[WIPz] Endgame

Post » Mon Apr 06, 2015 4:40 am

So, I was playing my game with Julan and I've just become Hortator and Nerevarine.

First thought: "Hang on, that's wrong."
We have no base of operations, from which to plan our final assault. So I built the tent (Nerevarine Urshilaku Tent).

Load up the game ... and .. "Hang on, that's wrong."

I mean, why would I go to Dagoth Ur alone? Who does that? It's absolutely ridiculous! So, Julan and I spent the new few hours travelling around Vvardenfell (and beyond) to pick up recruitable companions from other mods to take along with us to the Citadel. It worked out great - my small army of adventurers distracted Dagoth Ur while I floated down to the heart and delivered the final blow, then Julan screamed a warning and we all fled the collapsing tower. Why didn't I play like this every time?

This mod:

... adds seven new recruitable companions to the game. You can receive their details from a new leaflet in Vivec's "library", when you get the Plans to Defeat Dagoth Ur, or you can stumble upon them at any point and have them accompany you for the whole game. I'm trying to make this a mod as far as possible that doesn't try to steer you in a specific direction and allows you to play the game your way.

Your companions:

Desdemona (F)
Fearless warrior, House Redoran
Found at Ald Velothi, Outpost

Gaius Impavidus (M)
Wisecracking Imperial safecracker, House Hlaalu
Found drunkenly leering at the girls at Suran, Desele's House of Earthly Delights

Ciralind (M)
Haughty Battlemage, House Telvanni
Found at Tel Vos, Aryon's Chambers

Han-Iluu Zabamat (M)
Nervous but skilled sharpshooter, Zainab tribe
Found at Zainab Camp, Wise Woman's Yurt

Maelasi (F)
Apprentice wise woman, Urshilaku tribe
Found at Urshilaku Camp, Wise Woman's Yurt

Odairan (M)
Career criminal and tough guy, Erabenimsun tribe
Found at Fort Frostmoth, Prison (you can break him out or bribe the guard)

Zulaya Mirpal (F)
Vivacious archer and strategist, Ahemmusa tribe
Found at Tel Aruhn, Plot and Plaster

Ylva (F)
A white wolf
Found at Fort Frostmoth, Armory

I'm going to write in interactions with, or at least acknowledgement of, Johnny, Synda, Arnand, Evie, Calvus, Constance, Julan, Shani, Laura, Leif, Laurenna, Morgana, and Wulfren.

If there's a companion you would like to see acknowledged not mentioned above, please comment with their "global" (e.g. con_flw, j_close) and their name and I'll add in a line.

I'll be using (a slight modification of) the same script I used for my Calvus mod, which is Grumpy's standard with Dinkum Thinkum's potion saver. I only have this weekend to finish the mod, so I don't want to make it wildly complicated. There will be rudimentary 'romance' features but firstly from a time perspective and secondly from a desire not to limit the player, I won't build in a Bioware-style 30-hour minigame around it: I'll probably do it Skyrim-style where you equip an amulet of Mara to signify your interest and then just say "how about it?"

I'm toying with the idea of having some sort of Bioware-style weeding out during the assault where you have to send off your companions to do different things - not least from a logistics perspective. Even with four of us, Julan got knocked into a lava pit yesterday, so I really need to thin it down to two or three companions for the final level, without it feeling too artificial or restrictive. I'll therefore probably just have a "you go off there and open that gate" type instruction to get rid of some of the group, but it will have to be based on what works.

Anyway, just letting you know what I'm up to. :smile:
User avatar
Tessa Mullins
 
Posts: 3354
Joined: Mon Oct 22, 2007 5:17 am

Post » Sun Apr 05, 2015 8:24 pm

I agree with you, who goes to fight a god of destruction, in literally the most dangerous place in Morrowind, The Red Mountain, with no one by his side?

He is the Hortator and Nerevarine after all, shouldn't people come to his aid to end the blight of Red Mountain?

I'm looking up for this mod, I'm sure I'm going to use it, as it is logical

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Kirsty Wood
 
Posts: 3461
Joined: Tue Aug 15, 2006 10:41 am

Post » Sun Apr 05, 2015 7:03 pm

I like the idea and completely agree with you. Looking forward to see what you will come up with :)

Btw. I'm not sure, but isn't PotionSaver redundant, since there is function in MCP that restricts NPC's potion drinking?

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Len swann
 
Posts: 3466
Joined: Mon Jun 18, 2007 5:02 pm

Post » Mon Apr 06, 2015 2:35 am

Sounds like a great idea. There can never be enough 'companions with personality' mods in my opinion! Though I have no idea how you (or anyone) can finish a mod like that in less than a single weekend... maybe I just work slow?

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Ron
 
Posts: 3408
Joined: Tue Jan 16, 2007 4:34 am

Post » Sun Apr 05, 2015 11:30 pm

Thanks. I'm writing in multi-stage "romance" dialogue (if you have the Amulet of Mara equipped) but there's no time restriction events i.e. you could go from first kiss to marriage in a day.

To clarify, it's a long weekend - I have Monday, too - and I started on this yesterday.
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Killer McCracken
 
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Joined: Wed Feb 14, 2007 9:57 pm


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