[WIP] Joinable Silver Hand factionquestline

Post » Sat May 26, 2012 7:40 pm

Okay then, sorry for overreacting there.
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NEGRO
 
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Post » Sat May 26, 2012 10:03 pm

Lol wth dude. XD I had nothing to do with that post.
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Chenae Butler
 
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Post » Sat May 26, 2012 8:47 pm

But how to implement it with Skyrim werewolves? Unless you do something stupid (on the level of turning in front of them) there is no way for them to detect the curse.
If you get seen changing by regular NPCs and don't take care of the witnesses, news of it could reach the Silver Hand. Normal (non-Circle) werewolves have forced transformations too, so it's not out of the realm of possibility for "accidents" to happen. There could also be shamans within the Silver Hand that you have to be careful around to avoid being found out... e.g., certain dialog options may raise suspicions, and if suspicion is raised too much they'll detect what you are. Or the more you willingly transform, the more likely a shaman will detect the beast's presence in you. Or if you get too close to a shaman on the night of a full moon.

Plenty of reasons can be made as to why they don't just "scan" all new-comers (or if they do, why some werewolves could slip through). For example, it could be unreliable to detect if you haven't recently changed or aren't set to change soon. Or the only truly reliable method could be a long and costly ritual that can only be performed if there's a serious question.
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BEl J
 
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Post » Sun May 27, 2012 4:14 am

Hey everyone,

Update as promised. The dialog for the first quest is more or less finished. I've been searching the interweb to try and figure out when the ck is coming out. everything i've found says its stil January. So bethesda has about a week to get there act together. Also i've been working with the G.E.C.K for Fallout New vegas. Both @ohsorryoldhorse and myself are hoping the skyrim ck is similar to that. I will more then likely be needing help using the ck. So when it comes out and you guys are messing around with it and come across any tips and tricks with it, sharing them would be greatly appreciated. Won't be much more updates until the damn thing comes out.
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Darrell Fawcett
 
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Post » Sun May 27, 2012 2:43 am

I have a question. One of the Fire Breath shouts is in Dustman's Cairn, and is locked into one of the early Companions quests. If joining the Silver hand bars you from the Companions, will you be adding an alternate way to reach that shout?
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louise tagg
 
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Post » Sat May 26, 2012 11:32 pm

Awesome, I'm super excited about mod like this.

Like esrafael said the quests for companions should have mirror representation from the hand - you'd be doing all the ambushes that was seen from their perspective. The cure quest could be done after the attack, to clean the werewolf diesese from companion's souls (and you'd get the place where your curing could be done).

The Skinner could be a very villenous character, so it wouldn't be bad to have him replaced, maybe Companions get their retribution after Katlak is dead. This way the hideout would be whipped out from badit like npcs and could be replaced.
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ONLY ME!!!!
 
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Post » Sat May 26, 2012 7:55 pm

Hey everyone,

Update as promised. The dialog for the first quest is more or less finished. I've been searching the interweb to try and figure out when the ck is coming out. everything i've found says its stil January. .

Comes out next week with 1.4 patch
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HARDHEAD
 
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Post » Sat May 26, 2012 11:54 pm

I have a question. One of the Fire Breath shouts is in Dustman's Cairn, and is locked into one of the early Companions quests. If joining the Silver hand bars you from the Companions, will you be adding an alternate way to reach that shout?

Thanks for bringing that up. I'm not sure exactly how the that shout is tied into the companions because its been a while since i did it. but i know i've gotten shouts before i even had the ability to shout. I have a new character that hasn't done the any of the companion stuff yet, i'll go over there and see if i can still get the shout.

Awesome, I'm super excited about mod like this.

Like esrafael said the quests for companions should have mirror representation from the hand - you'd be doing all the ambushes that was seen from their perspective. The cure quest could be done after the attack, to clean the werewolf diesese from companion's souls (and you'd get the place where your curing could be done).

The Skinner could be a very villenous character, so it wouldn't be bad to have him replaced, maybe Companions get their retribution after Katlak is dead. This way the hideout would be whipped out from badit like npcs and could be replaced.

Gald you're excited. Keep the ideas flowing. The more we get from you guys the better our mod will be.

Comes out next week with 1.4 patch

Good looking out, thanks.
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Susan Elizabeth
 
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Post » Sat May 26, 2012 6:12 pm

Nice, sometimes I think bethesda added a lot of things like vampires, and minor factions just to see what people would do with them xD. But personally I love the idea of making the Silver Hand a more pronounced guild. I think one thing you should get is silver weapon improvement, I don't think actual crafting would be neccesary though. Lol maybe they even have their own Eorlund Grey-Mane equivalent lol. I think ultimately either way, should end up as a spectacular addition to the game.
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Justin Hankins
 
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Post » Sat May 26, 2012 9:23 pm

Hey everyone,

Update as promised. The dialog for the first quest is more or less finished. I've been searching the interweb to try and figure out when the ck is coming out. everything i've found says its stil January. So bethesda has about a week to get there act together. Also i've been working with the G.E.C.K for Fallout New vegas. Both @ohsorryoldhorse and myself are hoping the skyrim ck is similar to that. I will more then likely be needing help using the ck. So when it comes out and you guys are messing around with it and come across any tips and tricks with it, sharing them would be greatly appreciated. Won't be much more updates until the damn thing comes out.

You might want to register over at http://tesalliance.org/forums/ and get involved in their modding classes. There will be one for the CK. DarkRider hopes to get that up and running about the same time as it comes out.
I have a question. One of the Fire Breath shouts is in Dustman's Cairn, and is locked into one of the early Companions quests. If joining the Silver hand bars you from the Companions, will you be adding an alternate way to reach that shout?

Thomas Kaira has already announced plans for a mod that will deal with those shouts and other things. http://www.gamesas.com/topic/1319358-wipzidea-skyrim-derailed/.
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james reed
 
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Post » Sat May 26, 2012 6:24 pm

You might want to register over at http://tesalliance.org/forums/ and get involved in their modding classes. There will be one for the CK. DarkRider hopes to get that up and running about the same time as it comes out.

Thanks for the advice, will do.
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MARLON JOHNSON
 
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Post » Sun May 27, 2012 2:46 am

Three should be more ways for player to get the possibility of joining the Silver Hand, the same he has for the companions. If someone mentions companions then maybe the alternative option could pop out too - like with many quest there are (alternative) written for stealing something extra an such, or just add two quest at a time - after joining stromclocks the imperial joining one disappears. Character giving quest doesn't have to be the one that let you join the guild.
The option to join SH should pop up as soon you got the one about companions, since after taking part in slaughter of SH guild members they probably wouldn't want you.

If both guilds have quest set in not colliding time lines then the quest can mirror each other - like in war you either defend or conquer Whiterun. The quest can take place in the same places, but the objective would be different. If Aela wants to recover the artifacts, then Silver Hand representative would want to destroy/send to oblivion those artifacts.
The only question is when the Companions would attack Silver Hand. If after the killing companion's leader (both human and wolf form), then there would be much more npcs to make - so I'm suggesting to make this quest mirror as well. You first would kill off companions from Silver Hand hideout (too bad it's dungeon like, unlike the companion's quarter - maybe it would be remodeled after the questline is complete), and then take revenge. One of the Companion's lower levels could be double agent that later would become the person that gives you orders - such character could really become useful providing information and possible quests (like artifacts one).
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Joey Bel
 
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Post » Sat May 26, 2012 6:22 pm

Three should be more ways for player to get the possibility of joining the Silver Hand, the same he has for the companions. If someone mentions companions then maybe the alternative option could pop out too - like with many quest there are (alternative) written for stealing something extra an such, or just add two quest at a time - after joining stromclocks the imperial joining one disappears. Character giving quest doesn't have to be the one that let you join the guild.
The option to join SH should pop up as soon you got the one about companions, since after taking part in slaughter of SH guild members they probably wouldn't want you.

If both guilds have quest set in not colliding time lines then the quest can mirror each other - like in war you either defend or conquer Whiterun. The quest can take place in the same places, but the objective would be different. If Aela wants to recover the artifacts, then Silver Hand representative would want to destroy/send to oblivion those artifacts.
The only question is when the Companions would attack Silver Hand. If after the killing companion's leader (both human and wolf form), then there would be much more npcs to make - so I'm suggesting to make this quest mirror as well. You first would kill off companions from Silver Hand hideout (too bad it's dungeon like, unlike the companion's quarter - maybe it would be remodeled after the questline is complete), and then take revenge. One of the Companion's lower levels could be double agent that later would become the person that gives you orders - such character could really become useful providing information and possible quests (like artifacts one).

You have some interesting ideas here. i want this mod to be real good, but i also want it to be reasonable to complete. Throwing in too many factors leads to the greater chance of bugs, but we're certainly not going to half ass it. I am looking for a middle ground as far as complexity of interactions between the silver hand and companions and enough content to make the mod worth playing. But the beautiful thing about this is we have nothing but options to choose from, its just a matter of choosing an idea or concept and sticking with it. But i will say that the dialog is going to be A+, @ohsorryoldhorse is one hell of a writer, and i'm sure he is reading this post everyday like i am. Once the CK comes out him and me are going to have a long sit down to iron out the details.
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luis ortiz
 
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Post » Sat May 26, 2012 12:27 pm

You have some interesting ideas here. i want this mod to be real good, but i also want it to be reasonable to complete. Throwing in too many factors leads to the greater chance of bugs, but we're certainly not going to half ass it. I am looking for a middle ground as far as complexity of interactions between the silver hand and companions and enough content to make the mod worth playing. But the beautiful thing about this is we have nothing but options to choose from, its just a matter of choosing an idea or concept and sticking with it. But i will say that the dialog is going to be A+, @ohsorryoldhorse is one hell of a writer, and i'm sure he is reading this post everyday like i am. Once the CK comes out him and me are going to have a long sit down to iron out the details.
To make it simple there should be only one outside of Silver Hand member that is recruting new members. First he tests you companions style, and afterwards you will go with him to the dungeon that companions send you - instead of silver hand members there you could replace them with werewolfs - there's a trap scene that should be replaced. Maybe there would be more silver hand going to that cave and one would turn out to be traitor werewolf and he'd change, and only the quest giver would survive - or maybe Wilkas (the stupid brother) could be there and he'd attack SH, and you'd have to chase him and kill at the end of dungeon.
Just a new idea - after companions ride the SH hideout you just clean it - don't refill it with new members... after killing the leader of companions you'll get to move Silver Hand to their quarters, since the people of Whiterun would turn on companions once they find out their secret.
Each companion member of the circle would be boss at the end of each quest, and the npc that accepted you to silver hand and later become your right hand as a leader, turns out to be cursed with werewolf disease, and you recreate the hammer and go heal him. The blacksmith would help you with the recreation since maybe he didn't like werewolfs and it was not honorable way of fighting. The second brother would be hidding at that dungeon, or maybe he'd be the one that had oppened it.
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Jah Allen
 
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Post » Sat May 26, 2012 3:19 pm

My apologies for not having posted recently, as my laptop had to be wiped completely clean due to viruses from god only knows where. All is not lost however; I can still retrieve the necessary documents for the quests and such. And it's great to know that the CK is coming out next week with the patch. Now all that I have left to do on my end is to buy the game for PC :tongue:

Edit: Also, that's awesome that there's a website/forum dedicated to learning the basics of the CK. That will definitely be useful to us.
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Causon-Chambers
 
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Post » Sat May 26, 2012 3:12 pm

Right now, myself and a friend were kicking around ideas on creating a mod for when the CK comes out, and we had both decided on a questline involving the Silver Hand, because as a Companion, you only see the fact that they are werewolf hunters and are apparently "no better than bandits", to paraphrase UESP's article on them. This is the rough sketch on where the mod is going to go.

Spoiler
Joinable Silver Hand faction and quest line:
--Have the choice to join the Silver Hand and cleanse Skyrim of the werewolf menace. Fully joinable faction and quest line, allowing the player to rise through the ranks leading up to the eventual storming of Jorrvaskr and killing Kodlak Whitemane, head of the Companions. As you rise in the ranks of the Silver Hand, you will learn of their history and receive all the perks of being a member, including superior weapons and armor that only the most elite Silver Hand members can wield.
--Will be a fully voiced mod with varied quests involving: clearing out werewolf dens, intelligence gathering on the Companions, and more, each with different ways to complete the quests (something which the vanilla game was severely lacking for the most part).
--New locations, including a true base for the Silver Hand (Driftshade Refuge and Gallows Rock will remain as outposts)
--New NPCs, including named members of the Silver Hand’s upper ranks, known as the Silver Council. Fully fleshed out characters will be included.
--New weapons and armor for the true werewolf slayer as you rise through the ranks; these are static items and are not leveled. Recover the fragments of Wuuthrad and choose to either destroy them or reforge them into a completely new weapon
--Fully reactive faction and quest line: this means that once
you join the Silver Hand, you are barred from joining the Companions and can never become a werewolf.

Any ideas, comments, thoughts, or offers of help would be great, as while this would be our first mod, we're ambitious and have high hopes. We are throwing this out here to see the response a mod like this would get, so anything you guys could offer would be appreciated.

I would use this mod as long as it does not require Skyrim Script extender.
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Cat
 
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Post » Sun May 27, 2012 4:37 am

I would use this mod as long as it does not require Skyrim Script extender.

I did some investigating because i was unfamiliar with the skyrim script extender, a ton of people said it was pretty buggy. So be rest assured that i will be staying away from that.
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CHangohh BOyy
 
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Post » Sat May 26, 2012 5:05 pm

I did some investigating because i was unfamiliar with the skyrim script extender, a ton of people said it was pretty buggy. So be rest assured that i will be staying away from that.
I hope your sources are reliable, because I find that hard to believe. The SKSE team does solid work, and it's a shame if people got scared of it when it holds a big part of Skyrim's modding future.

That said, I don't see any immediate reason for this mod to need SKSE, as long as it's a quest mod and doesn't add any brand new gameplay functions. Then again, will moving word walls and the like really be that easy..?
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Jenna Fields
 
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Post » Sat May 26, 2012 3:11 pm

I hope your sources are reliable, because I find that hard to believe. The SKSE team does solid work, and it's a shame if people got scared of it when it holds a big part of Skyrim's modding future.

That said, I don't see any immediate reason for this mod to need SKSE, as long as it's a quest mod and doesn't add any brand new gameplay functions. Then again, will moving word walls and the like really be that easy..?

I would leave moving the word walls to Thomas Kaira's Skyrim Derailed mod.
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Adrian Powers
 
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Post » Sat May 26, 2012 12:32 pm

This will be the last comment I leave until the CK comes out and me and mgel.runs get going on this, but in addition to the main quest storyline, we are also developing ideas for quests involving the side characters we have planned. This will serve to flesh out our characters (many of whom will be voiced by people we know in real life), and may even add some humor and character to them. This is one thing we are particularly excited about, and hope that itll stand out in terms of how many people feel that alot of characters in Skyrim are life-less and/or empty.
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Phoenix Draven
 
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Post » Sat May 26, 2012 11:16 pm

Just a quick update: we have three quests written and a slew of new and interesting characters that have been conceived. Here's hoping the CK is released this weekend so work can begin :)
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Jesus Duran
 
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Post » Sat May 26, 2012 1:49 pm

Hello there, OhSorryOldHorse. I saw this thread when it popped up, and it struck a chord with me. You see, I've been considering a bit of a faction overhaul for Skyrim, but it's certainly not something that I can do on my own. The basic idea is that something like 10-15 different modders work on about 15 different faction projects, and we all do some light collaboration between us. When all of our mods release, we could potentially create a master file and a .esp that helps bind their stories together so that they all interact with each other within a single Skyrim install.

The thread is http://www.gamesas.com/topic/1340703-idea-skyrim-faction-overhaul/. I hope that you can come by, have a look, and let me know whether or not you'd be interested.
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Brittany Abner
 
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Post » Sun May 27, 2012 4:14 am

Well perhaps adding silver armors is good idea, at last give them silver gauntlets and gloves.
http://www.uesp.net/wiki/Morrowind:Imperial_Armor#Duke.27s_Guard_Silver_Cuirass
Silver is slightly better then steel in previous games in terms of parameters
Another good thing its wolf head helms\hoods and wolf fur capes and armors as light equivalent of equipment for players and equipment for Silver Hand Hunters\Rangers\archers.
http://tes.nexusmods.com/downloads/images/9878-1190330668.jpg

Another thing thats need to be taken into consideration is lycanthropy cure quest, since during cleansing of werewolfs player can catch such disease and there only one way to cure it right now and it require join to Companions.

Also will be nice if there will be wild werewolf dens and we can encounter Wandering Lunatics who can transform into werewolves since Skyrim greatly lack enemy werewolves.
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john palmer
 
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Post » Sat May 26, 2012 7:13 pm

Well perhaps adding silver armors is good idea, at last give them silver gauntlets and gloves. http://www.uesp.net/wiki/Morrowind:Imperial_Armor#Duke.27s_Guard_Silver_Cuirass Silver is slightly better then steel in previous games in terms of parameters Another good thing its wolf head helms\hoods and wolf fur capes and armors as light equivalent of equipment for players and equipment for Silver Hand Hunters\Rangers\archers. http://tes.nexusmods.com/downloads/images/9878-1190330668.jpg Another thing thats need to be taken into consideration is lycanthropy cure quest, since during cleansing of werewolfs player can catch such disease and there only one way to cure it right now and it require join to Companions. Also will be nice if there will be wild werewolf dens and we can encounter Wandering Lunatics who can transform into werewolves since Skyrim greatly lack enemy werewolves.


You bring up some very good points, ohsorryoldhorse and myself will make sure that we implement a new way to cure lycanthropy. I've been doing a little reading on the lure. We could always base a new cure off the cure in Bloodmoon link http://www.uesp.net/wiki/Bloodmoon:Rite_of_the_Wolf_Giver. But you can almost be certain that if we follow that path, we will put our own twist on it, so it doesn't seem repetitive.

Hello there, OhSorryOldHorse. I saw this thread when it popped up, and it struck a chord with me. You see, I've been considering a bit of a faction overhaul for Skyrim, but it's certainly not something that I can do on my own. The basic idea is that something like 10-15 different modders work on about 15 different faction projects, and we all do some light collaboration between us. When all of our mods release, we could potentially create a master file and a .esp that helps bind their stories together so that they all interact with each other within a single Skyrim install. The thread is http://www.gamesas.com/topic/1340703-idea-skyrim-faction-overhaul/. I hope that you can come by, have a look, and let me know whether or not you'd be interested.

I like the idea of a bunch of people working on different factions. I would like to keep in touch with the other people who start to make the mods. Since you've started the that thread could you keep me updated on who is taking on what mod? Also could you make an edit to your original post, could you paste the link to our thread, We want as many people as possible to see what were doing and offer advise and criticism. We cant please everyone but getting a general idea of what people want to see will immensely help us turn the silver hand into a faction a ton of people will enjoy playing.
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Brittany Abner
 
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Post » Sun May 27, 2012 12:12 am

I suspected at some point we'd be asked to do some light collaboration on a master .ESP. Since our mod is adding new locations the chance for conflicting will be much lower in my eyes but it wouldn't hurt. Im on my phone right now however so I'll have to look at the link when I can get to a computer.
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bonita mathews
 
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