[RELWIP] Wyrmstooth - Story Mod With New Large(ish) Worldspa

Post » Sun May 18, 2014 4:45 pm

WYRMSTOOTH

Mod Author: Jonx0r
Current Version: 1.10

http://skyrim.nexusmods.com/mods/25704
http://steamcommunity.com/sharedfiles/filedetails/?id=125728404

Screenshots

http://imageshack.us/a/img195/204/forestcampm.jpg
http://imageshack.us/a/img827/110/vulthurkrah.jpg
http://imageshack.us/a/img593/2240/shargambandit.jpg
http://imageshack.us/a/img217/3909/draugrshout.jpg


Storyline

The East Empire Company commissions the Dragonborn to slay a dragon that is interrupting trade routes throughout Skyrim. But is the dragon stirring up trouble with a particular reason and is there something more sinister behind it?

A new fully-voiced Skyrim questline that takes you across Skyrim to a large island named Wyrmstooth. Battle across new landscapes and through new dungeons in this professionally delivered adventure.

The quest begins for players at level 10 and above after you have been summoned by the Greybeards in the main quest line. Theodyn Bienne, an imperial courier, will track you down starting from the Bannered Mare in Whiterun and will deliver to you an important message. The task seems simple enough; slay a dragon that's stirring up trouble. But things don't go that easily...



Features:

● A new challenging questline with an exciting dragon battle.
● Extra side quests to encounter while exploring the island.
● Fight your way through one of the biggest dungeons in Tamriel with 3 new followers.
● Mind-control a Draugr to solve a dungeon puzzle!
● 30+ new unique npc's.
● A new large landmass with its own unique map and map markers!
● Over 200 lines of new recorded voice acting.
● Make a new player home out of an abandoned imperial fort.
● Placeable bear traps sold by Ja'Shavi-Dar.
● Playable bard instruments.
● New shout: Fiik Lo Sah (Phantom Form).
● New Conjure Draugr spells plus many more.
● New harvestable ingredients.
● https://www.youtube.com/playlist?list=PLQN2DoroZ0TFXmNEguf4neeK3C5B8isni.

Credits:

● Daniel Coffey (Lurius Liore)
● David Bodtcher (Alberthor)
● Tim Morgan (Theodyn Bienne)
● Andrew Miller (Vulthurkrah)
● Adrianna Peterson (Daenlit, Elmera)
● Ben Britton (Athir, Vulom)
● Dan Marfleet (Shargam)
● Randy Westbrook (Dunyick)
● http://www.youtube.com/user/MaestroStadt

Connect

Email: wyrmstooth@gmail.com
Facebook: http://www.facebook.com/SkyrimWyrmstooth
Google+: http://gplus.to/SkyrimWyrmstooth

Twitter: https://twitter.com/Wyrmstooth

User avatar
Honey Suckle
 
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Post » Sun May 18, 2014 1:28 pm

i am always welcome for landspace mods. Looking foward this
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kat no x
 
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Post » Sun May 18, 2014 11:14 am

Let me know if anyone has issues with the dwemer elevator in the dragon's den. Some people say it 'needs to be powered up' however there's no script on the elevator that generates this message. Very mysterious.
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Vicki Gunn
 
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Post » Sun May 18, 2014 5:34 am

Sounds very cool and it's nice to see a quest mod.

The dialogue bug has been fixed: http://www.gamesas.com/topic/1417941-dialoguequest-bug-solution/ (very easy to implement the fix) ; Whoops, I see you already implemented the fix.

Those people may be having trouble with the elevator because their saved game is from v1.1. I'll try to play the mod tonight and report back if the elevator works.
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Marina Leigh
 
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Post » Sun May 18, 2014 5:17 am

Ahh that might be it. Cheers for giving it a go, let me know if you come across any other problems. The imperial carriages towards the end gave me some grief, usually when other NPC's ran into it.
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jessica robson
 
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Post » Sun May 18, 2014 11:35 am

I've just made it to the island so I haven't had a go at the elevator, but, so far, the mod is great. /smile.png' class='bbc_emoticon' alt=':smile:' />

Edit: Played a bit more and, wow, this is by far the best quest mod I've played for Skyrim. Sadly, Nexus will not allow me to endorse the file as it states I haven't downloaded it yet.

Edit #2: I just beat the questline and had absolutely no problems with the elevator, carriages, or anything of that nature.
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Latino HeaT
 
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Post » Sun May 18, 2014 3:30 am

Have you already checked for voice actors here: http://tesalliance.org/forums/index.php?/forum/74-voice-actors-project/
Interesting NPC's has also a ton of pro voice actors involved. Maybe you should also check there.

Anyways, this looks immensely intriguing. I'll probably wait for the voiced version though, for immersion's sake.
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Je suis
 
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Post » Sun May 18, 2014 4:15 pm


Phew! /biggrin.png' class='bbc_emoticon' alt=':biggrin:' /> I think you might be the first one to finish it. Once I get the voice acting sorted out I might continue the storyline. (I wonder if anyone found the reference to The Guild yet?)
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kat no x
 
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Post » Sun May 18, 2014 11:36 am

Just uploaded version 1.5. Voice acting for this mod is now complete.
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Hannah Barnard
 
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Post » Sun May 18, 2014 3:07 pm

Wow! I gotta check this out!
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Vickey Martinez
 
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Post » Sun May 18, 2014 5:11 am



Finally going to check this out myself. I asked a question on the nexus though I am wondering if you can return to Wyrmstooth after completing the mission? As in can you come and go at the end of it all? Since it's a new world space if there any reason to go back and explore after its over or should I just remove it from my load order?

Thanks
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Paula Rose
 
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Joined: Fri Feb 16, 2007 8:12 am

Post » Sun May 18, 2014 3:05 pm

Yes you can come and go from Wyrmstooth once you finish the quest. Future versions will most likely include expansions to the island with new dungeons to explore. The town itself rebuilds over a period of time so you can come and go to see that happen.

If the mod becomes popular, I may include a new questline that begins once the town starts to rebuild.
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ezra
 
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Post » Sun May 18, 2014 4:26 am

I downloaded this one yesterday Jonx0r...

This is probably the best quest mod I 've seen so far for skyrim -among other many others, better known I have tried so far. A constant addition in my game, despite minor glitches I am sure you will iron out with every upcoming version. I am past the temple now, joyfully awaiting what's coming next.

thank you so much for your time and for sharing your work with us /foodndrink.gif' class='bbc_emoticon' alt=':foodndrink:' />

I am looking forward to seeing more quest mods from you in the future


PS
and one question:

I was not able to activate the lever in the temple as I could not figure the correct position of the pilars there. Was there a hint regarding their position in the chamber?
If yes, I could not find it.
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Heather Kush
 
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Post » Sun May 18, 2014 5:19 am

I've split the barrow up into 3 sections in the upcoming version (1.6) to solve an 'invalid z-index' issue that seems to have been causing crashes on certain systems.

The hint is in the room next to the movable pillars. So basically you pull the first lever to enter the room with the movable pillars, in that room is another lever that opens the room beside it. That room contains the answer plus a Draugr popping out of a sarcophagus. Once you have the correct configuration, pull the chain in the main room to open the floor gate.
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Mandi Norton
 
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Post » Sun May 18, 2014 10:03 am

Btw just a quick note for anyone receiving a trespass warning when trying to use a bed on the Red Wave after finishing the quest line. The script that switches the doors will still run when you activate the bed so you shouldn't have any problems returning back to Solitude from Wyrmstooth or vice versa.

A fix for this issue should be coming in 1.6 and might be related to the fact that I scripted in an additional addtofaction command at the end of the questline for testing purposes and forgot to remove it ... (maybe /biggrin.png' class='bbc_emoticon' alt=':biggrin:' />)

If anyone has any additional feedback or suggestions for this mod, let me know.
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josie treuberg
 
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Post » Sun May 18, 2014 8:27 am

This is great stuff folks, professional. I encourage you to give it a try. To boot, it's compatible with Frostfall. Now would be a great time while we're all still waiting for Dragonborn /tes.gif' class='bbc_emoticon' alt=':tes:' />
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Scarlet Devil
 
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Post » Sun May 18, 2014 5:31 pm

Wow! I can't believe i missed this. It looks fantastic!
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:)Colleenn
 
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Post » Sun May 18, 2014 10:46 am

Everything about this interests me.

Unfortunately I'm on a sort of "not the Dragonborn" playthrough right now (using Arthmoor's Live Another Life).

I think I may break the RP "character" a little for that... You tempt me so. XD
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Julie Ann
 
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Post » Sun May 18, 2014 6:52 pm

This mod is by far the best quest mod I've ever played. The story line makes Skyrim's quests pale in comparison.
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Amanda Leis
 
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Post » Sun May 18, 2014 12:11 pm

Putting the final touches on the 1.6 patch at the moment. The new player home is done aside from the voice acting. One troublesome freeze entering the crypts is giving me grief at the moment but hopefully I'll have that solved soon.

Just a quick question to any modders experienced with creating armor mods: which exporter do you use to export a NIF from 3ds Max? I'm still a bit of a noob at getting assets into the game, I've tried using NifSkope to correct the material properties but some models still look wrong in game (no occlusion, no glossiness, or no collision for clutter assets, etc).
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Blaine
 
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Post » Sun May 18, 2014 3:50 am

1.6 has just been released, if anyone comes across any issues please post me a message here. The island has been significantly expanded on in this release including a new temperate forest section near the docks, a swamp section to the north past the wreck of the salty knave and a glacier section behind the barrow on the eastern side of the island.

Additional easter eggs have been included as well as some hints on what a future questline may involve. Also included are fixes to common issues users have reported.

Again, if you've played it and enjoyed it please endorse it to help spread the mod around so other players get to enjoy the adventure as well.
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Marilú
 
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Post » Sun May 18, 2014 5:05 pm

Congrats on the new update! I'm playing through version 1.5 (don't want to update and possibly break things, don't want to risk it /smile.png' class='bbc_emoticon' alt=':)' /> .
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Cesar Gomez
 
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Post » Sun May 18, 2014 5:01 pm

Personally, the only thing that might give me second thoughts about whether to try your mod or not would be the quality of your voice actors.
So I was wondering if there are any samples for your voice actors on youtube or something.
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Juan Suarez
 
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Post » Sun May 18, 2014 8:14 am

You can hear a quick sample of the voice acting in the SaioTV mod review: http://www.youtube.com/watch?feature=player_detailpage&v=Ipa6mVwqPuc#t=67s
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Nicole Kraus
 
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Post » Sun May 18, 2014 4:17 pm

that's really good, i'll give the mod a shot once dragonborn comes out for PC and I actually get a run through of that.
Thanks.
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Kortniie Dumont
 
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