[Idea WIP] Morag Tong Expanded

Post » Mon May 07, 2012 7:07 am

Hello everyone. A while back I attempted to make a tiny mod to add a bit dungeon extension to a Morag Tong quest. However, as I got busy with real life the work on that faded away. But now I'm going to give modding another crack, but this time I want to be just a little bit more ambitious than before, and so I began planning for ideas for the "Morag Tong Extended" mod.

I've always liked the Morag Tong as a concept, but I also thought that the guild was not as interesting as it could be in-game since most of the quests were too similar. I'm hoping to try and tackle that issue with this mod.

Overview

The purpose of the Morag Tong Expanded Mod (MTE)is to add more depth to the Morag Tong faction with the addition of extra quests which are slightly more varied than the usual writs, as well as to add a reason to visit the guildhalls outside of Vivec. The mod will include:

- At least 3 quests for each of guild masters in Balmora, Ald-Ruhn, and Sadrith-Mora. The quests from the masters will represent 3 small story arcs in which you deal with the Dark Brotherhood, Sixth House plots, and some questionable writs. These quests will be given under the topic "special duties" once your character reaches a certain rank.

- Several quests given by other Morag Tong members.

- Enhancements to some of Eno's "special duties" to make the fight against the Dark Brotherhood a little more challenging.

- [Possible] Grandmaster "special duties". I've only given a little bit of thought to this so far, but I am considering some quests for your character to do as Grandmaster.

- [Possible] A small amount of unique dialogue for some Morag Tong members. Of course, it won't be on the same level as the lgnpc mod, but I might consider writing a few unique entries for at least the two masters not covered by lgnpc.

Now, I will admit that my knowledge of Morrowind modding is in fact very... very small, so unfortunately I cannot promise massive quests with loads of fancy scripting. However, I will try to design the quests in this mod to be interesting and well balanced within the game, with hopefully some nice characters and equipment.


Screenshots

http://i86.photobucket.com/albums/k91/Shuuda/GW%20shots/MTE1.jpg
http://i86.photobucket.com/albums/k91/Shuuda/GW%20shots/MTE2.jpg
http://i86.photobucket.com/albums/k91/Shuuda/GW%20shots/MTE3.jpg

http://i86.photobucket.com/albums/k91/Shuuda/GW%20shots/MTE4.jpg
http://i86.photobucket.com/albums/k91/Shuuda/GW%20shots/MTE5.jpg
http://i86.photobucket.com/albums/k91/Shuuda/GW%20shots/Mte6.jpg

http://i86.photobucket.com/albums/k91/Shuuda/GW%20shots/MTE7.jpg
http://i86.photobucket.com/albums/k91/Shuuda/GW%20shots/MTE8.jpg
http://i86.photobucket.com/albums/k91/Shuuda/GW%20shots/MTE9.jpg
http://i86.photobucket.com/albums/k91/Shuuda/GW%20shots/MTE10.jpg


Progress

So far I have:

- A written outline for the 9 quests given by the guild masters
- 3 of 3 Ethasi's quests done
- 4 of 4 Dunsalipal's quests done
- 3 of 3 Goren's quests done

I will be open to any comments, questions, criticisms, or suggestions any of you have about my idea and work. I seriously hope that I can create something that will be enjoyable.
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Gen Daley
 
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Post » Mon May 07, 2012 7:27 am

I always thought it was odd that there was no reason to visit the guildhalls in Balmora, Ald-ruhn, and Sadrith Mora. I guess there good for visiting trainers maybe... that's about it. Anyway, more quests always sound good to me. :biggrin:
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Matt Bigelow
 
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Post » Mon May 07, 2012 11:24 am

sounds like a great idea!
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Jade Barnes-Mackey
 
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Post » Mon May 07, 2012 3:35 am

Here are some screenshots of the new dungeon added as part of Ethasi's (Balmora Master) quest line:

http://i86.photobucket.com/albums/k91/Shuuda/GW%20shots/MTE1.jpg
http://i86.photobucket.com/albums/k91/Shuuda/GW%20shots/MTE2.jpg
http://i86.photobucket.com/albums/k91/Shuuda/GW%20shots/MTE3.jpg

Ethasi's three quests are just about ready, though will probably require some tweaking and testing.

I'm also considering the idea of some special quests, not necessary for Morag Tong members, given by Severa Magia.
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Mizz.Jayy
 
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Post » Mon May 07, 2012 3:50 pm

A little progress update. I've created the main three quests for the Sadrith Mora guild master, but I'm also planning a fourth quest which will act as an alternative route (The second quest has several routes to choose from, most of which will lead to the third quest I've current just finished, and one leading to the alternative quest I'm planning).

If there is anyone who would be interesting in testing what I've made so far I would gladly see to giving them the esp of what I've made so far.
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Madeleine Rose Walsh
 
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Post » Mon May 07, 2012 3:46 pm

Here are three new screenshots of the dungeon featuring in the special fourth quest from Dunsalipal:

http://i86.photobucket.com/albums/k91/Shuuda/GW%20shots/MTE4.jpg
http://i86.photobucket.com/albums/k91/Shuuda/GW%20shots/MTE5.jpg
http://i86.photobucket.com/albums/k91/Shuuda/GW%20shots/Mte6.jpg

Feel free to comment.
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BrEezy Baby
 
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Post » Mon May 07, 2012 3:43 pm

Looks to be coming along nicely, although the screenshots are kind of dark.
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I’m my own
 
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Post » Mon May 07, 2012 3:55 am

The darkness is intentional, or perhaps I've gotten too used to the TLM, but either way a dark dungeon was what I was aiming.

As a slightly progress update; I've finished all of Dunsalipal's quests, and am now moving onto the Ald-ruhn quests.
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Alexis Estrada
 
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Post » Mon May 07, 2012 11:44 am

Expanding Morag Tong? Sounds lovely! 9 not "just-go-there-and-kill-that-guy" quests would be a serious addition to the MT guild.
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Ana Torrecilla Cabeza
 
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Post » Mon May 07, 2012 3:38 pm

The darkness is intentional, or perhaps I've gotten too used to the TLM, but either way a dark dungeon was what I was aiming.

As a slightly progress update; I've finished all of Dunsalipal's quests, and am now moving onto the Ald-ruhn quests.

I like your idea, nice :)
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Marion Geneste
 
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Post » Mon May 07, 2012 2:06 pm

The darkness is intentional, or perhaps I've gotten too used to the TLM, but either way a dark dungeon was what I was aiming.
Yea, I understood that when I made my post. I should have said that if you're trying to showcase your work in those dark areas you should perhaps hold a torch or some other light source. My monitor might have had some sunglare on it the other day when looking at them though, as they don't seem as dark now as when I first took a look a them. :shrug:
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Emma louise Wendelk
 
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Post » Mon May 07, 2012 11:43 am

A great idea and seems to be coming along just fine too! :thumbsup:

If only I could remember whether LGNPC Ald'ruhn (or any other installment, for that matter) covers the local Morag Tong, or not...

Either way, you might want to consider keeping your mod LGNPC compatible. :wink:
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kyle pinchen
 
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Post » Mon May 07, 2012 1:42 pm

When it comes to the Ald-ruhn missions I've made sure to make as few edits to the pre-existing NPCs as possible. It shouldn't be hard considering only one of the missions actually takes place in the city.

The only conflict that might be an issue at this point will be the guild master's greeting.
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Monique Cameron
 
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Post » Mon May 07, 2012 5:44 am

When it comes to the Ald-ruhn missions I've made sure to make as few edits to the pre-existing NPCs as possible. It shouldn't be hard considering only one of the missions actually takes place in the city.

The only conflict that might be an issue at this point will be the guild master's greeting.

It's good to know. I simply hate when two equally desired mods conflict with each other.
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kennedy
 
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Post » Mon May 07, 2012 10:15 am

Here are some screenshots from the newly added interior for the Ald-ruhn questline:

http://i86.photobucket.com/albums/k91/Shuuda/GW%20shots/MTE7.jpg
http://i86.photobucket.com/albums/k91/Shuuda/GW%20shots/MTE8.jpg
http://i86.photobucket.com/albums/k91/Shuuda/GW%20shots/MTE9.jpg
http://i86.photobucket.com/albums/k91/Shuuda/GW%20shots/MTE10.jpg

I hope you enjoy, and feel free to comment.
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Amy Melissa
 
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Post » Mon May 07, 2012 7:08 pm

Sir, half-naked female assassins are always good news. The screens look very nice, I'm keeping my fingers crossed for the quests. :smile:
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Jack Walker
 
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Post » Mon May 07, 2012 7:14 am

Sounds like a very interesting mod there.
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Kelvin
 
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Post » Mon May 07, 2012 10:57 am

Sounds like an interesting expansion. Good luck!
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Big mike
 
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Post » Mon May 07, 2012 12:19 pm

Just to update, I have just about finished the three quests for the Ald-ruhn guildmaster and now in the prossess of testing them out. I am at this point considering a first release of this mod with the ten quests soon.
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Marina Leigh
 
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Post » Mon May 07, 2012 5:06 am

I just had an idea that might be applied to this mod. Don't you think that it's kind of lame that in a guild of assassins you can't get any killing favors? Let's say for example, you need to kill someone as part of a quest but "just killing" this person might be detrimental in some form. Could be a faction conflict like between fighters' guild and thieves' guild and that performing the killing would just get you kicked out. Or someone needs to be conveniently off'd but the result is a kill-on-site-sized bounty. Well, wouldn't it be cool if "friends" in the assassin's guild could offer with a "license to kill" this particular person free from all penalties? Maybe make it a free favor from getting to a specific rank and then a "once a month" deal or a "single use grey fox cowl" for sale. Another option would be to institute a liaison that non-guild members can hire someone to do the dirty work targeting a particular person.
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Monika
 
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Post » Mon May 07, 2012 11:36 am

First of all, I want to give my apologies for taking so long. This is because of computer issues I had over the month. I am currently writing out a short read-me and doing some last minute testing before doing a beta release for the guild master quests.
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NeverStopThe
 
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