[Idea] Skyrim Faction Overhaul

Post » Sun Nov 06, 2016 2:40 am

Well hello there, everyone. My name is StarDebris, I used to be atheos13, but I've been changing my internet display name lately, so I figured I'd get this new name attached to my Skyrimming business.

Update: My personal questline ideas are spoilered at the bottom. Carry on.

So what do I do? I write stories. I can script a bit, and I'm going to dedicate myself to learning a whole lot of scripting when the CK comes out so that I can put my stories into Skyrim.

Now what's this post about? It's about a vision that I have. For any of you familiar with quests in Morrowind, you might know that back in the day, you couldn't get to the top of every guild in a single character. Back then, you couldn't join all three great houses, the Fighters Guild and the Thieves Guild were at war, and you could get temporarily kicked out of the Tribunal Temple for being a heretic in the main quest. My vision describes a Skyrim with a similar dynamic. We can already see a bit of it in the Civil War, where you're forced to join one side or the other, and finishing the Civil War can exempt you from one a single quest in the main storyline.

I imagine a sort of coalition of quest mod makers, where perhaps compatibility patches are released, or the mods each have a special version that's meant to work with the larger overhaul, sort of like FCOM was for Oblivion, but without so many difficulties and hardships. By having all of the mods installed, the factions of Skyrim would be nearly unrecognizable, having a greater number, variety, and having much greater interaction.

I think this may be easier to understand if I give you the big concept. I have chosen 15 factions present in Skyrim, then I have thought about which are enemies, which are allies, and which might intersect at some point along their questlines.
  • The Dragonborn: This is the main storyline sort-of-faction. Essentially, it is you, if you so choose to enter the main quest. SkyShadowing has announced The Dragonborn Rebellion, which I think would be a great fit for this project, as it is created with conflicts in mind.
  • The Empire: Civil War faction already present in game. Directly conflicts with Stormcloaks, and would be incompatible with a Dragonborn Rebellion type of situation.
  • Stormcloaks: Civil War faction already present in game.
  • The Companions: Again, warrior faction already present in game.
  • College of Winterhold: Magic faction already in game, might have a poor relationship with the Stormcloaks.
  • Thieves Guild: Thieves faction, present in game.
  • Dark Brotherhood: Assassins faction, present in game.
  • Thalmor: I imagine this as a post vanilla main quest faction. After Alduin's defeat, they would seek to prolong the Civil War, and to ally themselves with powerful dragons.
  • Forsworn: Similar to the Civil War factions, this faction would seek to gain land in Skyrim, and establish it's own government in The Reach. Their nemesis would be the Stormcloaks, and they might form a strategic alliance with the Thalmor.
  • Penitus Oculatus: The emperor's personal guard, a spy faction. This faction would be allied with the Empire, their enemies would be the Stormcloaks, the Thalmor, and any sort of Dragonborn Rebellion. Their nemesis would be the Dark Brotherhood.
  • Silver Hand: OhSorryOldHorse has announced a mod that would allow you to join the Silver Hand, enemy of the Companions. They are presented in-game as being bandit-like werewolf hunters.
  • Vigilants of Stendarr: The religious faction, if you will. Priests, clerics, and crusaders, devoted to the extermination of vampires, undead, werewolves, and daedra. They would be hostile to daedra-summoners, werewolves, and vampires. The Forsworn's alliance with Hagravens, and the rituals to create Briarhearts would likely displease the Vigilants.
  • Vampires: There isn't a vampire faction! There is a vampire questline in Morthal, though, that could potentially be expanded. Their enemies would be the Vigilants of Stendarr. They may have an ally in the Dark Brotherhood.
  • Summerset Shadows: A thief faction in Eastmarch, featured in a single Thieves Guild quest. Naturally, the Thieves Guild would be their nemesis. Due to their murderous nature, they might have an ally in the Dark Brotherhood.
  • The Stranded Light: This is my project. Some of you may be familiar with bg2408's work in Oblivion, in particular Integration: The Stranded Light. It was a mod that joined together non-standard races, including ancient "lost" races and daedra. I intend on creating a faction that combines the ancient Snow Elves (ancestors to the modern, warped Falmer), Maormer, Ka'Po'Tun (dragon-worshipping Tiger people of Akavir), and sentient daedra. Their nemesis would be the Vigilants of Stendarr, and they wouldn't get along with the Forsworn due to geographical disputes.
  • Bards College: This is definitely a small faction right now, and could probably have a lot done with it. Let me know if you have any ideas for me to put here.
Well now, that's quite a lot of text. So if you think you're following at least a bit so far, then here's my basic proposal:
We work together.
If you think you'd like to make something out of one of these factions, or think that your mod could fit well this system of conflicting factions, then do please bring it up.

Projects that all of you should check out and keep an eye on:
http://www.gamesas.com/topic/1340957-faction-mod-collaboration/page__p__20205094#entry20205094
http://www.gamesas.com/topic/1340170-ideawip-destroy-the-dark-brotherhood-improved/
http://www.gamesas.com/topic/1339732-wipz-bane-of-kings-a-main-quest-replacerextender/
http://www.gamesas.com/topic/1284088-wipz-the-dragonborn-rebellion/
http://www.gamesas.com/topic/1335639-wip-joinable-silver-hand-factionquestline/

Mostly, I want this thread to explore the idea that I've proposed. All contributions are welcome and encouraged. If you don't think the community can manage it, then please elaborate. If you think we should try, or would even like to lend your support, then let me know.

So I've decided to go ahead and put some of my brainstorms right into this thread. Maybe someone will find them fascinating and want to make them into an actual quest. Maybe you want some inspiration for your own quest mod. Maybe you just want to peak inside of my mind. So here it is, a list of my ideas on a per faction basis. Be warned, I will SPOIL chunks of the questlines. I may also spoil things from previous games. Who knows, I could spoil milk—anyway, open up the spoil and say hello.

Spoiler

College of Winterhold Expansion:

Spoiler

So this one stems from a theory of mine. If you’re especially familiar with Blackreach, then you’ll have discovered the geode veins that can be mined. Striking them with a pickaxe will result in mining soul gems. The origin of soul gems have never previously been described, but we all know that they can house the soul of a creature. If you have performed the quest that the Illusionist at the College of Winterhold offers you, then you’ll know that the magicka wells in the college can get clogged up by soul gems. So supposedly, these geode veins that reside deep underground in the very blue Blackreach and the blue magicka wells in Winterhold both provide soul gems. Traveling down below the college, you will find the Augur of Dunlain, a sentient blue mass in a sort of well that seems to have once been a student. Supposedly, something went terribly wrong some time ago, and he’s stuck there. If you’ve seen the College of Winterhold from afar, you can see that it’s more or less supported by a pillar of rock, as the rest of it was torn away by the Sea of Ghosts. It could be that the Augur of Dunlain’s location is directly above that pillar, and that the magicka well that composes the Augur could potentially stretch through that pillar down sea level and below.

With all that in mind, I’ve decided to interpret the magicka wells and the geode veins to be echoes of Atherius, the realm from which all magicka originates, the realm that can be found beyond the stars, and the realm in which Magnus rests. An artifact of great magical power like the Eye of Magnus should most likely reside back in Atherius, where its creator exists. I don’t remember the time that the Augur of Dunlain was last seen, but I think it was something like 10-15 years, and I believe Winterhold fell into the sea about 100 years ago. So here’s my big great theory. Atherius wants the Eye of Magnus back. One hundred years ago, it used the sun to manipulate the tides, causing the Sea of Ghosts to bombard Winterhold, in an attempt to reach the ruins of Saarthal. By eroding the ruins of Saarthal, the will of Atherius hoped to either absorb the eye into the sun, or to submerge the eye through Nirn itself where they might be able to get it. Dunlain probably studied the initial storm, came to the conclusion that it would be happening again, and that the college would be destroyed. So, to stop the storm from happening again, he performed a ritual that fused him with the deepest magicka well, connecting him to Atherius. Whether or not he could stop the storm is questionable, and so he could likely use the help of the archmage.

The quest itself would start after you’ve become archmage. The Psiijics will return to you, saying that they need your help in returning the Eye of Magnus back to Atherius. They’d do it on their own, but they don’t know how. You’d need to find out that the Augur of Dunlain would be a good portal through which to transfer the eye back to Atherius, so now you just need to get the eye into the Midden and prepare the ritual. Of course, this would make a lot of noise no matter how much you try to keep it a secret, and so the Thalmor and the Synod (and perhaps more) will try to steal the eye from you. You’ll have to devise a plan, then trick and/or fend off your enemies in order to return the eye back to Winterhold. You might be saying, oh Star Debris, but the Psiijics were able to take it away so easily. Well, they were probably trying to understand the eye and a bunch of them got killed so that they can no longer do that. Something like that.


Thieves Guild Alternative:

Spoiler

This is something that I’m considering creating, as Nocturnal will be of great significance in my Stranded Light mod, and joining the Thieves Guild is currently the only way to gain access to Nocturnal-related gameplay in Vanilla Skyrim. This may be as simple as an alternate start for the Thieves Guild, the mod itself could end when you rendezvous with Karliah in the Vanilla questline. I’m imagining it as a detective-type questline where you’re hired to investigate the Thieves Guild, and anything that they may be involved in. You would end up trying to gather information by gaining access to a former ally to the Thieves Guild, leading you to Gulum-Ei. You’ll use him to get to Karliah, and from there you’ll become privvy to her plan to take down Mercer and restore the guild’s connection to Nocturnal.

This would essentially allow you to play the good guy, and still become a Nightingale. At the end, you can decide to reform the Thieves Guild and make them into a slightly more honest guild (like in Oblivion), or you can go through an extra set of steps to shut them down while retaining your status as a Nightingale. This decision will likely be achieved via dialogue with Karliah. If you choose to shut them down, that would suggest that you Brynjolf would go down with them, and would no longer be able to a Nightingale. The big problem is that I can’t remember if reviving the Nightingales would be necessary if you got the Thieves Guild shut down...so you see, the idea itself is still a bit half-baked. If I can figure out a way to require the player to start the Stranded Light questline before attempting to complete this alternate Thieves Guild questline, then I can replace Brynjolf with a character that would still fully deserve to be named Nightingale (in fact, she’d be 100% perfect for it).


Vigilants of Stendarr:

Spoiler

I'm considering doing this one myself, as well, though making it larger than the Thieves Guild. The reason for this being that I currently lack the resources to create a large amount of the Stranded Light's quests (mostly races), so I can get some Skyrim scripting practice by making the Vigilants playable.

My first thought is that there could be a whole lot of radiant quests for these guys. You can kill vampires, daedra, undead, werewolves, or simply go cure a person in some town. My basic thoughts for this one, though, are that you can begin the quest by getting a mission from one of the temples that already has its own quest (Kyne, Dibella, Mara, and I'm thinking the Wolf Queen questline will count). In order to prove yourself as righteous, I imagine you doing all of the temple quests, much like Oblivion's Reccommendation quests for the Mages Guild, but with a twist. You do each of the quests in order to increase your rank, rather than doing them all at one time. Whenever you come up for promotion within the guild, then you'll be told to go and do one of the quests. I'd create quests to help out each divine. For Arkay's, you'd probably go to Markarth's Hall of the Dead and investigate, allowing you to thwart Namira's quest. The other quests, that don't grant you a rank, would be much the same as that, where you simply go out and thwart a daedric quest (when I say simply, I don't really mean simply). This can be anything from sealing Azura's Star, to assembling Mehrune's Razor before giving each piece to a temple of the Divines to protect, as well as finding a cure to lycanthropy for Sinding.


I've been recording these one after another, off the top of my head, so I think I'm gonna need a break. However, I've already written down the headers for the next three, so I'm gonna be quick about them. They'll be fleshed out soon.
Vampires:

Spoiler

When I think of Vampires, I think of three things: College of Winterhold's quest Hitting the Books where you went to Fellglow Keep to find books, and you also found caged and mutiliated vampires, Molag Bal, and Morthal. Molag Bal cured your vampirism in Morrowind if you did him a favor, so I figure that serving him might include becoming a vampire. I also think that the Winterhold splinter group that you meet in Fellglow Keep was likely searching for the root of vampirism. They probably realized that vampirism seemed to be getting weaker and weaker, and so they were searching for its original power within the Master Vampires. That power would probably come from Molag Bal, and it would bestow a much greater form of vampirism upon you than what is present in Vanilla Skyrim.


Thalmor and the Summerset Shadows:

Spoiler

The Thalmor want to keep the Civil War going in Skyrim. As their agent, you could make sure that neither side gains an advantage, potentially by joining each side. One way to make sure that the war would go on forever, is to make sure that there were always plenty of soldiers to go into battle. So, you could potentially resort to convincing random civilians to enter the war effort, or even drafting bandits with the promise of amnesty and good pay. As for the Summerset Shadows, I imagine that they're under the Thalmor's control, and they're meant to destabilize. At some point, the Thalmor will sever all ties, and that's when the Thieves Guild would shut them down. If you're not a member of the Thieves Guild, then you can kill them.


Forsworn:

Spoiler

The Forsworn practice Hedge-Magic, ally with Hags and Hagravens, and hate Ulfric and his Stormcloaks. Ideally, they would help a Civil War faction take the Reach from the Stormcloaks, mostly so that they could kill Thongvor Silver-Blood when he's the Jarl. This chain would start by siding with Madanach during the Escape from Cidhna Mine. You can then get quests from him to help out other Forsworn camps in battling local troops, creatures, and perhaps Spriggans as well. As you help out each camp, your overall Forsworn influence and trust grows so that you can be elected to a second-in-command position under Madanach. From there, you unite all the tribes and wage war against the protectors of Markarth, perhaps with some help from some other factions that might like to see the area come under new leadership.



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Trevi
 
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Post » Sat Nov 05, 2016 4:46 pm

What I want is to be part of a vampire clan that worships Molag Bal. The clan would make an assault on a village and reduce all the residents to food. Their wails would echo through our lair until the last drop their starved bodies can produce is drained, and our lord claims their souls...

Well, that was hardly on-topic, but I just wanted to throw that out there :D
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Kim Kay
 
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Post » Sat Nov 05, 2016 6:57 pm

I'm planning extensions of all in-game factions, make factions joinable, as well as making some of my own. I plan to make a few vampire clans, as well as the Crimson Scars. Many others are also planning on making faction mods. Perhaps many of us can collaborate?
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Elizabeth Falvey
 
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Post » Sat Nov 05, 2016 5:35 pm


That's what I'd like. You posted about your plans on my (former alias's: atheos13) thread "Are you planning a faction mod." You seem to be planning quite a lot, and so I'm eager to see what you come up with.

I suppose it would be a fine start to post on SkyShadowing's and OhSorryOldHorse's current threads, and tell them about my idea, then see if they're interested in some mild collaboration.
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Etta Hargrave
 
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Post » Sat Nov 05, 2016 2:52 pm

A lot of the Silver Hand members are vampires. Any changes to a vampire faction should handle this. They could be enemies (i.e. separate interests), have a weak bond (friendly to other vamps, but not loyal) or have dual loyalties--it doesn't matter. It would just be a little odd if it didnt get some attention.



Looking forward. One of the many things I'd like to see improved is faction interrelations. The problem is to do it right, I think there would have to be a fair amount of new dialog--which means either getting voice actors to completely replace the dialog for a number NPCs (so that new dialog isn't jarring), or using different voices for the same NPC (already in Skyrim, but annoying), or doing text dialog (not terrible, not ideal).
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Tania Bunic
 
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Post » Sat Nov 05, 2016 10:58 pm

Vigilants of Stendarr has so much potential to build apon...
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Ana Torrecilla Cabeza
 
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Post » Sat Nov 05, 2016 4:47 pm


I was pretty confused on that vampire business, especially after looking through OhSorryOldHorse's thread. I think I can be confident just taking your word on it for now, since doesn't mess with too many of my preconceived notions.

As for voice acting...that's not something I'm going to worry too much about. For my work, I don't have any plans for voice acting. If at some point, I decide that it would be really beneficial, then I'll get started. If this becomes a large collaboration effort, then it will certainly be discussed, but I think that in the end, it will be up to the developers of each project. If and when we become confident that we can make something really big out of our individual work, then I figure we'll try to implement an across the board standard of what is acceptable for voice acting.


I couldn't agree more with you on that one. I've been thinking about them a lot because they'll at least end up being featured in my daedra mod, being very anti-daedra. Before Skyrim was announced, I had been brainstorming a "Daedra Slayers" guild that possesses a lot of the same traits that the Vigilants have. I had planned on my version being an incredibly self-righteous group. I had thought the Vigilants were exactly the same, but then they healed one of my characters as I passed them on the road...it made me reconsider them for a moment...then I realized that no faction has a homogenous attitude across all its members, so there'd definitely be individuals with the Vigilants with varied motives.
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Robert
 
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Post » Sun Nov 06, 2016 12:14 am

I am working on a mod that replaces and extends the main quest (check sig) which will be altering the Dragonborn Faction. It does not conflict with any of the other factions (except possibly civil war, as you need to get the Jagged Crown early in the questline) I am planning to make it compatible with The Dragonborn Rebellion.
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k a t e
 
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Post » Sat Nov 05, 2016 6:13 pm

I love the idea of collaboration. One of the problems with mods is making sure they're all compatible. So working with each other from the start will help prevent headaches later on.



Also i'll volunteer to help with whatever projects need it. I'm mostly an idea person but in the past I've made (many) house mods and altered some other mods to fit my personal character in Morrowind (who I made a custom race for). I've never released anything to the public before, and this will be my first time working with anyone else in the modding community.
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Guinevere Wood
 
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Post » Sat Nov 05, 2016 7:11 pm

From the existing ones the Blades are the shallowest of them all - they get a huge building allow you to recruit and then... it's all.

My second vote would be for Vigilants of Stendarr, since you can already make Mara quests, so it wouldn't have to be a real fraction, but you could do some quests for them.

Third would be Silver Hand, since it would be nice to join them instead of the Companions and cleanse Skyrim of werewolfs - I'm up for a choice, not that I have anything against them.
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Sudah mati ini Keparat
 
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Post » Sat Nov 05, 2016 7:36 pm

stranded light and vampires!
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Vincent Joe
 
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Post » Sun Nov 06, 2016 12:28 am

I hope to see vampire clans again and could join them and perform some quests as members.
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Rich O'Brien
 
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Post » Sat Nov 05, 2016 11:46 pm

Impossible for me to choose we need an "all of the above" choice. :)
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Sheila Esmailka
 
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Post » Sat Nov 05, 2016 10:56 am

I suggest you split 'The Dragonborn' into 3 different factions: Blades, Greybeards, and Dragons.

Blades and Greybeards are mutually exclusive, and you become allied with them by choosing to kill Paathurnax (or not, as the case may be.) Dragons is centered around defeating Aldiun and stopping the Dragons.

Using this system:

The Dragonborn Rebellion is for the Blades,

Bane of Kings is for Dragons,

And Greybeards currently have no planned mod.
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Jason Rice
 
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Post » Sat Nov 05, 2016 11:27 am

The Dragonborn Rebellion mod will have an option to resolve the Paathurnax conflict with the blades.
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Rebecca Clare Smith
 
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Post » Sat Nov 05, 2016 12:50 pm


Now that I've replied to you on your thread, I'll reply to your post on my thread! So, as Mercami says, SkyShadowing is going to try to create an option to keep Paarth alive, and keep the Blades with you. The popular opinion that I've seen around, and that I very much agree with, is that the Blades exist for the dragonborn, and so they should follow him/her rather than ordering him to follow their moral code. If your character thinks that Paarth and all other dragons should die, then that's totally valid and I really hope someone creates a dragon war mod that lets you rally factions against the dragons. Mostly, though, I think Bane of Kings and Dragonborn Rebellion more or less have it covered, and they're both along the dragonborn vein. I'm not sure that that really addresses your entire comment, though... We're just gonna roll with it. If the two of you complete your work and it can all be integrated together, then that's amazing. That's all I could ever ask for. But if more people have ideas and want to create mods, I'll invite them in and we can all figure out how they might be able to exist together (with the player likely having to choose from just one).

One thing that I'd like to see is a sort of fusion between the two mods. Conquer Alduin with your mod, then conquer Skyrim using SkyShadowing's concept. If your character set out to do that, I wouldn't mind them having god-powers, I'd think it quite appropriate. I'd actually kind of imagine it as the player character riding a dragon into battle, summoning flying daedra, blasting the battle field with lightning, slowing down time and destroying things left and right. Something suited for the theaters, ya know? Anyway, I do plan on editing the faction list when I've gotten plenty of feedback.

So that means, like, everyone, like, vote. Sadly, I can't bring myself to create an 'everything' option, but that's just because I know everyone probably does want all of them. I'm trying to interpret which side people will play in different conflicts, where people see the most potential, that sort of thing.
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Chris Johnston
 
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Post » Sun Nov 06, 2016 2:32 am

Just so you know, StarDebris, I am planning a mod that adds an alternate questline where you restart the Dragon Cult, or someone else does (depending on PC choices), and another dragon war begins (may be avoidable). Either way, you can side with one side, or potentially stay out of it altogether and let the war wage on. I don't want to disclose much more information on this, and that is why I did not post this idea before on either your thread or mine. Just thought you should know, as you mentioned another dragon war above.
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Paula Rose
 
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Post » Sat Nov 05, 2016 5:23 pm


Right, you mentioned that on the thread I had under my previous account, but only very briefly. It's certainly something I've thought about, it's something I'd love to see happen, and it's something I'd be willing to help with. Just by chance, I've been brainstorming a questline that's meant to be all sorts of epic, that would require that you first finish a few other questlines, that sort of storyline, and I've run into the possibility of it causing/interacting with another dragon war. I don't think it will really cross into that territory, but I'll let you know about it if it does.

Thanks for the info, though. I'll keep it in mind.
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Tiff Clark
 
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Post » Sat Nov 05, 2016 11:43 pm

If you're serious about helping, I have no issues letting you in on it. I just don't want to mention it on the forums because it would spoil a ton. This is currently one of my few mods I plan that I don't have someone helping with, so it would be nice to have someone on board with it. If you're interested, just send me a PM.
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Alyna
 
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Post » Sat Nov 05, 2016 7:41 pm

I actually chose the Thalmor, because I've been very annoyed by the complete lack of special dialogue characters have toward my altmer wearing thalmor robes. I found it hilarious that the Altmer in Thalmor robes was discretely lead to the basemant in riverwood and told all of the secrets of the blades. Heck, the thalmor don't have any unique dialogue toward other altmer, which was annoying. I just wanted to play the game as a bad guy mage, and I couldn't.
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Kayla Bee
 
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Post » Sat Nov 05, 2016 5:11 pm

This sounds very interesting. I was already planning on having a dragon cult in BoK BTW, so I will be interested in how you will make this.

And I have another suggestion. You, me, StarDebris, SkyShadowing work together to create:

Skyrim Main Quest Overhaul
A collection of massive quest mods with the goal of extending the main quest by many hours, as well as adding many new factions, quests, npc's and places to cteate a properly epic and lore-rich main quest.

P.S. Have you seen Backsteppo's Dragon Priest Armour? It's very well done and kay be incredibly useful to your mod.
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Kristian Perez
 
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Post » Sat Nov 05, 2016 11:56 am

Winterhold needs some love. It's so bad. A little buildup with the eye of magnus thing, a couple dungeon delves and then an end which is beyond abrupt. What was the Eye? Why did a lone and mediocre Thalmor mage think he could take on the whole college rather than enlisting some help? Wtf was up with the Psijics not just teleporting it away to begin with? Why, after a couple dungeon romps am I, who could barely cast a ward spell six missions ago, suddenly Archmage?



The whole thing was awful.
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Dagan Wilkin
 
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Post » Sat Nov 05, 2016 11:40 am


Now that you mention it, it really does seem criminal that you immediately discover the Eye of Magnus, and then you are trusted with delivering a message back to the Archmage. I imagine a few things:
  • I'm not sure if this one would be necesary, but I'll start with it anyway. You should have to earn yourself a recommendation of sorts. The college should be quite hesitant to let in any random nobody, especially with the Thalmor poking around, the possibility of a Synod wanting to infiltrate the college. Any major city's court wizard should be able to give you a recommendation. The Dragonstone quest, the Riften court wizard's fetch quest, the vampire killing quest in Haafingar, or Calcelmo's quests could all be used to satisfy this. The only problems that I feel like you really run into are the tedium of the quest in the Rift (it's just a fetch quest, after all), and the lack of a quest available in Eastmarch. Anyway, at the very least, I want it to be at least slightly harder to enter the college.
  • At least five lessons before finding the Eye of Magnus, rather than just the one. The ward spell is fine. Since you're meant to be an apprentice, I'd prefer that you were actually made to use apprentice level spells, that way you could make sure that a future archmage had at least the basic qualifications. So here's what I propose: magelight for triggering runes from a distance. It could even be a nighttime obstacle course where you have to use light spells to see the runes, then use magelight to trigger them when they're in your way. Conjuration could be a simple expedition to fill up soul gems using Soul traps. Illusion would see a conjured familiar going out of control, prompting you to calm it. Destruction would be great for an actual combat situation. Then healing hands would work for helping out a wounded ally.
  • Next, word comes in that there's been trouble at the Saarthal expidition. This quest would take place just before the normal first quest for the college. You could essentially have an opportunity to use all of the skills that you were taught. You get sent with the other apprentices to provide support. It starts out with encountering some wounded mages, so you can use your healing hands on them. You could potentially use destruction spells to clear out some fallen rocks from the cave-in. The cave-in was caused by activated runes, so you can trigger them before passing through. A fellow student could wander into some trap that casts fury on them, forcing you to calm them. A soul gem trap could be set up somewhere, and it would bombard your team by casting a spell. Someone could set up a ward while you either shoot the gem down, or Fus it down (a bow and set of arrows could be offered at some point). Finally, I'm not quite sure how you'd use conjuration, unless you received a special weapon that would need to be charged once by a petty soul (that could be collected down there) in order for it to solve some puzzle/stop some trap. I figure that once you make it through all these trials, you'd end up finding someone that was trapped deeper in the ruins, and your actions would be celebrated by the college. You could leave, do a radiant quest while things get cleaned up at Saarthal, and then you could do the normal quest that leads you to the Eye of Magnus.
  • Finally, you could be expected to do more side quests before pushing the story further and further ahead. Oh, you brought the books back? Let me read through them. While I do, Drevis wanted to see you, said he needed help with some plumbing issues. Extra points if we can figure out a way to require the player to complete a master skill quest before being able to reach the status of Archmage. Things get a bit hectic later on, though, so it could only really be implemented before you go to Mzuleft (which is the very same quest that provides you with Flames and Frostbite so that you can complete the only task after Under Saarthal that you requires you to know spells, but teaches you them anyway.
That all came together into some interesting ideas, if I do say so myself. If anyone redoes the beginning of the college quests, I'd definitely suggest some sort of lessons. Just have Tolfdir welcome everyone, they can all brag about how knowledgeable they are, and then he can say "Well then we'll see just how skilled you are." And subject you to the lessons. I'd also be willing to help anyone that wants to set up the sort of "Trouble at Saarthal" quest that I just described. I figured out just now that you could face skeletons that would continually reanimate until you captured their souls, thereby preventing the player from not being able to have full soul gems to solve the final puzzle, and forcing you to use conjuration (or a soul reaping weapon, of course).

And of course, I already detailed my thoughts on the ending of the College of Winterhold questline, and how I think it could be continued. Anyone could let me know if they like the ideas that I'm putting forth, and I could try to develop them further. No CK means I'm just brainstorming for the time being.
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DAVId MArtInez
 
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Joined: Fri Aug 10, 2007 1:16 am

Post » Sun Nov 06, 2016 1:01 am


I think this would be a wonderful idea. If all of us could collaborate, then it would make the job so much easier on all of us. I have seen the mod, but some parts of it I wasn't a huge fan. Could you possibly PM everyone who you suggested and ask them if they'd be up for it? If they are, possibly we can exchange emails and we can all talk about it there. Then we won't have to have separate messages between us and we can exchange ideas faster and easier.

In the main quest overhaul I would also like to include more with the Blades, Greybeards, and Thalmor.



This is a mod planned by me (with other people's suggestions as well as help and collaboration from others). I plan to have the Psijics playing a large role in this, and having more lore regarding the Eye and Staff. On top of this, I would like to make it so that you stay an apprentice for longer. SPOILER I would also like to have it so that you don't become Arch-mage as soon as Savos dies END SPOILER. As I see StarDebris posted above, more classes. This would be a great way to expand the questline. I would also like to include some College politics. I know Jzargo said he chose the College because it was away from politics, but I mean just within the College. You need to make certain friends to gain ranks in different ways.
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alicia hillier
 
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Joined: Tue Feb 06, 2007 2:57 am

Post » Sat Nov 05, 2016 11:08 am


I tried the exact same thing with the same results. I would like to see some Thalmor indoctrination. I would have helped them instead of helping the blades, etc... Kind of makes 'choosing' my path a little less choicy, but hey, thats what the CK is for right :biggrin: .

On another note, being able to annoint others into a faction, if your a faction leader, recruiter, or vampire, would be a great thing.... and of course your companions (not to forget your horse as well). I have noticed that one mod allows you to join other monster factions but my horse was not and so those monsters hated my horse but my companions and I were ok...
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Romy Welsch
 
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