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bigleow

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  1. I think this mod is amazing. And it makes the berserkers in Solsthiem way more crazy looking. Which is fitting. lol
  2. Didn't read past pg 1 of the posts, so if i'm repeating someone elses idea forgive me. *deep breath* Quest line could be made dependent on completion of certain level of ThievesG quests. Proves candidate is sneaky enough. "Persons within the Empire have been keeping close watch on your actions since your 'escape' from the imperial prison. Should you wish to use your talents in the employ of the Imperium, you could be well compensated." Another thought, possible to have an 'agent' contact candidate IF he/she is approached by LaChance? "We have been informed of your actions and the recent contact with a certain organization of ill repute. We have an offer for you..." Possible actions in quest line could be the clearing of a DB organization/lair? OOOh, or the 'removal' of a member of the Black Hand? *Build a new one, lives in the middle of nowhere, like near Hermaus Mora shrine, 'seeking the deeper truths of Sithis'* Whack the big wig after the initial LaChance contact to prove allegiance to Empire. I would strongly recommend the Blades have NOTHING to do with this quest except maybe a tie in somewhere. But I wouldn't have them (blades) associated with this blackops group of the legion. Blades answer only to emperor. Legion is more a tool of the Council. For all intents and purposes the Blades are debunked after Martins demise. IDk if there are any more dragonborn around with legitimate lineage. At any rate, like any good guild our champion would do the 'dirty' deeds required by this covert branch to work his/her way up the ranks. but for the GRANDE FINALE! Like I saw in a previous post, Grand Poo Bah of this organization goes a little power hungry. Our faithful operative begins to wonder, along with our handler...(like any good covert ops unit/org that uses individual operatives, no one knows who else is in except the high muck-eh-mucks. So, there would have to be a handler, kinda like the doyen for TG). Anyways, after a few recon missions and further contact with our handler, we learn that many within the organization are concerned. Next day, some big deal is brought to the Council. Big name councilor says Council is failing the people in this regard, demands immediate reparation for whoever (yes, i'm leaving our important details, this is a VERY rough idea i'm figuring out as I'm typing!!). Cyrodiil is awash with rumors and the Council is in an uproar. Next night, big dinner in Council chambers and the whistle blower falls face first into his plate of cliff racer with a glow dust reduction. *SCREAM* Alchemist is called in, figures out cup has poison film on it. Shucky darn, go figure, you just got all the ingredients for that same poison a few missions ago and, uh oh!, your handler just got dragged into the main chamber missing a hand and swears by the devine Akatosh that he gave you the order to poison the whistle blower. NOW, you gotta get into the Grand Poo Bah's place to prove your innocence by stealing the evidence. Oh crap, there's a turn coat agent waiting for you! Oh crap, you killed him. Oh crap it's Ocato's kid! .... ok, i'm flyin off the tracks here. Use it if you can!!!
  3. you betcha! that was the quickest reason I could come up with that would compel our hero to go to this overgrown island. By all means, spice it up/change it/slaughter it, resurrect it and kick it again! whatever needs to be done. I sat down after reading the original post and knocked that out in about 15 mins or so. honestly didn't put a whole lot of hard thought into it. Just gleaned my brain for quick ideas that could help in the storyline/playability of the mod.
  4. 1) How to get the player to the island. A messenger arrives and give you a missive sealed with your family crest, which you haven't seen since you left your parents years ago. "Allow me to introduce myself. My name is __________ and I am the hereditary count of ____(land)_____. I had heard rumors of a distant (nephew/niece) that still carries the family name. Believe my surprise when I found it was you! The Champion of Cyrodil! Well, I am much relieved as I have a task to lay upon you. My days on this plane are growing short and I have no heir of my own. In fact, I doubt I shall still be alive whilst you read this missive. I have need of you here, to rule this land. Truth be told, my rule is one of birthright only in title. The people have chosen to allow my line to remain in control because we've done well by them. In the last few years however, times have been tough. Men of my land have left for war and not returned. Many of the farms here are fallen into disarray because, of the women and children left, too few are able to mind the fields. Our traders left shortly after the army. Even the beggars and thieves left to find more profitable customers! Help the people to plant the fields, hear their arguments and grievances, be just and above all else lead them. New peoples must be brought as well to the island. Not enough of our old land holders and workers remain. Too many have left or died. I have faith in you, your deeds and virtue are well known through out the Empire. Speak to __adviser__ once you arrive. __adviser__ will give you the rest of my writings that I leave to you. I pray they may be of use to you in ruling this once fare land. Come to this, the home of our shared family name for many generations, take up our title and bring life back to this land!" (because of the mention of champion of cyrodil, this would have to be a quest activated only after the main quest line is completed. So either edit that line or just make it after the main quest! ;p) 2) Requirements for this colony/town to grow: PC will have to preform actions like planting fields, purchasing new equipment (rakes, hoes, shovels, scythes) to equip the peasants. Some truly forgotten fields may have to be plowed (create work horses & plows). Homes will have to be repaired or built. Silos for grain storage. Town square will need to be renovated (later task, after farms are manned and skilled tradesmen wish to move in.) A militia will need to be raised to protect the settlement (either find your own people or pay Ocato to station a legion detachment there). Dock will need to be repaired and enlarged (repaired first, later enlarged to handle bigger shipments). A local mine will need to be cleared to allow workers in, eventually this will attract blacksmiths and later artisan weapon/armor smiths. Mine could be infested with goblins/vampires/undead/necro Lich King/whatever. (If you use the Lich King, that could be an additional reason for the crop failures. Lich poisoned the land with it taint, so in addition to defeating him the PC must undergo some quest to restore life to the earth) 3) Additional thoughts: Certain crops will be required for certain items: make fruits and veggies (at certain quantities) able to be morphed into 'shipments' ready for sail at the docks. Wheat will be required to create either flour or cloth bolts (unless you want to make a cotton plant, either way). Cloth bolts can either be sold at the dock or ,once the craftspeople show up, sold to them as materials for clothing production (cause auto spawn after shipment received). Same process/idea can be applied to the mine. Ore to blacksmiths make tools,plates,cups; or to artisans to make armor, weapons. Herders would be required to care for sheep, deer, or boar. Animals then go to vendors to be sold as mutton, venison or ham. Berries could be sent to vintners for ale, mead and wine. Problems will come up, who gets what fields, what kind of persons are allowed onto the island, what punishment does the thief receive after being caught. These decisions will then affect the residents and how they react/work/produce. The home for the PC could begin as a somewhat dilapidated mansion or large plantation house. After each successive growth level, the people decide to come together and improve a portion of the estate. (yep, i'm stealing this from Civilization!) This will also act as a good indicator of the peoples feelings towards the PC. Perhaps there could be a Popularity indicator of some sort. An adviser to the PC that tells what still needs to be done, who is asking for help and if the people are behind him? Money could be an eventual reward. Weekly income based on the production of the settlement, in the form of taxes levied on merchant/shipment sales. Allow PC to alter these taxes to affect popularity/growth. Additional rewards could be special weapons or potions given by the artisans/subjects in gratitude to good leadership. Disgruntled citizens may occasionally request a challenge of arms with the PC in an effort to find redress. (perhaps the PC could elect a 'champion' to fight in his place? Could also be used as a reason to have regular matches within the community, the winners receiving a prize purse from the settlement coffers.) Oh, and as far as a name goes.... rachat? or estinzione? or rescate? Abzahlung? afkoop? that's 'redemption' in french/italian/spanish/german/dutch
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