[REQ][Mod Idea] Inhabitable Blackreach

Post » Fri May 18, 2012 1:44 pm

Congratulations. All you need now is the Creation Kit.
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Jessica Phoenix
 
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Post » Fri May 18, 2012 5:58 pm

Congratulations. All you need now is the Creation Kit.


Greed; I agree. lolz. Any word on it's release date?
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Suzy Santana
 
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Post » Fri May 18, 2012 1:30 pm

January.

http://www.gamesas.com/index.php?/topic/1255750-information-on-creation-kit/
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Naughty not Nice
 
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Post » Fri May 18, 2012 9:24 am

that's too long; As for now, I can work on basic ideas, quests, dialogue, and Storyline. haha. And anybody willing to help, feel free to.
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Nana Samboy
 
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Post » Fri May 18, 2012 3:13 pm

Oh, and one small catch with the Dunmer/Argonian love you guys have got going on -- the Dunmer didn't flee Morrowind because of the eruption or meteor (not entirely, anyway), they fled because the Argonians came in and wiped most of them out. While it's possible for two small factions to get along, I doubt you could create an entire city with the two races cohabiting. The Redoran likely wouldn't forgive the Argonians, while the Telvanni still prefer them to be slaves. The Hlaalu would most likely try to turn the place into another Solitude as well. I really don't see how it would work.

And thats where you as player comes in. You can either show them that in their current circumstances (of being outcasts in Skyrim, the war above, Thalmor, Dragons), peace would be a better option and help like-minded wise Dunmer and Argonians to positions of power. Or you can just let them continue their war and help one of them win.

In Oblivion there was Bleakers Way, a community of Nords and Dunmer. Nords and Elves are even more prejudiced towards eachother. So somehow both families made peace in that village. So why can't an Argonian and Dunmer group make peace (with some help)?

The Dunmer also refuse to believe in the Eight/Nine Divines, preferring to worship the Daedric princes. That could be a fairly big theme, with Justicars, and maybe even Vigilants, trying to raid the place (and also a reason for not adding shrines to the Aedra).

Good point.
This could be handled in an 'expansion' or their could be made a small shrine to them for eventual Divine worshiping Dunmer/Argonians.
________________________________

Here are also a few other points by me:

* The non-Argonian hist issue: the solution is just to say an alchemist found a way to remove the nasty side effects from the potion.

* I went through all three ruins and it occurred to me that the outside zones are much more ruined than the inside zones. They also seem to be more trapped. I really could not see them being turned into residential areas. Alftand had a little bit more potential, but the real residential potential starts at the second zones. Like I mentioned before at the Dwemer market post, the first zones can be used to keep potential threats out.

* Other races: While the main community might exist out of Dunmer and Argonians, its plausible that there are also members of other races that want to escape the surface, due to circumstances. Will they also be included?
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Megan Stabler
 
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Post » Fri May 18, 2012 11:44 am

And thats where you as player comes in. You can either show them that in their current circumstances (of being outcasts in Skyrim, the war above, Thalmor, Dragons), peace would be a better option and help like-minded wise Dunmer and Argonians to positions of power. Or you can just let them continue their war and help one of them win.

In Oblivion there was Bleakers Way, a community of Nords and Dunmer. Nords and Elves are even more prejudiced towards eachother. So somehow both families made peace in that village. So why can't an Argonian and Dunmer group make peace (with some help)?



Good point.
This could be handled in an 'expansion' or their could be made a small shrine to them for eventual Divine worshiping Dunmer/Argonians.
________________________________

Here are also a few other points by me:

* The non-Argonian hist issue: the solution is just to say an alchemist found a way to remove the nasty side effects from the potion.

* I went through all three ruins and it occurred to me that the outside zones are much more ruined than the inside zones. They also seem to be more trapped. I really could not see them being turned into residential areas. Alftand had a little bit more potential, but the real residential potential starts at the second zones. Like I mentioned before at the Dwemer market post, the first zones can be used to keep potential threats out.

* Other races: While the main community might exist out of Dunmer and Argonians, its plausible that there are also members of other races that want to escape the surface, due to circumstances. Will they also be included?

yes. other races will be included. I really want to make the feel of Morrowind with this though, of course mixed with Dwemer. Still, it is something i've longed for, for a long time.
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Penny Wills
 
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Post » Fri May 18, 2012 2:12 pm

What do you mean with Morrowind feel?
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Kelly John
 
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Post » Fri May 18, 2012 6:13 pm

What do you mean with Morrowind feel?


The Feel of Morrowind; Vvardenfell? The Dunmer homeland, culture, e.c.t. I loved the environment, culture, everything, more-so then anywhere else so far. That is what I meant.
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Erich Lendermon
 
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Post » Fri May 18, 2012 10:07 am

The only potential problem with a mod like this is adding too much. The reason we love blackreach is because its so epic and unique and absolutely stunning; i would just be making sure none of that was damaged or even destroyed by adding tons of buildings and NPCs. I want blackreach to become habitable but i also want to still get those goosebumps and have to stop and say wow out loud whenever I enter it. Making it habitable and making it cosmopolitan are two extraordinarily different goals and id prefer habitable with a cool storyline involving the dunmer (and perhaps any other mer fleeing thalmor oppression) making an outpost, cleaning up whats there and maybe a telvanni tower around that huge central column near the sun. more than that, for me at least, would be detrimental to the spectacular feel of the zone. Storyline is a separate matter entirely, that can be as involved as the writers and voice-actors willing to do it, but as an artist, i look at blackreach and i dont know a single thing id change visually besides cleanup of the rubble.
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LuBiE LoU
 
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Post » Fri May 18, 2012 1:45 pm

The only potential problem with a mod like this is adding too much. The reason we love blackreach is because its so epic and unique and absolutely stunning; i would just be making sure none of that was damaged or even destroyed by adding tons of buildings and NPCs. I want blackreach to become habitable but i also want to still get those goosebumps and have to stop and say wow out loud whenever I enter it. Making it habitable and making it cosmopolitan are two extraordinarily different goals and id prefer habitable with a cool storyline involving the dunmer (and perhaps any other mer fleeing thalmor oppression) making an outpost, cleaning up whats there and maybe a telvanni tower around that huge central column near the sun. more than that, for me at least, would be detrimental to the spectacular feel of the zone. Storyline is a separate matter entirely, that can be as involved as the writers and voice-actors willing to do it, but as an artist, i look at blackreach and i dont know a single thing id change visually besides cleanup of the rubble.


Well; I think parts of it are too expansive with just. . .well ground then anything; then again, that's where the Dunmer architecture of structures fill it in. Besides that, I do not want to ruin the beauty of Blackreach either. In-fact, that is precisely why I mentioned using Alfthand, Mzinchaleft, and Radbthar. [Besides, those three could easily be addons or expansions to this main course, In-habitation of Blackreach] This way, I can have my metropolis, without fear of ruining the beauty of Blackreach.
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Cheryl Rice
 
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Post » Fri May 18, 2012 2:53 pm

why not make a completely new underground city in an unused mountain(range)?
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FLYBOYLEAK
 
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Post » Fri May 18, 2012 2:16 pm

Because this is part of the game already; it has advantages, it's realistic location, minerals, e.c.t. and it is downright beautiful and allot of people, myself included want to see Blackreach inhabited and to be able to inhabit it.
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jessica Villacis
 
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Post » Fri May 18, 2012 7:47 pm

Because this is part of the game already; it has advantages, it's realistic location, minerals, e.c.t. and it is downright beautiful and allot of people, myself included want to see Blackreach inhabited and to be able to inhabit it.

I think you could make your idea even more beautiful if you do not touch the original Blackreach by making an underground dwemer city between Markarth and Whiterun.
Minerals, and everything you say can be included with ease and no problem of disturbing the original ideas.

This said it is easier to make something new that is imposant than to alter and make the existing better.
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Annika Marziniak
 
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Post » Fri May 18, 2012 7:15 am

I think you could make your idea even more beautiful if you do not touch the original Blackreach by making an underground dwemer city between Markarth and Whiterun.
Minerals, and everything you say can be included with ease and no problem of disturbing the original ideas.

This said it is easier to make something new that is imposant than to alter and make the existing better.


Other then my personal desire, I must coon to the will of popular demand; that is how mods are made and where people would help with. XD
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Karine laverre
 
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Post » Fri May 18, 2012 11:27 am

I saw your Sotha Sil mask model a while ago. It looks good. It also gave me an idea: Would it not be plausible that after the events of Tribunal, Fabricants have been researched? Combining Sotha's technology with Dwemer technology would result in a hyper advanced city. This could spawn an entire new culture based on the Dunmer tradition, but fueled by technology.
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Aliish Sheldonn
 
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Post » Fri May 18, 2012 3:57 pm

I saw your Sotha Sil mask model a while ago. It looks good. It also gave me an idea: Would it not be plausible that after the events of Tribunal, Fabricants have been researched? Combining Sotha's technology with Dwemer technology would result in a hyper advanced city. This could spawn an entire new culture based on the Dunmer tradition, but fueled by technology.


hahaha thank you; And that is a very feasible idea! I actually like that very much. Seeing I love all sotha sil related things. XD
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Tom
 
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Post » Fri May 18, 2012 4:04 pm

And so the new race of Technomer has been born...
Imagine the possibilities. Dwemer tech + Sotha tech + Dunmer Magic = technology equal or even better than modern day earth

Some brainstorming with this idea:

Possible 'Technomer' items:

* Gun shaped weapons that act like staffs do.
* 'Light sabers/axes/maces'
* Batteries that act like filled soulgems but are much lighter in the inventory.
* Night eye glasses/helmet
* Cybernetically enhanced Bonemould armor. Its acts like normal enchanted armor, but its traditional Dunmer armor with a technological flair fitting with the theme of this mod.

Other ideas
* A workshop where the player may craft above items.
* people driving around in car like vehicles/mounts.
* Robot fighting contests (first as something only NPCs do and maybe later an expansion that allows the player to participate)
* One of the outer ruins, Raldbthar, Mzinchaleft or Alftand, will function as a foreign quarter, like Vivec had, so the Blackreach society will be able to trade with the surface without the fear of spies. The only people allowed in the city itself are those who have proven extreme commitment to it, like the Dovahkiin.
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Richard Thompson
 
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Post » Fri May 18, 2012 2:22 pm

--I like allot of those ideas; hahaha. I would type a little more then this, throw some ideas out, but currently im eating. XD Give me a little and I'll throw out some ideas;

By the way, I am working on an armor that is based off of the Akulakhan statue from morrowind. -It's going to be partially animated, with a crystal center in the cuirass, that shows the Lorkhan's heart [it'll be animated to beat] and like the statue, a small flame around the forehead center. :P
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Alex Vincent
 
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Post » Fri May 18, 2012 2:55 pm

I saw your Sotha Sil mask model a while ago. It looks good. It also gave me an idea: Would it not be plausible that after the events of Tribunal, Fabricants have been researched? Combining Sotha's technology with Dwemer technology would result in a hyper advanced city. This could spawn an entire new culture based on the Dunmer tradition, but fueled by technology.

I don't think it's actually that plausible - Sotha Sil's city is hidden, perhaps not even on Mundus as such, and what examples exist from the attacks carried out by Almalexia using them were probably destroyed by Her Hands, if not the Helseth Royal Guards - And if they weren't, they were undoubtedly lost in the confusion of the Argonian invasion.
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Sierra Ritsuka
 
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Post » Fri May 18, 2012 2:20 pm

I don't think it's actually that plausible - Sotha Sil's city is hidden, perhaps not even on Mundus as such, and what examples exist from the attacks carried out by Almalexia using them were probably destroyed by Her Hands, if not the Helseth Royal Guards - And if they weren't, they were undoubtedly lost in the confusion of the Argonian invasion.


Which gives reason or possibility that such artifacts could appear with some random people fleeing from Mournhold or, amongst some argonians. Eitherway, a small quest in retrieving the "Mazed Band" is even more plausible. Just add a little journey based on some rumor or small-knowledge of an individual. The idea of the Barilzar's Mazed Band is still highly possible.
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Soku Nyorah
 
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Post » Fri May 18, 2012 12:32 pm

More idea's:

* The name of the new race/faction could be Sothamer or Silmer. Obviously named after Sotha Sil. It at least does not sound as lore breaking as Technomer.

* Their mentality is to move on to advancement while still honoring tradition, instead of holding on to tradition like the real Dunmer do.

* Instead of becoming the leader of this faction, you will become an ambassador of sorts, which they use to establish relations to the surface. This position is important enough that community respects you very much and give you the opportunity to buy a large manor.
You still have the possibility of taking over a leadership position, but this will require dirty methods. Like killing the true leader for example.

* An idea about quests that this mod might interfere with:
** When you haven't finished the quest http://www.uesp.net/wiki/Skyrim:Elder_Knowledge the construction crew will tell you that you that some things are interfering with the construction.
** This can also work for sidequests taking place there.
** Alternatively, mod the side quests themselves with a new outcome that tells you the quest is impossible due to the construction.
Example: http://www.uesp.net/wiki/Skyrim:A_Return_To_Your_Roots may end with the entry 'Due to the construction of Blackreach city, the crimson nirnroots are destroyed.', which automatically fails the quest.

* Radiant quest idea: If the civilization will be advanced, sometimes a spy will be able to sneak by and steal some technology. The radiant quest tells you to kill the spy and return the technology to the quest giver.

* Barilzars Mazed Band and the Nerevarine: If the Nerevarine acquired it during Tribunal, he might still hold on to the ring, or he might have given it to the lead scientist of the Blackreach project.
But becoming immortal through the Corprus disease opens the possibility that he either makes a cameo or is even the leader of the project.
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Latisha Fry
 
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Post » Fri May 18, 2012 3:30 am

This is much better than my idea to just switch Sindarion's house's ownership to me and live down there. I'm obsessed with blackreach.
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Emmi Coolahan
 
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