[WIPz] The Necromancer Hunter

Post » Sat Feb 19, 2011 7:41 am

Since there is enough interest and I already started it I may as well make a WIP topic for it.

After becoming joining the Mages Guild you eventually find out that Arch Mage Traven has outlawed Necromancy. Some in the Guild want to take it a step further. Some members of the Mages Council and their supporters have decided to take out the rest of the Necromancers in Cyrodil and have chosen you to do the job. This is not an epic quest but an on-going group of side quests to clean out all of the Necromancer lairs around the land. You will be rewarded for each robe you collect along with some appropriate Necromancer loot.

Even when the quest is "over" you can still turn in robes for cash when the lairs respawn, and then go back through the old quest list and do it all over again.

This is not meant to be an epic quest with new areas, etc. If you want one of those see my .sig. I highly recommend The Underdark Parts II and III or Heart of the Dead, Adense Dungeon, etc.

Ideas and comments are welcome.
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Lifee Mccaslin
 
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Post » Sat Feb 19, 2011 4:58 am

They are going to have the arch-mage go out necromancer hunting? Seems more like something they would have someone a little further down the food chain doing. But...... I rather enjoy hunting necros in any event, yet another excuse to do so sounds like a very good plan to me.

A request though: Necromancer appropriate loot. :D
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abi
 
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Post » Sat Feb 19, 2011 3:08 am

The Council figures that the Arch Mage is rather the adventurous type,, bored with his duties and they don't want to needlessly deplete their numbers to accomplish the goal.

I've already got it started and it won't take very long to put together. I also have the Necromancer lairs identified.
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natalie mccormick
 
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Post » Sat Feb 19, 2011 7:55 am

Here's a list of the places that you will be visiting if you choose to use this mod.

* Bloodrun Cave
* Cadlew Chapel
* Dark Fissure
* Echo Cave
* Elenglynn
* Fingerbowl Cave
* Fort Cuptor
* Fort Doublecross
* Fort Istirus
* Fort Linchal
* Fort Ontus
* Fort Teleman
* Fort Variela
* Garlas Agea
* Hame
* Howling Cave
* Kindred Cave
* Lost Boy Cavern
* Mackamentain
* Moss Rock Cavern
* Pothole Caverns
* Silorn
* Underpall Cave
* Wellspring Cave
* Wendelbek
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Cccurly
 
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Post » Sat Feb 19, 2011 12:01 am

I think a good 're-occuring' quest would be that you can turn in nercomancer robes for a small bit of gold, that is on top of the other quests.
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Svenja Hedrich
 
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Post » Sat Feb 19, 2011 1:52 am

Yes, that's basically what I'm going to do. It can always be expanded upon later if I (or anyone else) so desires.
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Stat Wrecker
 
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Post » Sat Feb 19, 2011 10:51 am

I like the idea but isn't there a risk of forcing an archmage to inherit and carry on the policies of his predecessor, taking away the whole point of the authority of being archmage? With Mannimarco out of the way, one might reason that a policy of nothing less than total necromancer genocide might be overzealous and/or dangerous. So I would suggest at the very least a dialog option prompting the character to be the one to make this decision (or not), instead of it just being handed down to him.
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rheanna bruining
 
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Post » Fri Feb 18, 2011 11:20 pm

You'd probably be interested in having compatibility with the major overhauls, a good deal of them have something to do with necromancer lairs, enemies and loot.
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Justin Hankins
 
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Post » Fri Feb 18, 2011 10:06 pm

I like the idea but isn't there a risk of forcing an archmage to inherit and carry on the policies of his predecessor, taking away the whole point of the authority of being archmage? With Mannimarco out of the way, one might reason that a policy of nothing less than total necromancer genocide might be overzealous and/or dangerous. So I would suggest at the very least a dialog option prompting the character to be the one to make this decision (or not), instead of it just being handed down to him.


I would think if anyone did NOT want to eliminate Necromancy they simply wouldn't use the mod but I can put an option to refuse it and that would end the quest then and there.
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neen
 
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Post » Fri Feb 18, 2011 8:10 pm

You'd probably be interested in having compatibility with the major overhauls, a good deal of them have something to do with necromancer lairs, enemies and loot.


I don't use them so I'm not sure how I would go about this but I'm certainly open for suggestions.
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Jennifer Rose
 
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Post » Sat Feb 19, 2011 7:37 am

BTW, there is NO companion that goes with this mod. I don't want anyone to get confused by The Vampire Hunter. If I keep this simple it may be done by next weekend.

After all I do have the MERP main quest to deal with but since I do this sort of thing in my own game all the time I figured I'd formalize it and release it. I figured I can't be the only one who enjoys collecting Necromancer robes.
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Sarah Kim
 
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Post » Sat Feb 19, 2011 4:50 am

I like this concept...just make the robes not worth a HUGE amount. At Level 30, I have too much money already.
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Talitha Kukk
 
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Post » Sat Feb 19, 2011 1:54 am

I like the idea but isn't there a risk of forcing an archmage to inherit and carry on the policies of his predecessor, taking away the whole point of the authority of being archmage? With Mannimarco out of the way, one might reason that a policy of nothing less than total necromancer genocide might be overzealous and/or dangerous. So I would suggest at the very least a dialog option prompting the character to be the one to make this decision (or not), instead of it just being handed down to him.

I'm totally not trying to sound rude, believe me, I am, but if you(or your character, heh) thought that, you could just as well not use the mod, you know? Some people don't like the Dark Brotherhood continued because they think it's out of character for the Listener to continue taking small time contracts, and those people can just not use the mod. Just saying.
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Add Me
 
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Post » Sat Feb 19, 2011 4:31 am

My main reason for doing this, like I said is for myself but mommy taught me to share (I say that when i fart at work).

I think most people when they get to Arch Mage move on and do other things, thus the council saying, "Hey, you're the adventurous sort, we don't want to needlessly waste recruits and mid level members so why don't YOU go and kill Necromancers for us."

If you don't want to fight Necromancy than this is definitely NOT the mod for you, the same way The Vampire Hunter is not for people who like Vampires (but that is a HUGE quest and involves a companion, this does not and is a side-quest type of thing).
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lilmissparty
 
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Post » Sat Feb 19, 2011 10:07 am

My main reason for doing this, like I said is for myself but mommy taught me to share (I say that when i fart at work).

I think most people when they get to Arch Mage move on and do other things, thus the council saying, "Hey, you're the adventurous sort, we don't want to needlessly waste recruits and mid level members so why don't YOU go and kill Necromancers for us."

If you don't want to fight Necromancy than this is definitely NOT the mod for you, the same way The Vampire Hunter is not for people who like Vampires (but that is a HUGE quest and involves a companion, this does not and is a side-quest type of thing).



I think you're mommy is right about sharing :).

I'd certainly download it - this is the kind of optional extra quests that I like to do once my char has reached a certain goal (in this case being the Arch Mage).
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Albert Wesker
 
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Post » Sat Feb 19, 2011 7:43 am

well this would be simple enough to do and I think some people would enjoy it. You could basically take the scripts and dialogue from the order of the virtuous blood quest in vanilla oblivion and change it to work for necromancer robes, therefore you get the money for them instead of the vampire dust. it would be quick and a simple start that could be added on to
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Phillip Brunyee
 
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Post » Sat Feb 19, 2011 11:26 am

The only two things I can think of to say are that, personally, I would like if a mod like this began *before* i work up to Arch-mage. I always felt a little disappointed when I clear out a necro-dungeon, and don't get any kind of props from the guild.

If you, or someone else, felt like expanding the scope of this... I've always kind of expected to find anti-necromancer bands of mages adventuring out occasionally, but nobody except the hero ever seems to bother to do anything, y'know? That's probably way more than you mean to do though, so, don't worry about it ;)
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Gavin Roberts
 
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Post » Sat Feb 19, 2011 10:17 am

I'm open to starting it before Arch Mage, I can edit the dialog to fit but it would have to be available at the Dark Fissure Quest. That makes sense because dude always says not to go in, but let's face it, we all go in and clean house! That point seems like a good starting point.

I don't want to make this too complicated. My priorities are some final minor touches I need to do to my companions and continue my MERP work. I'm up to the Barrow Downs now as far as writing the "script". The dialog and voice acting will happen up front on this project. Heads up my crew! This will be the ultimate. I can see Greenwarden voicing Galadriel. My God. I digress.

This will take little time. Do or do not. There is no try.
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sw1ss
 
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Post » Sat Feb 19, 2011 1:40 am

Since you are editing NPC's that are already placed in the world, would this be compatible with mods like FCOM that completely change NPC spawns?
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Chris Guerin
 
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Post » Sat Feb 19, 2011 8:01 am

This mod will NOT alter existing anything.

Upon load you will get a quest entry (no pop-up) about it if the conditions are correct. You will be directed to find a Council member. Once you find him he will present the quest.

I will simply add an NPC, a Necromancer Master, to each location, and when he is killed the quest stage will advance. That should not interfere with anything. By the time you get to him/her you will have likely cleaned out the area.
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Kathryn Medows
 
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Post » Sat Feb 19, 2011 10:01 am

I'm open to starting it before Arch Mage, I can edit the dialog to fit but it would have to be available at the Dark Fissure Quest. That makes sense because dude always says not to go in, but let's face it, we all go in and clean house! That point seems like a good starting point.

I don't want to make this too complicated. My priorities are some final minor touches I need to do to my companions and continue my MERP work. I'm up to the Barrow Downs now as far as writing the "script". The dialog and voice acting will happen up front on this project. Heads up my crew! This will be the ultimate. I can see Greenwarden voicing Galadriel. My God. I digress.

This will take little time. Do or do not. There is no try.


I knew my ears were burning for a reason... :D

I need to fix my microphone here- it hasn't been acting right for weeks- but if I can sort it out, yes.
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Laura Richards
 
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Post » Fri Feb 18, 2011 8:46 pm

Compared to past efforts this is easy. The LotR thing, once the script is done for one book I will program in the dialog and the voicing and lip synching will be done up front. I've developed a better development paradigm based on the team effort this will take. It's the perfect model.
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Darian Ennels
 
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Post » Fri Feb 18, 2011 10:58 pm

I really like the idea of this mod and think it would go great with paladin type characters and sorts, but i really think that you should have some sort of definite location where these necromancers can be found, your own mod-specific dungeon/cave/ruin. That way you'll be sure that if anyone does use overhauls (that change pretty much every dungeon area in the game) will be able to use the mod as you intended. It would even make sense to put the ruins somewhere at the borders (or beyond with the borderless cyrodiil tweak) as it would give the idea that the necromancers are fleeing after the defeat of mannimarco.

Anyways, i love the idea and will be on my wishlist, good luck on the mod :goodjob:
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MISS KEEP UR
 
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Post » Sat Feb 19, 2011 5:41 am

I'm totally not trying to sound rude, believe me, I am, but if you(or your character, heh) thought that, you could just as well not use the mod, you know? Some people don't like the Dark Brotherhood continued because they think it's out of character for the Listener to continue taking small time contracts, and those people can just not use the mod. Just saying.


I mean from a pure role-playing standpoint. One shouldn't be handing quests down to the archmage. The archmage (edit: I mean that to be read as "not the mod user") should be setting the agenda within the game. Plus, what if multiple people are playing Oblivion on the same PC with the same mods?

Vanilla Oblivion offers practically zero opportunity to role-play an archmage. If the arch-mage goes to join the fighters guild or thieves guild or the arena, no one ever says "oh, wow, what in Oblivion is the archmage doing here?" They just treat you like a total unknown new player in all cases. There are a few mods though that allow you to role-play an archmage when appropriate, Arrows of the Ayleid King being a good example. It simply adds dialog options appropriate to an archmage if you are one, and it makes the mod incorporate into the game so much better.

Edit again: LOL @ the mods deciding a certain innocuous word was a pejorative troublemaker and having the filter change it to "new player". What a world.
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LuBiE LoU
 
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Post » Fri Feb 18, 2011 9:40 pm

I'm going to change so the quest starts when you're at the level where you go to Dark Fissure. This way it gives you a reason to go in and slaughter them all.


I mean from a pure role-playing standpoint. One shouldn't be handing quests down to the archmage. The archmage (edit: I mean that to be read as "not the mod user") should be setting the agenda within the game. Plus, what if multiple people are playing Oblivion on the same PC with the same mods?

Vanilla Oblivion offers practically zero opportunity to role-play an archmage. If the arch-mage goes to join the fighters guild or thieves guild or the arena, no one ever says "oh, wow, what in Oblivion is the archmage doing here?" They just treat you like a total unknown new player in all cases. There are a few mods though that allow you to role-play an archmage when appropriate, Arrows of the Ayleid King being a good example. It simply adds dialog options appropriate to an archmage if you are one, and it makes the mod incorporate into the game so much better.

Edit again: LOL @ the mods deciding a certain innocuous word was a pejorative troublemaker and having the filter change it to "new player". What a world.

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Silvia Gil
 
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