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Nephilim: The Next Iteration (Development Thread)


JetSteele

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an expansion to the sovngarde world with a map would be freakin awesome but wouldn't that take a lot of time? If i may also give a suggestion, could the enclave's sovngarde enterance if your keeping it be moved to somewhere below shor's hall down by the endless ocean? Editing the landscape of sovngarde allows for a lot of new possibilities.

 

With if the angels start hunting you how would you throw them off?

 

If I do end up editing the worldspace I wouldn't break a mountain and expand outwords, the worldspace that was created itself is empty containing only Shor's Hall. I'd edit the space by adding locations to it to make it have more purpose and to give it more life.

 

As for a map itself, they are easy to make once you know what to do.

 

For the Angel hunting mechanics, once I build it I'm going to give more info on it. First need to see what's possible and what isn't in the Skyrim engine.

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Hopefully you do not turn the race into demons race, because based on what I read that's where this is going, angels and demons are the opposite, demons are made of damned fire and angels are made of holy light, those that used this mod to role play a holy character will no longer be able to do so...

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Did you take a look at my lore suggestion in last post?

 

Yes I did, I took notes of your suggestions.

 

Hopefully you do not turn the race into demons race, because based on what I read that's where this is going, angels and demons are the opposite, demons are made of damned fire and angels are made of holy light, those that used this mod to role play a holy character will no longer be able to do so...

 

The Nephilim mod is remaining untouched. Therefore if you want to play as a holy character you can still do so, the new mod that I'm developing is taking the original mod concepts from its earliest days and merging it with everything I learned afterwards while expanding upon the lore of the Nephilim mod.

 

In many ways you can consider this new mod as a complete expansion and overhaul of 'The Mortal Cup' add-on for the Nephilim mod...however instead of naming the new species Gibborim and having them be 25% Nephilim, they are created using the power of 'Anu' and are called Daemons. Their power source will still be angelic in nature however they won't be as close to Angels as the Nephilim from the original mod are because of the missing 'Spark of Grace'.

 

Also 'TheLordofNyrin' lore suggestions are really interesting and I'll be looking on merging them with the regular Nephilim lore and making it make sense.

 

Will you like the new mod's direction? I don't know, it'll be something that's based off the original Nephilim mod however it will take into account a new perception (or rather one that I didn't expand upon) of the race. The Daemons in the new mod will be darker toned than the Nephilim from the original mod...it is a tonal shift for the mod. However your comparing Nephilim (children born of Angels) to Daemons (created by man/mer tinkering with angelic artifacts that they have no true knowledge of). They are at their core 2 separate beings even though they are created by a similar force (all this lore stuff will be extensively explained in the new mod itself).

 

If you don't like the tone of the new mod (you don't consider it holy enough for your character) your not forced to use it as the Nephilim mod will remain available for anyone to download and play with.

 

The Nephilim mod and the new mod I'm making won't overwrite each other, they will be 2 separate ESP files.

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If you don't like the tone of the new mod (you don't consider it holy enough for your character) your not forced to use it as the Nephilim mod will remain available for anyone to download and play with.

 

The Nephilim mod and the new mod I'm making won't overwrite each other, they will be 2 separate ESP files.

 

 

Ohh I see ! I thought you were merging both, glad to hear that ! =]

 

As always, thanks for bringing us the best race mod for skyrim Jet !

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Thanks jet,

 

my last suggestion here is that if a nephilim does the ritual (same one that makes a human a daemon) it would make them angelos.

 

Becoming Angelos isn't like becoming a daemon as your trying to go for 100% angel and it is something you can't do until the end-game anyways - also angelos should not be able to become vampires or WW's b/c there is no more mortal blood left in you- but for what your giving up there should be more angelic powers that are unlocked to your character or the ones you have become more powerful/less restrictive - for example, you can use true Resurrection on a dead NPC, (like the cheat code), summoning down holy rays of light as an attack similar to Auriel's bow, a light based aura that hurts your enemies while in combat and heals your companions/allies, weaker death penalties like getting up after bleedout or an ability that is like the avoid death perk (should stack), and being outright able to destroy undead that are below your level by simply pointing a finger at them. Just some ideas of true angel powers, so don't take my word for it.

Also, whatever powers angels or angelus have or can have should be something you can get once you become angelos - so they would be using them against you in combat if or when you fight them.

Look forward to see what comes out of the update when its ready. =)

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Thanks jet,

 

my last suggestion here is that if a nephilim does the ritual (same one that makes a human a daemon) it would make them angelos.

 

Becoming Angelos isn't like becoming a daemon as your trying to go for 100% angel and it is something you can't do until the end-game anyways - also angelos should not be able to become vampires or WW's b/c there is no more mortal blood left in you- but for what your giving up there should be more angelic powers that are unlocked to your character or the ones you have become more powerful/less restrictive - for example, you can use true Resurrection on a dead NPC, (like the cheat code), summoning down holy rays of light as an attack similar to Auriel's bow, a light based aura that hurts your enemies while in combat and heals your companions/allies, weaker death penalties like getting up after bleedout or an ability that is like the avoid death perk (should stack), and being outright able to destroy undead that are below your level by simply pointing a finger at them. Just some ideas of true angel powers, so don't take my word for it.

 

Also, whatever powers angels or angelus have or can have should be something you can get once you become angelos - so they would be using them against you in combat if or when you fight them.

 

Look forward to see what comes out of the update when its ready. =)

 

Amazing suggestion , I second this ! this way you will be able to make a universal mod , by upgrading the current Nephilim mod and adding the new daemon idea , you will no longer need to separate both mode and your mode users base won't be separated either :).

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Small update for you guys.

 

>>Cell to Worldspace Conversion

I've decided to convert the 'Aengelic Archives' from a cell into a worldspace. It doesn't mean that it will be anything expansive, just that it changes the dynamic for creating the library and how it operates in the game. The Archives will feel similar to Apocrypha (since that worldspace has a knowledge theme it makes it perfect for the Archives design).

 

The big thing that is changing is that now you will be able to access the Archives from where ever you are. At the moment I am in the middle of relocating the ritual site from the cell into the center of the worldspace. The 'Aengelic Archives' will serve as a hub world of sorts, you'll have access to Sovngarde from there (which will only unlock after the player defeats Alduin) as well as access to the Demon Trials (which will be a set of tests the player needs to pass to become either a Vampire/Nephilim or a Werewolf/Nephilim).

 

>>Questline

From a story perspective this means that you will be able to become a Daemon whenever you choose after you beat the main storyline. It won't be a ritual that needs to be completed right when you defeat Alduin, you can return to Tamriel and then go to the Archives to do the ritual later.

 

>>Story So Far...

The questline begins in 1 of 3 locations:

- Helgen Keep by reading a report that the Torturer wrote

- Delphine's Secret Room by reading a report that a scout left for her detailing a madman's visit to Helgen

- Finding Septimus' Journal inside of a lockbox in his Outpost

 

The player will then acquire knowledge from 'a friend' that visits the player in his dreams (will be playable) which sets off the real quest about becoming a Daemon. The twist being that the Archive location is unknown, there will be a book (like a black book) that will act as the gateway to the Archives. However this book is protected by Aengelic Charms and Wards...it won't be easy to get to let alone actually discover its location.

 

I don't want to give away too many details but all I'm going to say is besides the Archives worldspace the questline won't only take place in Skyrim...some of it will take place inside of the player's own mind through 'Vision Quests'.

 

>>Last Bit of Info

Both Dawnguard and Dragonborn are required to play the new mod.

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  • 2 weeks later...

Progress Report.

 

>>General Info

​The mod is coming along nicely, the cell to worldspace conversion is complete meaning everything that existed inside of the Aengelic Archives cell has been moved into the worldspace instead. Also the artifacts needed to break the Seals to activate the 'Orb of Anu' have also been placed into Skyrim.

 

>>Artifact Scattering

​I've thought of scattering the artifacts across Skyrim but felt like that would be considered too treasure hunt like for my tastes. So here is how the Artifacts are acquired.

 

- Anuic Tome: Esoteric Entities. This book is located at the First Immortal's corpse, I won't give away the corpses location. However the book itself cannot be picked up until you are found worthy (just like the Excalibur legend). The book will remain inside of the Immortal's hand until you get the 'Enochian Sigil' magic effect from Sylas Vitellus (an NPC from this mod, he'll meet you early on in the second quest), after you have this sigil you'll be able to pick up the book.

 

- Heart of Alduin. Obviously you'll need to kill Alduin in the main quest to be able to get this artifact.

 

- Staff of Magnus. Gotten in the Mages Guild questline.

 

- Ashes of the First Immortal. Gotten off the corpse of the First Immortal after the first quest of the mod is started.

 

- Wooden Mask. Gotten in the regular Skyrim location.

 

- Eye of Padomay. Gotten by carving the eye out of the First Immortal's Corpse, but to do so a special dagger must be acquired beforehand.

 

Before you ask the question 'If he's Immortal how did he die?', he didn't is the short answer. The long one is that when he became immortal he shed his mortal body and that transition gave him a new body while his mortal one calcified (explained by Sylas in the mod in further detail).

 

A lot of this other stuff will be explained throughout the mod like 'what is the Eye of Padomay exactly?' and so on. As to why he left behind the artifacts and didn't take them with him...he's been looking for a successor to take up his mantle, can you figure out who that is? For me personally it made sense to leave the artifacts with the Immortal's corpse from a story perspective.

 

In short 3 of the artifacts are located on the Immortal's corpse while 3 of them need to be found throughout the game. However for 2 of the artifacts found on the Immortal's corpse you'll need other prerequisites to be able to acquire them:

 

- 'Enochian Sigil' Magic Effect

- A Special Dagger (still thinking up a name for it)

 

>>Quest

​I am continuing the main quest line creation at the moment, I'm at creating the Sylas Vitellus NPC. After this I will be at the quests that track the ritual objects and then doing the ritual itself which will complete the main quest line.

 

Afterwards there will be a side story where you can become immortal yourself through a secondary ritual (for the death quest), and then I will need to develop the 'Demon Trials' for turning the player into a hybrid. All these will be optional quests and not necessary to complete.

 

As a side note: after you finish the main quest from time to time you'll be hunted by both Angels (who want to kill you...at least until you overpower their leadership with ascension which I'll release info about at a later date) and Hermaeus Mora cultists (which are always going to be after you since Mora will always be hunting for Aengelic knowledge).

 

From a story prospective; why Mora never gains that knowledge is because of the 'Enochian Sigil'. It protects Angelic knowledge that the holder possesses from being stolen by Mora or from being divulged to another...Think of it as a safeguard that shields the knowledge from the unworthy.

 

That's it. See you guys in another post when I'm ready to release more info on the mod.

 

If you guys got questions about the mod that isn't too 'spoiler-ish' for the storyline (since I'm not going to release specifics about the story right now) or just a general question about the mod itself then I'm all ears!

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