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Fort Fear - Underway


Ranokoa

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Website: http://z3.invisionfree.com/ProjectFortFear

This is the official website for this project. Although it will not take too long to complete. Applications for team here.

 

Ok, while prousing through my mods and their comments, someone commented on my Ranokoas Undercover Overhaul mod, saying how they role play as a marauder.

 

The Undercover Mod and how this is possible"

My Ranokoas UnderCover Overhaul allows players to take on the role of various factions. When wearing a guards uniform, you are considered a guard. While certain things still hinder complete immersion, roleplaying is especially enhanced. However, guards can not just go out and murder, so dont expect to get away with it.

 

The mod itself does this for EVERYTHING! Wear a fur armor, bandits choice armor at low levels, and you are a bandit. Bandits will not attack you, and you can even associate with them. Same for marauders, necromancers, morag tong, palace guards, each city guards, daedra, dremora, raiders, mythic dawn, fighters guild, mages guild, dark brotherhood, EVERYTHING! Even nobility and upperclassmen and beggars!

 

How this supports his use, and this mod idea

Since you are able to dawn the armor of factions, this player used it to literally take on the role of a Marauder. He wears the armor of marauders, and then he is friendly with them. With console commands he goes into a marauder fort and switches ownership to certain things like beds to himself so he literally lives there now. He uses (or she i dont know) another mod which adds travelers to the road that he can ambush.

 

THE IDEA:

I am now going to make a mod called Fort Fear, or, of course like all my other mods, Ranokoas Fort Fear or whatever. It is going to be a marauder fort, but because i suck at making forts cause i never really did before, i simply duplicated a fort which fit the perfect needs of this idea. Anyways.

 

It is going to be roaming with marauders, and it will be their home. If you wear the armor associated with marauders then you will be able to live there too. When you go to the head marauder he you will be able to tell him (if you are wearing the armor, because if not then they will attack and kill you) that you are a marauder and your previous fort was attacked by guards and you are the only surviver or something. He will offer you sanctuary and you will then now live in this fort. A certain area room will be set to your ownership, or you will be given a key to an already player owned seperate room. Anyways.

 

When you do this, you can now talk AND trade with other marauders. I will probably, in later versions, include quests.

 

You can tell marauders to follow you, i am thinking a limit of 3 or 4, but they have to be generic marauders and not important people like the head dude, or merchants or such forth, and you can ambush and kill people and take their goods, come back to the fort, and settle down.

 

In later versions you will be able to advance through ranks.

 

You will basically be able to take the entire role as a marauder, allowing more immersion and possibility, as well as making roleplaying much funner.

 

I will also, in this version, have travelers on the roads going between city to city that you can ambush, and their schedule will be scouted and all that good stuff. You will also be required to, every week, bring some food from the cities, as you are the only person not known to the guard in their section.

 

 

My point

 

Well, aside from advertising it :D Which i love to do, but only as long as it follows the rules.

 

I need help. I can do most of the work i need done myself, but i may need some help from other people, such as scripting, quests, and such forth. Although this will be kinda a simple mod in and of itself considering the limitations to what im willing to make this, i still can not do it entirely alone.

 

The help i need:

 

Scripters: Both basic knowledge, and slightly advanced knowledge. I do not know if OBSE will be a must, but it might be required for certain things. If you can script even some of the most basic, to some of the most advanced scripts, or anywhere in between i need you and can use you.

 

Modelers: (Not required but would really be nice) I need some modelers that can handle armor and weapons. Although i will not really be needing a lot of models done, and nothing at all from scratch, i still would like to have certain things "tweaked". Like a little differance in iron armor, with maybe a spike here or there, and a bump here, a logo there. Blah, and slight TINY changes to weapons like silver weapons, steel, and blah. In total, i am thinking maybe less than 5 models will be needed, and all of them can probably be done within an hour or 2 considering the tinyness of what i require, which i will eleborate to those who wish to help.

 

Texture Artists: Nothing to fancy needed. I need some slight texture edits to small retextures on vanilla weapons and armor, same ones that can use a remodel, to dawn the logo of this section of marauders. Like put a pump map texture thing on a sword hilt or bottom of blade with the logo or inscription, and the logo on the armor in front of the cuirass and such.

 

Quest Writers: Although i am not planning on adding quests immediantly, if someone who is good at quests and multiple outcomes with variables, nothing TOO advanced will be needed though, then if you decide to help me on this, i will most definetly put quests in. there will not be a lot of quests, and most of them will be repeatable after a certain number of days go by, so it will LOOK to the player that there are more quests than in actuallity.

 

Quests include: Being required to retrieve something, then bringing it back for reward

Being required to kill someone, then coming back for reward

Being required to talk to someone, then advancing stage.

Being required to wear certain armor before being allowed to continue, like the arena.

Being given the faction of marauder after talking to the person permanentally, wearing the armor or not. The faction will actually be a completely new faction of marauder, but because it will go in tandom with my Undercover mod, to stop conflicts, you will actually instead be attacked if not wearing specific armor, rather than not being attacked because that armor gives you the faction.

 

Elaboration: In undercover, wearing armor simply gives you the faction as long as you wear it. Making them not attack you. In this, everyone will be scripted to attack you if you do not wear the armor. It will literally be turned around, that way after you are given the marauder faction, a completely new marauder faction, it will not disappear by taking off your armor, and it will actually not be given to you by the armor and wearing it, they will just be scripted to detect if you are wearing that specific armor. Its a bit hinky but if you need more elaboration i will be glad to help.

 

Idea Givers: People who can suggest how things should be, playtest the mod, then tell me what should be different or whatever. Basically someone who knows the marauder storyline and is willing to help keep it immersive.

 

NPC AI PACKAGING: Someone who is good at AI packaging, such as be at this specific point at this specific time, and do it randomly, travel here at random times but if you start traveling to ensure you stay traveling till finish.

 

Thats pretty much it.

 

Anyone interested in helping just PM me. Aside from quest writers, i do not think anyone actually NEEDS the mod itself to work with, which is good because i just started making it lol. I still need to edit the rooms, give marauders new factions, place the interiors to a connected exterior, basically MAKE the area in which everything will be based on. You can expect, if you wish to join this team and help, to have a beta version of the mod within a couple days. This really shouldnt take all that long considering its pretty small mod idea.

 

Thanks for reading. All suggestions and comments are welcome. The mod idea is fresh, the mod itself is a baby, anything can help, and ALL CREDITS WILL BE GIVEN IN FULL! As well as a link to your modding profile under your name, EVEN IF all you did was suggest something that i decided to put in that i was not previously planning on adding i wil credit you :)

 

Thanks for the time

 

Be well, sleep well, fight well, live long.

~Ranokoa

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I like this idea, you obviously have it well thought out and know how to lead a team. Also a colored rooms member, a team I am applying for now. I'd like to work with you on this, I can come up with ideas pretty easily and play-testing is always something I enjoy. I also know a tad bit of scripting, quite basic. I could probably also figure out how to write up a good quest.

 

As part of my submission, I have a quest idea for you.

 

"You wake up inside your home fort and approached by the Warlord. Scouts have reported an adventurer running around, killing marauders (this is quite ironic, in my opinion), and you have to stop him. He will be much stronger than you and has dangerous combat abilities, not to mention an obnoxious amount of restore health potions. However, you have safety in numbers... Work together with your fellow marauders and prevail."

 

A quick business pitch to you, fellow modder.

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ok :D I will put another site together for easy communication much like my Project Oblivion site, which i lead. Yes i know how to organize things. At this very moment i have to mow the front yard, but will be back in 5 maybe 10 minutes Both accepted :D
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Project Oblivion... I have heard quite a bit about that. Maybe you will PM me some details so I can be educated about it? Mowing the lawn...extremely boring in my opinion, but it needs to be done. 5-10 mins is decent though.

(I was making a semi-personal comment, replying to my comment about mowing the lawn would lead to an off-topic discussion about lawns...and that would be bad.)

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Lol yes indeed it would, i mean, our lawn is ok and all. not really all that big. But sometimes a dog will sh** in it and we will simply skoop it up and throw it on their lawn, somewhere unnoticable until its too late then.. crud im doing it.

 

Anyways back to the whole mod thing and now the lawn, which is greener than expected.

 

I mean it grew pretty tall and was really nice to see that it wasnt dying like be... DARN!

 

Nah lol, jk.

 

Project Oblivion is not quite "ready" to go completely public. We have a website put together and a small team of skilled deticated workers working round the clock, in a few different countries, to get it to the point we are ready to go public.

 

As it stands, we need the landmass to be complete, which is getting there, before we do go public. After that, each banner you see of Project Oblivion Team Member will be linked to the website, and we will openly accept applications and you can learn all about us.

 

Summary: Do a quest to seige a very strong daedric realm, with fewer than normal daedra but 3 times as strong (goes with storyline) get the sigil stone, its different than others. Basically after questing you can obtain you very own realm of oblivion, in the shape of an oblivion sign. There will be several cities, multiple factions, and a bunch of quests. It will be like an oblivionized cyrodiil, and roughly the same size. All that we are willing to release atm.

 

ANYWAYS back to this mod

i still have a lot of cleaning to do, but i will try to put together a website for this mod idea very quickly and post it here.

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Thanks for the info, much appreciated.

It will be an absolute pleasure working with you, as it is always more enjoyable when the team leader has a good sence of humor. :thumbsup: Here, I'll give you a bit more detailed info about what I can do, here is the "resume", some might call it, that I used to apply to the "Colored Rooms" team.

 

"Allright, here's what I can do. Put me in a position where you think I can be most effective, at your own discrestion.

 

Work Schedual: I can only mod weekends, 20-25 hours avg.

 

Work Capabilities: Got the CS, and have quite a bit of experience using it. Good understanding on how it works and how to "reverse-engineer" mods to understand exactly how they work. I can place static objects in a worldspace without a problem and have an extreme interest in scripting. If you saw my threads on TESNexus, you know this, you also might know I am not very good at scripting, but I am willing and able to do so. I also can come up with some good ideas and can get an idea of how to make them possible. I would also love to do play-testing and bug-testing. I also could write an extensive, in-depth guide for the mod after it is finished, maybe make it a .htm included in the mod archive. Check out my List of Links on TESNexus, it is just a sample of what I can do in a .htm.

 

Contact Info: Easiest just to PM me on TESNexus."

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Hmm.. anyone interested in writing a questline idea? From start to finish.

 

As for the whole armor bit and what i meant by that.

 

In my mod Undercover (which after some thought i decided not to make dependant)

When you wear armor, the armor adds you to that assiciated faction. So now that you are in that faction with the armor on, people dont attack.

 

The marauders, instead of not attacking you because you are in that faction, will not attack you because you wear that armor. They will detect by script what armor you are wearing. If it is not marauder armor, they attack. This way when taking the armor off you dont have a chance of loosing marauder faction.

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