A Mod for Skyrim

Post » Wed Aug 11, 2010 3:56 am

Hi there! Since Skyrim has yet to come out, there's no Mods subforum, so I'm putting this here. Now before you get on me about this or that, I'm not talking about anything that has or has not been confirmed. I'm not talking about what I'm pissed about. What I am talking about is how I've started writing a synopsis for a quest mod that I want to eventually bring to Skyrim, and I want some ideas from the community.

If any of you have Oblivion or Morrowind for PC, then you probably know about the brilliance of mods. Of those of you who've played a good variety, maybe you know about a couple called Race Balancing Project and Integration: The Stranded Light. I'm working on something that shares many similar themes to these two mods, specifically in the way that they deal with mod added races. RPB, amongst various gameplay overhauling, adds new playable races to the game. Integration takes these races, which are relevant to the lore, and are in relative agreement with established lore, and puts them into this quest mod about daedra and oppressed races. There's no cute elves here. The full list looks like this: Ohmes and Ohmes-Raht are two Khajiit sub breeds. Golden Saints, Xivilai, and Dark Seducers are just as you in game. Hidden Elves are the non-canon remnants of the Ayleid race. Daedra Seducer are another type of daedra, considered in lore to be lower tier forms of Dark Seducer. Finally, my favorite race is the Maormer, which you can read a tiny bit about on UESP, but the idea is that they're sea elves native to an island south of Tamriel.

So here's the question!

Which races would you be interested in seeing in a quest mod like this? I already know that the main quest is about Falmer and daedra. I'm keeping to the uncertain lore regarding Falmer as much as I can, I'm not just pretending that there's a ton of them hiding away in the mountains, there's no war with legions of Falmer against Nords. There are some Maormer in the story. Hermaeous Mora, Meridia, Nocturnal, Boethia, and Azura all make multiple appearances. Because of this, I think I'm going to include Aurorans, and I'll probably toss in Xivilai, I want to include the two types of Seducers, and hopefully Golden Saints, as well. There will be a large portion of the quest that is related to forming peaceful relationships with daedra, so I plan on having a good portion of sentient daedra (though I'll likely offer you the ability to kill anyone that you want if you prefer that). Who I won't be including: Winged Twilights. For reasons pertaining to the story, it wouldn't work well, and I don't think humans could ever be trusting toward one. Dwemer. They're gone, at least from Nirn. They will be discussed (hoping to give Divayth Fyr or his daughters an appearance), but little will be decided. Dremora. I'm not 100% committed on this, but I don't feel that they could make a connection to Skyrim's people. Alright, that's it. I'm especially interested if people have suggestions regarding physically distinct subraces and beast races.

TL;DR (this'll be a bit longer than most):
Want suggestions for races to add beyond the vanilla 10 in a planned mod.
In: Falmer, Maormer, Auroran, Xivilia
Probably: Golden Saint, Daedra Seducer, Dark Seducer
Out: Dwemer, Dremora, Winged Twilight

P.S. I'm considering including a few quests that take place in Moonshadow, these requiring you to have done quests that grant you access to the sealed realm. The location of the quests themselves is not super important, though I'd like to hear how much people would want to see this.
User avatar
Lauren Dale
 
Posts: 3491
Joined: Tue Jul 04, 2006 8:57 am

Post » Wed Aug 11, 2010 6:03 am

Sooooo your doing something along the lines of Stranded light for Skyrim?


sixy...


why wouldnt Twilights work for the story? they are Servants of Azura, I dont see a problem there..+ if the Twilights are given the flight abilites of Dragons...well

:ahhh: that will be interesting, maybe you rescue a Falmer from nord cultist? who are flanked by various Deadra?
User avatar
Alexxxxxx
 
Posts: 3417
Joined: Mon Jul 31, 2006 10:55 am

Post » Wed Aug 11, 2010 8:34 am

This actually seems amazing! The concept is great!

I don't know much about the lore of the Elder Scrolls, so I don't have much to add...
You could always add some of the other cults/clans of vampires into it. I guess. Sorry, I'm not one to ask for lore. I think I'll look at the lore over the summer though.
User avatar
Stacey Mason
 
Posts: 3350
Joined: Wed Nov 08, 2006 6:18 am

Post » Wed Aug 11, 2010 8:51 am

Stranded Light is quite the sixy adventure, and I hope to retain a number of the traits that made it that way (I'm not creating an all women guild, but I do hope to bring back some heavy/light romance). The concept does become quite similar in certain places: various sentient daedra are stranded throughout Skyrim. In this case, you are partially to blame for stranding a number of them, though few of them are aware of this. I plan on including at least one guild, and I'm currently writing as many quests as I can. So far, though, still at the synopsis stage, looking at what races I'm going to be able to play with, all that.

@MK: Two big things that pull me away from Winged Twilights are their appearances (how they'll be received by the common folk), and their supposed intelligence level (source at the medium intelligence paragraph http://www.imperial-library.info/content/lesser-daedra). I don't want to spoil much about why Winged Twilights wouldn't make the best character selection choice as you won't find out until about halfway through the main quest. I'll just say that a large part of this mod studies the daedric princes, and you're not always on good terms with some of them. As far as the Falmer-Nord conflict that you bring up, I've got some stuff in mind in that area. There'll be a lot of Falmer-related quests, they play a big part in the main quest. As far as your involvement with the Falmer, I've so far worked out that you'll end up confronting Nords a couple of times, and at least one Dragon, though all of this is still in the very early stages. Like Integration, this will be a bit of a thinking man/woman/mer/beast's game, so combat is usually an option, but rarely the only answer.

@FlashPoint: That is so great to hear. To be honest, I'm just going wherever my passion leads me, so far. I'm caught up in my own story, already roleplaying it in my head with a Maormer similar to the one I play with in Oblivion, courtesy of RPB. As far as Vampires, and a whole bunch of other stuff, I need to wait for the game to come out before I can write anything definitive. At this point, I don't know which daedra will have shrines, I don't know how the main quest ends, or if there are good and evil factions for fighters, thieves, and mages. So far, these are some of the main roadblocks that I've hit. I also have no idea if they'll reveal any new Falmer lore in the game, but I think what I've go planned won't conflict with anything they're likely to add. But yes, vampires, werewolves, I'd love to include whatever I can.

I guess I'm trying to hit an even number with the race options, I've got some obsessive behavior around that sort of thing. Right now, there's Five daedra, six mer (if you count Orsimer), four men, and two beasts, which comes out to seventeen. I'd love to see more beasts, and am currently looking into Akiviri demon races (which I think the snake people are vampiric), but I don't want to introduce any races that would naturally kill everyone in Skyrim (like they did back on their continent). But I appreciate your replies, and would love to hear more ideas from anyone stopping by.
User avatar
dav
 
Posts: 3338
Joined: Mon Jul 30, 2007 3:46 pm

Post » Tue Aug 10, 2010 7:56 pm

I guess I'm trying to hit an even number with the race options, I've got some obsessive behavior around that sort of thing. Right now, there's Five daedra, six mer (if you count Orsimer), four men, and two beasts, which comes out to seventeen. I'd love to see more beasts, and am currently looking into Akiviri demon races (which I think the snake people are vampiric), but I don't want to introduce any races that would naturally kill everyone in Skyrim (like they did back on their continent). But I appreciate your replies, and would love to hear more ideas from anyone stopping by.



Haha, yeah. Whenever I do something with numbers, it has to be an even number. Or end with a 5.
I never actually got to play/download Stranded light. Could you point me to a link, or just tell me what it's about?

Another question, with the added races. How are you going to add in the other Races, but still have the Lore make sense?
Also, what are you planning to do with the main quest? Are you trying to add another massive storyline to the game? Will there be sidequests?



EDIT: Just looked up the mod. Looks amazing. If you go through with this in Skyrim, I will love you forever.
User avatar
Rachel Cafferty
 
Posts: 3442
Joined: Thu Jun 22, 2006 1:48 am

Post » Wed Aug 11, 2010 12:27 am

Making the race selection lore correct for the whole game would be an entirely different chore. What I want is for the questline to be lore correct, and for the basic presence of the races to be lore correct. Maormer exist in the TES universe. Falmer may or may not exist, it's highly suspected that they do, and I have a couple ideas as to how to play around with that. Any daedra that I encounter have their own stories. I basically use lore correct to separate from mods that add things like cute elves, normal humans, and anything else that can't appear in Tamriel, like the lost Dwemer.

I'll tease out the basic premise, since a few things will be introduced early on, and there'll be a long time before I finish. I am very dedicated to finishing, though. I'm currently away from my Oblivion computer, but I've been spending a large amount of my break learning scripting. I've been with TES since Morrowind, and I've always loved the lore, especially daedra.

So I've mentioned a few daedric princes, and the Falmer. The Falmer presents a great mystery in the lands of Skyrim. Did they ever exist? If so, do they still? The Nords blame Falmer for mysterious disappearances and some natural disasters. You'll find that these same Falmer are connected with more rumors about a man seeking an audience with daedric princes. You'll find someone that tasks you with seeking out Boethia (who ate Trinimac and made him into Malacath), Meridia (who made a pact with the Umaril the Unfeathered, giving him an immortal daedric soul), and Divayth Fyr (friend of the final Dwemer, one of a race that attempted to achieve immortality by tapping into the power of the gods, possibly either unmaking themselves, or making themselves into gods). You will seek out the knowledge possessed by Hermaeous Mora, and then our favorite artifact from Azura. This is all in the hopes that your trusted ally can ensnare the power of the daedric princes in the hopes of aiding Nirn in surviving through the dragon crisis and beyond.

Now, this is all just the beginning. This quest is meant to be started and completed at any time, whether during the Skyrim main quest, or afterward. The content that I mention will only be accessible once you know that you are Dovakhiin. This main quest will go in a couple of directions once you've completed the tasks of the paragraph above. One of those directions is essentially establishing a Stranded Light guild hall in Skyrim. Another will be helping the surviving Falmer accomplish their goals, such as fighting off dragons, and possibly gaining popular acceptance in Skyrim. I'm currently thinking over some side quests that revolve around the Maormer, and I'm trying to use this forum in order to come up with more side quests for any other races. Of course, by side quests, I hope to mean multiple quests on any given subject, and not small, simple errands. I hope to make all of this befitting for the Dovakhiin.
User avatar
Rachel Tyson
 
Posts: 3434
Joined: Sat Oct 07, 2006 4:42 pm

Post » Tue Aug 10, 2010 6:53 pm

Best of luck to you then! Stranded Light has become a permanent part of my mod list due to it's many options in thr solving of each quest and I hope you'll be successful in creating something like this for Skyrim! I'll be certain to DL it.
User avatar
Rachyroo
 
Posts: 3415
Joined: Tue Jun 20, 2006 11:23 pm

Post » Tue Aug 10, 2010 5:20 pm

Now, this is all just the beginning. This quest is meant to be started and completed at any time, whether during the Skyrim main quest, or afterward. The content that I mention will only be accessible once you know that you are Dovakhiin. This main quest will go in a couple of directions once you've completed the tasks of the paragraph above. One of those directions is essentially establishing a Stranded Light guild hall in Skyrim. Another will be helping the surviving Falmer accomplish their goals, such as fighting off dragons, and possibly gaining popular acceptance in Skyrim. I'm currently thinking over some side quests that revolve around the Maormer, and I'm trying to use this forum in order to come up with more side quests for any other races. Of course, by side quests, I hope to mean multiple quests on any given subject, and not small, simple errands. I hope to make all of this befitting for the Dovakhiin.



Do you have an idea for the guild already?

Sorry for all the questions, trying to draw more attention to the thread :toughninja:
User avatar
Haley Merkley
 
Posts: 3356
Joined: Sat Jan 13, 2007 12:53 pm

Post » Wed Aug 11, 2010 1:30 am

Do you have an idea for the guild already?

Sorry for all the questions, trying to draw more attention to the thread :toughninja:


I appreciate drawing the attention. I had a long day of little internet access today, plenty of time to think about all this, and I came to a couple conclusions regarding my initial query. But first, to address your question (and I do love questions, if you can tell by the length of my replies): I know how the guild will start. You'll get your first opportunity to put things together after the early spoilers that I gave in my previous post. You'll basically be given the idea to start your own Stranded Light guild. Skyrim is a game that takes place amongst immense turmoil. A disbanded empire, civil war, a destroyed Vvardenfell, and an end-of-days-esque dragon invasion. As a result, people will be wrongly discriminated against based on more than just race. I wish to make a guild that takes these people in and fights for them. The guild option would only really be available to those that plan on taking the path of acceptance, rather than of senseless violence. The ideas regarding specific questlines are in their very early stages, though now that I've got a race roster going, they've been coming quicker and quicker. So, that's the answer that I'm prepared to give right now. It's a guild that you will build bigger and bigger. That will be reflected in the membership, and the guild hall itself (similar to the Stranded Light, but with a stronger focus on having a home base, rather than spreading out their influence).

Race #8: http://www.uesp.net/wiki/Lore:Ka_Po%27_Tun
Their allies are the "generous and kind" Tang Mo, a monkey race. Their greatest enemies are the Tsaesci, the snake people. They have acquired considerable power in Akivir, and hope to completely wipe out the Tsaesci throughout their numerous war campaigns. They desire the likeness and power of the now extinct Akiviri dragons. Mysterious Akavir writes that their leader has actually managed to transform into a black and orange-scaled dragon. Their leader also hopes to conquer Tamriel after the snake people are wiped out.

I was previously mistaken in thinking that all of Akavir was composed of demons. They are all beast races, but only the snow demons and the vampiric snakes are truly demonic. The Ka'Po'Tun, by my understanding, are simply interested in conquest, and are very interested in dragons. With this in mind, it is my thought that they would send agents to Skyrim in the hopes of returning to Akavir with dragons. This will help me integrate the questlines of my mod with the main quest of Skyrim, and I think it'll allow me an avenue to write quests that can only take place after the main quest is finished (though I can never be too sure, since I don't know what that entails in terms of story).
User avatar
Francesca
 
Posts: 3485
Joined: Thu Jun 22, 2006 5:26 pm


Return to V - Skyrim