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Mod Announcement: Conquest of Skyrim


galvatron304

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Have you ever thought that Skyrim is due for a change in leadership? Have you ever felt that neither the Imperials or Stormcloaks understand what is actually best for Skyrim? Perhaps you feel that you could do a better job managing a specific village, hold, or all of Skyrim itself? Maybe all you want is to be in charge or reap all of the benefits that the citizens of Skyrim work so hard for. Or maybe all you want to do is manage a small group of hunters or bandits, pillaging villages or raiding caravans and reeking havoc across the province. If so, Conquest of Skyrim is for you!



Conquest of Skyrim is an upcoming mod in which you, the player can start your own faction and take villages, forts, cities, or bandit hideouts by force and incorporate them into your faction. You will be able to engage in warfare with both the Imperials and Stormcloaks and fight for a new Skyrim under your leadership. But this mod is not only about conquering territories. Once you take over a village or city, it will be your responsibility to manage it and ensure the needs of its citizens are met. Cities and villages produce resources that are vital to keeping your faction alive so keeping them well fed is vital to your success. Upgrades to farms, mines, and lumbermills will increase the production of your resources and allow you to improve your cities and army.



As Jarl of a city, you also have the responsibility of listening to your citizens problems and complaints by holding court to which your citizens approach you for help. This can range from a variety of topics such as personal disputes, problems with bandits, or bears ravaging a village. You also have full control over the justice system of your city and can send anybody in the city to prison and hold court to try them and decide their sentence.



But perhaps you do not envision yourself taking care of all the problems of your cities? Fortunately, you have the power of delegation! For every city you conquer you will be able to appoint a Jarl of your choice, or allow the previous Jarl to keep their position if they swear fealty to you. Once all of the cities in Skyrim are conquered, you will then be able to call a moot to have them vote you in as the new High King!



However, holdings are not the only thing you must ensure are managed. Your army will allow you to expand your borders and ensure they are well protected from enemy factions. Each troop in your army will need food so your citizens will be responsible for farming to produce food for your army. Hope is not lost if you do not have any citizens though as your army has the ability to hunt for their own food and live off the land.



All this and more await you in Conquest of Skyrim!




I have been working on this mod consistently over the last 6 months and expect to release it in some form within the next few months. If you wish to donate and receive updates on the development of it or offer suggestions on where the mod should go, you can donate to my Patreon at https://www.patreon....onquestOfSkyrim . Donation is not required to download this mod as I will release it on the Nexus when it is ready but all donations are appreciated!



https://imgur.com/lLedYrJ


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Only one tip. Any Civil War type themed mod ended up broken not because its impossible to make such mods but because they tinkered to much with the base game records or gone over what is safe to be handled by the Engine. So there is one safe way to do such content:

 

Add to the base game without even relying on triggers from certain Main Quests. An example: You need Balgruuf for a Quest of the mod. Its safe to add a New Quest non dependant of Vanilla conditions to the Jarl with completely new triggers/ conditions.

Another example: Skyrim at War did a good job of implementing Unit mechanics that could as well be a new follower framework system. All it needed was separate Quest addon objectives and Units to be positioned/ activated once you enter the Cell so a Battle happens with a certain amount of NPCs the Engine can handle and they would act based on objectives that would function on par of Civil War battle objectives but as another separate Quest running without their Navmeshes interferring with Vanilla Navmeshes.

Its safe then, after the Base Game doesn't need an NPC or a background Task or any ''trigger'' to make your mod update/ close their Quest such as making them die or making them move out of a hold and be replaced by another ruler to have your quest finalize/ reflect the changes it makes. Only then.

 

Thats why the Quest Mod 2nd Great War was quite succesfull and working since it didn't change anything from the Base Game's Civil War. Of course its changes are made after the Civil War conclusion. So in order to have changes during the Civil War all you need to remember, is to add and have everything be separated from Vanilla Conditions and the Ambition will just work, no matter the Updates to the Game or SKSE or USSEP version.

The only other thing that is necessary for maximum compatibility beyond that the Mod most be structured independently from Vanilla Skyrim is adding its own NPCs to be used to fullfill its various conditions. As long as you wont need a particular Vanilla NPC and his/hers Vanilla functions in a certain hold for example, its safe to have a duplicate NPC perform all that while the former vanishes. This is to ensure they wont be overidden by other mods and wont require constantly Patches. Of course this isn't always possible though...

For location Captures check out Fort Framework and Realistic Conquering. Its simply great.

 

At least that's all i know...

I am actually trying to learn some stuff (Minor 3D Modeling for Armor Parts/ NPC Behavior and Quest Implementation) motivation has been unique Boss Character encounter and some armor but its more for having them in my Game instead of creating mods in general, i am not tech savvy so to speak nor have any proffesional interest into it so no idea what i might or not do.

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  • 3 weeks later...

Thank you @galvatron304.

 

We pleaded for an "Emperor of Tamriel" mod a year or two ago, for the Dragonborn, in our imagination, for the DB to become emperor after completing the defeat of Alduin, as we posted in our plea on the relevant Forums page.

 

DB gets a new castle, fealty-holding NPC's, comerce and diplomacy quests, court-intrigues, with new conspirator enemies, etc.

 

We would like to , but cannot donate under existing pay-conditions, though we would, if there were a way to "buy" in a brick-store a Paypal, or Patreon, or Nexus gift card, and then earmark "$X" of funds to modders of our choice.

 

As is, all existing payment options are flawed and hackable.

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