[WIPz] The Dragonborn Rebellion

Post » Sun May 27, 2012 3:37 am

Oh, I mean you can recruit additional Companions to BE Blades. They don't just spout out of nowhere, they're hired the same way as the original 3.

o it fit the lore than, gona have to do a new list of people that dont have amazing dialogue =3
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Wanda Maximoff
 
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Post » Sun May 27, 2012 4:12 am

Count me as one in the long line of people wanting to tell you how to do your job.

My two cents: make the act of waging war actually feel like it. Like an earlier poster said--defensive actions would be cool. Additionally to that, to take a hold you should actually have to beseige it/instigate a coup, not just take a fort within the hold (though that could be part of it; adding bandit-controlled forts to the mix would just make it that much better).

Anyway, the civil war was quite possibly the most disappointing part of vanilla, so this is the mod I want above all else. I haven't modded since Morrowind, where I did a little interior design work on some larger projects, but if you need help shoot me a PM.
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Gracie Dugdale
 
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Post » Sun May 27, 2012 2:09 pm

Right, progress report.

I've gotten the framework for the Jarl Replacement System done. Right, now, the player can appoint a companion- say, Derkeethus, since he's my guinea pig for this- to be a Jarl (the appointment system is just a debug system), it will exile the existing government, and will spawn new Stewards and Housecarls to fill the gap.

I'm amazed by how dynamic the system is- I didn't have to write any new dialouge for the Steward, but BAM! you're able to furnish your house. Of course, dialogue is all wrong, but that's a small price to pay for right now.
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Trevor Bostwick
 
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Post » Sun May 27, 2012 2:09 pm

I grow ever more impressed with the sheer power of the new CK. It quadruples anything Oblivion's CS was ever able to do.

Anyways, it's now possible to spare Paarthurnax's life. But it is pretty difficult to pull off. It requires you to walk a very narrow path of negotiation. Even a single pitfall will cost you. And should you fail, you don't get another chance to convince Delphine and Esbern to back off. And then blood must be spilled, be it Paarthurnax's... or theirs. (after spilling their blood, you can fill their positions with your own people. This is 'couping' the Blades.)

Of course, you can always forgo negotiations and spill blood anyways. I'm not going to judge you, you bloodthirsty monster.
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Kara Payne
 
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Post » Sun May 27, 2012 2:52 pm

Sounds awesome so far! :D
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quinnnn
 
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Post » Sun May 27, 2012 4:16 pm

Just a little suggestion, but once you got the paarthanaax-resolving part down and in the mod (if you don't have it already), why not release the mod as an Alpha then and there?

Might generate more interest in the mod overall, plus there's all sort of paarthanax quest solving mods out already so releasing the mod once that's down (even if that's the only part of it) might help reduce future conflicts.
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Lizbeth Ruiz
 
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Post » Sun May 27, 2012 5:16 pm

Just a little suggestion, but once you got the paarthanaax-resolving part down and in the mod (if you don't have it already), why not release the mod as an Alpha then and there?

Might generate more interest in the mod overall, plus there's all sort of paarthanax quest solving mods out already so releasing the mod once that's down (even if that's the only part of it) might help reduce future conflicts.
I've considered that, but there's a lot of other stuff coded into the mod, advanced scripts and the like. I like to build the finale first, sort of- getting all the more advanced stuff like swapping guards over after conquest, fixing the damn Civil War map (while also adding support for flags on your side), making it so you can promote your companions to Jarls (and making it so you can appoint existing power structures- for example, keeping Balgruuf in charge of Whiterun (or putting him back in charge if you'd kicked him out).

Also, my system is there to unlock the new content (which also, for RP content, unlocks the old content). The way I have it set up, you can very easily fail it, and then the only way to resolve the conflict is through killing someone.

Maybe I will, maybe I won't release it. I'd be interested in releasing a showcase, just to show off the promotion systems and such.
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Kelly John
 
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Post » Sun May 27, 2012 5:32 pm

If this works I will be very impressed. Although please make the end result actually affect the world, as nothing really changes after the vanilla war. It would also be cool if the enemy could strike back or even defeat the rebbellion as in the vanilla it seemed the faction the dovahkiin chose was the only doing all the attacking.
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Alexander Horton
 
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Post » Sun May 27, 2012 4:06 pm

This mod makes me so, so, incredibly excited.
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Taylor Bakos
 
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Post » Sun May 27, 2012 4:06 pm

this mod sounds fantastic. Very much look forward to it!

bookmarked.
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Lynne Hinton
 
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Post » Sun May 27, 2012 4:09 pm

keeping an eye on this it sounds awesome
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oliver klosoff
 
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Post » Sun May 27, 2012 4:23 pm

Well, progress is well and good, but huge progress is even better!

Having learned my hands at Script Events and the Story Manager, I have just created a fully radiant quest (my first). When the system is fully integrated, you will be able to tell your second-in-command (they're called Housecarl, but they don't have to be a default Housecarl if you don't want them as one) to set up camp in one of the 9 holds. You will be able to start this quest repeatedly, each time specifying a different location in the Hold that you are in.

Once you specify the location, your Housecarl runs off and you are told to meet them there. What happens once you're there? An offensive! Your soldiers charge headlong into the enemy-held territory, doing battle with the garrison there.

My test location is Darkwater Crossing in Eastmarch. My test companion is Derkeethus. So Derkeethus had a nice little homecoming, at the head of a squad and led by the Dragonborn, who did battle with the garrison there (tested with it both in Stormcloak AND Imperial hands, and working perfectly both times). Once they were defeated, a dragon showed up (not part of my mod) and battle was joined.

I intend to, now that I have my new experience with this, add functional other quests. Maybe it won't always be as simple as defeating the enemy garrison. Maybe it will be an ambush.

But the way I'm thinking it's going to be, you'll have to conquer a number of locations per hold to be able to siege the Fort. Capital battles aren't 100% decided to be in yet, but if they are (and it's likely they will be) once you capture the fort you can immediately move in to capture the capital, which will turn all remaining hold locations over to your control.
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Georgine Lee
 
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Post » Sun May 27, 2012 1:52 pm

by the way, will you be able to actually do whiterun-style battles for each of the holds, or will it be like vanilla (Do task, task done, BOOM task is now under your control even though you didn't see the stormcloaks/imperials take over the hold)?

Also here's something I"m rather confused about. Is it always just going to be your 3-20 man squad? or will you have an actual army?

You mention that there won't be a "blades army" and that the blades will just consist of your 3-20-whatever followers. But then how does one take over a hold with just 20 men, and without an army?

Or is the army some seperate thing from the blades?

Sorry, I'm just completely confused on that.


And finally... what of Ralof/Hadvar?
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Alyesha Neufeld
 
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Post » Sun May 27, 2012 7:07 pm

The Blades are your elite guards and spy. They're not front-line soliders, they're bodyguards of a special degree. Sworn to your service.

They play an important role when you begin solidifying your power, but eventually they get supplanted to a degree by your growing regular army.
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Skrapp Stephens
 
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Post » Sun May 27, 2012 11:08 am

My body is 56% ready for this mod.
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Darlene Delk
 
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Post » Sun May 27, 2012 10:54 am

Hope you can conclude it, would be a great + for the game after mq.

Are you planning to focus also on the strategy aspects of it? I mean.. this was my will since they one of skyrim, be able to control some aspects of management. Since you will probablly fulfill my wishes with this mod, you could include a separated menu to control the aspects in which regards to the new high king attributions, such as troops organization, recruitment rate of your holds (they could spawn some warriors from time to time and you could be able to gather them, equip them properly and march trought skyrim with your conquest army... just awsomee... please... do it!!)

Forgive me for this, I think that you already have the mod scheme on your head but I need to talk my ideas...with some luck you can find any of them interesting to implement.

- The Imperials could send more troops from out of the map, for reinforcement, since they are occupying skyrim.

- If you are a nord and win from Ulfric, we could have the option to "vassalize" him (since you are a nord and also a dragonborn I see no reason for him to refuse it) so he can join his stormcloaks troops to yours and finnish of the upcoming Imperial conquest forces.

Unnafortunetly I have no experience with modding, but if there is any way I could help you with this, please let me know how to!!
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[Bounty][Ben]
 
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Post » Sun May 27, 2012 11:01 am

The Blades are your elite guards and spy. They're not front-line soliders, they're bodyguards of a special degree. Sworn to your service.

They play an important role when you begin solidifying your power, but eventually they get supplanted to a degree by your growing regular army.

Ah, thanks for clearing that up for me.

That still leaves the question of the hold battles, and what you plan to do with Ralof/Hadvar though.
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Kelsey Anna Farley
 
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Post » Sun May 27, 2012 8:52 am

Well, progress is well and good, but huge progress is even better!

Having learned my hands at Script Events and the Story Manager, I have just created a fully radiant quest (my first). When the system is fully integrated, you will be able to tell your second-in-command (they're called Housecarl, but they don't have to be a default Housecarl if you don't want them as one) to set up camp in one of the 9 holds. You will be able to start this quest repeatedly, each time specifying a different location in the Hold that you are in.

Once you specify the location, your Housecarl runs off and you are told to meet them there. What happens once you're there? An offensive! Your soldiers charge headlong into the enemy-held territory, doing battle with the garrison there.

My test location is Darkwater Crossing in Eastmarch. My test companion is Derkeethus. So Derkeethus had a nice little homecoming, at the head of a squad and led by the Dragonborn, who did battle with the garrison there (tested with it both in Stormcloak AND Imperial hands, and working perfectly both times). Once they were defeated, a dragon showed up (not part of my mod) and battle was joined.

I intend to, now that I have my new experience with this, add functional other quests. Maybe it won't always be as simple as defeating the enemy garrison. Maybe it will be an ambush.

But the way I'm thinking it's going to be, you'll have to conquer a number of locations per hold to be able to siege the Fort. Capital battles aren't 100% decided to be in yet, but if they are (and it's likely they will be) once you capture the fort you can immediately move in to capture the capital, which will turn all remaining hold locations over to your control.

[censored] yeah, to all of that.
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sarah simon-rogaume
 
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Post » Sun May 27, 2012 4:15 pm

Right, I've updated the OP with a much less concept and much more feature oriented post.
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ONLY ME!!!!
 
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Post » Sun May 27, 2012 5:23 am

Awsome. Glad to see this mod coming along. Pleasantly surprised that so much of it is partially completed already. I figured this mod would take forever to implement due to it scope. Keep up the good work!
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Anna Krzyzanowska
 
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Post » Sun May 27, 2012 4:06 am

The scope of this mod is definitely impressive and I'll be watching its progress.
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Sam Parker
 
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Post » Sun May 27, 2012 8:39 am

3. A dynamic campaign system- the player is the leader of the Dragonborn Rebellion, and answers to no man. You are the one who decides where and when to attack (with limits). With the player's rebellion much less established than either the Stormcloaks and Imperials, the player must first conquer a certain amount of the hold before he can attack the fort. Once the fort falls, the player must then assault the Hold Capital.
PARTIALLY IMPEMENTED

Awesome.
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Joanne Crump
 
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Post » Sun May 27, 2012 4:11 pm

Well, telling is one thing, but I felt more like showing today. So here is a group of screenshots of a typical campaign battle, and how it proceeds.

Telling your Houscarl where to attack-
http://i236.photobucket.com/albums/ff74/SkyShadowing/The%20Dragonborn%20Rebellion%20Screenshots/2012-02-27_00002.jpg

The attack begins- (the shield's logo is upside down, I THOUGHT it was fixed, apparently not.)
http://i236.photobucket.com/albums/ff74/SkyShadowing/The%20Dragonborn%20Rebellion%20Screenshots/2012-02-27_00003.jpg

Soldiers locked in combat-
http://i236.photobucket.com/albums/ff74/SkyShadowing/The%20Dragonborn%20Rebellion%20Screenshots/2012-02-27_00005.jpg

Victory- the Ivarstead map marker changes to reflect the new owner.
http://i236.photobucket.com/albums/ff74/SkyShadowing/The%20Dragonborn%20Rebellion%20Screenshots/2012-02-27_00006.jpg

And the symbol of the Rebellion.

For the banners and logos, I wanted to have something that was iconic to Skyrim players, but generic enough that it wouldn't disenfranchise a large amount of the playerbase- my go to logos are dragons, but I figured there would be a degree of players who didn't want dragon banners (plus the Empire has a dragon banner).

Then I had it. Instantly recognizable, iconic, and screams Dragonborn.

http://i236.photobucket.com/albums/ff74/SkyShadowing/The%20Dragonborn%20Rebellion%20Screenshots/2012-02-27_00007.jpg
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Rik Douglas
 
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Post » Sun May 27, 2012 12:35 pm

Screams dragonborn? its an ol' iron helmet. I personally would went for something more like a dragon head top down view like this
[img]http://www.wowpedia.org/images/thumb/4/4d/Thorvald[/img]

Or
[img]http://images.wikia.com/elderscrolls/images/8/87/Thu%27um_Master_%28Achievement%29.png[/img]
also some other pics from the skyrim achievements are cool to ----> http://elderscrolls.wikia.com/wiki/The_Elder_Scrolls_V:_Skyrim:_Achievements_and_Trophies

But thats just my personal opinion, great job either way, Cant wait for this mod. Keep up the great work! :D
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Laura Hicks
 
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Post » Sun May 27, 2012 12:26 pm

Then I had it. Instantly recognizable, iconic, and screams Dragonborn.

http://i236.photobucket.com/albums/ff74/SkyShadowing/The%20Dragonborn%20Rebellion%20Screenshots/2012-02-27_00007.jpg
More like screams BGS's marketing campaign. ;)
I think the Dovahkiin's emblem should have something to do with dragons or killing dragons.
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JUan Martinez
 
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