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The Ultimate Orc Mod


ExpatLuke

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I could easily see these trials being used by Malacath to test both the player and that Stealth Orc Follower I came up with.

 

Instead of a Warrior and Archer, you could replace them with the Stealth Orc and his lover, and maybe include a Mage healer who was a captive at the time of the Stronghold invasion. Upon killing the forsworn, you find him in the mine as a prisoner and he offers to help you out in exchange for helping him out.

 

I could easily see your mod idea working with mine.

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I like the idea of the 3 trials! But instead of them being used to determine if you're fit to be a chief of a stronghold, maybe they could be used to determine if you're fit to lead all the strongholds. So you could unite them under 1 banner. Sounds pretty cool.

 

I gotta say, the stealth orc and his lover thing sounds pretty useless to me. It could be an entirely separate quest mod, which is unrelated to this one. Maybe it could be a side quest written for this mod once the bigger things have been made.

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regarding the trials, i think thats great but it would be better if Malacath himself appointed you this trials instead of some kind of orc council in Orsinium. It doesnt make much sense imo that orcs would have to go get an official permit to lead a stronghold i figure they just fight for it and then they just lead it. Now a n orsinium land mod would be amazin, but thats for another topic.

Edited by Wraithofdoom
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i guess its all a matter of opinion (but as a writer and a predominantly stealth-based player i do get a little insulted with him being called useless), but wouldn't the best option if you are dividing the player's party into a team of different classes, be to divide them based on the actual skyrim classes? i.e. Stealth, warrior (which includes archery), and magic? Instead of relying on tropes from other rpgs?

 

I prefer quests that have narrative impacts, instead of just gameplay impacts. What makes this stronghold so special?

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What makes this stronghold so special you say?

 

You could have a dragon skull mounted on top of the entrance, and have it breathe actual fire at the enemies that try to take the stronghold.

 

I think I mentioned on my previous post, but the building process can take the same course as that other mod "Woodland home" where you are in charge of certain aspects of it.

 

It would be neat, if a bit silly to give the player the ability to name his own stronghold however he likes, or to be simply called after the player's name.

 

Unlike other player homes, in here you have servants to take care of everything.

 

Ok, this is getting silly, can't I just connect this topic to my own? Its called "Hearthfire Stronghold".

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which came first, ultimate orc or hearthfire?

 

and by special i mean there being a reason for getting the stronghold. Simply added a building mod wouldn't work because you can't customize the building of it. it's just getting an IKEA house. The house still only has one finished model, but you have to build it yourself. And unlike IKEA, you aren't building it. all you're doing is buying it.

 

If i have to fight for the house, then i actually worked for the house. and doing a quest and getting the house as a reward feels less personal than actually fighting for the house itself

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Alright, then why don't we have a mod where you challenge the leader and kill him and take over his stronghold?

 

Not as a quest, but as something the player can simply do to any stronghold?

 

Or do you have to slaughter everyone in there aswell?

 

Ultimate Orc Mod came first, I just wasn't aware of it.

 

Edit: You didn't tried out the Woodland home mod, did you?

 

It gives you the option to choose several modes to the house; You can make it a mage home, a warrior home, and the basement is his own thing aswell. What I was suggesting is doing things in a similar fashion, except a little more extensive. (I kinda am imagining a daedric themed longhouse surrounded by dwemer walls) Like I said, you choose how certain parts of the stronghold would look like, aswell gathering the appropriate materials to build them.

Edited by Wolfmanbear
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Alright, then why don't we have a mod where you challenge the leader and kill him and take over his stronghold?

 

Not as a quest, but as something the player can simply do to any stronghold?

 

Or do you have to slaughter everyone in there aswell?

 

Ultimate Orc Mod came first, I just wasn't aware of it.

 

Edit: You didn't tried out the Woodland home mod, did you?

 

It gives you the option to choose several modes to the house; You can make it a mage home, a warrior home, and the basement is his own thing aswell. What I was suggesting is doing things in a similar fashion, except a little more extensive. (I kinda am imagining a daedric themed longhouse surrounded by dwemer walls) Like I said, you choose how certain parts of the stronghold would look like, aswell gathering the appropriate materials to build them.

I don't that is a good idea. It would be script heavy as hell and some may not be able to run it, bugs, problems, longer updates, etc. Still this is fun to have in a home. It an orc stronghold, I think it should stay orcish imo for lore and the quest. but I have to agree a light daedric theme may suit it a bit.

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Simply killing the Orc leader would be one thing, but if the fight was a simple, ok, we fight, i mean, here's my problem. The last time i killed an Orc leader he died easily. Killing the leader of some random NPC home kind of bores me because all these NPCs are just the same as before. A Stronghold is meant to be like a small family, a tribe, with the Leader as a patriach of it all. The idea of being in charge of some random hold, and not having any emotional influence, leaves me less interested to constantly return.

 

why do you think i made such and engaging character quest to get the Stronghold. The people involved would provide character for the Stronghold, giving you a personal connection to it all. You'd have a total of 4 people needed for a Stronghold, an Alchemist, a Smithery, a Hunter, and a Guard, and each of these characters could be given engaging quests that make you get more involved in their characters, thus making their role in the Stronghold more important and the Stronghold itself more important.

 

A house is nothing but a house. It's called a home when you have friends and family there.

 

I did also suggest ways the Stronghold could be made interactive, with the Followers you pick up taking on different jobs in the hold and you being able to use the money earned from the smithing and the alchemy to sell to traders who'd stop by and make money for the stronghold.

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  • 1 month later...

I like the idea of interactive strongholds and assigning Orcs to do specific jobs. Having read most of the posts here, there are so many fantastic ideas here! I only hope someone makes this happen.

Edited by Sarus31
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