[WIPz] Psycholex's Ordinator Ascension

Post » Tue May 17, 2011 6:16 am

Stendarr is one of the Nine Divines, completely separate from the Tribunal Temple. I don't see why only an Ordinator would be able to wield it, or indeed, why he would be able to wield it at all :shrug:
User avatar
Krista Belle Davis
 
Posts: 3405
Joined: Tue Aug 22, 2006 3:00 am

Post » Tue May 17, 2011 11:42 am

Presuming this takes awhile to complete, I would love to see some kind of integration with this and Tamriel Rebuilt. Necrom and Almalexia especially are places you would expect to be able to pick up some quests as an Ordinator.


As good as Tamriel Rebuilt is, not everyone runs it and i wouldnt want to limit the people who could use this. When the time comes, i will attempt to see whether it is incompatible with any Tamriel Rebuilt aspects. The only thing i can imagine that would cause a definate issue is if, like ive said, anything is placed in the Mournhold Temple Courtyard in the same place where ive placed the Fortress Monastery.

On a side note, maybe something like this would be a good inclusion for TR when it gets around to doing Mournhold (or have they already? i dont follow the project anymore). I'd like to think my standards are fairly similar to the TR crew's..

i think a cool idea for a High Ordinator quest, would be:
The Temple finds out that the Stendarr's Hammer in the Museum is indeed, a fake. Hence why its durability is so low, yet the strength needed to wield it.
There's been a rumor though, that the hammer is just not restored yet. only a True Warrior of Stendarr in the Council of Ordinators, could restore its power.


I believe this is answered well by:

Stendarr is one of the Nine Divines, completely separate from the Tribunal Temple. I don't see why only an Ordinator would be able to wield it, or indeed, why he would be able to wield it at all :shrug:


Good idea for a 'Divines' temple quest though! Or maybe, since High Ordinators are meant to defend and look after Mournhold (primarily) there could be some attempt made on the Hammer... hmm
User avatar
Latisha Fry
 
Posts: 3399
Joined: Sat Jun 24, 2006 6:42 am

Post » Tue May 17, 2011 2:53 pm

Good idea for a 'Divines' temple quest though! Or maybe, since High Ordinators are meant to defend and look after Mournhold (primarily) there could be some attempt made on the Hammer... hmm

As defenders, they could also fight against an all-out assault on the Temple of Mournhold or a more subtle assassin force within it.
User avatar
hannaH
 
Posts: 3513
Joined: Tue Aug 15, 2006 4:50 am

Post » Tue May 17, 2011 4:53 am

On a side note, maybe something like this would be a good inclusion for TR when it gets around to doing Mournhold (or have they already? i dont follow the project anymore). I'd like to think my standards are fairly similar to the TR crew's..

Almalexia is just having some finishing touches and changes made to it before it can be NPCed. The guild quests will be done after that (and probably after a beta release). I think an Ordinator faction would be awesome for it, although I don't think anything has been discussed there. I was considering suggesting it, seeing as there will be the Ordinator Fortress and Necrom in one release it's almost too good an oppurtunity to miss.
User avatar
Nichola Haynes
 
Posts: 3457
Joined: Tue Aug 01, 2006 4:54 pm

Post » Tue May 17, 2011 12:25 pm

As good as Tamriel Rebuilt is, not everyone runs it and i wouldnt want to limit the people who could use this. When the time comes, i will attempt to see whether it is incompatible with any Tamriel Rebuilt aspects. The only thing i can imagine that would cause a definate issue is if, like ive said, anything is placed in the Mournhold Temple Courtyard in the same place where ive placed the Fortress Monastery.

On a side note, maybe something like this would be a good inclusion for TR when it gets around to doing Mournhold (or have they already? i dont follow the project anymore). I'd like to think my standards are fairly similar to the TR crew's..
What the Greatness said. http://img33.imageshack.us/img33/1227/win7cs.jpg is an old screen showing a small bit of the large city surround Mournhold. It will be released in (if I recall correctly) the release after the next. Necrom will be in the next release which everyone is really hoping will be out before the end of the year.
User avatar
chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Tue May 17, 2011 9:54 am

Almalexia is just having some finishing touches and changes made to it before it can be NPCed. The guild quests will be done after that (and probably after a beta release). I think an Ordinator faction would be awesome for it, although I don't think anything has been discussed there. I was considering suggesting it, seeing as there will be the Ordinator Fortress and Necrom in one release it's almost too good an oppurtunity to miss.


If your involved with them, then might be interesting to see how the team responds to it. Shouldn't take more than a couple of months to finish off, unfortunately my uni work is.. increasing.

What the Greatness said. http://img33.imageshack.us/img33/1227/win7cs.jpg is an old screen showing a small bit of the large city surround Mournhold. It will be released in (if I recall correctly) the release after the next. Necrom will be in the next release which everyone is really hoping will be out before the end of the year.



Ah i remember that screenshot. From looking at it, so long as nothing else is added to the Temple Courtyard then yes, there shouldnt be any obvious incompatabilities. Unless they fiddle around with Cell ID (which i should hope they wouldnt....)

Edit: Pretty sure i stole the Necrom Ordinator Armor from the first TR project and made myself a little mod. Obviously i wouldnt release it, but Necrom should be good. Necrom armor is beyond awesome
User avatar
Kaylee Campbell
 
Posts: 3463
Joined: Mon Mar 05, 2007 11:17 am

Post » Tue May 17, 2011 11:23 am

From the looks of that screen, they moved Mournhold to an exterior cell, so yes, it would be incompatible (as your changes would be made to the interior cell where Mournhold originally was located.)
User avatar
Romy Welsch
 
Posts: 3329
Joined: Wed Apr 25, 2007 10:36 pm

Post » Tue May 17, 2011 5:57 am

No; we only placed a dummy Mournhold in the exterior world, for the sake of distant land. The real Mournhold is untouched, except for a script on the Gates of Symmachus.
User avatar
BaNK.RoLL
 
Posts: 3451
Joined: Sun Nov 18, 2007 3:55 pm

Post » Tue May 17, 2011 7:38 am

Oh, I see. Awesome :)
User avatar
Fiori Pra
 
Posts: 3446
Joined: Thu Mar 15, 2007 12:30 pm

Post » Tue May 17, 2011 5:30 am

No; we only placed a dummy Mournhold in the exterior world, for the sake of distant land. The real Mournhold is untouched, except for a script on the Gates of Symmachus.


Yea, figured thats what you would have done. How will they deal with people flying over the wall INTO Mournhold?

Anyways, more ideas! :D
User avatar
Miss Hayley
 
Posts: 3414
Joined: Tue Jun 27, 2006 2:31 am

Post » Tue May 17, 2011 1:38 pm

Yea, figured thats what you would have done. How will they deal with people flying over the wall INTO Mournhold?

Anyways, more ideas! :D

I'm pretty sure that the ENTIRE city of Almalexia will have the same no levitate rule (and invisible barrier) as the stock Mournhold area.

Correct me if I'm wrong.

So therefore, unless they also added vertical barriers, theoretically you could take an Icarian Flight scroll and hop into the dummy exterior... :ninja:
User avatar
Harry-James Payne
 
Posts: 3464
Joined: Wed May 09, 2007 6:58 am

Post » Tue May 17, 2011 4:24 am

What the Greatness said. http://img33.imageshack.us/img33/1227/win7cs.jpg is an old screen showing a small bit of the large city surround Mournhold. It will be released in (if I recall correctly) the release after the next. Necrom will be in the next release which everyone is really hoping will be out before the end of the year.

Almalexia's in the next release too. Lucky us. And there'll be no levitating in Almalexia either according to the current plans.
User avatar
Dean
 
Posts: 3438
Joined: Fri Jul 27, 2007 4:58 pm

Post » Tue May 17, 2011 8:34 am

I'm pretty sure that the ENTIRE city of Almalexia will have the same no levitate rule (and invisible barrier) as the stock Mournhold area.

Correct me if I'm wrong.

So therefore, unless they also added vertical barriers, theoretically you could take an Icarian Flight scroll and hop into the dummy exterior... :ninja:


There'll probably no levitation, at least until the events of Tribunal unfold. But if they want to break the game, that's on them. Also, Almalexia is not going to be in the next release. It is in a release of its own, entitled "Almalexia".

Edit: The next release will include northern House Indoril holdings and the city above Necrom.
User avatar
sophie
 
Posts: 3482
Joined: Fri Apr 20, 2007 7:31 pm

Post » Tue May 17, 2011 3:10 pm

There'll probably no levitation, at least until the events of Tribunal unfold. But if they want to break the game, that's on them. Also, Almalexia is not going to be in the next release. It is in a release of its own, entitled "Almalexia".

Edit: The next release will include northern House Indoril holdings and the city above Necrom.



Making an expansion for PAO with TR Almalexia would be.. awesome.
User avatar
Fluffer
 
Posts: 3489
Joined: Thu Jul 05, 2007 6:29 am

Post » Tue May 17, 2011 4:56 am

Still looking for a few more ideas guys! :D
User avatar
Star Dunkels Macmillan
 
Posts: 3421
Joined: Thu Aug 31, 2006 4:00 pm

Post » Tue May 17, 2011 12:16 am

Well, for an idea, you could have a quest to deal with a pack of werewolves (vampires could work too) that are converting large numbers of people to make an army to take over or attack a shrine or something. I only suggested the werewolves first because I haven't seen a lot of mods that deal with them though I'm sure some exist. Or, maybe have a quest where you have to find and help cure a person that was turned into a vampire or werewolf. Though, the ordinators always struck me as the find and kill type. Though it could have been that they didn't like seeing my Khajiit thief running around in there armor.


On another note, with the whole only Dunmer bit. While it wouldn't bother me as I usually roll a Dunmer anyway, I could see a high rank non-Dunmer member of the Temple, like Master or something, that wants to further the cause by joining one of the more militant orders, even if they are non-Dunmer, being able to join the ranks of the ordinators since by that point they would seem to have proven themselves as part of the Temple. Just my two cents though.
User avatar
Cartoon
 
Posts: 3350
Joined: Mon Jun 25, 2007 4:31 pm

Post » Tue May 17, 2011 3:14 pm

Still looking for a few more ideas guys! :D


How about having some quests where you respond to something like local law enforcement may where it seems like a cut and dry situation, but unfolds to be something far greater, a big plot... A false crime report that turns out to be an ambush, or maybe someone was trying to use the ordinators to be their assassination tool but having the player notice somethings not right when others don't... Then its up to the player to carry out orders as given to step up and do whats right. Another play on the ambush thing would be having them follow a commander or fellow ordinator they don't really like or isn't well liked by the others and having the choice of warning them that its an ambush and saving them making a buddy out of them etc or letting them get whacked and saving them self then claiming not to have noticed it in time or fessing up and taking the consequences. You could have the one you choose to save or let die be the only one in your way for rank advancement as part of the quest plot too for the ambush save...
User avatar
Kirsty Collins
 
Posts: 3441
Joined: Tue Sep 19, 2006 11:54 pm

Post » Tue May 17, 2011 5:33 am

I think a rival ordinator/high ordinator would be cool. Like some ordinator who tries to get in your way of advancing, and things like that. With a discrimination towards outlanders.

The Gary Oak of your Morrowind.
User avatar
Tanika O'Connell
 
Posts: 3412
Joined: Fri Jan 26, 2007 1:34 am

Post » Tue May 17, 2011 1:57 am

My Xbox character used to summon armies of Daedra and run around Vivec slaughtering Ordinators because they always attacked him on sight due to his accidentally wearing the helm once that he looted from the dead body at I forget which fortress. Since they attacked me first, I never got bounty for killing them. You could recreate my character as a high-level boss, with a huge Daedra army, just outside one of the cities or in the sewers and he could be planning an invasion. He even had a cool custom sword (which I juiced up even more for the "friendly NPC" version of him in my museum mod.)

Since they would be NPC's, you could even include Dremora Lords in his army instead of the regular Dremora that were summonable on Xbox. I'm still playtesting him for the museum mod, so I can't send stats yet. He also used Twilights and Saints (atronachs were too weak to be much use once he went uber.)
User avatar
Shiarra Curtis
 
Posts: 3393
Joined: Thu Jan 04, 2007 3:22 pm

Post » Tue May 17, 2011 10:11 am

Well, for an idea, you could have a quest to deal with a pack of werewolves (vampires could work too) that are converting large numbers of people to make an army to take over or attack a shrine or something. I only suggested the werewolves first because I haven't seen a lot of mods that deal with them though I'm sure some exist. Or, maybe have a quest where you have to find and help cure a person that was turned into a vampire or werewolf. Though, the ordinators always struck me as the find and kill type. Though it could have been that they didn't like seeing my Khajiit thief running around in there armor.


Ive never really explored how NPC werewolves work (wait.. they are all argonians!?) but i'll look into it. Since Vampires are far more common, and more likely to be south of Vvardenfell and/or Mournhold area, ive got plans for one or two detailed quests to follow this sort of line youve mentioned.

On another note, with the whole only Dunmer bit. While it wouldn't bother me as I usually roll a Dunmer anyway, I could see a high rank non-Dunmer member of the Temple, like Master or something, that wants to further the cause by joining one of the more militant orders, even if they are non-Dunmer, being able to join the ranks of the ordinators since by that point they would seem to have proven themselves as part of the Temple. Just my two cents though.


It seems im going to have to fight tooth and nail for what i believe in ^_^ Lore = dunmer only.. Its been suggested though that i include some written piece explaining to people how they can very simply edit the mod to not be Dunmer-only. Ive included only ONE race-check function in the mod, right at the very start, so changing it around would be easy. But i really dont want to do this........................................ just so you know :D

How about having some quests where you respond to something like local law enforcement may where it seems like a cut and dry situation, but unfolds to be something far greater, a big plot... A false crime report that turns out to be an ambush, or maybe someone was trying to use the ordinators to be their assassination tool but having the player notice somethings not right when others don't... Then its up to the player to carry out orders as given to step up and do whats right. Another play on the ambush thing would be having them follow a commander or fellow ordinator they don't really like or isn't well liked by the others and having the choice of warning them that its an ambush and saving them making a buddy out of them etc or letting them get whacked and saving them self then claiming not to have noticed it in time or fessing up and taking the consequences. You could have the one you choose to save or let die be the only one in your way for rank advancement as part of the quest plot too for the ambush save...



Yea, this is the sort of thing i had in mind for inducted Ordinator missions. Since they realistically wouldnt have this whole list of outstanding and weird missions just waiting for you, theres got to be low-key stuff, and then low-key stuff that gets insane :D As for the player-choice idea: giving players the choice of how to complete individual quests is always 10x more complex than standard quests (due to the overlapping checking and safety things to ensure quest doesnt loop, etc) however in some of the initiation trials, there are quests that you can decide how to complete. All finishing options will complete the mission, but some ways werent exactly what the High Ordinators had in mind.. Since the trials are not only testing your physical abilities, but also your demenour, personality and general allegiance to the monastic beliefs of the HO. Or something like that :D

I think a rival ordinator/high ordinator would be cool. Like some ordinator who tries to get in your way of advancing, and things like that. With a discrimination towards outlanders.


Always tricky to justify inter-ordinator conflict, but that idea sounds really plausible. I'll give it a think over ;)

My Xbox character used to summon armies of Daedra and run around Vivec slaughtering Ordinators ... You could recreate my character as a high-level boss, with a huge Daedra army, just outside one of the cities or in the sewers and he could be planning an invasion.


Well, and im struggling not to spoil too much, but the mini-story within the Inquisition part of this mod deals with combatting the menace of some uber foe, commanding legions of undead (not daedra). There also may or may not be an epic battle atop the High Fane... :whistling: :chaos:


Good ideas guys! Keep em coming/get ideas from other community members/friends.
User avatar
JESSE
 
Posts: 3404
Joined: Mon Jul 16, 2007 4:55 am

Post » Tue May 17, 2011 10:57 am

big snip

Question, what if during this process of becoming an Ordinator you become Nerevarine, but you haven't yet been recognized as such by Vivec yet? Do all of your comrades try to kill you for being a heretic and possibly corrupting the order; are you exiled? What do you have in mind for something like that? I would normally use a mod race, but if the consequences could be interesting enough for becoming an Ordinator and then becoming Nerevarine, then this would definately be something that is added to my collection.
User avatar
Chenae Butler
 
Posts: 3485
Joined: Sat Feb 17, 2007 3:54 pm

Post » Tue May 17, 2011 10:00 am

A few ideas (awesome mod by the way, I dont have Morrowind at the moment but I really liked it when I had it!):
* Get rid of a False Prophet. If it is after you have killed Dagoth Ur you could say that anyone who has claimed to be the Nerevarine and isnt is propably a madman. And as such should be removed.
* Destroy the source of some underground newspaper which slaunders the Ordinators.
* Save a group of Ordinators or Temple people who are caught inside the ghost fence, hunted by Corprus Monsters.
* Find the [Holy Thing]
* A Ordinator has been found to be guilty of Dereliction of Duty, execute him.
* Go to the Ghostfence, talk to some guy, kill a few Corprus Monsters and take their Corprus Weepings to show Dagoth Ur that the temple is still strong.

Perhaps when you are a High Ordinator you find out about some treason which a Lieutenant of The High Ordinators was involved in. When you have gotten rid of him (if you get rid of him...) you will take his position and become slightly higher rank than the normal High Ordinators!
Just if you want to, ofcourse. That will ensure that you are not the highest rank or second in command... or third in command. Perhaps like fifth in command. Shared fifth in command.
User avatar
Samantha Wood
 
Posts: 3286
Joined: Sun Oct 15, 2006 5:03 am

Post » Tue May 17, 2011 4:43 am

* Go to the Ghostfence, talk to some guy, kill a few Corprus Monsters and take their Corprus Weepings to show Dagoth Ur that the temple is still strong.

Another possibility: Doing raids inside Ghostfence to retrieve a temple artifact or rescue kidnapped Temple members.
User avatar
Chloe Botham
 
Posts: 3537
Joined: Wed Aug 30, 2006 12:11 am

Post » Tue May 17, 2011 12:50 am

Don't forget friendly conflicts with the Buoyant Armigers. If you're going to the Ghostgate, say, to kill a few corprus beasts, there could be some friendly competition to see who kills the most or something.

EDIT: Meh, forgot to say that if you were going to do some Ghostgate missions, then yeah.
User avatar
Raymond J. Ramirez
 
Posts: 3390
Joined: Sun Oct 14, 2007 8:28 am

Post » Tue May 17, 2011 12:25 pm

This all sounds great. I like the way you are doing the ranks with the level requirement.
User avatar
abi
 
Posts: 3405
Joined: Sat Nov 11, 2006 7:17 am

PreviousNext

Return to III - Morrowind