[RELz] [WIPz] The Golden Crest

Post » Tue Mar 29, 2011 9:58 pm

Bump... any more suggestions?
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Jose ordaz
 
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Post » Wed Mar 30, 2011 12:35 pm

Oh my God! This is exactly what I need! Thank you. I can't wait for release O_O


I played those pirate isles but it was buggy, with no voice acting and pretty short and monotone. This feels(looks) like a mod such as Lost Spires but instead of archeology you have pirates <@:)

Yes, sea monsters are a good idea, but please release the beta as soon as you can, even if it's without the monster.
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Lady Shocka
 
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Post » Wed Mar 30, 2011 5:09 am

Well, the beta will feature only the current 25 quests(although I might add 1 or 2 more before the release) so I won't be adding anything you suggest to the first beta, but rather to the later versions.

Anyway I believe I should be able to release this by next weekend(so in about 10 days), although I would like to hear from a modeler so that he can make me two clothes meshes.
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Ann Church
 
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Post » Tue Mar 29, 2011 10:04 pm

Awesome! :)

Too bad I can't model. I regret not being able to do this for you :(
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Penny Wills
 
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Post » Wed Mar 30, 2011 5:25 am

It's alright, I decided that I didn't really need the mesh.

Anyway I would still like to hear suggestions from you guys.
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Arrogant SId
 
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Post » Tue Mar 29, 2011 11:35 pm

Bump... Could someone please post their opinions or suggestions?
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Emmanuel Morales
 
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Post » Wed Mar 30, 2011 11:17 am

There could be a short series of quests you do while stranded on an island inhabited with cannibalistic natives. :chaos:
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Melis Hristina
 
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Post » Wed Mar 30, 2011 12:56 pm

There could be a short series of quests you do while stranded on an island inhabited with cannibalistic natives. :chaos:


That's a good idea and thanks for the suggestion.
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James Potter
 
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Post » Wed Mar 30, 2011 1:56 am

This sounds like a fun mod, will watch it and hope it will be released when you're satisfied.

As for suggestions, i think it would be best for you to release a beta before adding too much stuff, the more you add the bigger the chance will be you will encounter problems. Same counts for the beta testers. But thats just my opinion since you already added 25 quests.

Im quite curious how this will work with FCOM myself. Also, have you altered parts of Cyrodill or did you create a new landscape?
This will be important for compatibility with other mods (not something which cant be worked around though :))
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Bonnie Clyde
 
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Post » Wed Mar 30, 2011 12:39 am

Unfortunately I have modified various cells with little things (such as adding NPCs and cave entrances) and while these things aren't big at all and won't cause any CTDs problems might occur if for example another mod adds a building at the exact same spot of my NPCs. This can, however, easily be fixed by using tcl, but still.

Once I release this mod my recommendation would be to start a new character with as less mods as possible and play it. I know it doesn't conflict with any of the DLCs but that's about it, I can't guarantee about the rest. Also there are a few non-essential vanilla NPCs this mod uses so problems might again arise if you have a save where you killed that NPC. :(
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Tha King o Geekz
 
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Post » Wed Mar 30, 2011 6:30 am

I wait with my breath held.
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Lexy Dick
 
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Post » Wed Mar 30, 2011 8:32 am

Well, I'm almost finished testing everything so I guess I'll release the beta soon. TesNexus is the most popular site these days, right?
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Rachel Tyson
 
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Post » Wed Mar 30, 2011 4:10 am

Yep.
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chloe hampson
 
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Post » Tue Mar 29, 2011 11:07 pm

Alright.

Still looking for more suggestions guys.
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Lakyn Ellery
 
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Post » Wed Mar 30, 2011 7:26 am

Perhaps the chance to become a privateer? (like a pirate, but given safe harbor by one country in return for them attacking the vessels of another country) Maybe the empire is trying to interfere with another continent's trade. (You would have to add a good bit of lore here, as this is something entirely new)
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lucile davignon
 
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Post » Wed Mar 30, 2011 1:32 am

Perhaps the chance to become a privateer? (like a pirate, but given safe harbor by one country in return for them attacking the vessels of another country) Maybe the empire is trying to interfere with another continent's trade. (You would have to add a good bit of lore here, as this is something entirely new)


Or your home race attacking the empire (if you're not imperial). So the Bosmer might send you if you're an elf, or the dunmer if you're one of them, and each ship can have slightly different looks (maybe the khajit could have something similar to the mercenary ships from LOTR, and could be slavers?). Then again, that might be a bit too much. Maybe a sidequest near the beginning where you're sent out on a dingy to kill a giant shark to prove your worth. The cannibal idea is good, too.
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sw1ss
 
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Post » Wed Mar 30, 2011 12:08 pm

Or your home race attacking the empire (if you're not imperial). So the Bosmer might send you if you're an elf, or the dunmer if you're one of them, and each ship can have slightly different looks (maybe the khajit could have something similar to the mercenary ships from LOTR, and could be slavers?). Then again, that might be a bit too much. Maybe a sidequest near the beginning where you're sent out on a dingy to kill a giant shark to prove your worth. The cannibal idea is good, too.


Well, this is an alright idea, I guess, but I'd need to create unique looking ships for every race and without a good modeler I can't.
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Nathan Maughan
 
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Post » Wed Mar 30, 2011 11:38 am

Or your home race attacking the empire (if you're not imperial). So the Bosmer might send you if you're an elf, or the dunmer if you're one of them, and each ship can have slightly different looks (maybe the khajit could have something similar to the mercenary ships from LOTR, and could be slavers?). Then again, that might be a bit too much. Maybe a sidequest near the beginning where you're sent out on a dingy to kill a giant shark to prove your worth. The cannibal idea is good, too.


Per lore, Dunmer would be the slavers, and they would be capturing Argonians and Kajiit. A couple quests about the slave trade would be cool...
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Miragel Ginza
 
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Post » Wed Mar 30, 2011 2:06 pm

Bump...
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Sxc-Mary
 
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Post » Wed Mar 30, 2011 8:35 am

So, when are you going to release this? You shouldn't worry all that much about bugs if it's a beta, they are bound to come up. Of course the fewer there are the better ^^
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m Gardner
 
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Post » Wed Mar 30, 2011 9:10 am

Well, I still have one more dungeon to create so that I may round up one more quest. I'll probably do that this weekend so I might be able to release it sometime at the start of next week.
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Myles
 
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Post » Wed Mar 30, 2011 4:53 am

Maybe just a personal taste thing ...but it seems to be a pattern in all pirate mods ...In the raiding pics I noticed that the pirates are wearing all sorts of armour but pirates wouldn't realistically wear anything heavier then leather. I mean if you were to go overboard you'd sink! I just looks strange to me to see them running around in Elven and Glass, etc. There is lots of great clothing in Oblivion that could be used instead ...Just a thought :)
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Harinder Ghag
 
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Post » Wed Mar 30, 2011 9:50 am

Well, if we're talking about realism then Oblivion lacks it in many aspects, one of which is the ability to swim with a full set of daedric armor and a warhammer drawn out. Now, while I do agree with your statement the thing is that if I made them all wear clothes and such they would be more vulnerable plus the player wouldn't get any equipment from them. Since I mostly don't use leveled lists there is always a small chance that a player might acquire a certain set of armor a few levels before they would even show up on other NPC's leveled lists.
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Jinx Sykes
 
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Post » Wed Mar 30, 2011 1:02 pm

Perhaps you could ask Mr Siika or someone to make some new ship resources: None of the in-games ships, or anyone ones in existing resources are really worthy (IMHO) of being called part of the Imperial Navy. Navy Vessels should be much larger. I imagine Imperial Navy ships as being large wide ships, with a very large crew (they would have a HUGE sail area, but would still be rather slow compared to a clipper ship. Ballista's and trebuchet's would be on board. Pirate ships, however, would range from being just like normal merchant ships (like the vanilla OB ships), to thin, fast clipper ships, possibly also powered by Argonian and Khajiit slaves rowing.
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Paula Rose
 
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Post » Wed Mar 30, 2011 11:55 am

Well, it's definitely a good idea, but I don't know if anyone would be willing to create such a large mesh for me. When I release the beta and get some feedback I'll look into finding somebody to make it.
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Dj Matty P
 
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