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[WIP][REQ] Kind of Blue


Adolon

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Kind of Blue

An Elder Scrolls V: Skyrim Quest

 

http://www.youtube.com/watch?v=Uv2zAnKA7pk

 

Download Link

http://skyrim.nexusmods.com/mods/25057

 

Introduction

"Kind of Blue" is a quest for Skyrim that I had previously envisioned for Oblivion but it got way over my head. Now that Skyrim is out and people are lining up to get the Creation Kit, I felt now would be the perfect time to post here and get some aid and/or thoughts on my project. I would love the help of the community here in making this awesome and, if possible, making this a community-created quest for the purposes of creating one of the first downloadable quests for Skyrim. I have built this with lore-friendliness in mind and I've based a lot of this on Frankenstein mixed with the Voynich Manuscript.

 

Contents

  • Twelve characters (Count Caerulius, Azzurra, Viorica, Sini, Nila and Nilima Fyr, Hides-In-Water, Kuisutu, Relam Orethi, Norusi Mandas, Salms Hlaalu, and Tedril Dren)
    -The Count and Azzurra are Imperials, Viorica and Sini are Nords, Nila and Nilima Fyr are Dark Elves, Hides-In-Water is obviously an Argonian, and Kuisutu is a Redguard
    -Relam Orethi, Norusi Mandas, Salms Hlaalu, and Tedril Dren (all Dark Elves) are a group of Dwemer archaeologists.
  • Almost 100 books to read (some from previous games, some I have written myself already and loaded with TES lore and Easter Eggs for the player)
  • Four new locations (Castle Gorm, the Blue Grotto, Shrine of Namira, Bthralda-Knzel)
    -The Castle will include a number of bedrooms, a kitchen with cooking pot, a library, an arboretum/botanical garden with many regrowing alchemical ingredients to be harvested, an alchemy and enchanting station, and a basement with a laboratory. It is located in the very south of Skyrim, near Falkreath.
    -The Blue Grotto is a small cave. It is close to the castle.
    -The Shrine of Namira will be a haven for the poor and spiders. It will be by the Abandoned Shack near Solitude.
    -Bthralda-Knzel will be the Dwemer laboratory/factory that created the fungus, called Falmer's Bane, that made the Falmer who they are today. The place will be crawling with Falmer and stuffed with alchemy loot. There should also be a lot of water so the player must rely on waterbreathing to get to most areas. The ruin will be located near the waterfalls at the base of Lost Valley Redoubt. The four Dark Elf archaeologists are located here. The contents of the ruin will be a main hall, a refectory (basically a cafeteria) with holding cells and an operation room, a production facility, and a large room, called a darbazi, with a throne and caved-in passages leading out from it.
  • New alchemical ingredients (Furfafen and Falmer's Bane)
    -Furfafen is a blue flower. It will have the same properties as the regular blue mountain flower except it will have Fortify Alchemy.
    -Falmer's Bane is a blue fungus. It will cause Stamina Damage, Weakness to Magic, Pacify, and blindness (which will need to be scripted).
  • A new one-handed sword (Gwaedda)
  • New poisons (Herbicide and others made with Furfafen and Falmer's Bane)
  • A new Power (Scuttling Void)

Quest Summary

A strange and eccentric Imperial nobleman, Count Caerulius, lives in Castle Gorm, deep in a forest away from the hustle-and-bustle of the cities of Skyrim. He loves the color blue. Hand-picked by the Count are his female bodyguards, each having some variety of blue to them. He is an avid botanist and herbalist but secretly uses magic to experiment on the plants and fungi he has collected. Recently, he has tried invoking Namira, the Spirit Daedra, in his latest experiment. When the player meets him for the first time, he asks that the player visit the Shrine of Namira to get a cutting of a rare plant that grows close-by: the Furfafen plant. Upon returning with the cutting, the Count's next request becomes a little more questionable.

 

What I Need Help With

The only character that will need a voice is Count Caerulius. Everybody else can have the regular NPC dialogue. I am perfectly comfortable voicing him as well as creating all exterior and interior cells for the locations. That being said...

  • Scripting the quest proper. I have no idea how AI works and how to get characters to go from one place to another or making things appear or disappear based on where the player is in the quest.
  • Scripting in general.
  • A sword model with texture or just a retexture of a sword. Gwaedda is the Count's sword and needs to be blue. This has been created by KevSer.
  • A monster model and texture. The Scuttling Void (a reference to Namira) is the name of the Count's experiment that has escaped. How I've imagined the monster looking is basically like the Uroboros from Resident Evil 5: a repulsive, black, squiggly thing that scuttles about. This, however, can change. It could look like DC's Swamp Thing. It could also just be a retexture of a Spriggan. A lot of this stuff is up in the air at the moment.
  • Full armor model and texture. The new Power, Scuttling Void, when activated by the player, acts as a second skin and replaces their current equipment. The player would get crazy HP regeneration during the day, among other things which I haven't decided on. The armor should look and feel organic, maybe not so much plant-like. This could be like Marvel's Symbiote, a much more attractive Swamp Thing, or something else entirely. Aesthetics is key.
  • ADVICE AND/OR COMMENTS. This is only a taste of what I've written up. If people would like to know more, I would be more than happy to share.

 

Percentages

Shrine of Namira

..........

 

Bthralda-Knzel

..........

 

Castle Gorm

..........

 

Blue Grotto

..........

 

Characters

..........

 

Quest, scripts, and NPC behavior

..........

 

Items

..........

 

The Scuttling Void

..........

Edited by Adolon
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I could imagine a chlorophyll-type armor set that grants greater health/stamina regeneration during the day but cuts the normal in half at night (and needs to be worn at nighttime to recharge.)
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I could imagine a chlorophyll-type armor set that grants greater health/stamina regeneration during the day but cuts the normal in half at night (and needs to be worn at nighttime to recharge.)

That's what I was imagining. How would this recharging idea work though? I'm curious.

 

The reason that the player gets the second skin as a Power in the first place is because the Count was trying to experiment on creating "living armor" and not "dead armor" like steel and hide. I think it's interesting that no one has come up with this idea and I don't believe it's even in TES lore.

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That's what I was imagining. How would this recharging idea work though? I'm curious.

This is considering I know nothing of animating or scripting, but I'd imagine they'd be an additional meter (green) above the weapon charge meter (blue) that drains little-by-little during the day when worn and builds up at night by, oh lets say, absorbing moonlight. It'd probably be a lot of work for a single piece of armor though.

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That's what I was imagining. How would this recharging idea work though? I'm curious.
This is considering I know nothing of animating or scripting, but I'd imagine they'd be an additional meter (green) above the weapon charge meter (blue) that drains little-by-little during the day when worn and builds up at night by, oh lets say, absorbing moonlight. It'd probably be a lot of work for a single piece of armor though.

I know there is some scripting language that involves the time of day. I like the moonlight idea. I wonder if there is scripting language for the phases of the moons. There must be considering there's that moon forge.

 

 

I'm involved in a couple of other bits and pieces but I'm willing to help out with scripting, my skype is g.clarky if you would like some help add me or pm me on here

Thank you for lending a scripting hand! I don't have Skype, but if this gets farther along, I just might get it for this.
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Sounds like your forest is most closely related to The Rift - a large shelf embedded in the southeastern mountains of Skyrim that is lightly forested, void of most cities save Riften and Ivarstead and has a large lake in the center.

Looking at the map on the UESP, anywhere there could be good but also near and around Falkreath seems right. I think I might just spend a day exploring the southern base of Skyrim for a large, flat area I could put a building. Deleting trees is not a problem.

 

Now for the location of a Namira Shrine...

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