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The Elder Council 1.5 (coming soon)


giskarduk

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Hello all.

 

This message is for all those who sent me messages of support or donations after i quit making oblivion mods back in the March 2008 after all the trouble kicked off. I said after I realized how much support I really did have that you had helped me in more ways that you know and that I had a debt i must repay to those of you that did support me.

 

Well I keep my promises and i am about the repay that debt in full with interest :)

 

The Elder Council 1.5

 

The final touches to 1.5 are being made, the mod I promised to make as a thank you is almost 100% complete in 1.5. That means when its released, my debt will be paid in full to those who supported me during that time in march 2008 when the poo hit the fan.

 

Arenthia will become my own personal pet project and is not actually part of the original plan so consider it a bonus. It may be a fully functional new city, but its my new kvatch, the city I will bring to life in the future and theres much to do in yet. The palace is the real gift, it is the thing I promised and it is the thing I am now about to deliver to you.

 

So if you supported me at that critical time, this baby is all yours :)

 

Thank you.

 

Features:

 

The Elder Council does for the Empire what Origin of the mages guild did for the Arcane University. It also adds the very heart of the empire to my Cyrodiil Upgrade plans and thanks to nice little bit of trickery, it will be possible for a mod like kvatch aftermath to know when you are a Baron, Count or Duke ranks in The Elder Council. That means I can have TEC trigger Kvatch quests and i intend to add one just to show i can be done.

 

You already have seen the imperial rank system that allows you to become Duke/Duchess, well know you get the rest of it.

 

The Palace features an administration office in 1.5 that will be home to any quest that does not fit in any other department in future releases. They already have some slightly funny dialog to amuze you. The Guild and charters office explains briefly some lore based facts about the Fighters Guild, Mages Guild, The Psijic Order and The Order of the Blackworm. Kind of a crash course in lore for those organizations.

 

This adds to the LoreMasters Emperor lore, and the province lore already in the mod.

 

The information is not simply copied from the charters books, but is rather a combination of key information take from several sources to give a very brief intro to each guild. This should aid the understanding of the relationship these guilds have with the game and each other for none lore fans. Real lore fans should consider it a summery and point none lore fans at the actual works the info came from if they ask.

 

The legion quests are done but will be expanded upon in the future. I have big plans for these, thats why i did the voice for guy giving the quests out and gave the judge advocate general to a reliable voice actress.

 

The main plot line takes you on a trip through the lore surrounding current events in the southern nibenay, proving border watch is a much more interesting story than it first appears. Then it lets you peek at some of the sort of problems a crumbling empire will have to deal with, again still lore based. Finally it takes you to Valenwood where you learn about Cameron the Usurper and get introduced to a clan that claims desent from him and still pretends to be the heirs to the cameran throne. I may have the real camerons teach them a lesson at some point.

 

During main quest you take on your arch enemy the Duke of Nibenay and take part of the sacred Wild Hunt ritual which is actually scripted as part of the main quest.

 

The engine running the whole bonus/good guy/bad guy system that rewards or punishes you has also been finished and tweaked. So what you think you fooled this mod, you actually earned you points as a good or bad character. The mod actually knows if you role play properly and will reward you for staying in character in several different ways. The skooma dealer job in 1.4 is one of those ways btw.

 

Since this is a very complicated mod and since most of you do not have access to my private forum, I have added a new feature called TEC Secrets. You will get a little introductionary note explaining them right away. These are tiny parts of a much greater guide that my engineering guild forum members have access to but these parts are specifically chosen to help you get the most out of the mod as you play it by explaing briefly what the mod does when you do certain things and how you can do better next time you play the mod.

 

Since I no longer offer public support of any kind due to the flaming it attracts, i think this is a rather nice comprimise, especially in a thank you mod.

 

Anyway thats the hilights for 1.5, all the previous version features naturally exist except the previously unfinished areas are now completely finished and ready to use. Arenthia will be worked on for some months to come as a side project after 1.5.

 

Watch TesNexus for 1.5s release during the next 7 days.

And remember, this is my way of saying thank you to my supporters, so please accept it as such.

 

Thanks :)

 

Giskard

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I already created a character from scratch and named she Mara Kutaya (in my idiom this sound as a bad political practice that ranges from illicit and obscure business to pure political corruption). She was born with the desire to climb the political career and have just enough scruples to grant her dreams :)

 

She was planed to pursue a very specific lifestyle and this notice of yours is just more spice to play her.

Indeed she was born to play yours mods. Impressive the way you integrate all then in a mega storyline yet keeping the lore at highs.

 

Great news indeed.

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The details behind this mods inner workers borders on the mod becoming an automatic dungeon master and supports a lot more than is currently being used by the mod. Future releases after 1.5 may add whole new ways to measure the players character and reward role play (good/bad). But for now keeping your infamy between 14 and 20 represents you being crooked and known to be so by other crooks but everybody thinks your clean. Higher than 20 and they start to suspect you and some things stop working for you. Lower and your considered to be a goody two shoes.

 

The Temple of the one mod allows you to prey away 1 point of infamy per day and represents an effort by the player to look saintly whilst robbing everybody blind. Regular church goer and all that. I may actually add a quest to that mod to enforce that whole aspect of the mod.

 

Giskard

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