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Mod Request.


Maximum_Maximus

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It would be great if someone could create a mod that allows you to given a huge Castle when you complete the fighter’s guild or the arena quest. A stronghold suited for the head of the guild, complete with soldiers that petrol the grounds and protect it from bandits and monsters. One should be able to hire servants to work both in and outside, there should be a throne room decorated with the lute that you acquired on the many missions that you have completed. :unsure:
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It would be great if someone could create a mod that allows you to given a huge Castle when you complete the fighter’s guild or the arena quest. A stronghold suited for the head of the guild, complete with soldiers that petrol the grounds and protect it from bandits and monsters. One should be able to hire servants to work both in and outside, there should be a throne room decorated with the lute that you acquired on the many missions that you have completed. :unsure:

 

It seems that people can copy existing buildings.

So Someone could be able to copy an castle from one of the cities.

Too bad I don't know how.. Hiring gaurds would be cool!

And ofcourse you should have an own made Knights Armor ;)

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Thats actually a good idea, it would be wikid to decorate the castle with all the stuff uve got. ive done it to a house of mine but ran outa room... ive got too mux loot >.<. u should have tto be the champion of cyrodil and pay like 100,000 gold to get it built which would be coool and a challenge to get.
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I've always believed that your own castle or stately home should be the ultimate purchasable house. tha home in skingard is big and has be extended by some really useful mods.

 

Skingard basement extention being the best. (don't load it until you have completed the internal skingard quest)

 

Perhaps the most ambitious mod out there at the moments is

 

Komiko Manor

 

http://www.tessource.net/files/file.php?id=2747

 

It is a massive manor whith excellent outbuilding, but is not the castle we all long for.

 

I like the idea of linking this to a quest. or indeed quests

 

As I see it you have

 

MAIN QUEST

THIEVES GUILD

DARK BROTHERHOOD

MAGES GUILD

FIGHTERS GUILD

ARENA QUEST

 

What would be reallly really cool would be a purchasable castle, perhaps near Kvatch. (100 000 seems about the right price ) with a grand hall dining rrom a some living space.

 

However large parts of the castle would be locked off to you until you complete each one of the 6 super quests. i.e a dark mother shrine in the basement , wizad and alchemy tower, armoury with mannequins and display racks. a museum, a sparring arena etc. This would drive you onward to complete each of the quest lines just to open the doors. imagine the frustration of owning a house that has rooms you cant enter.

 

Just a thought.

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Uhm I also have the kamino manor. But I don't have the key for the training area..Must I wait for the qeust that you get or is it somewhere in the house..And how do I hire people? Because there is a servant qaurters but no servants.. (And in one of the chests at the servant qaurters is a lockpick..Isn't that a bit strange :happy: )

 

On-topic:

I would not want my castle near kvatch.. When I go outside I see a ugly burned city..no way!

I would like it under Leyawiin in the water on an island. Just like kamino.

A huge wall around the castle. A few little homes with villagers. (So you could have your own city!)

A merchant, armorer and all kind of that stuff.

And on the outside of the walls a forest! Oh yeah at the back of the city should be many mountains.

(behind the walls at the back of the city) With waterfalls!

Lol my fantasy would probably never come out..

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To hire People is the second Quest within the Manor as much as i understand of the Mod Description, which starts after you have completed the one with the Well outside(Wait 10Days and stay at it between Midnight and 8AM) :) To enter the Training Room, read the "Tutorial" Scroll near it :) That unlocked it for me though :)
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To hire People is the second Quest within the Manor as much as i understand of the Mod Description, which starts after you have completed the one with the Well outside(Wait 10Days and stay at it between Midnight and 8AM) :) To enter the Training Room, read the "Tutorial" Scroll near it :) That unlocked it for me though :)

Oke I found it, The qeust was cool (especially the boss 8) ) I stole the boss his hammer :P.

(I don't say what kind of boss it is, No one likes spoilers)

Can you get more servants then only the merchant.. because he has loads of potions and arrows but.. can't you hire an armorer or something?

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Sorry my comment about Kumiko manor moved us off topic for a while.

 

Minor Spoiler Alert Minor Spoiler Alert

Minor Spoiler Alert Minor Spoiler Alert

 

In this discusion I will mention the names of certain locations. I will not say what goes on there or precisely where they are but if this is going to upset you look away now.

 

 

Minor Spoiler Alert Minor Spoiler Alert

Minor Spoiler Alert Minor Spoiler Alert

 

 

I have been look around at many other forum posts that deal with this request. It is so popular that it probably deserves it's own section. If Bethusda are monitoring the forums I suspect this might become an add-on mod or a super quest line in the obviously planned expansion/sequel.

 

The common concensus is that we all want more.

 

The desire is not only for a really big house but a town to call our own. I personally don't want to be a count unless it comes with plenty of hands on questing action. I'd settle for a busy manor house with a small township near by. However the big problem is location.

 

Here where those minor spoilers appear.

 

Bethusda have filled the lands with lots and lots and lots of stuff.

 

if you own a copy of the Prima guide. The world maps are covered in bits and pieces. Towns villages and farms, shrines and alters, dungeons and camps. Not to mention all those wilderness chests. Placing a mod this size requires careful consideration regarding location if it is not to interfere with the games questlines.

There is limited scope to do so. Looking District by Distirct at available blank real estate

 

GOLD COAST

 

North of Fort Such and South of Varus Camp close to the Brena River

 

North of the main road between Kvatch and Anvil East of the Brina Cross inn

 

 

COLOVIAN HIGHLANDS

 

The area bordered by HAMMERFELL, Fort Rayles, Brocken Promise Cave and Pillaged Mine

 

 

WEST WEALD

 

Close to the Border with ELSWEYR east of Silorn and west of Fort Black Boot

 

 

JERALL AND VALUS MOUNTAINS

 

Close to morrowind border and south of Dive rock (very close to Cheydinhal)

 

 

GREAT FOREST

 

Possible Extention of Chorrol to the NW

 

 

IMPERIAL CITY

 

possible small structur south of black road north of frostfire glade 9 would have to be small)

 

 

NIBEBAY

 

SE of Silverfish River

 

 

BLACKWOOD

 

Area bordered by BLACK MARSH, Fieldhouse Cave, Fort Teleman and ONyx Caverns

 

 

 

As you can see there is a list but it is not endless. The list is even shorter because most of these locations are mountainous trackless backwaters.

 

Again I have no real problem with this in that I believe plot-wise it would make sense for the Champion of Cyridiil to be packed off to a remote spot. The Elder Council will not want you too close. Using a real life model to illustrate this. After Wellington defeated Napoleon at Waterloo he was granted a huge estate as a reward but it was far away from London and the seat of power. Heroes in peace time are often unwelcome guests at the high table. They make everyone else look ordinary.

 

Anyway. There you have it LOCATION LOCATION LOCATION.

 

As to the Castle/Manor itself I have given this a lot of thought. Tried again and again to get to grips with the CS but just can't do it.

 

Here is my guided tour/wish list

 

You enter the Castle to find your self in an entry hall, nothing too elaborate, a few statues and a welcoming face. A guard or steward with a few welcoming word. Two ante chambers one leading to a barrack room.

one to small storage area for me to put my adventurers kit.

 

beyond the entry hall is the great hall. Display cases Stairs and side rooms. A throne maybe. A few npc's and guards. The genral lighting should be just the right side of gloomy.

 

From the great hall is the baqueting hall. A large restocking table and a few hanger on npc's making the most of the free lunch. A servant moving among them. Leading from here a staircase to a kitchen and food storage area, servants quartes, and a wine cellar. (possible trap door to a dungeon)

 

Also leading from the graat hall is the library and museum. Loads of book shelfs, study tables, display cases etc. perhaps a few npc mages using the ultimate library to carry out some studies. Maybe this could lead to a few recover the book / artifact quests

 

The stairs lead to the private quarters. Afew guest rooms, perhaps with one or two dedicated to companions.

A private office, a study, a sitting area, a master suite. A NPC valet and maid.

 

stairs to upper floor

 

containing Alchemy and Mages dens Stocked with some assistants to help. (possibly only unlocked by completing the MAGES GUILD quest. An armoury and practice rooms (possibly only unlocked by completing the FIGHTERS GUIDE quest) a hidden shrine (DB quest to unlock) and a small Shady Dealer room (THEIVES GUILD QUEST)

 

Outside, an armourer/smith stables a few out buildings and a park.

 

I've even thought of how the castle should be awarded.

 

After you complete ALL of the main quest including the reward quest. You go to a bar in IC. Here you meet a rich merchant who tells you that a new town is being built and they are looking for a laird to protect thembut there is a problem. The problem is cash flow.

The Castle will cost lots. This should be silly amount. So big that you couldn't carry that amount. The merchant sympathises with you but suggest you visit a number of rich contacts who may be able to help you.

These contact will give you a credit note towards the cost of the castle if you solve a problem for them. This leads to a number of quests where the reward is a credit note covering part of the cost rather than cash. Collect the right amount and it's off to collect your castle and the town appears as if by magic. The merchant will say that a number of interested party have added extensions but that they will only be revealed at the appropriate time. (cue MG,FG,DB and TG quest lines)

 

My how I have rambled on.

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Why not just be granted the County of Kvatch on the terms that you will restore the city and enforce the law? You're the savior of the empire, possibly the Archmage of the Mages Guild, Champion of the Arena, Master of the Fighter's Guild, Listener of the Dark Brotherhood, and Guildmaster of the Theives Guild. You ought to have enough connections to get the County of Kvatch.

 

Say that the prerequisite for even beginning this quest is the completion of 3/5 factions (which allows folks to not do any evil factions if they so choose), but that the additional 4th and 5th factions will greatly help you accomplish the goal of being granted Kvatch. For example you may have various tasks that would ease the process of deciding the next Count of Kvatch. You may have to face down someone in the arena, murder a prominent lord, steal priceless artifacts to pin them on others, defeat great beasts, retrieve lost treasures, etc. to muddy the waters of who ought to be granted the County given the massacre of the Count of Kvatch and all his kin. Being that the Empire is without an Emperor, having someone take care of Kvatch and removing that particular weight off the shoulders of the Council ought to be eagerly received. Who better to step into that role than you?

 

Then you begin investing in the reconstruction and restoration of Kvatch. You'll need hunters to pull in game to feed the workers, guards to patrol for crime, supplies from both local and distant resources, and you'll need to create interest in the renewed settlement of the land. Perhaps you can even convince some investors to assist you in earning the rights to the County by promising them land should you succeed.

 

Of course the previous Elder Scrolls always leave the hero as some form of unknown factor in the history of Tamriel, and being granted the County of Kvatch would change that right quick. Being granted any lands would really. Perhaps another role you might fill would be the creation of a standing army for the empire, based out of several forts throughout the countryside. It could even be tasks set forth by Jauffre, the Guildmaster of the Blades, in preparation for a civil war/seperatist movement given the lack of an emperor.

 

Edit> Member No. 1885? Damn I made this account a while ago.

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I understand where yor coming from.

 

There is a community mod project undertaking the rebuilding of the city of Kvatch. I can't remember exactly where its located but it looks an impressive project.

 

The only problem I forsee with your idea Agraza is ( and you may want to edit out the unintentional spoiler in your last post) is that the ending of the main quest is clearly set up for an official add-on or full expansion which will clearly have its own ideas for kvatch and the rest of the Empire.

 

I'm still not sold on the idea of being made a ruler of a county. In the game the counts stay in their castles and leave the adventuring to others. I prefer a more hands on approach.

 

I do however take your point about the evil factions. Perhaps two versions of the mod could be included one with a corridor leading to these bonus rooms and one without.

 

It's one of the curses of the modding community. They spend months perfecting really big mods only for the official patches, addons and expansions to undo there hard work.

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