Ordinator Mod: Need Ideas!

Post » Sat May 28, 2011 1:23 am

Thank you. :]

Anyone else?

Since Ordinators are sent from House Indoril on the mainland, maybe make one of the Indoril cities (either using Mournhold or possibly creating Necrom would be great, or both) as a location to do all the quests related to becoming an ordinator. After becoming an Ordinator, maybe the player can be assigned to a post in Vivec with some more quests there. Also a good quest as a Vivec ordinator would be to create checkpoints like a racing game and have the player follow a patrol route. An option to do even more mission to become a High Ordinator in Mournhold would be awesome too.
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Bellismydesi
 
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Post » Sat May 28, 2011 4:38 am

Sounds like a cool premise, hope it?s one day compleated and released
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Lucky Girl
 
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Post » Fri May 27, 2011 7:44 pm

This sounds really cool. I've always wanted to join the Ordinators, and the only mod I've found that lets you is still in beta, and I think the creator has forgotten about it...

But please, if you do, at least TRY to make it NOT require any expansions, PLEASE! Most of the really good mods need either Tribunal or Bloodmoon.
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Farrah Barry
 
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Post » Sat May 28, 2011 5:26 am

This sounds really cool. I've always wanted to join the Ordinators, and the only mod I've found that lets you is still in beta, and I think the creator has forgotten about it...

But please, if you do, at least TRY to make it NOT require any expansions, PLEASE! Most of the really good mods need either Tribunal or Bloodmoon.


you really should get tribunal and bloodmoon...
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cutiecute
 
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Post » Sat May 28, 2011 6:06 am

Then what is the progres?


Right now the mod is still in its conceptual stages. I have barely touched the CS so far, and only to see if some of my ideas look as good in the game as they do on paper. I have just about finalized writing down the main plot line and many of the minor quests, and I even designed the exterior of the training camp in the CS (now just where to put it...?). My next focus is on designing the NPCs and writing journal entries to give the story a little more substance - I'm just not sure in which order I intend to do them.

I'm sorry if this is taking a while, but it is a big project that is very lore-oriented. I want to make sure I get it right the first time - I have little room for error. Also, the further along I get, the less I will mention about the project. I certainly do not wish to spoil this.

But please, if you do, at least TRY to make it NOT require any expansions, PLEASE! Most of the really good mods need either Tribunal or Bloodmoon.


I certainly hear you on that. As it stands, this mod does not and will not require any expansions.

I had to re-install Morrowind a while ago and though I had the expansion discs, I came to find out that they were both hopelessly scratched. So I went the longest time without either of the expansions, and it was during that time that I acquired a profound understanding of just how many of the best Morrowind mods require Tribunal and/or Bloodmoon.

So don't worry - Morrowind.esm is the only required plugin. :-)
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Kirsty Collins
 
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Post » Fri May 27, 2011 7:09 pm

I think that you should make it harder to join the ordinators if you have joined certain factions. For example if you are in the Imperial Legion or Imperial Cult they might question your loyalties and you have to prove yourself somehow. House Telvanni might be another faction that will make them require more proof of your faith and loyalty to the tribunal, since the Telvanni usually don't care much for the temple.
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Emerald Dreams
 
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Post » Fri May 27, 2011 6:59 pm

you really should get tribunal and bloodmoon...

Yeah, if only there wasn't an issue with my parents (well, my dad, really. My mom could care less if I bought games for the computer), then I would.

I certainly hear you on that. As it stands, this mod does not and will not require any expansions.

I had to re-install Morrowind a while ago and though I had the expansion discs, I came to find out that they were both hopelessly scratched. So I went the longest time without either of the expansions, and it was during that time that I acquired a profound understanding of just how many of the best Morrowind mods require Tribunal and/or Bloodmoon.

So don't worry - Morrowind.esm is the only required plugin. :-)
Sweet, thank you. But, if needed, you can use the expansions, and that will be fine :).
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Kelsey Hall
 
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Post » Sat May 28, 2011 2:59 am

I think that 1, 3, and 4 should be used as requirements. Should not be easy to get into the ordinators. Also, if you are in the Imperial Legion or Imperial Cult I think the ordinators would take like some sort of sick joke if you asked to enter, I mean would they really let someone with a proven connection to the empire or the empire's religion into their order?

Some ideas for the training facilities name: Andasmar, Valenasmareth, Falmanyon, Indorandus, and Rothasero.
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Lovingly
 
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Post » Sat May 28, 2011 8:13 am

Any progress on this mod?

Will joining the Ordinators affect the Blades/Ashlander quests?
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Stephanie Nieves
 
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Post » Sat May 28, 2011 8:04 am

I didn't know someone was looking at doing this. I made a mod that does some of what this was going to do (it's my Indoril Armor mod, available now from PES for the low, low price of absolutely nuthin'). However, at the end of my little quest process, you don't join an Ordinator faction or anything, you can just walk around in Indoril armor without getting attacked by Ordinators. There are ways to fail the training, and there are rank pre-req's. With just two new quests (one of them is a two-stage process) and a tie into the pre-existing Vivec murder quest, it's much smaller in scale and conception as this. But if there is interest, there's something in the meantime at least. I suspect that this mod, when released, will coflict with mine, so maybe it'd be better to wait if you're interested in this mod specifically.
I'm still waiting for feedback and bug reports, but I've already found a few places where I'll be updating the dialog. I'm also considering adding a quest where Berel Sala would send the PC to collect the saint's items from the 'control the ordinators' quest. He doesn't seem to be a guy who would want the ordinators to be controlled, really. And I'll be making copies of the core of the mod that don't include the indoril greaves I made so people with other armor mods don't see two different types of indoril greaves.
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Emmi Coolahan
 
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Post » Sat May 28, 2011 8:17 am

Any progress on this mod?

Will joining the Ordinators affect the Blades/Ashlander quests?


Progress so far remains conceptual, but I get the feeling that spending this much time and effort jotting down ideas is going to save me a lot of trouble later on when I'll completely forget about an important part of lore or something and have to go back and rewrite half the story. Writing a story that is not only lore-accurate and compatible with the game, but involving, deep, and compelling is a much greater task than I had previously imagined. But I have yet to hit any major roadblocks that would halt my progress, other than writer's block and a lack of ideas here or there. But now that finals are coming to a close, I think I'll have a bit more time to bounce some more ideas off the wall. :]

As of yet, save for an effect on Blades'/Ashlanders' dispositions and perhaps some altered greetings and dialogue, this mod will not affect the Blades

I didn't know someone was looking at doing this. I made a mod that does some of what this was going to do (it's my Indoril Armor mod, available now from PES for the low, low price of absolutely nuthin'). However, at the end of my little quest process, you don't join an Ordinator faction or anything, you can just walk around in Indoril armor without getting attacked by Ordinators. There are ways to fail the training, and there are rank pre-req's. With just two new quests (one of them is a two-stage process) and a tie into the pre-existing Vivec murder quest, it's much smaller in scale and conception as this. But if there is interest, there's something in the meantime at least. I suspect that this mod, when released, will coflict with mine, so maybe it'd be better to wait if you're interested in this mod specifically.
I'm still waiting for feedback and bug reports, but I've already found a few places where I'll be updating the dialog. I'm also considering adding a quest where Berel Sala would send the PC to collect the saint's items from the 'control the ordinators' quest. He doesn't seem to be a guy who would want the ordinators to be controlled, really. And I'll be making copies of the core of the mod that don't include the indoril greaves I made so people with other armor mods don't see two different types of indoril greaves.


It's refreshing to see someone else taking real efforts to bring the Ordinators to life!
I like your ideas, and look forward to playing your Ordinator mod as soon as I get the time. I, too, suspect that mine will conflict with yours, but by no means should you let that influence your decisions regarding your release/updates - as it stands now, my Ordinators still need a lot of work before they make their debut, and your mod looks quite promising in addressing the Ordinators as a faction. As I said, I'm very eager to play your mod and see what others (such as yourself) with congruent interests can create.

I like your ideas a lot, particularly the Berel Sala quest you mentioned. It shows a regard for Morrowind's already-existing lore and atmosphere.

I'm downloading your Indoril Armor mod now, and I'll play it as soon as I get the chance tomorrow.

Perhaps you might be interested in later on helping me with ideas for my own mod? But that is for the future...
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kristy dunn
 
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Post » Sat May 28, 2011 6:16 am

Please let me know what you think. And if you think I can help in any way, please feel free to ask...though I'm pretty new to the modding part of the game.
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Robert DeLarosa
 
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Post » Sat May 28, 2011 7:43 am

My thoughts for the justice quest are one in which you have to kill a repentant heretic. Lets make this a character the player gets to know VERY VERY well (perhaps a guide to becoming an Ordinator during training) but the player doesn't know at all that the character is a heretic until the actual justice quest when you have to kill him.

You are then given the option of killing him, and doing justice before the Tribunal or not killing him, and letting your friend live. He, of course should be very frank and honest that he prefers to not die but that he understands that repentance may require his death.

If you kill him, you get to become an Ordinator. If you don't, then you don't become one, and he lives (maybe becomes a powerful companion too?)

Also I REALLY think you should consider making Tribunal a requirement for this mod. The expansions are very easy and cheap to get nowadays, and you cut out so much architecture, armor and character choices, and quest storylines that could be used.

I feel that having Tribunal at the very least is very very important for this mod to be as great as it could be.
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Julie Ann
 
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Post » Sat May 28, 2011 10:03 am

I have an idea for the Faith test, that goes along with the earlier suggestion of being like the Puzzle Canol. Put the player before a long, dark chasm, with some icon or NPC at the end that the player is told he needs to touch /speak with. You know the standard leap of faith type business, where there turns out to be an invisible bridge? Except have this invisible bridge have a hole in the middle of it. The player is walking along, thinking he has the game figured out, when he falls into the abyss, getting teleported back to the beginning, except with a third of his health missing. If he tries to turn around and leave, have his guide / teacher / test-administrator tell him to try again. He walks again, falls again, and gets another third of his health removed. Only on the third time, the time that would kill him, does the hole close up, and the player can reach the other side. But if he tries to leave, or tries to levitate, he fails. This would kinda throw the player for a loop, playing off the stereotypical expectations for a "leap of faith" type test. The player would really need to trust the test-administrator, and assume the mod wasn't broken, if he wanted to make it across.

A murder investigation for Law is perfect, and you could have fun putting together clues and making that a really engaging quest.

Justice seems really similar to Law, but asking the player to kill an NPC who desires mercy would be perfect. Having it be the guy who guided you through the Ordinator stuff would be a little cliche, unless you did it really, really tastefully - that is, make sure the player doesn't see it coming, and doesn't consider it an obvious twist once it's arrived. I also like the idea of being asked to execute a thief who only stole to survive, or worse, to feed his family --- and another idea that could be worked in is that this NPC doesn't fight back when attacked.

I've actually been putting together ideas for a witchhunter faction, that would have been somewhat similar to an Ordinator faction, so I'm a little disappointed to see you working on this! Best of luck anyway. Like you, I'm only at the pen-and-paper stage, and don't know if I have the motivation to really see it through.
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Kayleigh Mcneil
 
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Post » Sat May 28, 2011 2:19 am

Ordinator Training Facility
http://i36.tinypic.com/nnk7pd.jpg
http://i35.tinypic.com/2zpqcg8.jpg
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Add Me
 
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Post » Fri May 27, 2011 10:36 pm

not an ordinator mod per see,but they play a part in the mod ald indoril.
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1667

are perhaps some ideas there you can use,or get inspired by,I dunno.

anyway this is a mod I look forward to see someday, wish you luck with it.
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Amber Ably
 
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Post » Sat May 28, 2011 4:37 am

I don't know if anyone has already said this, but everyone says in-game that the ordinators are abusing their power, that they've gone mad trying to uphold temple doctrine. I'd like to see the quests working to return the Ordinators to some variation of the righteous path.
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Brandi Norton
 
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Post » Sat May 28, 2011 1:05 am

Aren't the ordinators part of one of the great houses?
(Just checked. They are House Indoril)
If so, not only would 3 not work, you also would have to not be in a House.


I would go with 1, 4, and maybe 2. The requirements to be an ordinator would really need to be high since they're, like, Vivec's greatest warriors and guards or something. They even have the highest-grade medium armour.
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Emma Pennington
 
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Post » Sat May 28, 2011 10:25 am

Aren't the ordinators part of one of the great houses?
(Just checked. They are House Indoril)

I don't know where did you check, but you're wrong - Ordinators may come from any of the five Great Houses, the majority comes from House Indoril, but they aren't a part of it as a group.
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Melis Hristina
 
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Post » Fri May 27, 2011 8:40 pm

I don't know where did you check, but you're wrong - Ordinators may come from any of the five Great Houses, the majority comes from House Indoril, but they aren't a part of it as a group.


You beat me to it. :P

Furthermore, the Ordinators are not Lord Vivec's. Though they surely hold him in the highest reverence, the Ordinators on Vvardenfell answer to the Alma Rula in Almalexia.
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Michael Korkia
 
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Post » Fri May 27, 2011 10:55 pm

Furthermore, the Ordinators are not Lord Vivec's. Though they surely hold him in the highest reverence, the Ordinators on Vvardenfell answer to the Alma Rula in Almalexia.

Weren't the Ordinators the wariors of Ayem, like the Armingers are Vehks?

Also, I like the training facility - except perhaps the foundation blocks (which for some reason I hate with a passion). I played in the CS thinking about making my own Ordinator mod (which never left the phase of initial planning), but my takes on the training facility were nowhere as good as yours.
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helliehexx
 
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Post » Fri May 27, 2011 9:51 pm

Weren't the Ordinators the wariors of Ayem, like the Armingers are Vehks?

Also, I like the training facility - except perhaps the foundation blocks (which for some reason I hate with a passion). I played in the CS thinking about making my own Ordinator mod (which never left the phase of initial planning), but my takes on the training facility were nowhere as good as yours.


Lore gets a little fuzzy around what the Ordinators did or where they were before Almalexia gave them to Vivec, or if they even existed apart from House Indoril. But considering their current status as Her personal body guard and police of Her city, and their absolute loyalty to Her and the Alma Rula, it's reasonable to assume that the Ordinators of Almalexia are anologous to Vivec's Buoyant Armigers.

I appreciate your kind words on the training facility. And I do find the foundation blocks kind of tacky myself, but they're the only pieces that will accommodate the two-tier design I intended for the facility.

Updates will be forthcoming.
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Natasha Biss
 
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Post » Fri May 27, 2011 11:15 pm

I think the character, just before officially accepted as an Ordinator, should be questioned by Vivec himself. And Vivec should ask him/her questions (an interrrogation, in other words). The questions should rather be philosophical, to see whether the candidate is clever, cunning and strong-willed enough to be an Ordinator. Maybe He can even give a spoiler (He is a god, so he can at least "sense" the feature) about the character's feature a Nerevar Reborn, if he/she hasn't completed the main-quest yet. Come to think about it, I think it should be impossible (at least in the spirit of the mod) to join this faction after completing the main quest - it would be very illogical. But you can provide an alternate .esp in which this handicap is removed. I don't know, it's your call.

I disagree with giving the pieces of Ordinator armor as an advancement bonus. Instead, you can create an action-packed quest in which the player has to travel to Red Mountain region and slay a powerful beast/spend a particular amount of time (and during this time the spawn rates are multiplied by, say ,5 (if such scripting is possbile)/survive a mini-assault/cleanse an area of evil and get the armor as a reward. Or the faction may deliberately spread the pieces of armor to the strongholds around the Red Mountain, and the player is given a quest to reclaim all of them so as to get his/her suit of armor.

You should definitely make at least one quest (preferably dialog-based and detective style) that takes place in the Ministry of Truth.

By the way, I agree with those who say completing the pilgrimages must be a prerequisite for joining the faction.

Wow, even half of these ideas in these thread implemented and we'll get an epic mod :)
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Annick Charron
 
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Post » Sat May 28, 2011 12:28 am

I believe that Vivec's Fate allowed you to be an Ordinator, how about you look it up?
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lexy
 
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Post » Sat May 28, 2011 7:16 am

I believe that Vivec's Fate allowed you to be an Ordinator, how about you look it up?


Though Vivec's Fate offers the player an option to become an Ordinator, and is a very well-put-together mod that I enjoyed playing, it just does not seem like a full "Ordinator" experience, but rather that the player is only becoming an Ordinator to serve the plot.

Kind of like how the player becomes a Blade in the MQ, but only to serve the MQ. You're really not getting the full "Blades" experience.
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Marcin Tomkow
 
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