Tonyv123 Posted April 6, 2009 Share Posted April 6, 2009 I have been searching for a mod of which you become a Lord/Lady of a plantation. With this plantation i thought that before obtaining the land you should of course complete a quest. Here's a little bit of what i think the storyline should be. You are an adventurer right? Well i thought maybe in a inn far away from much commotion and such that the owner of the plantation was sleeping one night when suddenly bandits raided his land and killed his wife and slaves. Maybe the wife and slaves are haunting the plantation now and the quest is to find out why the ghosts are haunting and you have to put them to their forever peace to be able to obtain the plantation. Ok. After you complete the quest i think your manor should be a pretty large estate and that instead of most mods.. that if its possible you have servants yourself and they work in your fields and obey your commands. Im young and.. well i would say myself ignorant. I tried explaining as intelligent and as clearly as i can. It probually looks like crap but eh, i would love to play a mod such as this. Thank you.Tonyv123 :thanks: Link to comment Share on other sites More sharing options...
fabulance Posted April 6, 2009 Share Posted April 6, 2009 Fighters Stronghold Battlehorn Castlehttp://www.tesnexus.com/downloads/file.php?id=13853you will become the lord of a castle, I think its quite similar to your requestbut you will need the official plugin that I cant provide you Link to comment Share on other sites More sharing options...
Tonyv123 Posted April 6, 2009 Author Share Posted April 6, 2009 Eh its a start but its not what i was going for. I was thinking more of something where i can have ingredients massed in my garden and maybe have bandits raid it every once in a while. Link to comment Share on other sites More sharing options...
Cepherit Posted April 6, 2009 Share Posted April 6, 2009 Well, there is This!It looks like something you may like... ;) Link to comment Share on other sites More sharing options...
Tonyv123 Posted April 7, 2009 Author Share Posted April 7, 2009 Ty! just what i wanted. Link to comment Share on other sites More sharing options...
ihateregisteringeverywhere Posted April 7, 2009 Share Posted April 7, 2009 QQuix is working on a large-ish mod. It will have a whole island, dynamic economics, custom placement of buildings, giving NPC's jobs.. The work name is The Evolving Society mod, he released a very early test version recently and needs people to test it. :) Link to comment Share on other sites More sharing options...
Tonyv123 Posted April 8, 2009 Author Share Posted April 8, 2009 QQuix is working on a large-ish mod. It will have a whole island, dynamic economics, custom placement of buildings, giving NPC's jobs.. The work name is The Evolving Society mod, he released a very early test version recently and needs people to test it. :) O.k cool, ill look into and maybe give him my cornucopia of ideas. Link to comment Share on other sites More sharing options...
Vexikuri Posted April 8, 2009 Share Posted April 8, 2009 I always thought Shadowcrest Vineyard was exciting fun - Shadowcreast Vineyard Link to comment Share on other sites More sharing options...
ChalkLine Posted April 14, 2009 Share Posted April 14, 2009 Battlehorn's lacklustre setting made me think on this as well. Like so many people, I have a lot of ideas for this, but no body of work behind me to convince people to join in on a project (so I haven't asked as yet). Still, I'm plodding along creating detailed locations and hoping that when I have enough behind me I can get some NifSkope pilots and Retext gurus to participate. I've tried both of these technical tasks and failed miserably. Luckily, there's a lot of sterling work already been made available, and the Modder's Mediaeval Resource in particular is adding some variations to retainer's equipment so they can told apart at a glance, and gives more variation than a cohort of clones would otherwise. The idea revolves around the granting of a knight's fief (land in exchange for military service), and is a different approach from the task>money>upgrade quest. In this quest/setting, the setting upgrades itself over time but you can lose control of it in the process. A number of possibilities are in flux at the moment. I'm either considering this a continuation of the Mazoga the Orc quest, as its concept of 'knighthood' kinda irks me, or just recycling the voice acting elements to grant a knighthood elsewhere. Of course, some players start the game as knights, and you seem to get a de facto knighthood out of Knights of the Nine, so I have to allow for this as well. Regardless of this, the player is granted a 'knight's fee' by one of the counts/countesses (who in the Odill Farm and Greylands scenarios are implied to care very little about what happens outside the town's walls) and has various NPCs as both tenants or retainers. A tenant pays either cash or service for their land which the knight owns. Retainers live with the knight and eat at his board, as well as getting a cash salary. The knight can decide how to pay his retainers, either by; - Maintenance and Livery. The knight supplies a 'uniform' and equipment, as well as food and a cash stipend. This is how mediaeval knights built up private armies.- Serjeantry/Yeomanry. The knight grants lots of land to men who promise to fight for him. This is good for the beginning knight who may not have a lot of money early on, but limits how much you can use your troops later when you have buckets of cash. This is a good way of building a 'police force'.- Brigandage. The knight gives his men little money, but then lets them loose on the countryside. This involves getting infamy and a disposition hit with factions like the Imperial Legion and Merchants. The retainers charge 'tolls' on passing merchants, charge protection money on isolated hamlets and otherwise act like thugs. All this is handled by the Castellan, who monitors the pay etc for the troops. Payment of tenants is different; they pay you. - Most tenants pay in cash (the technical term for this is 'copyhold tenure', but technical terms like that will only be window dressing) and as long as they pay thier rent cannot be evicted. This is like the Fighter's Guildmaster Chest in that on payday you get money directly deposited to you in your strongbox by the castellan. Otherwise the free tenant owes you nothing apart from some customary tolls and stuff that is figured into your monthly pay.- Servile/Serf. This person is not free, but is not a slave. They require permission to marry, sell things, move away and so on. Any of these permissions cost money. They owe the knight work on the knight's land (administered by, you guessed it, the castellan). The slaves of Morrowind, usually beastfolk, are known as 'chattel slaves' and are illegal in Cyrodiil. Serfs have a large body of rights, and in times of famine can actually live better than free tenants. These tenants provide foodstuffs for the castle, and are the source of the supplies. Obviously, a lot of serfs is desirable, but tenants try anything possible to get out of this status. At least three quest/scenarios ideas revolve around this. The Tenants and Retainers make up the knight's Affinity, and is not totally like a business agreement. Instead it's like a huge family, including black sheep uncles and ne'er-d-well cousins. This is the big difference of this setting than others; the Affinity demand Good Lordship. Good Lordship is the Knight looking after their Affinity's interests. As an example, in one quest one of the problematic tenants ends up in a county dungeon on charges of brawling. The knight has several options;- Ignore it. The offender is a trouble maker and probably deserves everything they get.- Fight it in court (the Castellan's advice). Your Castellan goes to court and makes deals to get the offender off lightly, citing law and generally being within the law.- Intimidate the court (the Chief Retainer's advice). You gather your retainers, fully armed and armoured, and march into the court and show the justice that they may very well get lynched if they hand down a guilty verdict. The county guard has conniptions but can do little. The first option is not a case of good lordship. Your retainer faction and tenant faction take a disposition hit, as they don't think you look after their interests.The second option costs you. You may have to give up some land or income, but is considered good lordship by your affinity.The third option is seen as very good lordship, but you score a disposition hit with other factions such as town guards. Finally, the knight has their own legal court, usually administered by the castellan in accordance with the knight's wishes (options). The court can screw money out of his tenants, act leniently to try and regain disposition losses and so on. Occasionally some investigations may have to be taken by the knight himself, and are open for quest development. This setting is open to almost unlimited development. Rival knights can be created (but take it for me, doing just one affinity is a hell of a lot of work) and thier efforts to be good lords to the detriment of your affinity can create great quests. The knight's basic obligation is to keep his tenants safe and prosperous, so the surrounding area must be scoured clean of monsters and bandits and kept that way. A siege quest, (involving some pretty formidable scripting to insert and remove siege weapons, earthworks and damage) is great and gives the player some sensible background for hard fighting alongside their affinity. A long forgotten noble may have a legal claim on your lands, and a shifty burglary might be needed to 'lift' some supporting documents from thier strongbox (there's a guy in Skingrad I have in mind for this). The knight might get into strife with the granting lord ('liege') and have to fight a judicial combat in the county hall to retain thier rights. Link to comment Share on other sites More sharing options...
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