[BETA] Ward of Akavir

Post » Fri May 27, 2011 9:04 pm

Made some more progress. ^_^

I'm finishing up the restored fort, I've decided to go with new interiors rather than heavy-use of activators. This does mean anything dropped in the original cells will become inaccessible (which can be attributed to the clean-up), however. The fort will resemble existing Legion forts with amenities. There will be a few differences depending how the player finishes the quest-line. It should be comparible to the Great House Strongholds for Legion players.



Sounds sweet, I can't wait to try it out! :D Out of curiosity though, will you be adding a new boat/using the existing one for travel to a new legionare's Home? If so, could you by chance move the boat in Seyda Neen so it doesn't conflict with the TR travel boat? If not, thats fine, I can do that myself, but figured I'd ask anyway. :P
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Rob Smith
 
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Post » Fri May 27, 2011 11:45 pm

Made some more progress. ^_^

I'm finishing up the restored fort, I've decided to go with new interiors rather than heavy-use of activators. This does mean anything dropped in the original cells will become inaccessible (which can be attributed to the clean-up), however. The fort will resemble existing Legion forts with amenities. There will be a few differences depending how the player finishes the quest-line. It should be comparible to the Great House Strongholds for Legion players.


Awesome! You should look at Firemoth Extended to get an idea of how to make it restored.
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Rowena
 
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Post » Fri May 27, 2011 10:02 pm

Sounds sweet, I can't wait to try it out! :D Out of curiosity though, will you be adding a new boat/using the existing one for travel to a new legionare's Home? If so, could you by chance move the boat in Seyda Neen so it doesn't conflict with the TR travel boat? If not, thats fine, I can do that myself, but figured I'd ask anyway. :P


I'll see if I can work in some compatibility if possible.

Awesome! You should look at Firemoth Extended to get an idea of how to make it restored.


Thanks for the suggestion, though I'm already done with the restored part. Unless you mean the decoration, I've made the fort look like the rest of the forts found in Vvardenfell. Was there anything specific about Firemoth Extended that you meant?
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Poetic Vice
 
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Post » Fri May 27, 2011 4:48 pm

I mean the new trees and manequins and display cases. I like how Firemoth Extended made the island more green and less volcanic so it looks like the rest of the coast line.
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Reven Lord
 
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Post » Fri May 27, 2011 1:14 pm

I was going to say the only thing missing is restoring the fort, and you did that!
Although, I would have said keeping it totally unfurnished would have been adequate as well :P

Hmm, maybe in the future you can make a small settlement the player can build? :P
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Lauren Denman
 
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Post » Fri May 27, 2011 9:42 pm

In regards to the TR Census and Excise Travel conflict - is the boat for Ward of Akavir even needed since the TR boat would be sitting there for the aesthetics of having a boat to travel with? If so, I think I will just make a small plugin that removes the boat from this for that purpose.
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Stacey Mason
 
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Post » Fri May 27, 2011 10:39 pm

I mean the new trees and manequins and display cases. I like how Firemoth Extended made the island more green and less volcanic so it looks like the rest of the coast line.


I'm keeping the fort consistent with the rest of the forts found in Vvardenfell, so that Firemoth blends in with the rest.

I was going to say the only thing missing is restoring the fort, and you did that!
Although, I would have said keeping it totally unfurnished would have been adequate as well :P

Hmm, maybe in the future you can make a small settlement the player can build? :P


Heh, I got enough on my plate for now. Though I suppose there could be some potential down the road.

In regards to the TR Census and Excise Travel conflict - is the boat for Ward of Akavir even needed since the TR boat would be sitting there for the aesthetics of having a boat to travel with? If so, I think I will just make a small plugin that removes the boat from this for that purpose.


For the TR conflict, the boat would need it's script changed to just activate/deactivate in the Firemoth region, rather than positioning between the two locations. I suppose down the road, the land mass itself will conflict with the rest of TR.
---

I've changed some of the layout of the interior of the fort, so that it's a bit more 'functional'. I've also expanded a bit on Firemoth's role in the region. As well as used as a strongpoint for fighting piracy and smuggling, it also served as a prison for Imperial criminals processed from the other forts. The player will discover more on that exploring the fort.
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Aliish Sheldonn
 
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Post » Fri May 27, 2011 10:22 am

In regards to the TR Census and Excise Travel conflict - is the boat for Ward of Akavir even needed since the TR boat would be sitting there for the aesthetics of having a boat to travel with? If so, I think I will just make a small plugin that removes the boat from this for that purpose.



This is actually a very good point, and would help with not needing extra "ignore" functions in MGE exception lists. :P
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ladyflames
 
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Post » Fri May 27, 2011 9:24 pm

I'm keeping the fort consistent with the rest of the forts found in Vvardenfell, so that Firemoth blends in with the rest.


Maybe someone will make an updated interior after it's released. Maybe Princess Stomper? :bigsmile:
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Je suis
 
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Post » Fri May 27, 2011 12:34 pm

Maybe someone will make an updated interior after it's released. Maybe Princess Stomper? :bigsmile:


Well, this is being released as a master file, so anyone wanting to make alterations can do so without re-releasing the whole package. So, who knows? ^_^
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Gemma Woods Illustration
 
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Post » Fri May 27, 2011 11:23 am

That's good to know! Thanks!
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sophie
 
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Post » Fri May 27, 2011 8:03 pm

For the TR conflict, the boat would need it's script changed to just activate/deactivate in the Firemoth region, rather than positioning between the two locations. I suppose down the road, the land mass itself will conflict with the rest of TR.


This is actually a very good point, and would help with not needing extra "ignore" functions in MGE exception lists. :P

I actually just went ahead and added that change to a massive combo plugin that I have that handles New Seyda Neen, Seyda Neen Barracks, Graphic herbalism, and Expanded Sounds. It now also makes a new dock by the Census area and the smaller boat will be docked over there during the quest portion of this. I may also make this into a separate patch plugin for the time being, though it would need some considerable adjustments from how I currently have it set in my combo plugin.

I haven't actually played through this one yet, but that is sad to know there could be some future conflicts with TR landmass - but I will worry about that when the time comes.

Just got my new install finished up last night and started my new character, so really looking forward to trying this one out!

Thanks for all the amazing work quorn!
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Symone Velez
 
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Post » Fri May 27, 2011 12:43 pm


I suppose down the road, the land mass itself will conflict with the rest of TR.
AFAIK, and I'm not a TR modder, Firemoth is seen as canon by the team. Whilst I don't believe there are any plans to include the Siege at Firemoth mod in the future TR releases the landmasses they're building are and will be compatible with it.

So, if you stick to the landscape and cells of the Bethesda mod there shouldn't be any conflicts. Oh, unless you start prefixing your IDs with TR or something :)
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Gaelle Courant
 
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Post » Fri May 27, 2011 11:59 pm

I do wonder how to best make a mod that restores Firemoth after the quest. I suppose it's best to wait for this to be finished first though.
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Darren Chandler
 
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Post » Fri May 27, 2011 5:56 pm

so any updates?
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Ysabelle
 
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Post » Fri May 27, 2011 7:16 pm

AFAIK, and I'm not a TR modder, Firemoth is seen as canon by the team. Whilst I don't believe there are any plans to include the Siege at Firemoth mod in the future TR releases the landmasses they're building are and will be compatible with it.

So, if you stick to the landscape and cells of the Bethesda mod there shouldn't be any conflicts. Oh, unless you start prefixing your IDs with TR or something :)


Well that's good to know. ^_^

I do wonder how to best make a mod that restores Firemoth after the quest. I suppose it's best to wait for this to be finished first though.


I'm still playing around with how to fully integrate Firemoth. There's a couple more quests involving Firemoth, and about 3 different paths total in the outcome of the story arc; one will be the complete restoration with the option of a player in the legion being charge, another will be leaving the fort in desolation leaving the fort as a respawning hunting grounds, and the last is a smuggling operation which is still in the works. As for the restoration itself, it'll be fairly minimalistic, and look fitting with the rest of the forts.

so any updates?


Not too much to report without spoiling too much detail. I did get rid of the great hall of the original, it just didn't make that much sense logistically, and did redesign a good portion of the interiors for consistency. The skeletons will be more like vanilla skeletons, though the boss encounters will remain unique. I'm finishing up the story arcs, each of which has signifigantly different outcomes for Firemoth.

After I release the next beta of the MPP, I'll wrap this up for a new beta release. ^_^

Spoiler
Who knows, maybe after this is done I'll work on an updated Helm of Tohan plug-in.
^_^
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Rachel Tyson
 
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Post » Fri May 27, 2011 12:45 pm

Ooooh, nice. Multiple endings, how cool :thumbsup:
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Adam Kriner
 
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Post » Sat May 28, 2011 1:13 am

That sounds really cool! I look forward to it.
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Eve Booker
 
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Post » Fri May 27, 2011 1:38 pm

I originally expanded the quest for Legion members, with the restoration & charge of the fort. Seeing that it would be somewhat limiting for other character types, I tried to come up with other possible progressions through this expedition, and came up with the three story arcs presented (well, four if you count the player just going there on their own initiative without any quests). There's actually a lot of choices the player can make in regards to the progression and completion of the story, so my plan is that this story will integrate well with the rest of vanilla Morrowind, and also provide a few different playthroughs to keep things interesting. ^_^
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priscillaaa
 
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Post » Fri May 27, 2011 11:09 pm

The download link for this mod isn't working for me. Can somebody re-upload it? It'd be a shame if this mod were lost.
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Eilidh Brian
 
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Post » Fri May 27, 2011 9:58 pm

quorn hasn't gone anywhere, at least last I heard, so doesn't seem likely to lost.

Also, I played through the last version a while ago and then forgot to post. Anyway, it was fantastic. Great to have companions for the mission that don't just get themselves slaughtered.
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Liv Staff
 
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Post » Fri May 27, 2011 10:32 am

I'll get this reloaded soon.

The progress on the next version is moving slow. I hadn't had much time to devote lately. I did change things signifigantly though. The player won't have 'companions' per se', there will be mercenaries/legionaries that will help out, but they are disposible purposely for the story arc. The internal layout is different, as well as the encounters. However, there will be one character that can be a companion, albeit a shallow one compared to the dedicated companions plug-ins. There's a LOT more dialogue and interaction, as well as lore involved like stated earlier.

I'm mostly stalled on the interior design of the restored fort. I may just leave it mostly bare so players can decorate it however, or someone with aspiration could make a designer add-on for this. ^_^
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Vickey Martinez
 
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Post » Fri May 27, 2011 11:31 am

Woo, I look forward to any updates you have on this, your work is very high quality :)
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Mackenzie
 
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Post » Fri May 27, 2011 9:48 pm

I'm really looking forward to seeing the new version too.
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krystal sowten
 
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Post » Fri May 27, 2011 3:56 pm

Well, I found one snag. I'm just not that great with interior design. :P

I'm still working on this in between working on the MPP and other little projects. The story is changed up a bit, but still flows well. I should have the next beta available soon, which will feature the first 2 acts of this expansion. ^_^
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Luis Longoria
 
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