[WIP] Morrowfied Oblivion

Post » Wed Oct 27, 2010 12:53 pm

Oh, I just remembered something I always thought was typical for the Imperials in Morrowind: the East Empire Company.
I think bringing back a faction like that would really add to the atmosphere of Oblivion. We have the Office of Imperial Commerce in the IC Market District, but it's just a bland building where you can buy a rundown shack in the worst neighborhood of the Imperial City... not quite on par with a company that controlled all the import and export of Morrowind, owned (or at least controlled) a whole mining town and was rivaling or working together with some of the other factions in the game.

Adding a company like that would also allow you to give some explanations about where all the wares in the game come from. The company in Cyrodiil would have connections to the East Empire Company and other similar companies, making them the only legal importers of Ebony, Glass and Dwemer artifacts.
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emma sweeney
 
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Post » Wed Oct 27, 2010 10:41 pm

The East Empire company is a perfect fit with my earlier suggestion of a Merchants' Guild and is obviously lore friendly. Working for the family (presumed) that owns this company would be the MW equivalent of working for House Hlaalu. You could make one (or more) of the counts into a political great house, although competition would not necessarily be natural between a given count and the East Empire Company. Giving three counts political ambitions would be the easiest way to set up an equivalence to the Great House system in MW. You could support your (no doubt worthy) patron's political ambitions or perhaps further your own. The East Empire Company would be a quest set unto itself, although no doubt political influence would be a driver there as well.

Clearly, your idea has sparked interest, as this thread has stayed front page for a goodly time.
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Da Missz
 
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Post » Thu Oct 28, 2010 12:21 am

Just uploaded version 0.01 to PES. Once it's approved I shall post the link. I have been working on it all day, and have some of the basics down. :D
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saxon
 
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Post » Wed Oct 27, 2010 1:14 pm

If you have any good experience with modeling and texturing, I implore you to create the http://uesp.net/wiki/Lore:Artifacts of Tamriel as a modder's resource. It's just something I loved in Morrowind, and I'd love to see these back in Oblivion.

Pictures are included http://uesp.net/wiki/Morrowind:Artifacts
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Marina Leigh
 
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Post » Wed Oct 27, 2010 9:38 am

http://tesnexus.com/downloads/file.php?id=32194

Not much as of yet, but I'd like feedback. :)
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Richard Thompson
 
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Post » Thu Oct 28, 2010 1:32 am

...You guys like it?
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Milad Hajipour
 
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Post » Wed Oct 27, 2010 2:35 pm

...You guys like it?

To be honest, It'd be nice to have some more in-depth details. Because you haven't really shared too much of what you're doing.
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Taylah Illies
 
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Post » Wed Oct 27, 2010 10:07 pm

Details in the mod or about the mod?
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glot
 
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Post » Wed Oct 27, 2010 6:21 pm

Details in the mod or about the mod?

About it.
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Rozlyn Robinson
 
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Post » Wed Oct 27, 2010 3:23 pm

Sounds ambitious, hope you can oull it off I will be keeping an eye on this thread
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Michelle Chau
 
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Post » Wed Oct 27, 2010 4:46 pm

I've downloaded it, but i'm not sure where to look for changes. Could you provide a detailed list of changes made?
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Hazel Sian ogden
 
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Post » Wed Oct 27, 2010 5:50 pm

I've downloaded it, but i'm not sure where to look for changes. Could you provide a detailed list of changes made?

Well, I've added a port near the Anvil docks where the Imperial Trade Federation imports and exports goods via ships. You can talk to people about the ITF, the latest news (which will give you some politic responses, that I plan to add more of, etc in version 0.02), new people have been added to almost every city, and a spy has been added to almost every city. So far, the spies don't do anything, but I plan to change that in the next version. You can find out who's a spy by searching their inventory, I'll leave it at that. Like I said, this mod is at the VERY early stages, so what you see at the moment is more framework than anything.
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Greg Swan
 
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Post » Wed Oct 27, 2010 10:15 pm

No levelled enemies (well, not all);

You mean something like http://www.tesnexus.com/downloads/file.php?id=32192?
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Jessie Rae Brouillette
 
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Post » Thu Oct 28, 2010 1:20 am

Thank you; just restarting so will give DBOO a try (I am running a full FCOM++/obmm/BOSS/Wrye, maxed esp/esm game so I will be something of a beta tester).

As for this mod (MWed OB), this seems to me to be a good start - but the devil is in the details as they say). I'll save an esp slot for this one.
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Laura
 
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Post » Wed Oct 27, 2010 2:04 pm

Just want to let you guys know that version 0.02 (which will add A LOT more than version 0.01) will be out sometime next week.
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Tarka
 
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Post » Wed Oct 27, 2010 5:07 pm

This is a good idea for a mod...keep improving it!
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Steven Hardman
 
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Post » Wed Oct 27, 2010 9:24 pm

Thanks.

Now can anyone help me with this problem? I set the new guards' AI package outside the cities to wander around for 24 hours, must complete, in a range of 5,000. On my old game they would, but I started a new character and they're not. Help?
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Jack Moves
 
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Post » Wed Oct 27, 2010 10:17 pm

Hate to be a literalist here, but I saw that there was some earlier discussion about having the East Empire Company in Cyrodiil. Other than having an HQ in the Imperial City I must ask....why? I mean, it is the EAST Empire Company. There's a reason why they were in Morrowind and not Oblivion. Morrowind is in the eastern portion of the empire.

The British East India Company did not routinely operate in Europe, Africa, or the Americas. They operated primarily in what was then called the East Indies, now primarily Pakistan, India, and southeast Asia.

In any case, a merchant's guild is a good idea I think, and in any case a merchant's guild would be vastly different from a company. You could have a "Cyrodiil Company" or whatnot, but my guess is, operating in the home province of an empire, they'd be substantially weaker than their compatriots in the EEC. Why? Because they'd have to compete with many other interest groups that are much more powerful then them: like the cities for example. Not to mention the nobility. Or perhaps even a merchant's guild which is much older than the empire itself and deeply rooted in the province.
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Juan Cerda
 
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Post » Wed Oct 27, 2010 11:22 pm

The EEC is not in this mod.
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Amie Mccubbing
 
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Post » Wed Oct 27, 2010 8:02 pm

Version 0.02 has been uploaded to the same Nexus page.

Version 0.02 adds a lot more guards outside of cities, and in the Imperial City. (It is and invasion, after all) It adds ITF employees on horseback going between cities, and in a future version they will actually restock shops! But that's not all. It expands Pell's Gate and one of the characters isn't exactly as they seem. This version also comes with built-in opencitiesfull.esp support! To find out what else version 0.02 adds, go ahead and download the mod. You won't be sorry. :)

NOTE: The AI packages might not work properly at all times. I don't know why. Sometimes they'll work, and sometimes, the NPCs will just stand there. I will try to fix this asap.
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Nichola Haynes
 
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Post » Wed Oct 27, 2010 3:52 pm

I can play this until the new PELL'S GATE mod comes out...and then I HAVE to play that!
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Kat Ives
 
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Post » Wed Oct 27, 2010 10:53 pm

I can play this until the new PELL'S GATE mod comes out...and then I HAVE to play that!

what is that mod called.
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Jonathan Egan
 
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Post » Wed Oct 27, 2010 11:23 am

Hate to be a literalist here, but I saw that there was some earlier discussion about having the East Empire Company in Cyrodiil. Other than having an HQ in the Imperial City I must ask....why? I mean, it is the EAST Empire Company. There's a reason why they were in Morrowind and not Oblivion. Morrowind is in the eastern portion of the empire.

The British East India Company did not routinely operate in Europe, Africa, or the Americas. They operated primarily in what was then called the East Indies, now primarily Pakistan, India, and southeast Asia.

In any case, a merchant's guild is a good idea I think, and in any case a merchant's guild would be vastly different from a company. You could have a "Cyrodiil Company" or whatnot, but my guess is, operating in the home province of an empire, they'd be substantially weaker than their compatriots in the EEC. Why? Because they'd have to compete with many other interest groups that are much more powerful then them: like the cities for example. Not to mention the nobility. Or perhaps even a merchant's guild which is much older than the empire itself and deeply rooted in the province.

He will not call it the east empire company instead he called it the imperial trade federation
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Kit Marsden
 
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Post » Thu Oct 28, 2010 2:40 am

Any more ideas?
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ZzZz
 
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Post » Wed Oct 27, 2010 10:22 pm

Any more ideas?


I recommend that you look here...
http://tesnexus.com/downloads/file.php?id=20878

These modder resources could be helpfull, if someone could make scripted "NPC GO SHOPPING" AI-package and more to QQUIXs NPC Advanced Control Engine... :)
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+++CAZZY
 
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