Well Lore Fanatics...

Post » Sat May 28, 2011 7:00 am

Alright guys, this is a shout out to the best and brightest of the TES Lore community.

I'm bored. I need a mod idea for Oblivion. A lore-correct mod. Something interesting.

What are some things you thought we're missing from the original game, or things that would have made the game more interesting.

(idea's on daedric realms will be considered.)


so...

ideas, ideas, ideas....

ideas?
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Dominic Vaughan
 
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Post » Sat May 28, 2011 7:45 am

That's probably stupid, but i want a mod that allows your character to reach CHIM.
Something more realistic...i don't know. maybe i'll have some ideas later.
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biiibi
 
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Post » Sat May 28, 2011 12:38 pm

You'd need (maybe) hella knowledge to accurately do a daedric realm correctly, especially for deities such as Mephala.

A major one would probably be the jungles in Cyrodiil. But I think that is being taken care of.
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tegan fiamengo
 
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Post » Sat May 28, 2011 12:48 pm

That's probably stupid, but i want a mod that allows your character to reach CHIM.
Something more realistic...i don't know. maybe i'll have some ideas later.


They have that already, it's called the tilde key.
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Jessica Nash
 
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Post » Sat May 28, 2011 7:43 am

a difference between colovian and nibenese culture. the imperial city. real moth priests. guilds. temples to obscure gods. knightly orders. jungles.
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Eibe Novy
 
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Post » Sat May 28, 2011 5:12 am

That's probably stupid, but i want a mod that allows your character to reach CHIM.
Something more realistic...i don't know. maybe i'll have some ideas later.

Oh my, this is so absolutely hilarious! Funniest post I have seen on the lore forum for a long time. (Seriously, I am laughing)

Lady Nerevar: suggestions fully supported.
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Dale Johnson
 
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Post » Sat May 28, 2011 9:25 pm

I need some mod ideas! FEED ME!


http://www.icanhasforce.com/wp-content/uploads/2008/05/star-wars-rancor-nom-nom-nom.jpg
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Sophh
 
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Post » Sat May 28, 2011 2:09 pm

a difference between colovian and nibenese culture. the imperial city. real moth priests. guilds. temples to obscure gods. knightly orders. jungles.

these are not suggestions these are demands
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Tikarma Vodicka-McPherson
 
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Post » Sat May 28, 2011 4:14 pm

Make the Niben river accessible by boat. It has a Leyawiin problem.
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Jerry Jr. Ortiz
 
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Post » Sat May 28, 2011 6:48 pm

Jungles most certainly.

I'm not going to complain about the guards, since they look similar to the guards in Daggerfall, so in a way we could see it as returning to older lore.

Jungles.

Everything Chorrol and westward was a relatively accurate geographical representation of Colovia as far as I know. And the area south of Bravil was alright save for a shallow blocked Niben (its swampy enough) and of course it's fine for County Bruma to be snowy.

But having a LOTR forest surrounding the Imperial City and Cheydinhal? :(

This is my final wish, to see the modding community make the forest into a jungle.

But I think that is being taken care of.

Source. Now. :shocking:
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Marta Wolko
 
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Post » Sat May 28, 2011 9:21 pm

I was going to make a moon colony mod, but that project dissolved during the planning. That would be a cool idea...
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Annika Marziniak
 
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Post » Sat May 28, 2011 3:00 pm

Make a mod where a small community exists in the far north east, beyond Cheydinhal, where a group of Dunmer have emigrated from their home land to avoid its current turmoil. However in the process, they have brought with them a great deal of political and social turmoil, and are slowly demanding that local customs acquiesce to their demands and accommodate their orthodox needs. The catalyst for this quest can be a quest giver in the Imperial City telling you he needs you to investigate a recent disturbance something to the effect of lawlessness in the area. You go there to find the source of the lawlessness and it turns out brawls are breaking out because traditional Cyrodiil types are trying to free slaves that the Dunmer are bringing with them and refusing to give up.

Have quests where you have to choose between trying to advocate their cultural refusal for assimilation, or you force them to assimilate, ultimately deciding if this will be a "Cyrodiil Law Exempt" zone. You can have side quests where exiled Ordinators are pushing around the local populace.
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Alister Scott
 
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Post » Sat May 28, 2011 3:54 pm

You should make stuff like maps for all of the Daedra Lord's Realms.

(Ex. Moonshadow, Coldharbour, Quagmire, etc.)
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Hearts
 
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Post » Sat May 28, 2011 3:13 pm

http://www.icanhasforce.com/wp-content/uploads/2008/05/star-wars-rancor-nom-nom-nom.jpg

:rofl:

You could do some sort of research mod... But that seems awfully boring...
Hmm....
Maybe something regarding the Nervarine leaving to Akavir?
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Jonathan Windmon
 
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Post » Sat May 28, 2011 12:25 pm

a difference between colovian and nibenese culture. the imperial city. real moth priests. guilds. temples to obscure gods. knightly orders. jungles.

Looks like the best answer to me.
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Juan Cerda
 
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Post » Sat May 28, 2011 3:19 pm

a difference between colovian and nibenese culture. the imperial city. real moth priests. guilds. temples to obscure gods. knightly orders. jungles.

:thumbsup: Good ideas. Jagnot added Blind Moth Priests wandering around the IC. In the vanilla game, they really don't get much beside some bunks in White Gold Tower and that Temple in the Northeast of Cyrodiil.

I'd like a better IC, too. I love what http://www.tesnexus.com/downloads/file.php?id=13692 does for it, it makes it really feel like a big city. It is a functioning mod, but is still in need of some polishing.

More culture, that's for sure. And jungles. Except, we need some light-weight meshes for the trees, otherwise the computer will bog down having to render a gazillion trees and foliage.
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Amy Gibson
 
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Post » Sat May 28, 2011 6:43 am

Some plays in the ic would be cool. That would require good voice acting to be cooler, but compared to the other suggestions, it should be easier to make.

Get rid of those damned Oblivion gate quests from the Counts. Make the quests be something like, the court mage is disgusted with the Count Bravil. The Count ignores you and keeps fondling his concubines, so the mage teams up with you. Put the very toxic plant oil in the Count's favorite makeup or on his toast, then he dies and he's dumped in the sewage (it is apparent to all that he is very much alive but he is so hated that they ignore his cries for help). The steward or whatever asks you to go get the new Count from the Battlemage Council at the Duke's lovely palace built on the ruins of a real Ayleid Capitol City. The papers are filled out by Battlemage beurocrats with ties to County Leyawiin, so get yourself a forger and find a better Count at the Imperial Palace. You will have a choice between three or four, but only one is sincere in his sympathies with Bruma's debackle (you must discover who through casual talk, inquiring past acquaintances etc, as long as you don't give away your intentions), chose one and tell the forger. Take the forged papers to the Elder Council, and get the the new Count to his ceremony in the Palace halls. Go back to Bravil with him, where the character of your candidate will determine if they send troops or not. Then come back periodically to watch the city become worse or get better. If you get someone who is worse, then the Court Mage will be pissed and try to take power at a later date.

Of course, you could just leave the sot to his women and wine to begin with.

The others have quests already which you could supplement for gate closing, and just extrapolate a bit more like I did above.
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Jonathan Egan
 
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Post » Sat May 28, 2011 11:06 am

Return Khajiit and Argonians to the "no full helm and no boots" state?
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Conor Byrne
 
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Post » Sat May 28, 2011 11:18 am

make all the breeds of khajiit....all of them,... not just one damn it! also the same with them dum lizards
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Cathrin Hummel
 
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Post » Sat May 28, 2011 3:06 pm

A lore correct mod doesn't need to be actually about any lore at all, it simply needs to not violate existing lore or be outrageously new lore. I think this was always my issue with playing new mods, they were fine for a short while, but they all inevitably mess something up, or simply don't keep with the spirit of Elderscrolls. Trying to make a game about lore will lead you to this problem, and if you are not an expert with a team of experts(because no one can truely know all) you will screw something up. The best way to avoid this and make a lore correct mod, is simply to avoid most lore issues, and stick to ideas that simply seem plausible. Add it where you are certain, then get people who know, to look it over and make corrections. Best idea, would be to write out the mod before doing any work on it, and post that here.

BTW, I like Ridefort's idea for the most part, I always thought it was strange how little contact there was at the borders, and perhaps more defined roads to them might be in order(although I bet this has been done already). I always expected that other cultures would group together quite a bit in Cyrodiil, especially the Dunmer, so some kind of Dunmer community would be interesting and I think fun to do. Most of your research could be done by playing Morrowind. Refugee's is certainly within possibility, and since they could be from all factions, it would be rich for any conflicts you might come up with. It would be a neat way of bringing the things that we here about happening in Morrowind to the game without having to completely recreate Morrowind(not that this couldn't/shouldn't be done).
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Emma-Jane Merrin
 
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Post » Sat May 28, 2011 5:20 am

This was the idea behind the Lore Mod, which has mysteriously disappeared without a trace.

It's also the idea behind The Dragon Break, which will soon be creeping forth from the recesses of the shadows to claim all of your souls. MUAHAHAHAHAHHAHA! [/selfadvertising]

In all seriousness, though, the play idea strikes me as something particularly suited to Oblivion's talents, considering that scripted exchanges between NPCS were SUPPOSED to be one of the storytelling tools provided by RAI that the devs could use to embellish their unbelievably sixy, thoroughly complex story (*cough*). You could even take on of the countless plays Tedders has written that are all over TIL and adapt it to the stage, setting it up in the Cyrodiil Arena.
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Soraya Davy
 
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Post » Sat May 28, 2011 7:44 am

river dragons/serpants?
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Dean Brown
 
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Post » Sat May 28, 2011 7:39 am

I got it, ladies and gentlemen.
Add books that have carefully hidden tips for finding equally well hidden treasure. In order to understand these tips, player has to have some(at least basic) knowledge of Lore. The rewards should be different and unique - houses, weapons, items, spells, abilities, anything. But it has to be original and Lore correct, not just pretty.
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jess hughes
 
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Post » Sat May 28, 2011 8:33 am

This was the idea behind the Lore Mod, which has mysteriously disappeared without a trace.


It vanished because the creator is a full-time student and is trying for the 2014 Olympics. But if anyone is interested in the files and continuing the work I've done, I'd be happy to hand it off.
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Victor Oropeza
 
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