WIP - Grandmaster of Hlaalu 1.3

Post » Tue May 17, 2011 12:33 pm

Hi all,

I'm working on my WIP - Grandmaster of Hlaalu 1.3. It will add a quest for the grandmaster, for once he/she gets there. The grandmaster quest will be to locate a shipment of scrib Jelly for Balmora. The other quest comes from Vilvan Andrethi, new governor of Caldera. The previous mods added him after Odral was arrested.

I do plan to make some quests for the Vassir-Didanat Ebony Mine that the player acquires previously. During the Stage Four stronghold, the Mine changes from Vassir-Didanat Cave, to Vassir-Didanat Ebony Mine, and the equipment is fixed where it was broken in the cave


The Mausur Caverns quest changes totally, House Hlaalu doesn't get to own that mine. During the quest from Vilvan Andrethi, he asks you to talking to the Redorans about leaving the Caldera Ebony Mine alone, when you talk to the Redoran Councillor, he gives you the evidence of corruption that you need to help Vilvan Andrethi. Once you hand Vilvan Andrethi the ledger, he asks you to free the slaves then go talk to the Redoran Councillor. Once you talk to the Redoran councillor, the changes occur at both Mausur Caverns and at the Caldera Ebony mine and that ends the quest. Once the quest is ended, you can talk to certain people in Caldera about "Councillor" (Imperial, Argonian, Breton, and Redguard), it mentions the changes at the Ebony Mine and mentions House Redoran. I also added a Hlaalu mage to the Caldera Gonvernors Mansion that can send you to the Caldera Ebony Mine.

I added a basemant to the Rethan manor that the player gets at Stage Four of Stronghold, in the basemant is a kitchen area which has a House Cook, and a House Maid, a trash room, and Living Quarters which include sleeping areas for the new retainers as well as a Shrine to Nerevar as well asa a Hlaalu Priest which sells Spells, does Spellmaking, and enchanting. I also added a House maid to the upstairs, and I plan to have her greet the player the same way as the one in Oblivion does, as well as offer food and drink to the player. The scrib jelly quest, starts from a notice in the Rethan Manor basemant Kitchen

Some of the stuff that I used as well as quest ideas came from the Pax Hlaalu mod, except for the Caldera Governor quest.

That's all the information that I have now. I'm sure I'll come up with more later. As always comments are welcome concerning the planned quests, etc.
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Rachyroo
 
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Post » Tue May 17, 2011 12:31 am

Could you coordinate with RoHT so that the known conflict is fixed?
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Jay Baby
 
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Post » Tue May 17, 2011 7:05 am

Could you coordinate with RoHT so that the known conflict is fixed?


if you mean Rise of House Telvanni, I never played that mod. This mod is similar to that one but it's House Hlaalu. To be honest, I didn't know there was a conflict.

Cheers,

Galadriel
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Barbequtie
 
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Post » Tue May 17, 2011 4:38 am

Hello, the Grandmaster of Hlaalu mod is coming along good. I was just wondering since I have a castle mod, If it would be practical for a quest where the Grandmaster of Hlaalu gets a castle? The Castle wouldn't be very far from Ebonheart. In fact, it's the old Wolfen Castle Mod, and I think it's great.

Please let me know what you think, as this is just a thought,

Thanks in Advance,

Galadriel
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Christina Trayler
 
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Post » Tue May 17, 2011 7:14 am

while I would love to own a castle please keep it seperate! I like to keep my Hlaalu, Hlaalu and my imperial, imperial. If you know what I mean.
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Chase McAbee
 
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Post » Tue May 17, 2011 3:56 am

I guess the practicality of owning the castle would depend upon the circumstances that lead up to the player becoming the owner of it. Once the player gets ownership of the castle I think you'd have to find someone else to take up ownership of Rethan Manor under you or just put someone else in charge of Rethan Manor for you while your away...or something.
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Sarah Edmunds
 
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Post » Tue May 17, 2011 8:48 am

I agree with Midgetalien. While a castle would be cool, it doesn't really makes sense that the Grandmaster of a great house would get an imperial castle. While I realize that Duke Dren is a contrasting example, he as also the imperial ruler of Vvardenfell, and in that case it makes sense for him to have a castle.

This mod sounds really awesome. House Hlaalu has always been my favorite house and the only thing that kept me from the first incarnation of your mod were some bugs. I can't wait to play it when it's done. That being said, while it's great to do things as Grandmaster and have an influence, I'm hoping the influence this mod will give a Grandmaster is not disproportionate to what makes sense. While I appreciated the original concept of RoHT, for example, and thought it was a very well-done mod, I wound up being unsatisfied with the experience because it didn't really make sense, given a wide variety of concerns (not just political ones) for a Telvanni Archmagister to be able to overthrow all the other significant governing powers on the island. Yes, the Telvanni are expansionist, but even they cannot stand up from possible retaliatory action from the mainland factions or the imperial army.

This mod sounds like it will be balanced enough for my tastes though. House Hlaalu is a business-oriented faction and I like the quests you've included that involve discovering/operating new mines, appointing new governors, assisting your subjects, etc. It seems like it will provide a good amount of RP without being too unrealistic. I also like how you're making a lot of the regular Hlaalu quests have an impact on the outside world (like turning the blight mine you cure the queen at into a working mine, etc.). If you're looking for some more ideas, getting these quests to have an impact might be cool if you haven't done so already:

Murder of Ralen Hlaalo: perhaps one of his relatives inherits the house and it gets new residents, who give you some kind of reward for solving their father's murder?

Guar Hide Squeeze/Epony trade: both these quests give House Hlaalu additional income. Perhaps the Grandmaster could be entitled to a small percentage of that income (since you forged the agreement and all)

Ashlander Ebony: perhaps you could have access to some of this ebony later on as Grandmaster?

Escort Tarvyn Faren: This Hlaalu merchant gets escorted to Pelagiad. Perhaps you could help him set up shop later? Maybe put Mebestian Ence out of business?

Camonna Tong: This might be fairly ambitious an outside the scope of what your planning with your mod, but would it be possible to have the option to strengthen the bonds with the Camonna Tong if you choose not to expand their influence? I realize the Camonna Tong hate outlanders, but they've nevertheless been able to work with Sjoring Hard-Heart in the fighters guild, as well as some other non-Dunmer. it would be interesting to see a mod, or part of the mod, that allows to to work with the Camonna Tong as opposed to ridding the world of its influence. I'm not saying get rid of the quest to expel them, but maybe, as an alternative, being able to work more closely with them?
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Vera Maslar
 
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Post » Tue May 17, 2011 10:55 am

I was thinking this also, to disable the Tevanni stronghold, and have someone discover Ebony, or whatever, in the area. I meant start the quest to disable to Telvanni stronghold after you kill the owner of the Telvanni Stronghold. and someone would discover, ebony, or whatever in the land, and you can build a Mining colony right on Uvirith's Grave. Tell me what you think about that idea?

That is just a thought, not sure if I will do it, I just wanted your thoughts,

Thanks in Advance,

Galadriel
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CSar L
 
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Post » Tue May 17, 2011 7:39 am

It's clear the Hlaalu have been trying to make inroads into that area because of the quest where you have to get the Zainab tribe to form a monopoly with them. But where do the Zainab get their ebony? perhaps you could help them expand their own mine of some sort.

As for building a whole new mine near Uvirith's grave, it depends on where you want to go with the mod. If you're trying to make it a "Rise of House Hlaalu" mod then it definitely makes sense. If it's more of an RP mod then I'm not sure. In House Hlaalu's case, the expansion in Caldera made sense because the Redoran were weak at the time and House Hlaalu had plenty of nearby towns to defend its asserts there. Uvirith's Grave is out in the middle of nowhere, so it would be difficult for House Hlaalu to defend. Also, unlike the Redoran, House Telvanni has been getting stronger at the time the game begins, and it's much easier for them to get to. They have towns close by, and would probably defend against the incursion.

My suggestion is, if you want to put a Hlaalu mining colony on that side of V-fell, either make it something subtle (like helping the Zainab mine wherever they get their Ebony, though I realize it's in a slightly different area) or, if you really want to put it in Uvirith's grave, make the quest to do it challenging. House Telvanni is pretty apathetic to things outside its immediate territory, but I'm sure they'd retaliate like none other if someone leveled one of their strongholds and then tried to build it up for their own. If building a mine over there required fending off some Telvanni skirmishes until they decide its too much trouble to care, I could see that fitting in lore.
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Ysabelle
 
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Post » Tue May 17, 2011 4:44 am

I'm having a problem with the Vassir Didanit Cave. Here's the problem, when I enter a certain cell, the interior cell is missing. It does show up in the Construction Set. I'm tried cleaning the mod cell with Morrowind Enchanted editor, and I've used Wrye Mash and TESAME, and still the same thing. I even started with a new character and entered the same cell and same thing.

I did post this as a topic in the Construction Set forum.

Hope someone can help me,

Thanks in Advance

Galadriel
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Mandi Norton
 
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Post » Mon May 16, 2011 11:35 pm

Galadriel:

Did you manage to figure out what was happening to the interiors? I hope so. I'm really looking forward to trying out the new version of your mod :) Hope progress is coming along well!!
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Laura-Jayne Lee
 
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Post » Tue May 17, 2011 2:35 pm

If you moved a vanilla cell piece I've found sometimes they will return to their original position if you don't move it around crazily with your mouse first before positioning it back where you want it. not sure if that's what's happening to you though Cordelia.
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Ludivine Poussineau
 
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Post » Tue May 17, 2011 1:47 pm

Galadriel:

Did you manage to figure out what was happening to the interiors? I hope so. I'm really looking forward to trying out the new version of your mod :) Hope progress is coming along well!!


No I didn't, still don't know what is going on. I wish I did so I can correct it.
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Zualett
 
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Post » Tue May 17, 2011 2:56 am

If you moved a vanilla cell piece I've found sometimes they will return to their original position if you don't move it around crazily with your mouse first before positioning it back where you want it. not sure if that's what's happening to you though Cordelia.

I don't understand what you're talking about. Could you please explain it more clear, I'm sort of new at Modding. Thanks
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Hot
 
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Post » Tue May 17, 2011 12:46 pm

I don't understand what you're talking about. Could you please explain it more clear, I'm sort of new at Modding. Thanks

Cordelia , was the entrance scripted or the interior cell scripted to appear or change after certain events ? If so then check the script .
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Melissa De Thomasis
 
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Post » Tue May 17, 2011 3:39 pm

I don't understand what you're talking about. Could you please explain it more clear, I'm sort of new at Modding. Thanks

If your moving a vanilla static using the x-y-z coordinates and don't drag it somewhere with your mouse beforehand, it will often be in the original position in game, even though it will be where you wanted it when you open the CS again. I am not sure if this also applies to grid snapping pieces together, but this requires mouse dragging I think so it shouldn't as far as I know - I move pieces together using the x-y-z coordinates because I guess I'm a masochist or something :pinch: .

CrazyGreggy's point above could also be the cause if what I typed here isn't.
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Katy Hogben
 
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