[WIPz] Psycholex's Ordinator Ascension

Post » Tue May 17, 2011 8:58 am

Well, I don't know how scripting for this would work, but I think the only way to avoid "faction death" is adding in a few leadership abilities/duties. As far as abilities, you definitely should be able to command at least one group. If not the High Ordinators or Ordinators themselves, then some made-up group that's formed as a personal task force of a kind for the Master of the Fortress Monastery, a group that, lore-wise, is always traveling around Mournhold and Vvardenfell to tie up loose ends. Companion share probably wouldn't even be necessary.

As for duties, it's really impossible to make a faction keep going on while being creative in everything over again. This is where the tough part of scripting comes in, but I'd recommend a few types of missions that pop up at different times (available to be taken from an NPC in the Monastery) that are repeated, except in a different place each time. Cycling through these will probably get a bit boring, but not for a long while if they're difficult enough. Once the quest is taken, the appropriate NPCs are spawned and you'd go kill them, talk to them, etc.

There's also the Oblivion Fighter's Guild style leadership stuff, where every once in a while you drop in, make a decision, and see a material result after a monthly/weekly/whatever report based on the decision you make. Maybe making the wrong choice causes a decrease in the disposition bar of your peers and subordinates?

Just throwing some ideas out.
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roxxii lenaghan
 
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Post » Tue May 17, 2011 2:42 am

I like the whole Idea of this mod, especially its limitations. Actually it always strikes me is kind of odd, that an Argonian can become Archmagister of House Telvanni in mere days. I went so fare to limit myself with different characters, e.g. trying to avoid certain territories with beast races. or spending intentionally a lot of time before advancing in ranks etc. It would be quite nice having a mod that actually requires a lot of efford and in-game time and lets my character feel some limits.
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leigh stewart
 
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Post » Tue May 17, 2011 3:33 pm

There's also the Oblivion Fighter's Guild style leadership stuff, where every once in a while you drop in, make a decision, and see a material result after a monthly/weekly/whatever report based on the decision you make. Maybe making the wrong choice causes a decrease in the disposition bar of your peers and subordinates?

Just throwing some ideas out.


Ah yes, this is a great idea. Did not even think of that. I can do pretty much anything with scripts these days, but ive always struggled a bit with time-based scripts that run over LARGE periods of time, but i guess i can concentrate a bit and knock something out. I think the idea of coming back every week to see how things are going, issue new directives and [etc] is a gret idea. Could be done with a simple randomization of responses or something.

Great contributio dude :celebration:
I like the whole Idea of this mod, especially its limitations. Actually it always strikes me is kind of odd, that an Argonian can become Archmagister of House Telvanni in mere days. I went so fare to limit myself with different characters, e.g. trying to avoid certain territories with beast races. or spending intentionally a lot of time before advancing in ranks etc. It would be quite nice having a mod that actually requires a lot of efford and in-game time and lets my character feel some limits.


My thoughts exactly. but i guess people who are less lore-devoted will want to ruin it with their non-Dunmer characters ^_^ guess thats their problem.
Hopefully this mod will provide many hours of additional playtime, and should challenge your skills to the limit in some places :toughninja:

Just got to concentrate sometime and work on it :/ been busy and distracted alot lately. :brokencomputer:
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Steve Fallon
 
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Post » Tue May 17, 2011 11:34 am

I hope this mod has not been abandoned!

Hopefully you still have the drive to finish it Pyscholex!

Good luck.
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Alex [AK]
 
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Post » Tue May 17, 2011 1:09 pm

I was wondering about this myself.
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Charity Hughes
 
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Post » Tue May 17, 2011 1:02 am

My Ordinator character is instantly psyched for this. (In the high 30s so already in good shape for this.) I also have to ask; is that an Ordinator cosplay in your avatar? I love it!

I would say that if you desire to be as lore friendly as possible then some of the missions should center around destroying the cult of the nerverine, which of course would break the main quest.


I thought Ashlanders were protected by the Armistice.

But I actually have one idea regarding such a thing that I've used for my Ordinator character's RP backstory. Can't get into too much detail since I might end up using it for something of my own but here's a short version: My Ordinator character follows a lead The Order of the Watch gives her to root out Caius. When she succeeds, Caius cuts a deal with her: She spares his life and allows him to run back to The Imperial City in exchange for invaluable intel on the Neraverine Cult. It turns out the info however, is proof that Nibani Mesa has recently begun to claim that my Ordinator is the Incarnate. This naturally puts her into a dramatically awkward position and she is forced to travel to the Urishalaku Camp to get to the bottom of things. From there it basically transforms into the vanilla MQ. That's the short version of my attempted lore-friendly excuse of an Ordiantor becoming the Neraverine.


But kudos to anyone who wants to make a animated Sotha Sil 'creature'. lawl


Archmaestro Antares has succeeded at this. It's rooted to the Dome of Sotha though. =/

-DL :chaos:
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Marcia Renton
 
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Post » Tue May 17, 2011 2:17 pm

snip


Good idea, but i think the mod is already complex enough; i didnt want to incorporate Main Quest incase i stuffed something up; and i wouldnt want this to become a 'new starting point' mod.

But that does sound like a good stand-alone mod. Always thought the MQ start was a bit dull.

------------------------------


Ah yes this project has sort of been on the back pedal recently :/ (as you can tell by the super late reply) Glad to hear some people are still holding out for it though ^_^

Been distracted by some serious issues in my own life.

I promise that when its all over i'll try and devote more time to finishing it off.

Incase your wondering, im currently finishing off some loose ends with the High Ordinator Initiation quests. The problem with making lengthy and (potentially) complex quests is that putting them together in the cs is often just as complex and taxing. Especially when your trying to juggle a number of inter-related scripts that may or may not impact on later quests.

And i keep getting distracted by putting in 'novel' things to make it more realistic and interesting. Like for example: the Forge Master (of the High Ordinators) will have 10 individual quests that govern a situation where you lose a piece of HO-armor. So if you lose it, you can go get another one (cos the warriors shouldnt need to pay for their own). To ensure this doesnt get abused tho, he sends you out to recover the lost piece and wont repair armor or give you a new piece until it has been returned. Then, if you return a piece, he takes it off you and clears your name and the whole thing resets. This sounds simple enough, but dupliating it for 10 peices of armor/sword is mentally taxing as i try not to make an error with the item coding, or whatever. And its 10 more quests to consider for dialogue. Which to prioritise? O_o

(and the worst part is when you come back to it after a long time, youve forgotten where your up to haha)

Love modding :D
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[ becca ]
 
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Post » Tue May 17, 2011 12:16 am

Perhaps you should think about adding more ranks? Some ordinators are ranked higher than others like Elam Andas (the chief of the Vivec branch of the Order of the Watch) or the Grand Inquisitor in the Ministry of Truth. The highest ranking of all Ordinators is the Alma Rula that is second only to the Tribunal (and that is the equivalent of a patriarch as far as I understand it).
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Natasha Callaghan
 
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Post » Tue May 17, 2011 2:45 pm

Psycho are you going to integrate Ordo Daemonica into this? It would be awesome if you did. I liked that mod, but after doing the quests theres not much left to do.
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Kat Lehmann
 
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Post » Tue May 17, 2011 5:06 am

Perhaps you should think about adding more ranks? Some ordinators are ranked higher than others like Elam Andas (the chief of the Vivec branch of the Order of the Watch) or the Grand Inquisitor in the Ministry of Truth. The highest ranking of all Ordinators is the Alma Rula that is second only to the Tribunal (and that is the equivalent of a patriarch as far as I understand it).


I thought i had done considerable research into the official background of the Ordinators, apparently i did not find this title ^_^

Regardless though, i reasoned that 99% of people who play the mod would want to advance through all the ranks and not stay and roleplay (indefinately) in one rank, therefore i have not included any 'leadership' positions for the 'normal' Ordinators. It wouldnt make a whole lot of sense to achieve a leadership position, only to immediately give it up as you progress further and perhaps join the High Ordinators. Furthermore, i reasoned that the Dunmer who do hold these ranks would have been in service to the Tribunal for decades (/centuries?) and so someone even as talented as you simply would not be considered because you are only recently inducted. I'd like to think this makes some sense :D

+ ive already finished the 'normal' Ordinators half of the mod, and im reluctant to go back and rist screwing things up by adding in major new components.

Psycho are you going to integrate Ordo Daemonica into this? It would be awesome if you did. I liked that mod, but after doing the quests theres not much left to do.


Short answer: No.

Long answer: Im not sure why people enjoy Ordo Daemonica so much ^_^ years after making it, i look back and cant stand how short it is. 3 quests is hardly an hours work for most experienced players these days. I have, however, been inspired heavily by what i WANTED to acheive with Ordo. Tbh, my modding skills have advanced consideably and so now i feel comfortable trying to make something as deep as POA. I know some elements that people wanted included in POA was things like the Inquisitors Mandate, etc. So i will probably include something like that.

POA should be 1000x the mod Ordo ever was. And about a 1,000,000x better than "The Inquisition" that i made years and years ago. It seems i was destined to make Ordinator mods ^_^


Cheers for the interest tho dudes, definately inspiring me to take the project back up ahead of schedule.
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Milagros Osorio
 
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Post » Tue May 17, 2011 10:24 am


+ ive already finished the 'normal' Ordinators half of the mod, and im reluctant to go back and rist screwing things up by adding in major new components.



Any chance of seeing it released before the whole rest of the mod is released? :whistling:

Sorry if it was already asked or answered (it's a long time ago I read this thread), but are you eventually going to include/involve/use things like Necrom, Great House Indoril and other Indoril and Ordinator related things from the next release of Tamriel Rebuilt?
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Amber Hubbard
 
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Post » Tue May 17, 2011 11:22 am

Sorry if it was already asked or answered (it's a long time ago I read this thread), but are you eventually going to include/involve/use things like Necrom, Great House Indoril and other Indoril and Ordinator related things from the next release of Tamriel Rebuilt?

Hm, that sounds like a nice add-on idea. :)

And good to see you back on PoA, Psycholex.
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Code Affinity
 
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Post » Tue May 17, 2011 1:44 pm

Any chance of seeing it released before the whole rest of the mod is released? :whistling:

Sorry if it was already asked or answered (it's a long time ago I read this thread), but are you eventually going to include/involve/use things like Necrom, Great House Indoril and other Indoril and Ordinator related things from the next release of Tamriel Rebuilt?


Im just too neurotic to release it before its complete ^_^

Ive recently gotten into the whole 'youtube vid' making scene (not that ive posted anything, more of a personal see-what-i-can-do self actualisation excercise), but i COULD make a video of what ive done so far. That might be cool ^_^ [seriously adds this to the to-do list] -> although it would have serious spoilers...

[removes from to-do list] loal

Um that second point is interesting. From my limited understanding of Tamriel Rebuilt and the rebuilding of the rest of Almalexia/Mournhold, the team intends to install some for of High Ordinator stronghold either independant of any major House Indoriil structure, or as part of it. I also understand they do not intend to edit/add to anything WITHIN the existing Mournhold released in Tribunal. This is good because obviously the Fortress Monastery wont face immediate competition by another building right next to it. Naturally i will have to wait and see what they release. Maybe someone from that team could pm with details of what exactly is planned ^_^ In any case, i believe that the Fortress Monastery will not be made redundant by the TR release. (keeping in mind i dont know what they are planning) the FortMon should serve as an immediate barracks for the defence of Mournhold itself; while the barracks in Almalexia would serve to house most of the High Ordinators, and be related more toward the defence of the rest of the city. One could arge that the Hands themselves might even call the Fortress Monastery home. In addition, the Fortress Monestary is designed to seem like the heart of the Order. It houses many potent and important artifacts, the Order's library and armory; and should also serve as the training grounds for new initiates and [some other stuff i'll probably keep quiet about til release]

When TR is released, i will assess where both mods fit in with each other. If i believe there is some major incompatabilties i will either disregard them, and assume that POA will be able to stand on its own; or work something out to make it more compatible. If anything, All it would offer would be two ways (potentially) to gain admittence to the Order.

As the Necrom Ordinators are not related the High Ordinators or Mournhold/Almalexia, i will not include anything to do with that. In general, i wont be taking anything from any other mods; hopefully my own work will be suffice.

And good to see you back on PoA, Psycholex.


:celebration:

Ive just cranked out Morrowind again, all the good times are coming back, so pending some of my immediate problems irl get sorted out, i should be able to return to the mod within the next 1 or 2 months.

Still got lots of work to do ^_^
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Danny Blight
 
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Post » Tue May 17, 2011 2:53 pm

The TR ordinators are based on lore and as such aren't part of any house structure. A big part of the ordinators may be drawn from Indoril citizens but ordinators don't have house loyalties and have their own ranks even within the temple. Also most ordinators in Almalexia are regular Watch Ordinators (though the TR fortress has offices for all orders) since High Ordinators are according to lore the guards of Mournhold.

As I see it (according to all lore I have found on Ordinators) the High Ordinators are drawn from the best "normal" ordinators. Like veterans that have made themselves noticed at some point. Then they are tested and the best serve as High Ordinators. Other than that there is a whole series of ranks in all 4 orders that lead to the heads of the Orders (Watch, War, Doctrine and Inquisition) and then the Alma Rula. And then the Holy Trinity of the Tribunal blessed be the names of the ALMSIVI (of course).
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Siidney
 
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Post » Tue May 17, 2011 3:54 am

Yep, i am well aware that normal Ordinators take chaps from any House. The High Ordinators do skim off the top Ordinators however they primarily take Indoriil nobles (well their kids atleast) and they spend their entire lives training up, bypassing direct service in the normal Ordinators in some cases. Naturally since i am aware they take the best of the ordinators, this is how you gain access to joining the High Ordinators.

I have ignored ranks within the 4 different orders for a couple of reasons such as it adding way too many ranks to the faction, because i dont think it needs that level of extra depth (that most players are ignorant of anyway) and also because i simply couldnt be bothered. The mod will have sufficient depth and accuracy to satisfy even the most informed lorebuff.
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Steve Fallon
 
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Post » Tue May 17, 2011 11:31 am

I'm no lorebuff, but shouldn't the Ordinators have had some kind of scribes a la Brotherhood of Steel? If its not too late, would you consider adding a form of this as an off-shoot faction for Mages?
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Stephanie Nieves
 
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Post » Tue May 17, 2011 10:06 am

I think the scribes are the ones from the Order of Deed and Doctrine (lore-wise)
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Emerald Dreams
 
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Post » Tue May 17, 2011 1:44 pm

I think the scribes are the ones from the Order of Deed and Doctrine (lore-wise)

Is that already being included?
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casey macmillan
 
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Post » Tue May 17, 2011 11:29 am

I'm no lorebuff, but shouldn't the Ordinators have had some kind of scribes a la Brotherhood of Steel? If its not too late, would you consider adding a form of this as an off-shoot faction for Mages?


Theoretically, the Ordinator are a division of the Temple. The vast numbers of priests and scribes, members of the Temple, fulfill this role. The Ordinators are the militant arm of the Temple and so have no explicit "scribe" functionaries. However, naturally they keep records about great deeds and leaders. Indeed the Library in the Fortress Monastary is one of the most complete collections around and no doubt the Temple would assign scribes to serve the Order as they see fit.

The need for a mage-relevent offshoot is already dealt with. The Ordinators are all Battle-mages: indeed the High Ordinators (Hands in particular) are some of the most potent Battle Mages in the whole of Tamriel. Therefore there is a strong requirement for magically competant individuals. Furthermore, one of the faction stats is Destruction, so if you dont work on your magical competancy, you wont go far in the Order.

In my own testing, i adopted a long-range magical attack system that quickly swapped to deathly close combat chopping if they survived that ^_^ -> just like the High/Ordinators.
Hopefully this will challenge people to combine magical and combat orientated battle techniques, something that i gather most people dont do. (cos they just stick to one or the other)
And lets not forget that High Ordinators atleast are fairly competant marksmen too, so thats even more martial styles to adopt ^_^ horray

I think the scribes are the ones from the Order of Deed and Doctrine (lore-wise)


b. Layman of the Order of Doctrine and Ordination. == This order is tasked with training and teaching recruits the necessary skills and lessons they will need. Earn armor.
Focus is earning your armor, doing some mundane missions (ie: high rank temple grade mission, do this, kill this, fetch this). These are simple starter missions so that you aren't thrown in the deep end too quick.


Close. This is the closest that actual members of the Ordinators get to being scribe functionaries. Keep in mind that members have already had to go through many ranks in the standard Temple to gain addmission.

Is that already being included?


So.. no. Not exactly. The Ordinators are about killing, not writing poetry. Unfortunately: "Warrior Poets" has a nice ring to it ;)
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Naughty not Nice
 
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Post » Tue May 17, 2011 12:44 am

Thank you for clearing that up Psycholex
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Rachel Cafferty
 
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Post » Tue May 17, 2011 3:53 am

This sounds awesome ^^
I like the strict requirements to become an Ordinator, very realistic.
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Megan Stabler
 
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