[WIP] Mage Guild Continuation

Post » Tue May 15, 2012 8:29 pm

this may contain a few spoilers for the mages guild so most of the description will be put in a spoiler.

Spoiler

So you are the Arch-Mage of the College, and what is it that the college is famous for? RESEARCH!! The idea is that I will add some clues in books that will lead you on a quest to find some lost "Ancient Spells" such as mark and recall that has been lost for over 200 years! but (I also may add a "development room" to the college where new spells can be created and tested, depends upon practicality though) the mod wont end there (I will probably release a first version at this point though). as you learn more of the ancient spells you discover the "elder ways" and the Psijic Order visit and will recruit you, thus sparking a whole new quest line involving the eye of magnus (I felt this was left at a loose end) and also the Thalmor will feature heavily as part of the story line


I have planned it in a bit more detail on paper I have most of the spells planned (suggestions welcome though) and Psijic Order/Thalmor quest line planned out in a rough outline. I don't want to give away the fully storyline as I want it to be an epic saga, that you will discover as you play through but if you want to get more involved then I would be willing to share more details. The reason that I am posting is two-fold;

1. to Gauge interest in this, the few people I have spoken to seem very keen to see this made, but it is a fair bit of work and as much as I love those people I'm not going to work that hard for them

2. To ask for help, I've do a few mods for oblivion but nothing major so if someone would be willing to give me an msn or email address, that would be great, also for the first bit I'm wanting to create a load of dungeons so if people like making/designing them that would be awesome aswell. I will also need quite a lot of voice actors (I'm adding the whole Psijic Order after all) around 10 or so I would guess


To clarify a few things that were misunderstood on the other post I made for this (different forum)

I'm not particularly worrying about/looking voice actors at this point, I was just saying at some point I do want it voice acted. I won't have anything for them to do until I have written the dialogue. Even then, the chances are that I am going to need edit the dialogue at some point, which would mean I would then have to redo the voice acting.

I am aware of how big the eventual mod will be (maybe even longer the the original main quest) however I have already broken the mod up into sections that are small and easily achievable (at least to begin with), the first section is create some new spells and add them into the game. Then the next step is to put them in to dungeons. I am aware the whole project is quite big which is why I am asking for small bits of help such as making the dungeons.

Despite the size of the mod the overall impact with regard to conflicts should be small as the only conflict should really be the dungeons entrances,

the spells that are currently planned are:

Spoiler

  • Ayleid fury
  • Mark
  • Recall
  • Levitate
  • Metor Storm
  • Barrier
  • Astral steed (horse maybe a unicorn but only if someone makes the model for me)
  • Hold (similar to the staff of sheogorath)

This is obviously not the final list as it all depends on if I think of others and the practicality of making them with the CK, if you ahave any other idea for lost spells mention them below and I may add them


thanks


Deam

EDIT: I am also looking for a bit of a team I will need help with models and maybe a bit of texturing (not so good with that, but passable) also coding but I am fairly good with that so I don't really need help with that regard

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Taylrea Teodor
 
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Post » Tue May 15, 2012 12:52 pm

Most of those spells listed don't strike me as being the sort of legendary spells an archmage would be researching. Researching new spell effects as you rise through the ranks, yes; but there's something jarring about what's effectively a glorified horse and a minor teleport effect being the sort of things an Archmage hunts for. While the spell effects could be expanded (Absorb Health for Destruction, Bound Armor and expanded Daedra summons for Conjuration, Reflect Damage for Alteration, etc), simply sticking in a Meteor Swarm is kind of bleh.
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mimi_lys
 
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Post » Tue May 15, 2012 12:49 pm

Most of those spells listed don't strike me as being the sort of legendary spells an archmage would be researching. Researching new spell effects as you rise through the ranks, yes; but there's something jarring about what's effectively a glorified horse and a minor teleport effect being the sort of things an Archmage hunts for. While the spell effects could be expanded (Absorb Health for Destruction, Bound Armor and expanded Daedra summons for Conjuration, Reflect Damage for Alteration, etc), simply sticking in a Meteor Swarm is kind of bleh.

well what would you suggest, it's all very well dismissing my ideas, but suggest better ones, I'm fine with that. However just saying those spells are silly doesn't really help much.

my logic behind some of them I will explain, take the "minor teleport effect" considering that there is no longer any teleportation (as far as I have seen) in Skyrim this might not be such a minor thing, (the same can also be said of the levitation) fair enough the meteor storm is a bit generic but that is one of the reasons that I am posting is that I'm not an expert in thinking up brilliant spell effect and I am asking for suggestions!
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Farrah Lee
 
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Post » Tue May 15, 2012 6:04 pm

I already did. Minor teleportation and all the effects you've listed here should be the sort of things you do as someone working their way up through the ranks of a magical organization. By the time you're an Archmage, it seems sort of silly to go hunting around for purely aesthetic effects. Summoning greater daedra and reanimating liches? Devouring your enemies' lifeforce? Reflecting your enemies' spells against them? Elemental might beyond conventional magic? That's the sort of thing I'd expect an archmage to be looking out for.
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DarkGypsy
 
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Post » Tue May 15, 2012 5:37 pm

as arch-mage, you should be able to insert a policy to outlaw such spells(like lich spells if you dislike that one.., reject troublesome random mage who break the rule, and etc. :P
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Setal Vara
 
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Post » Tue May 15, 2012 3:16 pm

I already did. Minor teleportation and all the effects you've listed here should be the sort of things you do as someone working their way up through the ranks of a magical organization. By the time you're an Archmage, it seems sort of silly to go hunting around for purely aesthetic effects. Summoning greater daedra and reanimating liches? Devouring your enemies' lifeforce? Reflecting your enemies' spells against them? Elemental might beyond conventional magic? That's the sort of thing I'd expect an archmage to be looking out for.

I still think teleportation is a good idea, the knowledge had been lost, not really an aesthetic effect. the problem with "Summoning greater daedra, reanimating liches and Devouring your enemies' lifeforce" is that they are kinda "evil" spells they are good ideas and I might add them but as optionals or something

as arch-mage, you should be able to insert a policy to outlaw such spells(like lich spells if you dislike that one.., reject troublesome random mage who break the rule, and etc. :P

I do like that idea not sure how I would implement it but I will look into it
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Ricky Rayner
 
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Post » Tue May 15, 2012 1:05 pm

Will you be adding Repeatable quests for when you completed the quests inside your mod
If so.. can you make them far or new dungeons unexplored or something similar.
Also will the bosses at the end of the dungeon be super hard? I hope they will be
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Gen Daley
 
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Post » Tue May 15, 2012 8:27 pm

Yes, teleportation is a great idea, but Mark and Recall are very limited in what they do - remember Morrowind?

What I suggest, on the other hand, is that you expand the entire Mages' Guild experience. Maybe as an initiate you discover Mark and Recall, but as an Archmage, you should be researching true teleportation. Likewise, as you discover new spell effects as you rise through the ranks, the really big guns should be saved for ascending to the post of archmage. Take it step-by-step - start with Mark and Recall as a quest after just getting into the college, then slowly building up from there. I'd suggest keeping it lore-friendly too, like Poison, Absorb, Levitate, Waterwalking, Waterbreathing, Reflect Spell, Summon Golden Saint, Summon Daedroth and so on, instead of Meteor Swarms and Astral Steeds.

Maybe even expand the College of Winterhold into a place an archwizard could be proud of.
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Niisha
 
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Post » Tue May 15, 2012 6:32 pm

I would also like to see a bigger leadup to becoming arch mage, where you go on quests to learn/discover most of the low/mid range spells in the game. I think LordofBones has the right idea.

I think most of the "learning spells" quests should be before you become arch mage.

Would be great to have a plot driven quest line after you become arch mage as well, but I think it would be better to improve/extend the current one first.

Although I do like the idea of Astral steeds :D Doesn't seem like it would be that hard to implement, don't see why it couldn't fit into the "lore". From a practical point of view it would be great, a horse that wouldn't get killed or aggroed and wouldn't attack things that you could summon/recall at any time. I don't think it should be a unicorn, just a retextured horse that is semi transparent (like the ghost or whisp models).
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I love YOu
 
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Post » Tue May 15, 2012 3:34 pm

Will you be adding Repeatable quests for when you completed the quests inside your mod
If so.. can you make them far or new dungeons unexplored or something similar.
Also will the bosses at the end of the dungeon be super hard? I hope they will be

I will probably look into something like this using radiant story.

Yes, teleportation is a great idea, but Mark and Recall are very limited in what they do - remember Morrowind?

What I suggest, on the other hand, is that you expand the entire Mages' Guild experience. Maybe as an initiate you discover Mark and Recall, but as an Archmage, you should be researching true teleportation. Likewise, as you discover new spell effects as you rise through the ranks, the really big guns should be saved for ascending to the post of archmage. Take it step-by-step - start with Mark and Recall as a quest after just getting into the college, then slowly building up from there. I'd suggest keeping it lore-friendly too, like Poison, Absorb, Levitate, Waterwalking, Waterbreathing, Reflect Spell, Summon Golden Saint, Summon Daedroth and so on, instead of Meteor Swarms and Astral Steeds.

Maybe even expand the College of Winterhold into a place an archwizard could be proud of.

I now understand what you mean my simple teleportation, I thought you were just saying that teleportation was a simple thing to achieve. by true teleportation what would you be picturing, lots spells for different locations or one spell that opens a dialogue box? or teleport to a "room" with "doors" to different places. I'm trying to keep it fairly lore friendly but at the same time I want to add newly developed spells (it shouldn't just be all finding out old spells) so I want new spells that could also be lore friendly

I would also like to see a bigger leadup to becoming arch mage, where you go on quests to learn/discover most of the low/mid range spells in the game. I think LordofBones has the right idea.

I think most of the "learning spells" quests should be before you become arch mage.

Would be great to have a plot driven quest line after you become arch mage as well, but I think it would be better to improve/extend the current one first.

Although I do like the idea of Astral steeds :D Doesn't seem like it would be that hard to implement, don't see why it couldn't fit into the "lore". From a practical point of view it would be great, a horse that wouldn't get killed or aggroed and wouldn't attack things that you could summon/recall at any time. I don't think it should be a unicorn, just a retextured horse that is semi transparent (like the ghost or whisp models).

I was toying with the idea of playing with the vanilla quest line but I'm nervous about doing that, I might do it when I have a play around, but my intention is that the new quest line will fit on seamlessly on the end of the vanilla quest line.
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Fluffer
 
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Post » Tue May 15, 2012 7:28 am

I now understand what you mean my simple teleportation, I thought you were just saying that teleportation was a simple thing to achieve. by true teleportation what would you be picturing, lots spells for different locations or one spell that opens a dialogue box? or teleport to a "room" with "doors" to different places. I'm trying to keep it fairly lore friendly but at the same time I want to add newly developed spells (it shouldn't just be all finding out old spells) so I want new spells that could also be lore friendly


I'd suggest teleportation as being able to travel to any town or city, regardless if you've been there before or not, which would be a fair tradeoff for getting the spell's school to 100. Maybe specifically to each town's jarl's wizard's room or alchemy shop.
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Judy Lynch
 
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Post » Tue May 15, 2012 7:04 am

I'd suggest teleportation as being able to travel to any town or city, regardless if you've been there before or not, which would be a fair tradeoff for getting the spell's school to 100. Maybe specifically to each town's jarl's wizard's room or alchemy shop.

Ok but what would the mechanism be? a different spell for each city? something like morrowind had with the guild teleport system?
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Tamara Dost
 
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