[REQ][Mod Idea] Inhabitable Blackreach

Post » Fri May 18, 2012 3:32 am

::IDEA: (WIP):: ::THIS WILL MOST LIKELY BE LARGE::
::PLEASE BE PATIENT WHILE READING::
::THOUGHTS, SUGGESTIONS, OPINIONS, AND CRITICISM WELCOME!::

Blackreach Construction Mod
---------------------------------------------------------------------------------------------------------------------------------------------------------------
{Prerequisites} [These Quests must be completed to begin this mod, and you must be at least level 20]
--Discerning the Transmundane.
--Elder Knowledge.
--A Return To Your Roots.

{Quests that can be performed while clearing Mzinchaleft and Raldbthar}
:Mzinchaleft:
--Grimsever's Return.
--Kill Maluril.
:Raldbthar:
--Mourning Never Comes.
+Notes: Those quests which are not finished after the reconstruction may vanish or be incompletable.+
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
{What is to be Rebuilt}
Blackreach
Alfthand
Mzinchaleft
Raldbthar

{Blackreach sections rebuilt}
--Debate Hall
--Derelict Pumphouse
--Farm Overseer's House
--Hall of Rumination
--Raldbthar's Deep Market
--Reeking Tower
--Tower of Mzarch
--Silent City Catacombs
--Silent Ruin
--War Quarters
--Sinderion's Field Laboratory
--The Arena [looks like an arena]
-----------------------------------------------------------------------------------------------------------------------------------------------------------
----{City buildings, Shops, Inns, and Homes}----

+{NOTE}+: [This is a list of what may be added; The items mentioned on the list can be subject to removal or additional items added may be added.]

Not all of these will be newly added exteriors and interiors. Many of the homes, shops, and inns will take up the space throughout the various rooms and halls of Blackreach, Alfthand, Mzinchaleft, and Raldbthar. Others will newly added buildings placed in-game by the Construction Kit. [whenever that is released]

{What is to be added}


--Dwemer Dungeon
--Dwemer Torture Room
--Dwemer Theater
--Dwemer Library
--Dwemer Medical Center
--Dwemer Alchemest lab [is used for creating your own potions and inventing others] (maybe will involve some quests)
--Dwemer Armory {2}
--Dwemer Manor {5}
--Dwemer House {14}
--Dwemer Control Room
--Dwemer Waterworks
-- Fixed streetways
--Street-lights
--added flora
--More Shrooms
--Fixed damage inside and out of the Dwemer ruins
--General Goods store
--Forge [Construction of the Animunculi?]
--Smith
--Botanical store
--City Archives
--Park
--Guard Towers [4]
--[Minor] Winterhold guild hall?
--[Minor] Thieves Guild hall?
--[Minor] Companion Guild Hall?
--[Minor] Dark Brotherhood Guild Hall?
--[Minor] College of Bards Guild Hall?
--Clothing and Jewelry Store [2]
--Book store
--Bank?
--Bar [3]
--Tavern/Inn [2]
--Leathery

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

+{NOTE}+: My idea for the city-layout is somewhat similar to how the Imperial City in Oblivion was set-up or how the city of Mournhold was designed; the idea of Sectors. I thoroughly enjoy the thought of having:
-- A Merchants Sector [Could be called the Bazaar?]
-- The Temple Section [The Temple?]
-- The Palace Section [The Palace? Or some more fanciful name such as, Dwarf-King Palace? or, The Copper Palace?]
-- The Arena Area [Could be Called, Deepstone Arena or plainly just, The Arena or Blackreach Arena]
-- The Noble District [Could be called 'The Noble District, or Something more fanciful?]
-- Poor Distract [Could be called the Beggar's Corner, or something of the sorts]
-- The Mines [Well, there's no need for fanciful names] (Blackreach Mines)

+{NOTE}+: I am currently working on multiple maps to layer out the city, and street formations, and working on names. [That's about all I can do right now].
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Reanan-Marie Olsen
 
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Post » Fri May 18, 2012 5:17 am

Just a Vague Idea; I have always loved the underground Dwemer City Blackreach. But, being inhabited by Falmer and those insect creatures and Ancient Dwemer Security, it proves to be inhospitable for living in. Which, obviously disappoints me. So, in theory, why not change that? Why not add a few minor quests to make Blackreach Dwemer City livable?

Idea is simple, on the most part; To begin it, first complete all quests which involve the use and exploration of Blackreach. Once finished, perhaps speak with one of the quest starters or a newly added NPC. There you would be able to dive deeper into each building, set up excavation, and research the place. When that is complete, the quest starter will explain that Blackreach is a very good place to live if it was fixed up [or something of the sorts]. Finally, after some quests, the place has been restored to almost new, and is a beautiful, not ruined city once more. Speak with him again, and he tells you to try and find people who would live there and e.c.t. Finally, in the end, you become a minor Lord for the city and maybe other things may be added.

High Concept done. Now go flesh out a possible concept or design document! It's a good idea location/lore-wise and I hope this turns into something.

Even though this is a request, you can always tell whose ideas are going to have the most chances of success based on how much they have fleshed it out in the form of documentation. People notice that kind of work and respect you for it, and then actually think "well hey, this guy has all the writing on the wall, all I have to do is follow the written guide and squeeze the final product out in a playable version within the week because most of the thinking has already been done for me."
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An Lor
 
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Post » Fri May 18, 2012 4:42 pm

High Concept done. Now go flesh out a possible concept or design document! It's a good idea location/lore-wise and I hope this turns into something.

Even though this is a request, you can always tell whose ideas are going to have the most chances of success based on how much they have fleshed it out in the form of documentation. People notice that kind of work and respect you for it, and then actually think "well hey, this guy has all the writing on the wall, all I have to do is follow the written guide and squeeze the final product out in a playable version within the week because most of the thinking has already been done for me."


I agree with you on that; I haven't modded in ages and definitely do not have the equipment to do so [due to crappy computer]. Hopefully that will change by spring. Besides that, your opinions on this? Or at least the basic concept? Of course, I will write more. I love creating mod ideas. XD And hopefully one or few of them will be used, eventually.
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Tha King o Geekz
 
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Post » Fri May 18, 2012 6:35 pm

I agree with you on that; I haven't modded in ages and definitely do not have the equipment to do so [due to crappy computer]. Hopefully that will change by spring. Besides that, your opinions on this? Or at least the basic concept? Of course, I will write more. I love creating mod ideas. XD And hopefully one or few of them will be used, eventually.

I'm the type of player that gets off on meaningful play. I love games where I can do something and it actually matters/changes something in the game world, and not just makes me feel that I matter. The Morrowind: Bloodmoon quests, where you end up repairing and building your own town, kept me hooked and interested for hours at a time because I actually was doing something that mattered; which is something I believe to be missing from Skyrim and possibly something you can look back on when designing this idea.
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Jani Eayon
 
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Post » Fri May 18, 2012 9:41 am

I'm the type of player that gets off on meaningful play. I love games where I can do something and it actually matters/changes something in the game world, and not just makes me feel that I matter. The Morrowind: Bloodmoon quests, where you end up repairing and building your own town, kept me hooked and interested for hours at a time because I actually was doing something that mattered; which is something I believe to be missing from Skyrim and possibly something you can look back on when designing this idea.

Very understandable, and I definitely will take that into consideration. Well, I'm going to design a little more. besides that, have you checked out my Psijic Order expansion Topic?
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Annika Marziniak
 
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Post » Fri May 18, 2012 7:07 pm

Very understandable, and I definitely will take that into consideration. Well, I'm going to design a little more. besides that, have you checked out my Psijic Order expansion Topic?

Yes. Do this instead. It has a smaller and more reasonable scope which also makes it easier to finish.
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Elea Rossi
 
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Post » Fri May 18, 2012 6:26 pm

Yes. Do this instead. It has a smaller and more reasonable scope which also makes it easier to finish.


Indeed it is; But I am a dreamer; and that Psijic Order expansion idea of mine has everything I've wanted in a mod, bundled into one. lolz Still, I'll work on designing both.
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Laura Tempel
 
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Post » Fri May 18, 2012 4:48 pm

I think some sort of colonization mod would be in order for Blackreach. You'd have to attract settlers, establish some commerce lines (the multiple exits and caves connected it has are just perfect for that matter), clean up all the tunnels and secondary dungeons from danger, build up new houses...it could have a lot of content and misc. quests (of course including one big main quest in order to become the "Jarl under the Mountain" (LOTR anyone? ;) ).

I'd just love to see that mod done. If anybody is interested in doing so, or a similar project, and you need some story/bookwriting/questwriting, PM me :)
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Trevi
 
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Post » Fri May 18, 2012 6:04 am

I think some sort of colonization mod would be in order for Blackreach. You'd have to attract settlers, establish some commerce lines (the multiple exits and caves connected it has are just perfect for that matter), clean up all the tunnels and secondary dungeons from danger, build up new houses...it could have a lot of content and misc. quests (of course including one big main quest in order to become the "Jarl under the Mountain" (LOTR anyone? ;) ).

I'd just love to see that mod done. If anybody is interested in doing so, or a similar project, and you need some story/bookwriting/questwriting, PM me :)


Well I am glad you like the idea; I myself am in love with this idea. XD Besides that I writing down story themes and quest ideas. If you want I can PM you them? Besides that, I can't go any further in modding do to my computer's incapability to run the correct programs, including Skyrim itself. That hopefully will change this spring.
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Ezekiel Macallister
 
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Post » Fri May 18, 2012 4:43 pm

Well I am glad you like the idea; I myself am in love with this idea. XD Besides that I writing down story themes and quest ideas. If you want I can PM you them? Besides that, I can't go any further in modding do to my computer's incapability to run the correct programs, including Skyrim itself. That hopefully will change this spring.

PM if you want :)

But have in mind this would be a pretty big project, and if you wanna make the trade routes and populate them, then even more (although it'd be terribly cool :D).
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Elisabete Gaspar
 
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Post » Fri May 18, 2012 5:04 pm

PM if you want :)

But have in mind this would be a pretty big project, and if you wanna make the trade routes and populate them, then even more (although it'd be terribly cool :D).


Yes it would be terribly cool; I will finish writing everything at least by tonight. [Well the second draft of the idea] for now, I must be off to the store. xD
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Kitana Lucas
 
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Post » Fri May 18, 2012 3:33 am

You'd need to establish an economy to make the place permanently habitable.

What if you started some mining and some mushroom growing? Mushrooms as food might be a hard sell to the denizens of Skyrim - I noticed none of the existing recipes contain mushrooms - but they might turn out to be very high-quality cattle feed. :) Getting a mage in on the act might also let you grow very large mushrooms that produce "mushroom lumber", "indistinguishable from the real thing!" Or, perhaps, you can get a good line in underground river fishing going; I notice the Falmer eat a lot of fish, and all that fish must come from somewhere.
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Dan Stevens
 
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Post » Fri May 18, 2012 1:51 pm

Just a Vague Idea; I have always loved the underground Dwemer City Blackreach. But, being inhabited by Falmer and those insect creatures and Ancient Dwemer Security, it proves to be inhospitable for living in. Which, obviously disappoints me. So, in theory, why not change that? Why not add a few minor quests to make Blackreach Dwemer City livable?

Idea is simple, on the most part; To begin it, first complete all quests which involve the use and exploration of Blackreach. Once finished, perhaps speak with one of the quest starters or a newly added NPC. There you would be able to dive deeper into each building, set up excavation, and research the place. When that is complete, the quest starter will explain that Blackreach is a very good place to live if it was fixed up [or something of the sorts]. Finally, after some quests, the place has been restored to almost new, and is a beautiful, not ruined city once more. Speak with him again, and he tells you to try and find people who would live there and e.c.t. Finally, in the end, you become a minor Lord for the city and maybe other things may be added.
When i were running around in Blackreach I were thinking about how awesome it would be if someone made a "restore city" mod :)
I wish I could make mods... -.-
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Emilie M
 
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Post » Fri May 18, 2012 6:27 am

When I first realized how huge Blackreach really was I thought "this would make for an awesome clan/lair mod for Vampires". You could even enslave the Falmer population, and theres already a Giant butler lol. Of course this is from someone who stealthed around most of the stuff in there, I even left the Giant alive.
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Sophie Miller
 
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Post » Fri May 18, 2012 4:24 pm

When I first realized how huge Blackreach really was I thought "this would make for an awesome clan/lair mod for Vampires". You could even enslave the Falmer population, and theres already a Giant butler lol. Of course this is from someone who stealthed around most of the stuff in there, I even left the Giant alive.

There's a Giant!? O.o lol. By the way, if you wish to know more, I'll have allot more detail posted by the dawn of night [tonight my time, it is now 4:23]
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asako
 
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Post » Fri May 18, 2012 9:03 am

When i were running around in Blackreach I were thinking about how awesome it would be if someone made a "restore city" mod :)
I wish I could make mods... -.-


That's the point of this forum; to make the idea convincing enough to make this; otherwise, I'd have to wait until spring to start.
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Susan
 
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Post » Fri May 18, 2012 1:38 pm

You'd need to establish an economy to make the place permanently habitable.

What if you started some mining and some mushroom growing? Mushrooms as food might be a hard sell to the denizens of Skyrim - I noticed none of the existing recipes contain mushrooms - but they might turn out to be very high-quality cattle feed. :) Getting a mage in on the act might also let you grow very large mushrooms that produce "mushroom lumber", "indistinguishable from the real thing!" Or, perhaps, you can get a good line in underground river fishing going; I notice the Falmer eat a lot of fish, and all that fish must come from somewhere.

I will take that into consideration, most definitely. :P
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adame
 
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Post » Fri May 18, 2012 6:36 am

Yeah, this has been suggested a couple of times already. It's a very promising location.
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Sharra Llenos
 
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Post » Fri May 18, 2012 6:16 pm

The first thing I thought when I hit Blackreach aside from OMG IT'S LIKE MORROWIND SO BEAUTIFUL... (I just love giant glowing mushrooms. Now it needs singing crystals.) was: I need to live here. I haven't explored all of it but I know my Dunmer Battlemage would love to live there. And because it looks rather like an underground Azura's Coast (Morrowind), and because the Dunmer are being so mistreated elsewhere, esp. Windhelm, I wonder if it could be built up into a Dunmer sanctuary. I mean, there's so many ways this potential city could go (vampire city is also a cool idea), but I'm quite taken with this idea. Being underground it might be a bit warmer—perhaps a place where Khajiit and Argonians would also like to go. Actually, I might want to try to make that mod myself, if that's not the direction you want to go in. Or perhaps—very rough idea—we might combine that idea as a sort of alternative route the city could go in? If you're interested. I've never modded extensively, but I've decided to take up scripting and see how it goes. I think Skyrim could really do with more extensive quests and additional lore.

Also: mushroom farming? Oh yes.

I think the Falmer themselves could use some fleshing out. A mer race turned into goblins feels far too simplistic for a game that otherwise has very complex background lore.
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Nana Samboy
 
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Post » Fri May 18, 2012 5:22 am

Apparently there is more complex background to them you find out during a couple of quests? I've already found a few rooms that suggest the Dwemer were doing interesting things to them.
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Cameron Garrod
 
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Post » Fri May 18, 2012 8:27 am

The first thing I thought when I hit Blackreach aside from OMG IT'S LIKE MORROWIND SO BEAUTIFUL... (I just love giant glowing mushrooms. Now it needs singing crystals.) was: I need to live here. I haven't explored all of it but I know my Dunmer Battlemage would love to live there. And because it looks rather like an underground Azura's Coast (Morrowind), and because the Dunmer are being so mistreated elsewhere, esp. Windhelm, I wonder if it could be built up into a Dunmer sanctuary. I mean, there's so many ways this potential city could go (vampire city is also a cool idea), but I'm quite taken with this idea. Being underground it might be a bit warmer—perhaps a place where Khajiit and Argonians would also like to go. Actually, I might want to try to make that mod myself, if that's not the direction you want to go in. Or perhaps—very rough idea—we might combine that idea as a sort of alternative route the city could go in? If you're interested. I've never modded extensively, but I've decided to take up scripting and see how it goes. I think Skyrim could really do with more extensive quests and additional lore.

Also: mushroom farming? Oh yes.

I think the Falmer themselves could use some fleshing out. A mer race turned into goblins feels far too simplistic for a game that otherwise has very complex background lore.


You know what? Although I really love the idea of It starting off with Argonian inhabitants, I just fell in love with your idea of Dunmer. It makes more logical sense, and well, the Dunmer are my favorite race. I'm still fleshing out my full-scale and detail idea for the mod, but I should be done a bit later from now.
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Roberto Gaeta
 
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Post » Fri May 18, 2012 3:15 am

Well, why couldn't it start off as an Argonian settlement/sanctuary? Here's a thought: the Argonians and the Dunmer are similarly mistreated. An Argonian settler and his commiserating Dunmer bar-buddy (have a jug of mazte and spit on Ulfric and those Azura-cursed Stormcloaks...)—or what have you—get together, some Dunmer move in, and boom, a thriving settlement, putting years of slavery and war behind them—except of course the Dunmer did enslave the Argonians for centuries before Red Mountain erupted and the Argonians laid waste to the Telvanni. So maybe on the one hand we have old foes uniting against a common enemy, the Nords, but there's also the potential for conflict. And maybe the player character gets a choice after the community builds up some: following either a story branch towards peace, or ripping the community in half, siding with either Dunmer or Argonians(/Khajiit?) until only one race dominates.
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lacy lake
 
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Post » Fri May 18, 2012 12:16 pm

Well, why couldn't it start off as an Argonian settlement/sanctuary? Here's a thought: the Argonians and the Dunmer are similarly mistreated. An Argonian settler and his commiserating Dunmer bar-buddy (have a jug of mazte and spit on Ulfric and those Azura-cursed Stormcloaks...)—or what have you—get together, some Dunmer move in, and boom, a thriving settlement, putting years of slavery and war behind them—except of course the Dunmer did enslave the Argonians for centuries before Red Mountain erupted and the Argonians laid waste to the Telvanni. So maybe on the one hand we have old foes uniting against a common enemy, the Nords, but there's also the potential for conflict. And maybe the player character gets a choice after the community builds up some: following either a story branch towards peace, or ripping the community in half, siding with either Dunmer or Argonians(/Khajiit?) until only one race dominates.


perhaps, a choice? two families move in, one Argonian and another Dunmer? During the quests, you may decide which one to choose the side of, or you could fix the issue and cause a mutual peace? Adding some little quests or so, and making things fun; With keeping only the Dunmer family, the city will be Heavily Dunmer and Dwemer mix, culture. While choosing the Argonian side you will have a heavy Argonian and Dwemer culture blend. To make peace between the two families mixes all three cultures?
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Alada Vaginah
 
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Post » Fri May 18, 2012 12:44 pm

That seems simple. How big a family are we talking? I was thinking along the lines of several families—but then, that could come after you've picked a side, which makes sense: resulting stability would make it a more attractive place to move to. I was also thinking a Telvanni-style wizard would totally move into a tower. (Maybe she could be working on spell and give out fetch quests...) You know, this sort of project would work well with custom objects... an ashpit for one. After a while, it would be cool for a mini-Khajiit caravan-camp to spring up, so some days there might be a bunch of Khajiit, other days none. Someone will doubtless make beast race children when the CK is out, assuming permissions, that could be a nice addition.
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Emilie Joseph
 
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Post » Fri May 18, 2012 5:16 pm

That seems simple. How big a family are we talking? I was thinking along the lines of several families—but then, that could come after you've picked a side, which makes sense: resulting stability would make it a more attractive place to move to. I was also thinking a Telvanni-style wizard would totally move into a tower. (Maybe she could be working on spell and give out fetch quests...) You know, this sort of project would work well with custom objects... an ashpit for one. After a while, it would be cool for a mini-Khajiit caravan-camp to spring up, so some days there might be a bunch of Khajiit, other days none. Someone will doubtless make beast race children when the CK is out, assuming permissions, that could be a nice addition.


Indeed that would be interesting; haha, do you think it would look nice to have Dwemeri Architecture and Dunmer architecture merged? Because, seeing Skyrim lacks any Dunmer Architecture it would be a very welcoming and familiar addition. In-fact Oblivion had absolutely no Dunmer architecture either.
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