Would'nt be cool if......

Post » Sat Jan 30, 2010 9:40 pm

Hopefully I'm posting this in the right section (moderators feel free to move this if i havent)

Anyway, this thread is basically a "what i think would be cool as a mod or plugin" bulletin board. Discussions are welcome as long there is no bashing.

Personally I would like to see some kind of expansion for the Great House strongholds that involves building a small town/city around it. I've always thought the strongholds were kinda empty of life and, in my mind, seeing as your character would be rather influential (and wealthy) within the Great House of which s/he is apart of at this point, that s/he could fund (or attain said funds) for a small city or town to be built around his/her stronghold. (i do believe that there was a telvanni mage-lord who's stronghold was in sadrith mora) Adding some form of fast travel (be it boat or silt strider) would be a plus, though I would'nt complain about it if there wasn't any.
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jaideep singh
 
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Post » Sat Jan 30, 2010 6:08 pm

There's lots of mods like that for the Telvanni, but the other houses are sadly lacking in that regard. For Tel Uvirith, there's Town of Uvirith, Building up Uvirith's Grave, and Uvirith's Legacy adds a lot more to the interior of Tel Uvirith to make it feel more alive and like a proper stronghold. Both Uvirith's Legacy and BuUG (there's also a UL compatible version called Building up Uvirith's Legacy, so you can run both) add fast travel options to Tel Uvirith. BuUG adds a siltstrider, and UL adds a Telvanni Teleportation network to all the telvanni towers. It's similar to mage guild guides, but using magic platforms that make doors appear to wherever you want to go. Also LGNPC Tel Uvirith adds a lot more flavor to the original retainers of the stronghold.

So if you're Telvanni, we've got you covered. Someone really needs to do more with the Redoran stronghold though. It's been much neglected.
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Bryanna Vacchiano
 
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Post » Sat Jan 30, 2010 8:34 pm

For the Telvanni this is already accomplished. Check out Building up Uvirith's Legacy.

EDIT: Stuporstar beat me to it.
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WYatt REed
 
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Post » Sat Jan 30, 2010 3:55 pm

LGPNC also adds some new dialog and quests to Bal Isra (the Redoran stronghold). I wouldn't mind seeing a Silt Strider there though...
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FITTAS
 
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Post » Sat Jan 30, 2010 4:12 pm

I think a siltstrider fits in better with Bal Isra than it does with Tel Uvirith to be honest. That's why I used magical doors in my mod instead, because it seemed more like the Telvanni thing to do. I don't use BuUG myself, because having a bunch of Imperial structures built around it really doesn't fit in with lore enough for my tastes, and if you don't build them, it leaves great big empty patches in the town. I still prefer Town of Uvirith, or no town at all, for my characters.

I think Rethan Manor is close enough to Balmora, that adding a siltstrider and building a huge town around it never even crossed my mind though. I did a small Rethan Manor mod a long time ago, but never released it because it was more of a "my first house" mod than anything. I turned the merchant's house into a proper tavern and added a few more floors to Rethan Manor, and made an npc fence who would by illegal goods and stuck him somewhere in the armory. If I were to revisit that mod (I don't even know if I still have it), I'd turn Rethan Manor into a plantation to rival Dren's rather than turning it into a town, and add some kind of profit gathering functions from the plantation and the mine.

I think Bal Isra should be a proper military outpost, with maybe a small town growing around it. It definitely needs a siltstrider.

But I have quite a few mods on my plate at the moment, so that might be better left to another modder.
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Dan Stevens
 
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Post » Sat Jan 30, 2010 8:22 am

At one point, I had in mind something similar to the Telvanni mods,
but for the Imperial Legion.

The player could even earn command of their own legion outpost.
It was well... a bit beyond my abilities, though.
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Roberto Gaeta
 
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Post » Sat Jan 30, 2010 9:06 pm

You know what I'd really love to see? If someone would FINALLY adapt some of the more common vanilla armors and Bloodmoon clothing (Mainly this, really) to be Better Bodies compatible.

I did however find a nice new mod on PES that adjusts the slave bracer to be BB-fitting:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8392
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Jennie Skeletons
 
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Post » Sat Jan 30, 2010 7:59 am

Always wished someone would put together a "Chances Folly" quest. I've played around with making one a couple of times, but I always seem to get sidetracked.
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Melanie Steinberg
 
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Post » Sat Jan 30, 2010 2:23 pm

If I were to revisit that mod (I don't even know if I still have it), I'd turn Rethan Manor into a plantation to rival Dren's rather than turning it into a town, and add some kind of profit gathering functions from the plantation and the mine.


If you or anyone else ever did that i would be eternally grateful. It always annoyed me how your stronghold as a Hlaalu just sits there on the river with no money being made. For a member of the house of profit and opportunity to just accept what he's got always puzzled me. I'd like to see a plantation like Dren's, with maybe a docks and a mine like you said to bring in money and extend your influence a bit more.
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rebecca moody
 
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Post » Sat Jan 30, 2010 10:35 am

I'd like to see some brand new robes, with attached hooded cloaks (to give the appearance of layers of clothing but only have it be one item ingame) to rival some of the new armors being made. New meshes, new textures, not just retexes. To be sure, there are a lot of really nice retextures, but always having the same "shape" is still boring, I think. There are a lot of neat retexes of the exquisite robe, but it's always the same shape and it gets kind of old. I'd like to see robes like http://www.ancientcircles.com/clothing/Capes/graphics/wizard-robe.jpg, or http://www.freewebs.com/new-wolf-pack/The%20Blue%20Mage.bmp, for a fancier robe.

Even if someone could just re-sculpt the robe model to look more realistic. Like the sleeves. In real life, big sleeves like that would hang down off the arm, rather than the hand always poking out the middle of it like the sleeve was stuffed with pillows or something.
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Monika Krzyzak
 
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Post » Sat Jan 30, 2010 8:37 am

Personally, I'm a Hlaalu guy, so if you could find a Rethan Manor city mod that would be awesome.
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Trent Theriot
 
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Post » Sat Jan 30, 2010 12:04 pm

Double Post.
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Max Van Morrison
 
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Post » Sat Jan 30, 2010 4:17 pm

As the main writer of LGNPC Indarys Manor, it already does include dialogue for a caravaner/silt strider NPC in the mod (filtered for the Caravaner class in the Bal Isra cell). So those that add a silt strider will have LGNPC dialogue built right in.
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FirDaus LOVe farhana
 
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Post » Sat Jan 30, 2010 8:11 am

You know what I'd really love to see? If someone would FINALLY adapt some of the more common vanilla armors and Bloodmoon clothing (Mainly this, really) to be Better Bodies compatible.

I did however find a nice new mod on PES that adjusts the slave bracer to be BB-fitting:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8392


this
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Floor Punch
 
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Post » Sat Jan 30, 2010 4:28 pm

As the main writer of LGNPC Indarys Manor, it already does include dialogue for a caravaner/silt strider NPC in the mod (filtered for the Caravaner class in the Bal Isra cell). So those that add a silt strider will have LGNPC dialogue built right in.

Does it include travel services or would those have to be setup in the NPC's AI? I thought about adding one, but it looks like I'd have to remove some destinations from other ports like Gnisis (Seyda Neen) and Ald'ruhn (probably Maar Gan).
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sas
 
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Post » Sat Jan 30, 2010 11:26 am

Does it include travel services or would those have to be setup in the NPC's AI? I thought about adding one, but it looks like I'd have to remove some destinations from other ports like Gnisis (Seyda Neen) and Ald'ruhn (probably Maar Gan).

No, sorry. To be clear - no NPC is actually added in LGNPC Indarys Manor, just the LGNPC dialogue topics for one - Background, Little Advice/secret, etc.. If a mod or the player adds a Silt Strider to Bal Isra, that NPC will then have the LGNPC dialogue (only) if they are the Caravaner class. Destination and other things specific like that are NOT added, so as to not step on how the mod/player wants it. There are too many mods that either modify the Bal Isra exterior or already add a Silt Strider, so we decided not to add a new NPC and maybe cause conflicts.
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FoReVeR_Me_N
 
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Post » Sat Jan 30, 2010 9:45 pm

1. I'd like to see a mod which gave the player something interesting to do with the heaps of cash (like, seven figures) which tend to be amassed at high levels. What that would be, I have no idea; I'll leave that to modders with imagination.

2. Years ago, there was a Morrowind fanfic which told the story of a Breton mage named http://arvilbren.blogspot.com/. One of the plot twists the author added to the basic game story was that after a couple of failed attempts on Arvil's life, the Dark Brotherhood kidnapped Ahnassi and brought her to their stronghold underneath Mournhold. A mod which implemented this would be interesting. It could add challenge to the quest to clean out the DB; perhaps if the player enters their lair and leaves without completing the quest, Ahnassi is killed. To balance this, perhaps the player could have the chance to convince or bribe some Mournhold city guards to accompany him on the rescue mission.
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Ebou Suso
 
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Post » Sat Jan 30, 2010 5:42 pm

Of the three playable Great Houses, Hlaalu seems to be the least modded one quest-wise. Telvanni has lots of mods, Redoran also a couple including LGNPC Pax Redoran... Hlaalu not so much.
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Love iz not
 
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Post » Sat Jan 30, 2010 11:16 am

http://www.gamesas.com/index.php?/topic/1085448-moral-behavior-issue-help/ reminded me of something I'd very much like to see: a 'pacifist' mod. I don't mean one where you don't have to kill anything - that would be pretty much impossible without major changes to the storyline - but one that adds alternative, peaceful solutions to many of the quests. For instance, in the Fighter's Guild/Imperial Legion quests, many outlaw NPCs could be scripted to surrender when their health falls below a certain level (like Ondres Nerano in http://www.uesp.net/wiki/Morrowind:Ondres_Nerano%27s_Slanders), after which you could arrest them instead of killing them. Or you could use Hand-to-Hand to knock them out and then report it to a guard. Other NPCs could perhaps be talked out of attacking you if your Personality and Speechcraft are high enough (which would make those things much more useful).

I'm not expecting to see one any time soon, though. It would be an awful lot of work, and I personally don't have anything like enough CS or scripting knowledge to make a mod like that.
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TWITTER.COM
 
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Post » Sat Jan 30, 2010 10:47 pm

At one point, I had in mind something similar to the Telvanni mods,
but for the Imperial Legion.

The player could even earn command of their own legion outpost.
It was well... a bit beyond my abilities, though.



I've actually done something somewhat like this, unfortunately before I had finished the mod I had it get corrupted upon saving a change in the CS, without a backup, and I just decided not to pursue the project again after so many hours(~100 to ~120 or so) had been lost.

I had basically incorporated two of my favorite mods(Castle Hestatur and A Lord's Men) into the Imperial Legions quests, with new dialogue to reflect my changes.....

The mod began when you started recieving quests from The Knight of the Imperial Dragon, I had 4 or 5 quests involved, one with taking a deed to Dren in Ebonheart to prove the Legion had aquired the Castle.

One for hiring an architect and landscaper to fix up and repair the castle and its holdings(this was the most involved and took me the most time, since it had 2 architects and 2 landscapers to choose from, with about 200 or so items/statics scripted based on which architect/landscaper you chose that would appear in the world later in the game) Basically one landscaper would add more trees to the island, one added more gardens for feeding those that worked/defended the castle, one architect added travel services and a boat to the docks, one added a wall around the island to improve its fortification as well as a couple of extra towers with Balista's on top of them facing into the sea.

The 3rd quest was a modification of "A lords Men" and involved hiring more troops and service personel to Defend and maintain the Legion's new Fortification in the North of Vvardenfell.

The forth quest involved recruiting some mages to help insure that the castle was as protected as possible, and thinking about it, I think was the last real quest I added, but additionally I had added Dialogue for Duke Dren for after you became Knight of the Imperial Dragon simply asking if you had taken over as the new commander at the castle since the former Knight of the Imperial dragon had been slain. I had a few bugs in the mod that I had hoped to work out(a couple of statics that didn't seem to work properly, I'm assuming because of a bad line or two in their scripts) which I was working on about 3 or 4 months ago, but thats when I had saved during a late night session and the next day ended up with a new mouse for my computer.....I threw the old one when I found out that my esp had been corrupted. :banghead: :angry: :cry: :sad:

Anyways, i've redone some of my castle exterior changes, but haven't bothered trying to redo any of the scripts or quests, I may some day try to redo that mod(With BACKUPS!!!!!) but for now I'm content playing some of the more original content coming from the real modders out there, instead of trying to mess up their mods with my own ideas. :P
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^~LIL B0NE5~^
 
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Post » Sat Jan 30, 2010 2:13 pm

http://www.gamesas.com/index.php?/topic/1085448-moral-behavior-issue-help/ reminded me of something I'd very much like to see: a 'pacifist' mod. I don't mean one where you don't have to kill anything - that would be pretty much impossible without major changes to the storyline - but one that adds alternative, peaceful solutions to many of the quests. For instance, in the Fighter's Guild/Imperial Legion quests, many outlaw NPCs could be scripted to surrender when their health falls below a certain level (like Ondres Nerano in http://www.uesp.net/wiki/Morrowind:Ondres_Nerano%27s_Slanders), after which you could arrest them instead of killing them. Or you could use Hand-to-Hand to knock them out and then report it to a guard. Other NPCs could perhaps be talked out of attacking you if your Personality and Speechcraft are high enough (which would make those things much more useful).

I'm not expecting to see one any time soon, though. It would be an awful lot of work, and I personally don't have anything like enough CS or scripting knowledge to make a mod like that.


I proposed a mod almost exactly like that late last year. I still want to create one that offers alternate solutions to quests, particularly more peaceful resolutions. It would add surrender options to NPCs you were supposed to "arrest" (i.e. kill in the original game) among other things. I came up with the idea, because I really can't play my monk character without it (not at least in the way I invisioned this character).

I may still pick up this project once I'm finished the ones I'm currently working on. It would be a lot of work giving even minor overhauls and added options to most of the vanilla quests. I'm willing to do it, it just takes a lot of time.
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brian adkins
 
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Post » Sat Jan 30, 2010 10:32 pm

1) I'd like to see a mod that lets you strip out manually journal quests and entries that have been finished--and succeeds. There are a couple of mods that do this on a "sometimes" basis, but none I've discovered that works most of the time.

2) A replacement for the MWE Journal and Writing Enhanced mods, without using MWE. Yeah, I know: not likely.

3) A mod that lets you get in several hits on a companion by accident in the heat of battle, without having them turn on you.
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bimsy
 
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Post » Sat Jan 30, 2010 9:44 am

3) A mod that lets you get in several hits on a companion by accident in the heat of battle, without having them turn on you.

The only reliable way to do that is to modify the companion's script using the variable OnPCHitMe. Mine are set so that they won't attack if you accidentally hit them.
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Andrea Pratt
 
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Post » Sat Jan 30, 2010 12:47 pm

Hey, I want some variations to lightning spell animation/fx, as simple lightning BOLT, a streak of MODERATELY forked lghtng to replace the shock bullet, nothing else excpt maybe simple animation, nothing too fancy, all in the form of a plugin or whtevr...but I have no suitable tools or talent. I could expln, i have a few preferences, but no one to take the task. anyone know someone capable enough? obviously i feel that this is a fitting change, etc
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sw1ss
 
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Post » Sat Jan 30, 2010 10:19 am

Just a quick note, i am a bout to head to bed so i wont have the links at hand for now, but the making cothes bb compatible and the Hlaalu mods:




There is a Better Clothes for Better bodies mod out there and there is a tribunal clothe addon on PES

For House Hlaalu the strong hold has a load of mods made for it and the Grandmaster of House Hlaalu mod combines alot of them together.

I cant understand why no one ese has pointed these two mods out before in this thread. for some reason there seems to be a gerneral idea that the Hlaalu stronghold is the least modded and yet it isnt. Its one of the first that got modded the only thing is theres been nothing new for the last few years.


I hope this helps :) - just to let you know that these things exist ^_^
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Astargoth Rockin' Design
 
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