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Ruler of Cyrodiil


asrk790

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I've gone over hundreds of mods and each mod creates more interest for the game. However, after getting battlehorn castle addon, i became unsatisfied with the game. What's the point of owning a castle if you do not weild great powers? after searching a few army mods, i came up with this idea.

Starting with a series of quests in order to become master of a castle (much like battlehorn castle). After becoming the master, you have the option of recruiting soldiers (2archers, 6warriors, 2mages max.). You also have the option of conquering one of the existing cities (Bruma, Anvil, etc).

The battle system works like this. A siege camp is set up outside the city, In order to enter the city, you have to kill the guard captain and guards outside the city gates. After doing so will grant access to the city.

In the city, there will be farther resistance put up by the city guards. The player makes their way to the castle and gain entrance to the castle by killing another guard captain.

Inside the castle, the player has to kill the current lord of the city, either hidden away in their bedroom, sitting in throne room or in a secret passage. Upon killing the lord, the city becomes the players and the battle ends. The guards will be replaced with your guards. The player then needs to find a lord to govern the city through a quest.

You can command your soldiers to follow, guard or stay during the battle, turning oblivion into a somewhat strategy like game. After taking over the city, you can now enter the castle freely and collect taxes once in a while. The player will also get an extremely high bounty on their head and will be attacked by rebels, soldiers from other cities, and bounty hunters from time to time.

The IC can only be taken over after all the cities are under your command. The player has to kill all the Imperial guard captains scattered throughout IC to gain access to IC palace, where they will have to kill the high concellor to end the war. You will then build your own elder council and appoint new guard captains. You will also be crowned king.

 

This mod will end up being huge and i do not have the skills to do it. It would be really awesome if someone could make this. I'm sure loads of players also want something like this.

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Sounds cool to me, but image the time it would take! Probably thousands of hours and it would demand a lot of skills from the modder(s). And honestly speaking, I don't think someone will do this just because you ask them, if they are to spend all this time in creating a mod this huge, they have to be personally interested in the mod/idea. However, I think there's lots of experienced modders who like this idea, and will help you.

 

I think this is an awesome idea for a mod.

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Problems are mainly 2:

 

- (Not so important) Huge incompatibilities with both Oblivion and mods, since killing count(ess) and guard captains will broke many quests (both main and side ones)

This can be solved, luckily.

 

- (Critical) If you attack a city, the others ones and the IC will send you a biiiiiiiig army that will severely kick your ass!http://www.thenexusforums.com/public/style_emoticons/dark/tongue.gif

There's nothing you can do about this...

Edited by forli
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Well with Goranga's Dating System, you can Marry a Count ot Countess of your choice, and when you do, you are given a copy of thier keys that unlock thier owned areas aswell as being added to the Nobility Facion, allowing you to access the rewstricted areas of the Castles and the guards liking you 100%.

 

It technicallly makes you the Count/Countess, plus unique dialogue to the NPC you married etc.... sponge of them aswell.

 

The Baron of Weye and Castle Seaview add a more legitamate way of becoming a Noble and also Kvatch Rebuilt has the potential tobecome a Count proper of Kvatch.

 

Oh yes, The Elder Council Mod is the most popular in getting to become the Duke of Colovia.

 

Seaview I forgot to say, makes you the Duke of the Gold Coast or something similary titled.

 

Im striving to make a mod that makes you the Count of the Nibenean East Wilderness and thus try to tame the otherwise hilled and forested area towards the Morrowind and Black Marsh border. That is called "County of DrakenGuard"

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  • 2 weeks later...

Well, I'm picking up my old mod again. After a long hiatus from modding due to RL issues, I finally have time to get back into this wonderful timewaste. Here's the basic (read: watered down so much it has virtually no flavor. Don't want to spoil too much!) premise of the mod.

 

You hear rumor of a new land having been discovered off the coast of Anvil. Through a small task you gain passage to the new land. Two islands greet you upon your arrive, your ship docked on the smaller of the two. Luckily, there seems to have been an old dock. Following a path you come to a run-down and infested village. Clearing the village of all baddies, you return to the ship's captain. Together, you devise a plan to find/lure inhabitants for your newly acquired village. This can be done in various means, such as sending out a call for adventurers in search of great treasure, performing tasks for people on the mainland, or simply spreading word of how much better life is there. Each way you recruit affects the kinds of NPCs that appear in your village (and ultimately the quests you unlock).

 

Things seem to be going great for a while. People are moving in, you even have a merchant or two that pay you rent each week. But, all good things must come to an end. The village is attacked one night, and after beating back the creatures, it is up to you to discover where they came from, and the dark secret Evanore Island holds.

 

No, you don't get a grand castle or keep, but you do get a nifty manor with quite the surprise hidden deep inside!

 

all in all, I'd have to say the mod is probably about... 25% finished from where I left off. This is a solo job so the going is slow.

 

A few (working) features.

 

Dynamic town - The choices you make ultimately affect the town's appearance. Adventurers and mercenaries don't care too much about how pretty things look, and they tend to let the town go and appear a bit shabbier, where as people looking for a new start might try to clean it up a bit.

 

Improve your merchants - Whether through coin, quests (both on the Islands and the mainland), or other various methods you can improve the wares that you merchants carry, and how much money they have to spend. Neglect them, or help them prosper, the choice is yours.

 

Consequences - The simple choice of letting someone live or die can dramatically affect either one of the three storylines, though the consequences of your actions may not be immediately noticable. (Think the Witcher, here)

 

Three main storylines - Three main quests, each focusing on a different aspect of gameplay (about halfway finished with the second)

 

Unique dialogue - No two NPCs ever say the same line. Ever.

 

Guards - Recruit and fund your own guard to protect the town when you're away. Improve their weapon's and armor to increase their prowess in combat!

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