the player will be unable to defeat the elven supremacists, but will save the lives of many anti-Thalmor refugees. A possible expansion for this mod would include a quest to find an ancient akaviri temple. The temple itself would be located underground, in a very large cave, and could be converted into a player home complete with an office, mage area, combat area, and Akaviri/Blade Guards. Occasionally Thalmor agents would attack. -THE NEREVARINE'S LAMENT (Not final title) This mod is intended as a possible expansion to the Knights of the Nine:Revelation mod, and a gift to Lanceor. The rumors of the Nerevarine's expedition to Akavir were false. In truth, the savior of Morrowind traveled deep into Blackwood to stop an ancient lich from rising from his tomb and resurrecting his dark horde. The Nerevarine failed. High Chancellor Ocato contacts you, the Lord Crusader, upon hearing word of the Nerevarine's death, and commands you to investigate. The player is also instructed to, if possible, recover the Nerevarine's body for shipment back to Vvardenfell. The overall quest would entail traveling to Blackwood, and a short distance into Black Marsh, to a ruined castle. The player explores the castle, finding nothing, until he/she ventures deep into the catacombs that are filled with all manner of undead. Eventually the player comes to a once sealed chamber, where he/she discovers a portal to the Soul Cairn, where it seems the lich is stealing souls from the Ideal Masters to rebuild his army of the dead. I haven't come up with much of the quest yet, but eventually you would discover that the lich is himself an Ideal Master, sick of relying on Necromancers to feed him souls, that wants to conquer all of Tamriel and suck it into the Soul Cairn. Inside the Cairn, the player finds skeletal remains of the Nerevarine, who had written a journal up to the point of his death. The journal has information on how to stop the rogue Ideal Master, but not enough. The player will end up enlisting the help of Nerevar's spirit (Nerevar, not the Nerevarine) and other old allies to stop the Ideal Master. A possible quest reward would be a very overpowered Greater Power that instantly soul traps and kills all but the strongest foes. Other ideas include (so far) binding Sir Gareth's spirit to the mortal plain once again and forcing him to help you as penance for his wicked deeds, saving a dying hist tree (side quest, of course) for the sake of an Argonian village, and some sort of additions to the Castle of the Nine. Thanks for reading, even though I said this thread is really for me to check back on.
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