[RELz] [WIPz] The Golden Crest

Post » Wed Mar 30, 2011 7:00 am

IT'S STILL ALIVE!!!!!!!!!!


More revived, but that's right ;)

The first few version definitely won't have voice acting, but I'll use that generic lip movement program to make it less dull. I'll update you on what the current status is once I finish testing, in several days.
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Carlos Vazquez
 
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Post » Wed Mar 30, 2011 4:37 am

Just a small bump in hopes of getting some response.
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Darlene DIllow
 
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Post » Wed Mar 30, 2011 8:19 am

I'm soo happy to see this being worked on again :). I've always wanted to see a pirate faction made for Oblivion, and this sounds like it'll be awesome. Keep up the good work!
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Killah Bee
 
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Post » Wed Mar 30, 2011 7:10 am

Alright, I've tested the main quest line and I have one more quest to finish in order to pretty much do everything there is to do in this mod. It took me quite a while to finish it, even though I remembered most of the stuff which is good.

Encountered only a few minor bugs which I fixed and as far as I can see there is nothing really major that needs to be fixed. I'll finish the final quest and check my list in case I forgot to fix something, but if all goes well I should upload the first alpha tomorrow. Hopefully.
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lexy
 
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Post » Tue Mar 29, 2011 10:34 pm

http://www.tesnexus.com/downloads/file.php?id=33626, a major pirate quest mod, has been released. Hope to get some feedback :))
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Steve Fallon
 
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Post » Wed Mar 30, 2011 4:54 am

Hey :D nice to see someone else working in the piraty universe thingy ;) looks really great, I hope to check this out soon :)
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Nany Smith
 
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Post » Wed Mar 30, 2011 6:55 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


I disagree here. It still shocks me, but an awful lot of sailors in "ye olden dayes" never did learn to swim. The one explanation I heard didn't make sense, really, but everything I've heard confirms that it was so. So, I don't think that the water-worthiness of gear would be a big consideration, if we're looking for "historical accuracy". Which of course doesn't apply in Oblivion, where none of Earth's technological development paths was followed.

Kafana, I don't know if you're still looking for quest ideas, but what about a chance to save an attractive person of your gender-of-choice? A good, swashbuckling, roguish rescue story never goes awry, in my opinion. This could perhaps be part of the buildup to the confrontation with rival pirates; your lady/gentleman was kidnapped by those awful beasts! Go pick a fight that will inevitably lead to retaliation!

There could also be a side quest to find treasures left behind by a legendary pirate of yore. These might be in one central location, or scattered here and there; they might be stumbled-upon if you thoroughly explore quest locations, or found after following a series of clues.

Also, somebody mentioned getting stranded on an island. I think that there are a lot of possibilities there, depending on how elaborate a setup you were willing to make. The player could have a variety of goals to accomplish in order to survive and attract rescue; the island itself could have secrets.

Good luck with your mod,
Asterai
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evelina c
 
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Post » Wed Mar 30, 2011 10:19 am

I disagree here. It still shocks me, but an awful lot of sailors in "ye olden dayes" never did learn to swim. The one explanation I heard didn't make sense, really, but everything I've heard confirms that it was so. So, I don't think that the water-worthiness of gear would be a big consideration, if we're looking for "historical accuracy". Which of course doesn't apply in Oblivion, where none of Earth's technological development paths was followed.


Shockingly, I've also heard these stories but I never believed them to be true. I mean, come on, pirates and sailors that can't swim? Silly, right, but that's what I heard.

Kafana, I don't know if you're still looking for quest ideas, but what about a chance to save an attractive person of your gender-of-choice? A good, swashbuckling, roguish rescue story never goes awry, in my opinion. This could perhaps be part of the buildup to the confrontation with rival pirates; your lady/gentleman was kidnapped by those awful beasts! Go pick a fight that will inevitably lead to retaliation!


This is an extremely interesting idea, one I just might work on. Thanks for the suggestion.

There could also be a side quest to find treasures left behind by a legendary pirate of yore. These might be in one central location, or scattered here and there; they might be stumbled-upon if you thoroughly explore quest locations, or found after following a series of clues.


Something similar is already in the works but thanks for the suggestion :)

Also, somebody mentioned getting stranded on an island. I think that there are a lot of possibilities there, depending on how elaborate a setup you were willing to make. The player could have a variety of goals to accomplish in order to survive and attract rescue; the island itself could have secrets.


I've thought about it, but it's not really a priority at the moment. Once I do finish this mod (at least most of it) I'll probably add a small plug in that will allow and alternate start, one which will offer a lot of roleplaying value to the player.

Good luck with your mod,
Asterai

Thanks for the support and suggestions :)

Cheers.
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Laura Samson
 
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Post » Wed Mar 30, 2011 12:31 pm

A bump. Any suggestions? Opinions?
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Gill Mackin
 
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Post » Wed Mar 30, 2011 2:35 am

Its true. A long time ago sailors and such thought it was bad luck to know how to swim. And it kinda was. In one book I read, some valued prisoners jumped overboard. The captain commanded to send the swimmers. The people who could swim got tossed in the water. Was probly around a 2 story fall :shrug: And there were likely some non-superstitous reasons too.

Anyways, on topic: in regards to the sea monster, why not have it appear just before you attack another ship? It pops up either from underneath the ship, destroying and sinking it, or beside and destroys and sinks it? Not sure if you would be able to do that, but if you could that would be pretty cool. And I agree with some other people, they should really be wearing leather armour or clothing. Why not try basing them off the couple of pirates already in the game? You know, on the ship where you have to kill the captain.
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Marta Wolko
 
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Post » Wed Mar 30, 2011 11:14 am

Anyways, on topic: in regards to the sea monster, why not have it appear just before you attack another ship? It pops up either from underneath the ship, destroying and sinking it, or beside and destroys and sinks it? Not sure if you would be able to do that, but if you could that would be pretty cool. And I agree with some other people, they should really be wearing leather armour or clothing. Why not try basing them off the couple of pirates already in the game? You know, on the ship where you have to kill the captain.


Once I start working the quests again (currently busy with landscaping) I'll search the mesh database on the web and see if any sea creature has been created. If I can find something to work with I'll put it in the mod for sure. If not I'll probably request it. As for the leather armor, the problem is that there are over 10 quests which include enemy pirates, that's over a hundred instances of an NPC. Now, to make all those 150+ pirates have the same clothes, would start to look boring after a while. Not to mention I'd have to create 100+ different enchantments so that the pirates rank by difficulty.

Either way, I thank you for your suggestion and your opinion. :)
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Eoh
 
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Post » Wed Mar 30, 2011 10:52 am

I'd just like to say that the project is going marvelously well. I estimate that an update will arrive somewhere near the end of August, adding about 6 new quests and with them another four or five hours of gameplay.
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Heather beauchamp
 
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Post » Tue Mar 29, 2011 10:53 pm

Bumpety...
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Julia Schwalbe
 
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Post » Wed Mar 30, 2011 2:20 pm

Bump.
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Heather M
 
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Post » Wed Mar 30, 2011 4:37 am

For anybody that cares, an update will be arriving in a few days. Somewhere near the start of September. It will add 7 new quests, all of which will have at least 2 possible ways to complete. I will also implement a disposition system in this version for some of the crew members, similar to that of NWN 2 and Dragon Age: Origins which won't be as easily modified as the vanilla Oblivion system and will lead to additional quests in future updates, should the particular crew member like or dislike you enough.
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Laura Wilson
 
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Post » Wed Mar 30, 2011 8:49 am

Wow you quintuple posted lol Probably wasn't necessary to keep bumping it since most people all ready know about it due to it being in the hot files on the nexus. Congrats by the way it seems few mods manage to take those spots from skimpy clothing mods these days :thumbsup: .

I had an Idea that I posted on the nexus but I'll post it here too in case it was overlooked. Would it be possible to make your crew reflect the race of your character? I'm not sure how hard that would be to do or if it's even possible but an idea none the less and it would be pretty cool.
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Barbequtie
 
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Post » Wed Mar 30, 2011 7:38 am

Wow how did I manage to miss this untill now! Looks awesome, and if I ever RP a pirate this will be top of my list!

If you need inspiration for any more quests, or just love pirates, read the Curse of the Mistwraith and the others in that series, by Janny Wurts. The main character is a pirate, but not your typical pirate. It's awesome :D
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Caroline flitcroft
 
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Post » Wed Mar 30, 2011 6:48 am

I had an Idea that I posted on the nexus but I'll post it here too in case it was overlooked. Would it be possible to make your crew reflect the race of your character? I'm not sure how hard that would be to do or if it's even possible but an idea none the less and it would be pretty cool.


I saw the idea, but I don't believe I gave a proper reply to it. The thing is, I want the crew to be as diverse as possible. But, even if this wasn't the case, I want each named crew member (of the Golden Crest, not the Wailing Butcher) to have his story, his specific dialogues, and (in a future update) his specific quest. Basically I want to introduce a companion system similar to that of NWN 2. In that game each of your companions had his specific personality and a back story which gave you a quest or two to do. This is what I want to try to introduce here, and in the upcoming update it will be.

I can still add a ship filled with Kajiht's for the player to encounter, but not own.
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Oscar Vazquez
 
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Post » Wed Mar 30, 2011 3:44 am

The new update is out!

Version 1.1x features:

- 8 new quests, 6 of which have multiple endings and plenty of forks in the road. Moral and practical choices which effect further and current quests, your standing amongst your men and even potential death of your friends.

- At least 5 hours of additional gameplay.

- New disposition system for your crew, which is unaffected by charm or bribes. Higher disposition allows the player to learn new skills from the crewmates as well as additional interactions, such as taking a crewmate to a drink at the best inn in Cyrodiil, sending a crewmate to the brig or giving gifts to your crew. Features an extensive dialogue and back story for each named crew member of the Golden Crest.

- A nice and powerful power and an additional member of the crew.

- Plenty of additional back story for the factions and particular people in this mod.

- 2 new island worldspaces, one of which holds a mysterious story which requires the players imagination and thinking to understand.

Screenshots:

http://www.tesnexus.com/downloads/images/33626-2-1283342307.jpg

http://www.tesnexus.com/downloads/images/33626-3-1283342307.jpg

http://www.tesnexus.com/downloads/images/33626-1-1283342306.jpg
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Christine Pane
 
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Post » Wed Mar 30, 2011 4:09 am

Sweet an update :)
I understand what you mean about having crew with personalities, backstories and names so no worries, it was just something I would have liked to see, no need to go filling a ship up with khajiits just to please little ol me :P. Trust me I'm using this mod anyway :)
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Ilona Neumann
 
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Post » Wed Mar 30, 2011 5:26 am

An update will arrive shortly (possibly by the end of next week) which will add semi-repeatable quests for both the Straight Arrow and the Golden Crest. I say semi-repeatable because while they act as repeatable quests in the sense that the story isn't quite as vivid in them, they are not endless, but rather when a certain number is reached you continue the regular quest line (which will be added in one of the updates after that).
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Ricky Rayner
 
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Post » Wed Mar 30, 2011 1:20 pm

Odlican mod!!! Samo tako nastavi. :foodndrink:
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John N
 
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Post » Wed Mar 30, 2011 8:35 am

There's some compatability issues with this and UL bravil barrow fields any chance of a patch for that?
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Crystal Birch
 
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Post » Wed Mar 30, 2011 1:33 pm

I suppose, though it's not a priority. I'll download that mod and make the necessary changes, though I hope there aren't any extensive changes needed.

Feel free (and please do) post additional conflict issues so that I may address them.
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Kayla Oatney
 
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Post » Wed Mar 30, 2011 8:59 am

Gratz on your relz/update!

BTW, a new http://www.gamesas.com/index.php?/topic/1070213-beta-testing-anolysis-guild-at-tesa/ has been formed. If you need testers you may wish to check them out.

Good job and good luck!

Asterai
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Chris Duncan
 
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