3rdtryguy Posted June 23, 2015 Share Posted June 23, 2015 (edited) The next time a bunch of you major modders get finished with your current projects, I have a doozy for you.I've been asking about this one for years with no luck, but I remain ever hopeful. Mission to Masser is an epic quest mod, the storyline involving traveling to Nirn's big red moon, Masser. You know how Umbacano never told us why he wanted that crown and that panel? He had ulterior motives.He sure wanted those 10 statues, didn't he? Look at those statues. They're not artworks... they're FUSES! Why do you suppose the Ayleids took and scattered those things all over the place in an attempt to keep them out of the hands of Men? If they were just statues, why would they care? I submit that these 10 statues are actually the fuses which allow the functioning of a large teleporter array somewhere in White Gold Tower. It may have been built with some Dwemer tech and assistance. After finishing the quest "The Collector," I would love to see a mod kick in in which it occurs to the player character, via a journal message which says..."Hmm.. now I can't help but wonder why he REALLY wanted those statues...," that maybe he/she needs to go have another look at those things.This of course involves going back to Umbacano Manor and stealing them.After that, the quest begins in earnest as the Hero has to find someone who can offer a clue that leads to another clue and another until finally he/she figures out that he/she needs to break into the Imperial palace and see if there are any sockets which FIT these things. This part can be easy or hard, but should be fun. Ideally we would find a whole new secret room, round, with a huge teleporter pad in the center which doesn't work, and ten ornate... things.. encircling the room. The statues would fit into empty sockets on those things.You click on a socket with a statue in your inventory, and poof! The statue is removed from inventory and now appears in it's place in the socket. This is doable in vanilla code without OBSE, but I certainly don't know how it's done. We see it done in Shivering Isles when returning resonance crystals to their rightful place in Xedillian. Okay, so all ten fuses are now in place,and the teleporter can be activated by a lever.We can now hop onto the pad and be transported to Masser!( small catch.. we can only do it at night when the moon is high, around midnight.. Just because. Maybe the teleport beam needs a fairly straight line path or something. Likewise, we can't get back home until we can see the Imperial city facing us. ) Okay, now we are on the moon. Looking up in the sky, we can see Secunda, which now looks much bigger than normal since we're so much closer to it, and instead of Masser, we now see NIRN.I've seen a few mods out there with globes of Nirn, so maybe one of those can be used if making one from scratch isn't feasible. Either way, Nirn is HUGE in the sky, looking about 4 times bigger than Masser looks from Nirn. Now the fun part... can we breathe? There can either be a magical atmosphere on Masser that someone installed, OR the air can be very thin, which is breathable but results in heavy penalties to fatigue as with a strong Drain Fatigue spell. Hmm... maybe the simplest way to do it would be to actually hit the Hero with a major drain fatigue spell during teleporting with a very long duration. The tricky part would be in not inflicting that spell when going back home to Cyrodiil. First quest-- find a way to breathe better if the thin air route is the way taken. Maybe there's an old Dwemer spacesuit or breathing mask lying around. Maybe there's a welcome station by the tele-pad ( which makes sense ) which has a scroll we can read which teaches us a spell for breathing the thin air. How does it look? If you have the Elswheyr mod, then that rocky red desert terrain would be perfect. Just get rid of the plants and any water. If the sky can not be so blue, that would also be a big plus. A dark grey with the stars always faintly visible during the day would be nice. No rain or clouds, of course. Looking around, what do we find? Ah, look! A big city on the horizon. Without any water to wear them down over the past 4000 years, these Ayleid buildings still gleam like new. ( An alternative would be to have an entire huge Ayleid city enclosed under a clear dome, with air, water, and plants. Actually, it might be better to have the city being in the Masserian desert, but having some dome-covered areas for farming, since what's the point of coming all this way just to have the city look like something we could have found at home? ) The people living here are Ayleid, but a bit different from the ones we've met so far. Their disposition is very low, but not so low as to be hostile and attack on sight. The are very curious to see a stranger, but still far from friendly.Well, well.. We found them. They aren't extinct after all. It turns out that the Royal family of Nibenay ( Imperial City's real name is Nibenay ) and their chosen allies fled during the siege, using the teleporter to escape to Masser. They built a new civilization here, and would love to know what's been going on back in Tamriel. There would be some quests to do here, some miscellaneous, and some involving a story arc in which some baddies have decided that since the teleportal is finally fixed, it's finally time to go back home, invade Cyrodiil, and take it back!Uh, oh...Naturally, the Hero's questing puts a stop to such plans. ( or maybe it doesn't... and we see squads of Ayleids beam down to attack and retake White Gold Tower, and eventually wreak havoc all over the Imperial City until the Hero can finally put a stop to it, disabling the teleportal and battling hordes of Ayleid troops in every district of the City. Epic! ) Anyway, I know it's huge, but now that modders can finally get paid for their work, maybe it's finally worth someone's time and effort. I know this would be a very popular mod, one destine to be downloaded thousands of times. Make sure it does NOT require OBSE and even more people will get it. I hate OBSE, for ..reasons, and really strongly but humbly request that this mod not need it. Oh, one more thing... it might be nice to add one mysterious, unknown large island on the Nirn we see in the sky, way, WAY down south where sailors never go, and mostly shrouded in dense cloud cover. Could it be that we've found the long lost Aldmeris? ( leading to a sequel, of course! ) I can write dialog and quests and storyline, but that's about it. One more thing.. maybe roaming about the desert are some dwemer robot sentries, put in place to help defend the city from trespassers, or perhaps an army of zombies & skeletons. As long as they need no sleep, food or air, they'll be fine. Edited June 23, 2015 by 3rdtryguy Link to comment Share on other sites More sharing options...
3rdtryguy Posted July 31, 2015 Author Share Posted July 31, 2015 Really? Nothing? No comments at all? Link to comment Share on other sites More sharing options...
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