Warhammer Faction Mod WIP

Post » Wed May 27, 2015 7:12 am

Hello everyone! New modder here, and I thought I would share my progress on a mad I am doing. Keep you up to date, bounce ideas off you, and keep me inspired. Plus there are a couple aspects of this mod that I was hoping to ask for help on. Plus I am also open to suggestions and the like.

I'd share screenshots, but I don't have any yet as this mod is currently in it's very early stages, and really add nothing to the game which is screenshot worthy. I will be share them with you once I have something to show.

The reason why I say this isn't quite my first mod, is because while I did come up with this one and start making it first, I have another that is a lot simpler and smaller, which I will (hopefully) be posting online before the months is out.

Now I am open to any and all suggestions that people may for this mod. What ever they may be, ways to make it more lore friendly, things you'd like to see in it, and so on. Please do keep in mind though that I am very new at mod making, thus may have no idea how to do something. Though, I am hoping to learn a lot more, and have been busily perusing mod making tips and guide things. Any recommendations for those with be quite welcome.

Now if someone would like to help me make this mod, I could possibly be open to it. As is though,

I really am planning on doing most of the work myself, with (hopefully) some help from the community.

The reason that I am posting this here now, is because I find that work best with someone to bounce ideas off of and get feedback on. It really helps me expand and grow the idea into a finished project. And I thought who better, than Morrowind Modding Community.

One thing about this, I am mostly going to be keeping the how to and where to find this or that out of this. As I would like it to still be a fun mod to explore even if you follow me through making process of it.

Now enough of all that, let's get on to the actual mod.

What this Mod Is

This mod is a mod that will add a new joinable faction to the game. Several quests, quite a few NPCs (mainly other members of the faction), as well as at least one new hidden base, and a few unique objects.

The faction is a mostly Nordic Smith based faction. Most of the NPCs will be male because of that. It is an old group, that hoards away secrets forging secrets only to be shared with its members. They are also highly secretive, and like to keep themselves hidden, they are believed to be a myth by most. To join this group you first have to find a complete a quest. It is a simple enough quest really, find and retrieve one of the two unique warhammers that will be added by this mod. As right now, the faction's name is Forgers, but that really is just a work in progress name. Suggestions for better ones would be great, or do you think it works as is? Please let me know. Also, rank names suggestion would be nice as well.

Once you do join the faction, you will need to be careful as to how you complete the quests. As you aren't quite a full member yet, just and apprentice, and these quests are to see whether or not you are a suitable candidate to become member of the faction. You can become an Apprentice at any level, but you need to majorly up your skills before you can fully join.

If you do succeed at becoming a full member you will get quests that will require you to go out and collect things such as raw ebony, raw glass, and netch skin; take wares out and sell them to people for a certain amount of money; and much more that hasn't really been worked out yet, so suggestions are most welcome.

For rewards to certain quests you can gain some more unique artifacts, such as the Warhammer you get if successfully become the head of the faction, or a set of one of the kind made just for you scamp skin armor.

Just so that you know, the two main hammers for this mod, are primarily Easter Eggs, useful ones, but still eggs. It is my hopes to make this mostly lore friendly.

What my Plans are for It

My plans are to turn this into an expansive faction mod, with lots of new and interesting NPCs, plenty of quests with varying difficulties and rewards, a new direction for you to take your character beyond what vanilla Morrowind offers. Making this a fun and enjoyable mod, not just for myself but for any future users.

I also plan of on making the Warhammer a much more interesting, and worth while weapon. As it really is an underrated weapon in the game. Also, as there really don't seem to be many mods that does much with Smiths, I hope to make them more interesting as well with mod.

What I Need Help With

Okay, I'll admit it. I really have no idea whatsoever how to make meshes or textures. I don't even know where to start looking for something that would actually work for that, and then using it once I got it... Quite frankly, I am not even sure how I would upload the screenshots once I got them. Making this mod is very much a learning curve for me.

What I would like, is that someone (or multiple someones) with the know how would make meshes and textures for the unique items I would like to include in this mod. I have three that I have in mind, the Scamp Skin Armor, and the two Warhammers, whose names are StrongHammer and Mjolnir (yes it is Thor's Hammer, but like I said, Easter Egg; though, it will be strongly based off of it, such it won't be able to be picked up until you are “worthy” witch means complete the final quest properly, succeed get the hammer and become head of the faction, fail and never get the hammer and be stuck at the second to last rank).

If you do decide to take on one or more these, and create meshes and/or textures for them, please let me know. You will be properly credited for design and work if you do. I did look amongst the modders resources for usable hammers, but hammers are like I said I really underrated weapon, and there really aren't that many that I could find to use. As for the scamp skin armor, far as I can tell know one has ever used it before, so there aren't really options available for it.

Now what I'd like to see for their designs.

For StrongHammer, there really isn't much required for this. If you are familiar with the Eragon series at all, it would be great to have this based off of Roran's Hammer, as that is where the idea for this came from. If not, then it truly doesn't matter. Just make it like a blacksmiths hammer, but fitting for battle, and you should be good.

Scamp Skin Armor, not to picky about what it looks like, though just don't make it big and bulky, and make it actually look like it is made out of Scamp's skin.

Mjolnir, now this one I am going to be picky about. I really want it to like Mjolnir from new Marvel movies. Though, I suppose I would agree for it too look different if I must. But the hammer in the movies was awesome!

And that is all for now, though I may have more later. It just all depends on where this goes.

What I Would to Try and Include in It

One thing that I thing would be really neat to have in it, is once you reach a certain level of the faction you will be able to actually use a forge to produce your own armor and weapons if you provide it with the right supplies. But I am uncertain as to the scripting of how something like this would work. As such, it may never make it into the game, for right now my scripting skills are very limited. If someone would like to help with this, that would be fantastic. If not, I will try muddle through it on my own and see if it makes it into the finished product.

If I do do that, then I would like to to add some other materials for you to collect, so that you could make a wider variety of armor and weapons, such as iron and silver. Perhaps others, to make your own unique things, but I would need help with meshes and textures for both the new materials and armors/weapons. I haven't checked yet, but I will, for modders resources on those.

Possible inclusion of Dwemer forging secrets. This one, I am unsure of because I don't really know how it would work lore wise. Though I would like include it.

Right now I don't have anything else I'd like to see in this, but I will let you all know if I come up with something else.

More on the Faction

Currently the faction's name is Forgers, but as I said that is likely to change. It has ten ranks, and one sort of pre-rank. They are currently; Apprentice (the pre-rank), Smith, Forger, Tradesman, Master Smith, Master Forger, Warrior, Guardian, Council Member, Dragon Master.

The faction will be spread throughout Vvardenfell, Solstheim and Mournhold.

Also, keep in mind, running around in broken armor, is bad for business and will be majorly looked down upon. Not to mention, once you are a smith, no one in the faction will repair your armor and weapons for you, by then you should already know how, and keep it up yourself.

I am hoping to include a fair bit of inner guild politics in this as well. To the guild nothing else matters, just them and their secrets. Betrayal means death.

Apprentice: As an apprentice, the goal is to prove yourself worthy to join. You are going to get a lot nitty gritty hands on type jobs, along with things meant to boost your skills. Like repair, this stack of broken armor, and those broken swords. Along with more complicated quests meant to test your character. Supply runs will also be a big part of this.

Smith: Now you are a full member of the faction, you get to spend more repairing weapons and armor, but you also get to start learning some of the secrets of the faction. Also, if I can get it to work, here is where you will start using the forge to fulfill orders. Also, for each order you fulfill, you will earn a small stipend from the money made for it.

Since you are only a smith, you will be stuck retrieving needed material for yourself, as well higher ups in the organization. There will also be some other minor miscellaneous quests for you to do as well.

Forger: Similar quests to that of a smith, but you get to work with more advanced weaponry/armor. You also get a raise in your stipend.

Tradesman: Now you get to go out and take orders to other merchants, sell them things created by the faction, and buy supplies. You also get another raise. Keep in mind though, most of the money you receive from these endeavors must be returned to the faction, or you will be expelled.

Master Smith: Here you're knowledge and duties expand from not just makes armor and weapons, but jewelry as well. Along with your raise, you also get to start sending out your underlings for supplies.

Master Forger: Time to take on your own apprentice and start training them in the art of forging. Send them out to get you supplies, and do all those menial tasks you can't be bothered to do yourself. But don't forget, you'll even have more work to do than before.

Warrior: Now that you have perfected your skills at the forge, but have not yet learned all of the guilds secrets, you must start to prove your dedication to the guild. Stop outsiders from discovering the guild, and/or stealing its secrets. “Take care of” some members that have been causing issues. And perhaps work on an order here or there.

Guardian: A Guardian's duties are very important. It is their job to protect the Council Members, and Dragon Master is there ever is one. They will probably be the ones who see the most action. Plus, they get a rather generous stipend as well. As a Guardian you will have to escort Council Members from place to place, for one thing.

Even though every Council Member has once been a guardian, you must continue to prove your loyalty to the guild and do what they ask, and keep their safety as your number one priority. Only protecting the guild's secrets comes first.

This will include working alongside a member who is ready to retire, so that you may take his place.

Council Member: Since there has not been a Dragon Master in many many years, they are the ones who run the guild. There are only ever five council members at a time, and it is very rare that a women becomes one. There is currently a female Council member, but she is the first in a long while, though not quite as long as it has been since the last Dragon Master.

They take care of any and all disputes within the guild. They see to the every day affairs. Also, each council member gets a chance to go on the quest to see if they are worthy of becoming the Dragon Master. Failing that quest, you are stuck a council member, and must run the guild side by side with the other four members.

Dragon Master: Congratulations, you have became the first Dragon Master since guild was created. It is now your duty to see to it that everything within the guild runs smoothly. You can decide how much the council must take care, or if you need a council at all. You even get to pick who belongs on the council. As well as everything else that has to do deal with the faction. You even now have access to all of secrets, ones that even the council was never privy to. Plus, maybe, you will even have a new and lovely abode to reside in.

Where my Inspiration for the Mod Came From

I suppose you don't really need to know this, but I'd like to share it anyway as it may help you understand the basis for the mod. I had created a character based off of Roran Strong Hammer from the Eragon series. Which as you can tell by his name, his primary weapon of choice was a hammer, but there really aren't all that many good hammers in the game, and no unique ones that I could find. So I decided to make a small mod for personal use, with a somewhat enhanced unique Hammer.

But it didn't feel right using an esp, for that one little thing, so I decided that it needed a questline and a NPC to give you the quest. My thoughts then drifted towards why the NPC was interested in the hammer, how he new it was fact and not myth and legend, also how did he know where to find it? And the faction was born.

From that the mod just kept growing and growing, it is still actually growing and it may never stop.

As you can see, this project of mine is quite large, and probably going to be quite a while before it is even playable. As it looks right now, this is probably going to have a bit of everything. So any and all help would be greatly appreciated, but it is not expected. This is my mod, and it is my responsibility to do the required work for it.

I don't think that anything here will be too unbalancing, as even though Mjolnir is going to be a very power full weapon, you'll have a pretty high level before you can use it. Even then, there is a chance that you will never be able to use it.

Please let me know what you think. Am I missing anything of vital importance? Am I actually messing the lore up greatly without realizing it? Is it actually something you would be interested in playing? Should I include such and such, or not include such and such? Did I not explain something enough? Is there anything that needs to be cleared up? Or whatever else that comes to mind.

Lastly, a lot of what is here might not make it into the final version, as it is just first rough draft of ideas for it.

p.s. Several ideas stated here, I came up with as I was writing it.

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Krista Belle Davis
 
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