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Werewolf vs. Vampire Quest


RenownedWolfman

  

149 members have voted

  1. 1. Whats your opinion?

    • I would download this when it's done.
    • Sounds stupid
    • Needs more experienced modders
    • Too big you stupid noob
      0
    • Great idea
    • Can we get more information
    • Lame
    • How long will this take?
  2. 2. What should the new area look like

    • A valley hidden from the world
    • A large cave, large as in blackreach size
    • I have another idea i'm going to post it


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hmm what if making the currier come after you killed your first dragon (the one in the tower in whiterun).

 

That was considered but it would be prefered that the courier shows up at a certain lvl. I preffered it because i want the player to be able to handle the new area since we don't plan for enemies to be easy, we want to provide the player with a little more than a challenge.

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i would base it on the start of the war where the lycans had just escaped being slaves to the vampires. and the hidden vally thing is great but maybe not so hidden so that the war carries on throughout skyrim. both factions have a large headquarters vampires have the darkend castle with underground passages and lycan in a dense forest with maybe some underground passages or maybe like the bloated mans grotto. an equal amount of quests for both at minimum at least 15.

 

VAMPIRES

 

silver armour and weapons

more powers like faster running higher jumping basicly more agile

burn in sunlight

maybe some sort of batlike transformation

some vampire shouts like call vampire and bloodvision

 

 

LYCANS

 

the ability to toggle werewolf mode(so you can loot and look at map etc etc)

only transform at night(longer nights)

abilty to transform into a normal wolf maybe (runs realy fast)

feed on any animal

more shouts or maybe combine totem of fear and the hunt

enhanced bloodvision(further distance)

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Simply put there is no reason for Werewolves or Vampires to fight, just because its a trend today doesnt mean its similar to The Elder Scrolls lore today.

 

Vampires and Werewolves infact would get along as they were both created by Daedra Lords and both shunned from society.

 

A better idea would be Vampires & Werewolves in a guild/coven/society against humans/hiding from humans/ and doing V&W orientated quests.

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Simply put there is no reason for Werewolves or Vampires to fight, just because its a trend today doesnt mean its similar to The Elder Scrolls lore today.

 

Vampires and Werewolves infact would get along as they were both created by Daedra Lords and both shunned from society.

 

A better idea would be Vampires & Werewolves in a guild/coven/society against humans/hiding from humans/ and doing V&W orientated quests.

 

There is nothing in the lore to say they would get along (not that i've seen) and since they were created by Deadra Lords (different ones) then it's also a possibility that they would fight in order to please their lords, or to gain dominance over another. Not too mention the idea is based on Underwolrd and is being losely incoporated into Elder Scrolls lore.

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Would the only way of obtaining the quest be through some scripted encounter with the courier? Because it seems like this is going to be a very big mod, and should have a few different ways of starting. The courier is a kind of lazy way of starting it almost (no offense). It seems that this just kinda falls out of the sky, when you could have so many more creative ways of setting the stage for the adventure. like finding piles of bodies scattered about in the wilds that will eventually lead you to the quest line for either side, or witnessing a battle and talking to the survivors about it. Another is becoming one either a werewolf or vampire and being approached by an agent of the respective faction. As well, a good idea would be to integrate the beginnings of it into the companions or Dark Brotherhood quest lines. Add a new character to each faction that will approach you if your a member of it and are the right level or have contracted the diseases. And if there's a vampire n the companions the new character wont even speak to the player, and will only say something like "be gone from me dark one." or "get away from me you foul beast." stuff like that. Just because it is only loosely fitted into the lore doesn't mean it cant be smoothed into the game. Make it feel like its actually an original part, and just another part of the world. I think that smooth transfer is key to making this work, otherwise its just choppy and the player has no sense that this has been happening for years, it kind of just appeared one day. I'd really like to see this mod work out. i have a few of my own ideas for the actual content but i don't thin they would fit very well into this particular story line.
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Would the only way of obtaining the quest be through some scripted encounter with the courier? Because it seems like this is going to be a very big mod, and should have a few different ways of starting. The courier is a kind of lazy way of starting it almost (no offense). It seems that this just kinda falls out of the sky, when you could have so many more creative ways of setting the stage for the adventure. like finding piles of bodies scattered about in the wilds that will eventually lead you to the quest line for either side, or witnessing a battle and talking to the survivors about it. Another is becoming one either a werewolf or vampire and being approached by an agent of the respective faction. As well, a good idea would be to integrate the beginnings of it into the companions or Dark Brotherhood quest lines. Add a new character to each faction that will approach you if your a member of it and are the right level or have contracted the diseases. And if there's a vampire n the companions the new character wont even speak to the player, and will only say something like "be gone from me dark one." or "get away from me you foul beast." stuff like that. Just because it is only loosely fitted into the lore doesn't mean it cant be smoothed into the game. Make it feel like its actually an original part, and just another part of the world. I think that smooth transfer is key to making this work, otherwise its just choppy and the player has no sense that this has been happening for years, it kind of just appeared one day. I'd really like to see this mod work out. i have a few of my own ideas for the actual content but i don't thin they would fit very well into this particular story line.

 

Yes the courier is a sort of "dropped out of the sky" method but i'm not very interested in thinking about the story line at this moment, it'll be left in there as a place holder. One of the main ideas behind this hidden section of the world is exactly that. it's hidden, no one goes there no one comes out. It may seem like it's dropped in there because that's what it is, it's a seperate world co-existing with the one your own, they have seperate interactions and they don't even know that the other one exists. As others have suggested they want parts of it to be found in skyrim, and when we get around to making the storyline officially we'll definetly think about how they've affected a world that very few have heard of, let alone seen. I myself disagree with a smooth transfer, i want the player to be tossed into this topsy turvy world, not brought into it by giving him/her a little bit of information along the way.

 

And then finally onto your ideas for content, the story line is hardly set in stone, it might be changed even while we're working on it so any ideas for content will be appreciated.

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I just looked at the poll results and it seems that we'll be going with a valley hidden away from the world, though we also hope to incoporate a blackreach looka-like cave for the vampire city, it'll no doubt end up being a quarter of it's size (which would still be bigger than any other city in Skyrim) and that's a good size for a city. This'll give us a lot of options for players to "collect" side quests that all will play their own small roles in the Faction quests.

 

EX. you get a quest from a blacksmith in the caves who makes weaponry for the public and for the militia, if you help the blacksmith gain funds or materials you'll boost the strength of the vampire militia, in the main faction quests this will make an appearance in a few maners, such as the number of militia members because now they have enough weapons to have more, the strength of their weapons, their armor.

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