[BETA][WIP] Ward of Akavir

Post » Fri May 13, 2011 1:56 pm

Ward of Akavir - The Siege at Firemoth
by quorn, based on the work of Bethesda Softworks

Release: http://www.sendspace.com/file/vsf1n0

Screenshots:
http://llamahunter.homestead.com/files/Firemoth_Crew.jpg
http://llamahunter.homestead.com/files/Firemoth_undead.jpg

The Ward of Akavir was lost when Firemoth Fort was overrun by an army of undead. Head an expedition to Firemoth Fort to retrieve the lost relic for the Empire. Ask around about "latest rumors" for details. (Ask anywhere outside of Seyda Neen, like in Pelagiad or Balmora for example)

Based on the official plug-in "Siege at Firemoth", this is an updated version of the Firemoth expedition. Deactivate the original Siege at Firemoth plug-in when using this version. This version requires Tribunal and Bloodmoon due to the scripting involved.

Updates include cleaning dirty references left in the original Siege at Firemoth plug-in, improved follower support (better equipment, better following, better survivability), improved terrain texture mapping (no more visible seams), and a few surprises in store for players. Overall difficulty has increased, but not overwhelming to prepared players.

---

Since I shelved the interior version due to glitches and performance, I've ported the changes to the exterior version and improved on it from there. I've cleaned up the exterior cells of texture seams and jagged terrain, and made many changes to the followers and foes encountered. I've also cleaned up the dirty references left in the original plug-in.

This is finished, but I would like feedback before I officially release this, areas I'd like feedback is terrain, follower support, and overall difficultly (overall difficulty is increased, but so is follower strength/survivability), as well as any issues/suggestions. ^_^


Previous Thread: http://www.gamesas.com/bgsforums/index.php?showtopic=973051

Let me know what you think!
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Emily Rose
 
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Post » Fri May 13, 2011 4:54 am

:D Its so much better than the original, well, its just spectacular!
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Chris Cross Cabaret Man
 
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Post » Fri May 13, 2011 12:23 pm

OP should probably link back to the previous thread, for tracking purposes.

Re: difficulty, what are you aiming for? Should it be balanced for all classes (thief/warrior/mage) , what about recommended level?
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matt white
 
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Post » Fri May 13, 2011 8:45 am

The only thing that would keep me from playing this mod, from the looks of what I've read so far, would be a possible conflict with Painkiller_Rider's The Forgotten Shields, which mods both the appearance and enchantment of the Ward of Akavir into a much cooler package.

Do you know if load order could be used to keep your alterations to the main quest while retaining the changes I liked about the above mod? Or would it not work out due to the ways the .esms are set up?
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HARDHEAD
 
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Post » Fri May 13, 2011 8:06 am

:D Its so much better than the original, well, its just spectacular!


Thanks! This version stays fairly close to the original in scope, just with a notably higher difficulty. ^_^

OP should probably link back to the previous thread, for tracking purposes.

Re: difficulty, what are you aiming for? Should it be balanced for all classes (thief/warrior/mage) , what about recommended level?


Can't believe I forgot that. :facepalm:
I put the link to the previous discussion, which goes into depth about the upcoming improvements.

This version is more favorable to warriors, and mages due to the combat involved, but does have some notable thief elements. A character with security will have an easier time making it through the fort. I plan on expanding the thief element in the next version, having traps check sneak skill, for example, as well as added security checks too.

As for overall difficulty, I want the expedition to be somewhat difficult for characters around lvl 15 or so. However, this doesn't include the difficulty of the boss battles, which should probably be approached around level 20 or so. In the next version, the quests will be more story-driven, so I may decrease the difficulty in that respect, perhaps developing a strategy for players with guile.

The only thing that would keep me from playing this mod, from the looks of what I've read so far, would be a possible conflict with Painkiller_Rider's The Forgotten Shields, which mods both the appearance and enchantment of the Ward of Akavir into a much cooler package.

Do you know if load order could be used to keep your alterations to the main quest while retaining the changes I liked about the above mod? Or would it not work out due to the ways the .esms are set up?


I did change the ID for the shield, actually there's 2 ID's for the shield due to scripting involved, as well as boosted the values. The Forgotten Shields project won't initially work for this shield because of this, but it should be easy enough to make a patch for it since this project is an .ESM.
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He got the
 
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Post » Fri May 13, 2011 4:08 pm

Hmm, I've a Level 42 thief character. Is it too late for me to start this mod?
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Paul Rice
 
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Post » Fri May 13, 2011 1:35 pm

Hmm, I've a Level 42 thief character. Is it too late for me to start this mod?


Give it a try and let me know. ^_^

Ol' Grurn and company could still give you a challenge depending on your equipment.
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Michelle Chau
 
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Post » Fri May 13, 2011 6:11 am

the main thing i liked were the new skeletons, those eye glows work really well indoors.
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Ana
 
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Post » Fri May 13, 2011 7:59 am

I can't wait for the new version!
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Davorah Katz
 
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Post » Fri May 13, 2011 8:05 am

Well, I've never really bothered with the Siege of Firemoth quest (So much to do on Vvardenfall), though I guess now could be a good time to start it.
I'll report if my character had any difficulty's.
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[Bounty][Ben]
 
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Post » Fri May 13, 2011 8:30 pm

I tried this again, and I think you need to boost the archer. I don't think she really hurts the skeletons much, at least I haven't seen any die to ranged attacks. Also I think the battlemage should be brought back, though I do like the knight.
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Ashley Campos
 
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Post » Fri May 13, 2011 5:40 pm

I tried this again, and I think you need to boost the archer. I don't think she really hurts the skeletons much, at least I haven't seen any die to ranged attacks. Also I think the battlemage should be brought back, though I do like the knight.


The archer should be doing about the same damage as the other mercenaries. I purposely gave her a crossbow so that she could do consistent damage to opponents from a distance (bows have a wide magnitude for damage, and from tests of my own, I've noticed that archers tend to shoot on the low end of the magnitude than the higher end). She usually lends support to the other characters, helping them kill faster. Sometimes she'll fire from a position where the bolts won't reach the target -- this generally happens around water if the target is waist deep.

As for the battlemage, I removed him for a few reasons. Originally, his spells would tend to harm the player and the other mercenaries. He also would run out of magicka very early, and would be a rather ineffective fighter. Scaling his spells back just made him another archer who would run out of ammo fast. NPCs can't drink restore magicka potions, and scripts simulating it would conflict with the health potion saver code in my tests (generally causing a crash). Also, spellcasting AI is weak.
That said, now that the Morrowind Code Patch fixes the health potion drinking and also allows the NPCs to drink restore magicka potions, I might try to give the battlemage another go. I wouldn't count too much on it though, since spellcasting AI is generally terrible especially with companions.
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tegan fiamengo
 
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Post » Fri May 13, 2011 1:37 pm

I don't see the battlemage thing as all that important, i'd rather see some more doodads and such.
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An Lor
 
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Post » Fri May 13, 2011 2:06 pm

I still have a few surprises in store. ^_^
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Saul C
 
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Post » Fri May 13, 2011 4:29 pm

Also, the turn undead scrolls provided for the expedition do work, in obvious and not so obvious ways. ^_^
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Luis Reyma
 
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Post » Fri May 13, 2011 9:52 am

Did I mention that I keep a backup save of my current character prior to going to the fort just so I can go through the epic skeletal slaughter over and over again? Its that epic, especially when I take a rag tag group of my "A lords men" Hlaalu and Imperial guards with me. :P :foodndrink:
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JUan Martinez
 
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Post » Fri May 13, 2011 8:18 am

Did I mention that I keep a backup save of my current character prior to going to the fort just so I can go through the epic skeletal slaughter over and over again? Its that epic, especially when I take a rag tag group of my "A lords men" Hlaalu and Imperial guards with me. :P :foodndrink:


:lol: i did that with the entire town of seyda neen, though i used the console and equipped the townfolks with various iron weapons. glorious and hilarious!
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hannaH
 
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Post » Fri May 13, 2011 5:30 pm

The archer should be doing about the same damage as the other mercenaries. I purposely gave her a crossbow so that she could do consistent damage to opponents from a distance (bows have a wide magnitude for damage, and from tests of my own, I've noticed that archers tend to shoot on the low end of the magnitude than the higher end). She usually lends support to the other characters, helping them kill faster. Sometimes she'll fire from a position where the bolts won't reach the target -- this generally happens around water if the target is waist deep.

As for the battlemage, I removed him for a few reasons. Originally, his spells would tend to harm the player and the other mercenaries. He also would run out of magicka very early, and would be a rather ineffective fighter. Scaling his spells back just made him another archer who would run out of ammo fast. NPCs can't drink restore magicka potions, and scripts simulating it would conflict with the health potion saver code in my tests (generally causing a crash). Also, spellcasting AI is weak.
That said, now that the Morrowind Code Patch fixes the health potion drinking and also allows the NPCs to drink restore magicka potions, I might try to give the battlemage another go. I wouldn't count too much on it though, since spellcasting AI is generally terrible especially with companions.


I still think the archer needs to do more damage though, when she gets surrounded she dies too fast. I also liked the battlemage in the original Firemoth because he could kill a lot of skeletons with that big shock spell, but he always ran out of magic by the time we got inside. Anyways I think you should give the archer magic arrows, like fire arrows. That would make her much better!
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Emma
 
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Post » Fri May 13, 2011 6:12 pm

I still think the archer needs to do more damage though, when she gets surrounded she dies too fast. I also liked the battlemage in the original Firemoth because he could kill a lot of skeletons with that big shock spell, but he always ran out of magic by the time we got inside. Anyways I think you should give the archer magic arrows, like fire arrows. That would make her much better!


I might try that out, though really there's nothing stopping you from arming her with enchanted bolts already. ;)

---

I've had some setbacks with the expanded version, which I'll need to rethink how to proceed. On the plus side, I think I'm going to just release this version officially. I'm porting over some of the improved scripting, touched up a few things, and will release the next beta tonight. If no problems are reported by the end of the week, I'll post it to Planet ElderScrolls.

Also, this time around, the player can legitimately own the Ward of Akavir afterwards. ^_^
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Lizs
 
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Post » Fri May 13, 2011 4:09 pm

I guess, but it would be more convienent to have that archer already have magic arrows because no one in Seyda Neen sell any. But I'm gonna try area-effect arrows with her now!
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Kerri Lee
 
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Post » Fri May 13, 2011 8:43 am

New version posted! http://www.sendspace.com/file/hwheuw

Thing's I'd like feedback about:
*The mercenaries and their scripting.
*The adversaries and their difficulty, they are slightly scaled to player level.
*Aethestics of the interiors/exteriors.
*Any issues encountered.

Spoiler:
Spoiler
The player will now be rewarded the Ward of Akavir in a week after returning it to Sellus Gravius. A rumor will trigger after approximately 7-8 days from any member of the Imperial Legion.


---

So I had to scale back my ambitions for this project, but this should still be entertaining for a dungeon romp. It still follows the original Siege at Firemoth fairly close.
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Lakyn Ellery
 
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Post » Fri May 13, 2011 6:18 pm

very good! :bigsmile:
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christelle047
 
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Post » Fri May 13, 2011 8:59 am

Woot
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Eve(G)
 
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Post » Fri May 13, 2011 7:49 pm

Yay! I'm downloading this now.
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Tiff Clark
 
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Post » Fri May 13, 2011 2:52 pm

This is much harder than the last release, I could barely make it to the inside of the fort with the companions.
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Ladymorphine
 
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