[WIPz] Psycholex's Ordinator Ascension

Post » Tue May 17, 2011 11:51 am

Are all missions going to be solo? I know the majority should be, but it would be cool if there were some strike team missions, similar to the stuff you see at Ald Daedroth. Just a few really tough Daedric ruins + Sixth house bases where there's a crack team of a few Ordinators sent in. It could help "bleed" you in to the Order of War quests, before they send you out alone. Just a thought.
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Kill Bill
 
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Post » Tue May 17, 2011 1:12 pm

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.


Including the effects of Main Quest and Tribunal Main Quest on POA is something ive thought long and hard about.. The tricky thing is, half the people would have finished them in any given game, and the rest wouldnt have. So making quests/any continuous plot line rely on these things would be.. difficult. THEREFORE i sort of decided to ignore the effect of the main quest(s) on this mod. In terms of Neravarine effects, there are only a few instances where High/Ordinators will NOT recognise you as Nerevarine and try and kill you:

a. The Ordinator 'quest giver' based in the High Fane. He has Greetings0 dialogue that will evade the Nerevar effects so he wont care.
b. Any High Ordinators inside the Fortress Monastary. They essentially have "hello, welcome back" generic dialogues for you. Only variable on them is whether you have a crime bounty. So, they will only stop you if you have a bounty, but will ignore you for the purposes of Neravarine. (come to think of it, do High Ordinators even react like normal Ordinators during that Main Quest stage? Never thought about that..)

I know some of you would want to see integration of POA with the Main Quests, but it would make things so much more complex for me, and its already turning out to be a huge mod to complete (to my standard). I dont want to rush things

a 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.
b Destroy the source of some underground newspaper which slaunders the Ordinators.
c Save a group of Ordinators or Temple people who are caught inside the ghost fence, hunted by Corprus Monsters.
d Find the [Holy Thing]
e A Ordinator has been found to be guilty of Dereliction of Duty, execute him.
f 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.


a. Not going to involve myself with Main Quest politics :D but the temple covers this mission anyway,
b. Sort of already covered in the Tribunal quests, at least with the Common Tongue missions.. but i;ll think about it,
c. Yea, good idea.
d. Yep, i dont want tooo many retrieval quests, bacause the existing Temple missions have loads of them. But ive still got a few choice and interesting quests along this line.
e. Sounds like a good component for another quest ive got planned...

As for the last paragraph, well this has already been mentioned, so i think i'll definately include this idea in somehow. Makes sense too, with the Indoril being super-traditionalists. Maybe some diabolical twist toward the end.... :whistling:

Another possibility: Doing raids inside Ghostfence to retrieve a temple artifact or rescue kidnapped Temple members.


Yep. :ninja:

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.


Im still giving this line of quest some thought.. always difficult to justify High Ordinators going back to settle old scores concerned mainly with the normal Ordinators.. but i'll underline it on my list and think some more about it.

This all sounds great. I like the way you are doing the ranks with the level requirement.


Cheers mate. I gave this side of things alot of thought. In addition to ensuring that you are a potent warrior by the time you become a High Ordinator, it also gives players the time to go out there and work on their skills and, hopefully, in doing so they will roleplay in their current ranks abit and have some fun :D It also ensures that you wont have a rapid rise throught the ranks, a feature that is often quite annoying about the existing factions within the game. It is literally possible to become the Hlaalu Grandmaster in 55 minutes work. I timed it :D

Are all missions going to be solo? I know the majority should be, but it would be cool if there were some strike team missions, similar to the stuff you see at Ald Daedroth. Just a few really tough Daedric ruins + Sixth house bases where there's a crack team of a few Ordinators sent in. It could help "bleed" you in to the Order of War quests, before they send you out alone. Just a thought.


yes, the majority are which i agree is probably appropriate. There are no team-work missions for the normal Ordinator missions, but i certainly intend to incorporate some companion quests into the fully-inducted High Ordinator quests. Think that would be awesome.


Great feedback guys! Good to hear from you. Ive got two initiation quests left to finish, and then i'll crack on into the fully inducted High Ordinator quests. Shouldnt take more than a month or two... sigh :wacko:
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Nathan Hunter
 
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Post » Tue May 17, 2011 5:33 am

Just wondering if anyone had played my other Ordo Daemonica mod and liked the 'Inquisitors Mandate' item and how that worked ingame..


Ive had a few people now suggest that i incorporate something like that into POA.

Incase you've never played that mod (and in all honesty, looking back i could have made it a lot, lot better) the Mandate worked something like this: :sadvaultboy:

When/if you are accepted into the Ordo Daemonica as an Inquisitor, you are rewarded with an "Inquisitors Mandate" that will allow you to "get away" with crimes. If you have it with you, and a Guard stops you, they will see it and clear your fines, recognising that sometimes Inquisitors must BRAKE the law inorder to UPHOLD it. So that this doesnt get tooo abused by evil players (shame on you), should your bounty get over 5000, you still get death penalty.

Even people who didnt like the rest of Ordo seemed to get a kick out of the role-playing goodness this provided (and again, in all honesty i built Ordo around this core element) :bonk:
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Ashley Hill
 
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Post » Tue May 17, 2011 2:56 am

Snip.


I haven't played that mod, but something like that would be very cool. I can't imagine guards would step in the way of a high ranking Ordinator/Inquisitor. They don't seem like the kind of people who would have much aversion to "collateral damage", if you catch my drift. :P
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Angus Poole
 
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Post » Tue May 17, 2011 11:05 am

Incase you've never played that mod (and in all honesty, looking back i could have made it a lot, lot better) the Mandate worked something like this: :sadvaultboy:

When/if you are accepted into the Ordo Daemonica as an Inquisitor, you are rewarded with an "Inquisitors Mandate" that will allow you to "get away" with crimes. If you have it with you, and a Guard stops you, they will see it and clear your fines, recognising that sometimes Inquisitors must BRAKE the law inorder to UPHOLD it. So that this doesnt get tooo abused by evil players (shame on you), should your bounty get over 5000, you still get death penalty.

Even people who didnt like the rest of Ordo seemed to get a kick out of the role-playing goodness this provided (and again, in all honesty i built Ordo around this core element) :bonk:

I like the idea, but it seems a bit odd that you can get away scott free and then suddenly when you hit a certain point everyone tries to kill you. Maybe you have to pay off your fines back at the temple before you hit 5000, and then you get normally arrested, or maybe you have to pay it off by giving proof that you had been catching heretics or whatever (maybe they carry something that you can return for 1000 gold of your bounty). Unfortunately this way you would need to have a repeatable way to find heretics, which means random quests.

EDIT: why does your signiture arrow link to my post on the Rethan Plantation WIP thread?
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jenny goodwin
 
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Post » Tue May 17, 2011 10:45 am

I haven't played that mod, but something like that would be very cool. I can't imagine guards would step in the way of a high ranking Ordinator/Inquisitor. They don't seem like the kind of people who would have much aversion to "collateral damage", if you catch my drift. :P


:celebration:

I like the idea, but it seems a bit odd that you can get away scott free and then suddenly when you hit a certain point everyone tries to kill you. Maybe you have to pay off your fines back at the temple before you hit 5000, and then you get normally arrested, or maybe you have to pay it off by giving proof that you had been catching heretics or whatever (maybe they carry something that you can return for 1000 gold of your bounty). Unfortunately this way you would need to have a repeatable way to find heretics, which means random quests.

EDIT: why does your signiture arrow link to my post on the Rethan Plantation WIP thread?


Yea that sounds like a good development on the idea. Guess that makes sense :P
If i incorporate anything like this, i'll make the changes. Cheers dude

As for the signature.. well I.. actually i have no idea why its doing that. Allow me to investigate

Edit: ahhh yes. well it seems that i was using the multiquote from that particular post of yours as a base to put in the quote from another thread. As that thread was locked, I couldnt get the multipost quote thing in order to copy it (because in my infinate forum-noobyness i have no idea how to find out a particular post's ID any other way :D)

Here is the post i wanted to quote. Although now that i look at it, i suspect that the 16017450 number is the post ID.. Yay learnage. What about the timestamp number?!

http://www.gamesas.com/index.php?/topic/1096566-official-tes-v-speculation-thread-35/page__p__16017450__hl__THIS%20IS%20SKYRIM__fromsearch__1&#entry16017450

Edit2: ah guess the timestamp thing doesnt matter since ive got post ID :D :foodndrink:
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Stephy Beck
 
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Post » Tue May 17, 2011 7:39 am

regarding the mandate issue: how about on certain quests, IF you had to break the law, maybe by design, then you could flash your mandate, or a similar document describing your actions (if not too severe) as necessary to achieve a goal, but doing so requires you to do some form of "retribution quest" kind of thing for your superiors to atone for your "misdeeds", ie donate a certain amount of gold to temple/imperial cult, cull X amount of blighted creatures near ghost fence, eliminate some rats that are bothering the townsfolk kind of thing.
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Misty lt
 
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Post » Tue May 17, 2011 3:51 pm

When you use the mandate, the guard could take it away and you would have to get another one at the Temple (for a decent donation in gold). Like that, you can't chain murder the entire town and flash the same mandate each time. Still being able to use it outside ordinator missions would be nice.
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CHangohh BOyy
 
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Post » Tue May 17, 2011 7:44 am

I dunno if you still lookin for us to toss ideas about high ordinators, but how about doing something really in depth about the ordinator who says he wants to be left alone, the one who almalexia has you kill and he says that your her new favorite?

Something like he is "losing his religion" becuz he is seeing too much of the real almalexia. he has had to go on missions of murder and destruction and grew to hate it. During the course of the normal unmodded tribunal expansion you see him hanging out in the back alley i mournhold, but there is nothing about his house/home. Something more like he might even have a few friends who discuss her growing more and more toward the path of death and destruction (and these friends would be labelled traitorous to the goddess). You have to find a journal/record of his account of what has happened with almalexia. Mebbe he helped her set up and destroy sotha sil?

But there should be more to his story than the walk-on kill him part.

just another idea.

ST
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sharon
 
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Post » Tue May 17, 2011 2:02 pm

I dunno if you still lookin for us to toss ideas about high ordinators


I AM :hubbahubba:

but how about doing something really in depth about the ordinator who says he wants to be left alone, the one who almalexia has you kill and he says that your her new favorite?

Something like he is "losing his religion" becuz he is seeing too much of the real almalexia. he has had to go on missions of murder and destruction and grew to hate it. During the course of the normal unmodded tribunal expansion you see him hanging out in the back alley i mournhold, but there is nothing about his house/home. Something more like he might even have a few friends who discuss her growing more and more toward the path of death and destruction (and these friends would be labelled traitorous to the goddess). You have to find a journal/record of his account of what has happened with almalexia. Mebbe he helped her set up and destroy sotha sil?


I am not so keen on changing any of the existing quests. I just think its safer to add things than change em. But yea, this sounds cool. Maybe not with THAT guys, but some dynamic like this could work for another quest. Of course, not the stuff about Sotha Sil, etc, but.. yea. The stuff about a High Ordinator loosing faith, etc.

When you use the mandate, the guard could take it away and you would have to get another one at the Temple (for a decent donation in gold). Like that, you can't chain murder the entire town and flash the same mandate each time. Still being able to use it outside ordinator missions would be nice.


I wouldnt want to make it too tedious for player.. With my Mandate from Ordo, you still got very hostile reactions to crime bounty's over 5000 (death penalty = 5000) which i think successfully prevented too much abuse. If people are going to go on murderous rampages, then im sure they wont be waiting for my Mandate to facilitate that :D people will do whatever they want anyway.

Another dynamic about the Mandate was that it allowed legitamate bounty clearing (like through normal 'pay the fine' options) but it DOESNT do the "payfine" function which removes stolen stuff from your inventory. This means that guards just recognised you were an Inquisitor, [censored] their pants, and left you on your way and you could keep any "aquired evidence".

Try Ordo Daemonica in the meantime if you want to test how the Mandate works. ive had some positive feedback about its inclusion.

And yes, you would be able to use it outside of quests. Its just a dialogue function basically.

Cheers for input guys
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Soraya Davy
 
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Post » Tue May 17, 2011 7:09 am

Just got Morrowind myself so with some luck I will download this mod and have the great honour of using it! Thanks for making it!
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Luis Longoria
 
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Post » Tue May 17, 2011 1:09 am

My character can be part of the questline, mayhaps?
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Dina Boudreau
 
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Post » Tue May 17, 2011 1:46 am

My character can be part of the questline, mayhaps?


Haha well i would love some quest idea contributions in return :D
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Irmacuba
 
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Post » Tue May 17, 2011 6:23 am

Haha well i would love some quest idea contributions in return :D


Well, my character somewhat roleplays a Ordinator Captain of sorts. Maybe near the end of the questline, there is a full-on assault of daedra attempting to destroy the capital city of Mournhold? And only the greatest soldiers (Almalexia's hands, I assume you become one later in the questline) are led out into the battle by my character?

Or you could poke fun at the Infernal City storyline and make the assault from Elite Argonians from Black Marsh.
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Sian Ennis
 
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Post » Tue May 17, 2011 4:03 am

Well, my character somewhat roleplays a Ordinator Captain of sorts. Maybe near the end of the questline, there is a full-on assault of daedra attempting to destroy the capital city of Mournhold? And only the greatest soldiers (Almalexia's hands, I assume you become one later in the questline) are led out into the battle by my character?

Or you could poke fun at the Infernal City storyline and make the assault from Elite Argonians from Black Marsh.


That seems a bit selfishly camp, now, doesn't it? Have you contributed significantly to this mod? If anyone's going to be displayed in the mod as an unbalanced uber character (and seriously break immersion in the process), it'd be Pyscholex, I'd imagine.

Psycholex: Have you contemplated splinters of dissent between the two factions? Between the Order of War and the other one (can't recall the name at the moment). Or perhaps they will begin a smear campaign against the bouyant armigers and it'll be up to the player to either assist in the campaign or find a resolution.
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Rowena
 
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Post » Tue May 17, 2011 8:52 am

Well, my character somewhat roleplays a Ordinator Captain of sorts. Maybe near the end of the questline, there is a full-on assault of daedra attempting to destroy the capital city of Mournhold? And only the greatest soldiers (Almalexia's hands, I assume you become one later in the questline) are led out into the battle by my character?


Im actually not sure i want to go so far as to let the player become an actual "Hand". Atm its Initiate -> Fully Inducted -> Master. I am NOT including a way to become the Grand Master because i dont think outlanders should realistically have the ability/right to get that rank. And even though i imagine it will take a while to complete the quests (cos i dont want you racing thru them like with other factions) you'd probably have to be a High Ordinator for hundreds of years before even being considered for the rank. As for justifying the 'Master' rank, well Master is actually a loose term. As it stands, there are already 3 other 'Masters' in the Fortress Monastery. They have authoratative ranks bestowed upon them for the role they serve (Master of the Marches, Master of the Household, etc. Yes, Warhammer 40K spacemarines ftw :celebration: ). Your player will have the opportuniy to become the Master of the Fortress Monastary (in Mournhold). This simply means that you are guy in charge of that facility. I believe there will be some High Ordinator facility in Almalexia (the rest of the city outside Mournhold) which will be included in Tamriel Rebuilt. So, for example, that place would have its own Masters and 'Leader Master' guy.

In any case, the current Grand Master (ugh, the guy wearing glass pauldrons in the Temple, cant remember his name) probably wont want to hand his rank over to you. [Anybody ever fought him before? he's a frickin machine]

As for the assault on Mournhold.. well that would be complex but not entirely impossible. The tricky part will be scripting existing Ordintors into taking part, without risking a break of the Tribunal MainQuest [with its own invasion..]

I'll give it a think. As it stands ive already got an invasion mission which forms part of the end of the 'normal' ordinator section.


That seems a bit selfishly camp, now, doesn't it? Have you contributed significantly to this mod? If anyone's going to be displayed in the mod as an unbalanced uber character (and seriously break immersion in the process), it'd be Pyscholex, I'd imagine.

Psycholex: Have you contemplated splinters of dissent between the two factions? Between the Order of War and the other one (can't recall the name at the moment). Or perhaps they will begin a smear campaign against the bouyant armigers and it'll be up to the player to either assist in the campaign or find a resolution.


Lol. Yes, i have sort of put myself in the mod as the ArchEnemy at the end of the 'normal' ordinators sub-storyline. :D Modders prerogative :celebration: Of course the boss guy isnt named Psycholex or anything intensely vain like that (and lets face it, Psycholex isnt the best realsitic sounding name..) but i do sort of manifest the best through the Boss. Meh, you'll find out eventually :liplick:

Ummm i am weighing up options of dissent in the High Ordinators about some outlander random joining up..

Cheers for all that guys
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Peter P Canning
 
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Post » Tue May 17, 2011 9:52 am

Perhaps add a conspiracy to "remove that filthy swit of an outlander who dares to infiltrate Her Hands/The Ordinators"? It could be pretty interesting... Start with some people behaving unfriendly and rude against you, then perhaps an assasination attempt? And dont let the assasins have a note saying "Ordinator X recruited me"... Thats pretty lame. They would leave such a note back at home or burn it.
Perhaps have the Morag Tong getting recruited to kill you? An honourable writ ya know?

Anyways, you get an assasination attempt from either one or more people. Propably more likely to be a bunch of low-skilled desperate blades for hire to warn you instead of a serious attempt to your life. Perhaps add a letter saying something about how this is a warning and how you should do a few (illegal) things for them or they will kill you?
That could be pretty interesting... Doing high-risk stuff which they are sure you will get caught and kicked out of the Ordinators for... Or resist and try to find them while getting repeatedly attacked by assasins every time you sleep, go outside the city or stuff like that...

Just an idea.
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Alexander Horton
 
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Post » Tue May 17, 2011 4:27 am

Just a quick suggestion that can be easily implemented, you should make the ordinator class playable for people making a new character solely for this mod. or for immersion reasons, just copy and rename it. I mean, how would a prisoner know he would end up being a ordinator :P
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Kaley X
 
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Post » Tue May 17, 2011 3:01 pm

Perhaps add a conspiracy to "remove that filthy swit of an outlander who dares to infiltrate Her Hands/The Ordinators"? It could be pretty interesting... Start with some people behaving unfriendly and rude against you, then perhaps an assasination attempt? And dont let the assasins have a note saying "Ordinator X recruited me"... Thats pretty lame. They would leave such a note back at home or burn it.
Perhaps have the Morag Tong getting recruited to kill you? An honourable writ ya know?

Anyways, you get an assasination attempt from either one or more people. Propably more likely to be a bunch of low-skilled desperate blades for hire to warn you instead of a serious attempt to your life. Perhaps add a letter saying something about how this is a warning and how you should do a few (illegal) things for them or they will kill you?
That could be pretty interesting... Doing high-risk stuff which they are sure you will get caught and kicked out of the Ordinators for... Or resist and try to find them while getting repeatedly attacked by assasins every time you sleep, go outside the city or stuff like that...


That first idea has come up alot. Im almost 100% sure im guna include it. Dont worry, i wont make it stupid like that "ordinator X rec.." etc

I wont be putting in missions that (lore-wise) risk you being kicked out. Players will have just busted their balls for ages trying to get let into the High Ordiantors! haha

Just a quick suggestion that can be easily implemented, you should make the ordinator class playable for people making a new character solely for this mod. or for immersion reasons, just copy and rename it. I mean, how would a prisoner know he would end up being a ordinator :P


Ive considered including an Ordinator class. naturally it wouldnt have much bearing on the missions.. butttt eh. By putting in a class, it sort if is saying that players are already Ordinators. Sort of doesnt make sense :bonk:

In any case. The 'norma' Ordinators class is 'Guard' and im pretty sure that High Ordinators are all 'Warriors'.. I would personally encourage players to choose warrior class

BUT

Ordiantors are also meant to be battlemages. Indeed, the High Ordinators are some of the most potent Battlemages in all of Tamriel, masters of all sorts of combat disciplines.

So.. i would encourage people to knock up their own Battlemage class (or better than the existing one atleast). Destruction IS a required faction skill, so peopel are guna have to work on it anyways. Look back to my first post about the core skills. Making a class with those would be a good idea. Work on levels and skills at the same time. :dance:

:D
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Hot
 
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Post » Tue May 17, 2011 5:38 am

Sounds like a great mod! Definite download when released.

I read through the thread and I didn't see if this had been asked yet, but on a percentage scale how far along do you think you are to completion? (example: 25%, 50%, etc...)
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nath
 
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Post » Tue May 17, 2011 3:21 pm

Sounds like a great mod! Definite download when released.

I read through the thread and I didn't see if this had been asked yet, but on a percentage scale how far along do you think you are to completion? (example: 25%, 50%, etc...)


Haha good question dude!
Well I'd say between 60% and 70% hey.
It's sort of a "plan a mission and make it as I go" process ^_^
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Klaire
 
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Post » Tue May 17, 2011 8:15 am



In any case. The 'norma' Ordinators class is 'Guard' and im pretty sure that High Ordinators are all 'Warriors'.. I would personally encourage players to choose warrior class

BUT

Ordiantors are also meant to be battlemages. Indeed, the High Ordinators are some of the most potent Battlemages in all of Tamriel, masters of all sorts of combat disciplines.

So.. i would encourage people to knock up their own Battlemage class (or better than the existing one atleast). Destruction IS a required faction skill, so peopel are guna have to work on it anyways. Look back to my first post about the core skills. Making a class with those would be a good idea. Work on levels and skills at the same time. :dance:



I swear i saw a class in the CS called ordinator and it had all those core skills. Even if i didnt, im making a class mod now anyway so ill include a class made specifically for this mod.
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Mackenzie
 
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Post » Tue May 17, 2011 6:43 am

I swear i saw a class in the CS called ordinator and it had all those core skills. Even if i didnt, im making a class mod now anyway so ill include a class made specifically for this mod.


Sounds good. If your making the Ordinator (or a better Battlemage) class JUST for this mod, then its probably best to include the relevent skills.

Attributes
------------------
Strength and Willpower

Major Skills
------------------
Blunt Weapon
Medium Armor
Block
Athletics
Destruction

Minor Skills
-------------------
Long Blade (for High Ord)
Heavy Armor (for High Ord)
Marksman (some High Ordinators have darts)
Speechcraft
and.... um... Acrobatics? (the idea of flying throught the air, mace/sword held high above your head as you smash back down onto your opponents like a meteor = win) :celebration: :toughninja:


This is what i would play POA with ;) :obliviongate:

Edit: Pretty sure the existing Battlemage class is rubbish :unsure:
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Albert Wesker
 
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Post » Tue May 17, 2011 8:08 am

Well the High Ordinator Initiation missions are finished.

Still sort of scratching my head over full High Ordinator missions.

Think the majority will need to be "standard policing goes bad' ones. Disturbance -> Something not right... -> EPIC-IFICATION -> Win. With a few very boring, normal ordination duty ones for roleplaying sake.

:bowdown: :turtle:
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Rob Smith
 
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Post » Tue May 17, 2011 1:35 am

I swear i saw a class in the CS called ordinator and it had all those core skills. Even if i didnt, im making a class mod now anyway so ill include a class made specifically for this mod.


Your right, there's actually two ordinator classes... Ordinator, and Ordinator Guard. Twelve npc's use the Ordinator class and 1 uses the Ordinator Guard class.

Ordinators: Aroa Nethalen, Berel Sala, Endroni Dalas, Felmena Falavel, Ferone Veran, Nalosi Alari, Ordinator, Ordinator, Selman Relas, Selmen Relas, Suryn Athones, Uresa Omoril

Odrinator Guard: Radene Hlaalu

Yes a few are listed twice, that's because they are different npc's. :) The generic named Ordinators are used when breaking a npc out of prison somewhere in vivec I don't remember the quest name but they appear and attack you.

Ordinator

Willpower
Strength

Combat

Blunt Weapon
Long Blade
Destruction
Heavy Armor
Block

Restoration
Alchemy
Medium Armor
Acrobatics
Hand to Hand

__________________

Ordinator Guard

Willpower
Strength

Combat

Blunt Weapon
Long Blade
Destruction
Heavy Armor
Block

Restoration
Security
Medium Armor
Acrobatics
Hand to Hand
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QuinDINGDONGcey
 
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