From The Void

Post » Wed May 23, 2012 8:17 am

On the 23rd of Sun's Height, in the year 367 of the Third Era, a strange stellar phenomenon split the night sky.
Scholars called it "the Rift" and dismissed it as a disagreement between Daedric Princes, for although the Rift could be seen across the whole of Tamriel, it seemed to have no effect on man or mer beyond sparking a few moments of confused terror.

For the people of Elsweyr however, time would prove otherwise...


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] Background [
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Several years ago, when I was still actively modding for TES3: Morrowind, I had two "main" projects. A http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=17461&id=4122, and http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=17461&id=2288, my own personal armory. As time progressed and I got more involved with the lore and background of the Elder Scrolls, I tried to make them both a bit more lore-friendly.

So what exactly is FTV? Simply put, it's the quest and storyline I've developed to explain the presence of all these things in Tamriel. How "White Senches" came to be, what the Void Consolate is, and where they learned to create Void Gear, plus a great deal more. I never did finish FTV for Morrowind, and in the years since I went "on hiatus," I've refined the tale considerably. This is a massive undertaking on my part, but perhaps with a bit more determination - and possibly some help - I can finally see this thing through.

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] Features [
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New Locations
-Visit the glacial sanctuary of NorthHeart, the last refuge for the White Senches. Return to the ruined island of Tel Diem. Journey into a toxic new realm of Oblivion and free the "Moon-cursed" of their scourge.

New Factions
-Enlist with the Voidguard to aid in destroying their age-old enemy. Be inducted into the Void Consolate, and help them rejoin the rest of Tamriel, rebuild their shattered stronghold, or create a new one! Join the Hunter's Guild and seek out prey worthy of Hircine himself.

New "Classes"
-Skyrim may be "classless" but the Voidguard is not. Will you blast your enemies with raw magickal fury as a Void Mage? Pierce your foes from afar as a Void Warden, or crush them underfoot as a Void Warrior? Or take the stealth route as a Void Assassin? The choices and consequences are yours, and each will grant you access to a different set of abilities.

New Equipment
-Void Armor and weaponry, polished and updated for Skyrim's graphical fidelity, plus several other sets of armor, clothing, weapons, and artifacts. Build your own "Void Construct" companion to fight beside, in front of, or behind you.

A Lasting Experience
-Like Skyrim itself, this mod won't simply end once you've defeated The Boss. The Void Consolate has remained isolated from Tamriel for over two centuries - rejoining the rest of the world doesn't happen overnight!

And of course, play as a White Senche if you desire.


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] Progress [
Latest Update: 11-30-11
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Without the CK and exporting tools, there's only so much to be done right now.
A number of models (and whole tile-sets) are in varying stages of completion, and will be posted as they are finalized. Likewise, I've written for several in-game books, to appear with the mod. You can find a sampling below in my sig ("The Fall of the Void Consolate").

As this is a quest mod, I will at some point need to enlist the help of others for voice acting - though if you're interested in helping with models or textures, drop me a PM and we'll talk. Azura knows I could probably use the help.

WIP Models:
http://i50.photobucket.com/albums/f321/Kieve/TES5/WS_Icecutter.jpg (Skyrim longboat for size comparison)
http://i50.photobucket.com/albums/f321/Kieve/TES5/IX-sc-wing-01.jpg

Completed:
http://i50.photobucket.com/albums/f321/Kieve/TES5/WSLuminCrystal.jpg
http://kieve-krs.deviantart.com/art/FTV-Senche-Halberd-267795047
-In Game (http://i50.photobucket.com/albums/f321/Kieve/Character%20Screenshots/2012-02-16_00003.jpg) (http://i50.photobucket.com/albums/f321/Kieve/Character%20Screenshots/2012-02-16_00002.jpg) (http://i50.photobucket.com/albums/f321/Kieve/Character%20Screenshots/2012-02-16_00001.jpg) (http://i50.photobucket.com/albums/f321/Kieve/Character%20Screenshots/2012-02-16_00004.jpg) *still needs minor adjustments
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Bethany Watkin
 
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Post » Wed May 23, 2012 9:03 am

Looks interesting. To make it more steeped in the lore, can we have a more Khajiiti name for the "void"?
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Emma-Jane Merrin
 
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Post » Wed May 23, 2012 8:18 am

Looks interesting. To make it more steeped in the lore, can we have a more Khajiiti name for the "void"?

"Void" is a bit of a misnomer, since it actually just refers to Oblivion in this case, not the true VOID beyond. I honestly don't know what Ta'agra for Void (or Oblivion) is.
As for the "Void-this, Void-that" in naming the armor, weaponry, etc, the name comes from the smelting of "void silver," a stronger, lighter form of silver alloy the Voidguard use in all their equipment.

If you're interested in the complete lore-dump backstory for the project, you can find it http://kieve-krs.deviantart.com/journal/Looking-toward-Skyrim-219606956. I didn't want to post the whole thing down because it does spoil some of the mystery, and I figure most people checking out this thread don't want to pour through a wall of text to figure out what FTV as a project actually is.
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CHANONE
 
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Post » Wed May 23, 2012 8:10 am

Looks cool, I like the halberd. I'll keep a look out for this one.
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Jarrett Willis
 
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Post » Wed May 23, 2012 7:29 pm

UPDATE:
Having actually acquired my copy of Skyrim (Collector's Edition, no less), it's become apparent to me that White Senches will be the first segment of this mod to be completed. Although I'm disappointed that Khajiit feet are humanoid again (per Oblivion) rather than digitigrade like Morrowind, it seems that overall they'll require the least amount of external effort. Feet aside, the Khajiit are damn awesome this time around. Bottom line, once we get a CK and can start mucking about with the files, it won't take too much longer for FTV's first aspect to come into being.

I'm actually a little surprised at the prospect of getting something viable out so soon...
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{Richies Mommy}
 
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Post » Wed May 23, 2012 4:05 pm

Thanks for the earlier response, and good luck in getting this done when the CK arrives :goodjob:
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Anthony Santillan
 
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Post » Wed May 23, 2012 6:00 am

sounds cool keive! i played with all the void stuff at one point or the other, so i'll try out this when i get skyrim ;)
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Jennifer May
 
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Post » Wed May 23, 2012 2:43 pm

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2288 was one of my all time favorite Morrowind armor mods. I can't wait for this one now!
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djimi
 
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Post » Wed May 23, 2012 5:11 am

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2288 was one of my all time favorite Morrowind armor mods. I can't wait for this one now!

Honored to hear it. :biggrin: Though the armor will likely be one of the last things to get done, due to the need for rigging and body alignment.

Speaking frankly, the progression from Morrowind->Oblivion->Skyrim in terms of customization and body-slots has been terribly disappointing. Likewise, I find the new "Fable-like" interaction with NPCs largely underwhelming (In particular, I hate how you can't engage guards or random townsfolk in conversation unless they have something very particular to say - otherwise, you get a random canned response and they just keep walking). That said, it does make the concept of Void Armors as sets much easier to follow through with, and it means giving NorthHeart / Tel Diem / etc. NPCs more depth and story will just make them stand out that much more.
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Emma Parkinson
 
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Post » Wed May 23, 2012 11:33 am

UPDATE:
I am thoroughly in love with the Smithing profession. To be clear, I'd always intended for the player to have a means of creating their own Void Gear, if they felt the need, but I am overjoyed that the game has physical mechanics in place now to support it.
Best of all, this means that the "Voidguard Elite" gear (Consolate's honor guard, best of the best) is no longer limited to an advancement of the Void Warden path. Using the upgrades system via the Workbench, any "class" could be promoted to an Elite status, with the armor to reflect it.

Now for the bad news: New versions of new gear effectively doubles the workload required of any particular item. Which has me sitting here going "what the hell did I get myself into?"
But yes, crafters rejoice, you shall not be left out in the cold.
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Danger Mouse
 
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Post » Wed May 23, 2012 9:29 am

UPDATE:
I am thoroughly in love with the Smithing profession. To be clear, I'd always intended for the player to have a means of creating their own Void Gear, if they felt the need, but I am overjoyed that the game has physical mechanics in place now to support it.
Best of all, this means that the "Voidguard Elite" gear (Consolate's honor guard, best of the best) is no longer limited to an advancement of the Void Warden path. Using the upgrades system via the Workbench, any "class" could be promoted to an Elite status, with the armor to reflect it.

Now for the bad news: New versions of new gear effectively doubles the workload required of any particular item. Which has me sitting here going "what the hell did I get myself into?"
But yes, crafters rejoice, you shall not be left out in the cold.

i am too, and thank you very much ahead of time, godspeed kieve!
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brandon frier
 
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Post » Wed May 23, 2012 9:29 am

UPDATE:
Although I would much prefer to use new meshes for armor and weaponry, I've been noticing several items on my playthrough that would work just fine as retextures. The Orcish Helm and Glass Armor in particular stand out as ideal basepoints for some Void Gear. Ebony Armor too, for that matter. (I love the chest-work on the Orcish Armor, but the shoulder horns just kill it for me).

I've also noticed the more I play that Skyrim feels less like an "Elder Scrolls" game and more like the game Peter Molyneux was trying to create when he thought up Fable - minus the hackneyed morality compass. I'm still trying to decide if that's a good or a bad thing though...
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Ella Loapaga
 
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Post » Wed May 23, 2012 6:54 pm

Sithis is the Void.
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Hella Beast
 
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Post » Wed May 23, 2012 2:45 pm

Sithis is the Void.
:facepalm:
I really hope you're correcting me on terminology, and not trying to suggest "Sithis" as envisioned by the Dark Brotherhood, or the DB themselves, are in any remote way involved. Because if it's the latter... well, suffice to say when Lucien Lachance showed up, his recruitment offer was very adamantly rejected by the business end of a claymore.
There was no poetry or art to it.

Sorry if this answer seems a trifle sharp-tongued, I really dislike the DB. Hated them ever since they insisted on interrupting my sleep in MW:Tribunal.
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Nicole Elocin
 
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Post » Wed May 23, 2012 3:35 pm

UPDATE:
Some things to consider for FTV, "post-quest."
Once the primary storyline of FTV is resolved, the Void Consolate will be able to turn their focus towards helping Senches re-integrate themselves with Tamriel as a whole, and the "normal" Khajiit in particular. Since part of the urgency in the initial conflict stems from NorthHeart becoming overcrowded, one of their first orders of business will be seeking to establish a colony town on the mainland. That's where it starts to get complicated...
-By default, the ideal choice for a new colony would be in the vicinity of Solitude. As Ri'saad and his caravan brethren can tell you, Nords aren't the most accommodating when it comes to Khajiit, and I have trouble believing Ulfric would be receptive to a mostly-Khajiit town anywhere on his land. The Gray Quarter of Windhelm pretty much proves it. The Empire's rule is a bit more inclusive, and although Solitude doesn't let the caravans in either (though my Ra'shirr has no trouble getting in?), I'm more inclined to believe a Senche-town in that region would be more plausible. Winterhold would be a possibility, except that the ice floes on the water north of it would make the town inaccessible to all but the Senches' own icecutter ships (more on those to be revealed later). And Dawnstar is ruled out for pretty much the same reason as Windhelm.
-That being said, I'm not talking about a city addon, but an entirely different town located within one of the Holds. Thus it becomes a matter of convincing the resident Jarl to allocate some land for the town in question. That's where it gets complicated. The Civil War could conceivably play a huge role here. If you take Dawnstar for the Empire's side, it would become more of an option. If you route Solitude and establish Ulfric as head honcho... well, perhaps he'd grant you the land as a favor for your assistance in the war. Maybe.

On a slightly different tangent, I'd originally wanted Senche NPCs to start appearing in towns, but my playthrough has shown me that wouldn't really be plausible. I'm open to suggestions on how to make them more prevalent ingame, once the primary storyline has played out, because so far all I can think of is one or two randomly appearing in roadside/wilderness inns, and occasionally in a town tavern. I haven't explored Riften much yet, so perhaps I need to investigate quests there more thoroughly - my initial thoughts being that any Senche to set foot in Riften would probably meet a quick and untimely end thanks to Black-Briar influence. Please, if you've got any thoughts on the matter, do share.

Other thoughts:
-Work on a Void Gear "retexture," using existing armors, or wait for the appropriate CK and export tools?
--Corollary, when a "proper" Void Gear piece is completed, there'd be a contingent of folks who prefer the "original" retexture. How best to accomodate them?
-The universal appearance of Alchemy, Enchanting, and Forge/Smithing objects is downright irritating to me, especially finding them in random dungeons. I'm not sure how (or if) they can be altered while retaining their functionality, but rest assured that if it is at all possible, unique Utility Stations (Alchemy, Enchanting, Smithing, Smelting, Tanning) will be present in FTV. I don't want you to walk into a room and say "Oh look, an Alchemy station!" It should be "Hm, there's an alembic on [Name's] desk. Oh hey, I can create potions here!"
-I work retail, so I've been extremely busy these last couple weeks (and into the foreseeable holiday season). On top of that, my main focus right now is simply playing through the game and getting a sense of how best to incorporate my ideas. That said, I know people come to these WIP threads expecting previews of shiny stuff, not just walls of text saying "Imma do THIS!" Expect, at the very very least, some concept sketches and WIP models soon.
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Marine x
 
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Post » Wed May 23, 2012 10:53 am


On a slightly different tangent, I'd originally wanted Senche NPCs to start appearing in towns, but my playthrough has shown me that wouldn't really be plausible. I'm open to suggestions on how to make them more prevalent ingame, once the primary storyline has played out, because so far all I can think of is one or two randomly appearing in roadside/wilderness inns, and occasionally in a town tavern. I haven't explored Riften much yet, so perhaps I need to investigate quests there more thoroughly - my initial thoughts being that any Senche to set foot in Riften would probably meet a quick and untimely end thanks to Black-Briar influence. Please, if you've got any thoughts on the matter, do share.

Well, depending on what you're trying to do with their sort of culture. You could have some sort of caravan traveling around, like the current Khajiits do. Looking for a place to hang their head and purrhaps(lol) sell some goods. Or have a few traveling around on foot doing so. It all is pretty dependent on how you're trying to play out their mannerisms.

By the way. Your Void gear mod, was always pretty epic in terms of quality for Morrowind. Man, long time ago. But they were great. Also, great tie in with the lore. I believed it. Though I don't know much about the ES history, beyond the games, and the fate of Vvardenfell after the Oblivion crisis.
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Guy Pearce
 
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Post » Wed May 23, 2012 10:27 am

UPDATE:
Having actually acquired my copy of Skyrim (Collector's Edition, no less)

I. Hate. You.*

Best of all, this means that the "Voidguard Elite" gear (Consolate's honor guard, best of the best) is no longer limited to an advancement of the Void Warden path. Using the upgrades system via the Workbench, any "class" could be promoted to an Elite status, with the armor to reflect it.
Hmm, I recall something about the Elite gear being a reward for the Wardensm since their tasks are the most boring?

Winterhold would be a possibility, except that the ice floes on the water north of it would make the town inaccessible to all but the Senches' own icecutter ships (more on those to be revealed later). And Dawnstar is ruled out for pretty much the same reason as Windhelm.
Hmm, if those ships could break the largest ice chunks (not something we would see of course) that would allow Winterhold to rebuild itself a bit. And more people going through town also wouldn't hurt (especcially in it's current state)...

-That being said, I'm not talking about a city addon, but an entirely different town located within one of the Holds. Thus it becomes a matter of convincing the resident Jarl to allocate some land for the town in question.
Perhaps instead of a completely new town, the Senches could acquire Helgen? You could even add dialogue explaining that the nords don't want to live their (with the town being destroyed by Alduin himself etc)

-Work on a Void Gear "retexture," using existing armors, or wait for the appropriate CK and export tools?
--Corollary, when a "proper" Void Gear piece is completed, there'd be a contingent of folks who prefer the "original" retexture. How best to accomodate them?
Well, retextures take less work, so I'd go with those in the beginning. Later you could keep them as an additional download, allowing those, who prefer them to replace the meshes.

And speaking of Void Gear, what class will the Void Mage armor be? IIRC it was medium, and now? I'd guess heavy, since the Warden and Assassin gear was light... Also, will all classes be able to forge all the gear, or will we learn only how to make the appropriate armor?

*not being able to get one myself ;P
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Benjamin Holz
 
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Post » Wed May 23, 2012 3:37 pm

Well, depending on what you're trying to do with their sort of culture. You could have some sort of caravan traveling around, like the current Khajiits do. Looking for a place to hang their head and purrhaps(lol) sell some goods. Or have a few traveling around on foot doing so. It all is pretty dependent on how you're trying to play out their mannerisms.

By the way. Your Void gear mod, was always pretty epic in terms of quality for Morrowind. Man, long time ago. But they were great. Also, great tie in with the lore. I believed it. Though I don't know much about the ES history, beyond the games, and the fate of Vvardenfell after the Oblivion crisis.
White Senches were ostracized and even killed by "proper" Khajiit - for the last two and a half centuries, no Khajiit will willingly give birth between 22-24 Sun's Height, lest their kittens become one of the "moon cursed." As such their culture is something of a derivative of normal Khajiit standards, with a healthy mix of Imperial customs as they migrated north through the Empire. Most are well-spoken, not given to thievery or moonsugar/skooma addiction, and are a bit down-trodden - like Orcs, they are something of a pariah race (/breed), but without the defiant might-makes-right brute culture that Orcs seem to live and die behind. Their tales tend towards themes of redemption, and I think as a whole it more or less characterizes them - "one day" they'll break the moon-cursed stigma and be considered true Khajiit again (for better or worse).

Ah hell, maybe somewhere north of Winterhold would be best - Khajiit or no, at least the Jarl there would have a proper town under his jurisdiction again.


I. Hate. You.*
I hate me too. Somehow I thought there'd be more included with it, but I'm okay with supporting Bethesda that way anyhow, since I know I get far more than my money's worth with TES games, particularly once you factor in mods.

(Still, they could've at least added the soundtrack in there.)


Hmm, I recall something about the Elite gear being a reward for the Wardens since their tasks are the most boring?
True, but I've restructured a lot of ideas since. The sense of urgency wasn't present with the original incarnation, so the player's induction to the Voidguard had more of a "joining the Legion" feel, except you could pick one of four roles to fill.
In the current version it's more about play style, and breaks down as follows:
  • Void Mage:
    Caster (favors spells for offense)
    -Uses Light armor, enchantments to bolster defense
    -Available Constructs focus on tanking roles, with high magicka resistance (to curb splash damage from AOE spells like Fireball or Runes)
  • Void Warrior:
    Melee (Prefers to charge in, sword swinging)
    -Uses Heavy Armor, focuses on 2H weaponry or dual-wielding
    -Available Constructs focus on support, either through healing or ranged fire
  • Void Warden:
    Ranged (long-distance shoot-outs)
    -Uses Heavy Armor, focuses on bow proficiency, with 1h and shield for close-combat
    -Available Constructs are faster, for rushing in and delaying enemy approach - would favor AOE-type attacks to ensure the enemy's attention.
  • Void Assassin: Stealth Kills (mix of range & melee, but primary focus is remaining undetected)
    -Uses Light armor, split between dual-wield & archery
    -I'm still trying to decide what type of Constructs would suit a VMa best, since odds are the player to take this path prefers going solo without NPCs and followers giving them away.

Under any path, a player can create a Void Construct as a companion - but only once, so it's important to have options worth picking. The idea here is that the Construct would grow and improve as the PC does, learning new abilities to better adapt itself to its master.


Hmm, if those ships could break the largest ice chunks (not something we would see of course) that would allow Winterhold to rebuild itself a bit. And more people going through town also wouldn't hurt (especcially in it's current state)...
The thought crossed my mind briefly, but if "Rebuilding Winterhold" isn't a DLC option, it's likely to have at least one and probably several other mod incarnations, and would probably take up far too much time & effort better left to FTV's focal points. That said, there will definitely be a Consolate presence at the College, at some point - and not in the obnoxious "We're watching you, scum," sense that the Thalmor are so adept at.
As for the icecutters themselves, there's two: the Argent Frost and the Sterling Mist, sister ships constructed for the sole purpose of surviving the iceberg-riddled waters between northern Tamriel and glacial NorthHeart (speculation: glacier is on the south coast of Atmora? No details available, but a distinct possibility). The PC will spend a fair amount of time aboard one of these, traveling between Skyrim, NH, and the ruined Tel Diem.


Perhaps instead of a completely new town, the Senches could acquire Helgen? You could even add dialogue explaining that the nords don't want to live their (with the town being destroyed by Alduin himself etc)
A possibility I hadn't considered, but ruled out for pretty much the same reason as Winterhold proper - I'd rather forge new territory without undermining someone's efforts at rebuilding a ruin. On that note, restoring Tel Diem from its ruined state is also on the table, but I don't want to forsake Skyrim mainland entirely.

Well, retextures take less work, so I'd go with those in the beginning. Later you could keep them as an additional download, allowing those, who prefer them to replace the meshes. And speaking of Void Gear, what class will the Void Mage armor be? IIRC it was medium, and now? I'd guess heavy, since the Warden and Assassin gear was light... Also, will all classes be able to forge all the gear, or will we learn only how to make the appropriate armor?

There's no restriction on making your own armors, anyone with a smithing skill high enough can learn the processes. It's just a matter of which you're initially kitted with, and which is best suited to that particular role.
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Mizz.Jayy
 
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Post » Wed May 23, 2012 6:04 pm

I'm still trying to decide what type of Constructs would suit a VMa best, since odds are the player to take this path prefers going solo without NPCs and followers giving them away.
Hmm, apart from them being good at sneaking it's hard to think of something... Perhaps they'd give the ability to mix potions (and even enchant items?) in the field (with some penalties to the strength of what we will make - after all it's not a proper lab - these could be made smaller with some components)? Another interesting idea would be an ability to create a few copies of itself if the VMa was to be overrun with enemies (after all, even the best can get in trouble ;) ), allowing the assassin to hide in the shadows and utilize his sneak attack... Then again, these seem more like ideas for components than deciding the construct type... Allowing the construct to both fire from range and attack in meele is quite obvious, but that's all I can think of...

A possibility I hadn't considered, but ruled out for pretty much the same reason as Winterhold proper - I'd rather forge new territory without undermining someone's efforts at rebuilding a ruin. On that note, restoring Tel Diem from its ruined state is also on the table, but I don't want to forsake Skyrim mainland entirely.
Understandable. Hmm, having yet another island stronghold could be a bit too much, but it is an interesting option - both for the Senches (better defensibility) and for the Jarl (there are no Khajiits running around the countryside ;) ). Although I'm not sure if there are any suitable islands in Skyrim...

Also, some more random questions:
- how high will be the quality of Void gear? Once again, better than daedric, or perhaps something a bit more balanced?
- can Void Mages count on something resembling an armored robe (I think I asked about this once ;) )?
- seeing the changes in Skyrim, have you already planned the Senche skills/abilities?
- I hope the player can count on having a home in Tel Diem, NH and the Skyrim enclave?

I hope I'm not annoying you too much ;)
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Céline Rémy
 
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Post » Wed May 23, 2012 6:04 am

Hmm, apart from them being good at sneaking it's hard to think of something... Perhaps they'd give the ability to mix potions (and even enchant items?) in the field (with some penalties to the strength of what we will make - after all it's not a proper lab - these could be made smaller with some components)? Another interesting idea would be an ability to create a few copies of itself if the VMa was to be overrun with enemies (after all, even the best can get in trouble ;) ), allowing the assassin to hide in the shadows and utilize his sneak attack... Then again, these seem more like ideas for components than deciding the construct type... Allowing the construct to both fire from range and attack in meele is quite obvious, but that's all I can think of...
Field-alchemy sounds brilliant, primarily for poison use - making an enemy weak to a specific element or draining stamina/magicka would be a handy feature for an accomplice. Also commands such as "Move Unseen" that order them to go to specific places without triggering traps or engaging in combat. From history, Sho'Zahr was the only VMa whose Construct I ever detailed, and that was a retextured flame atronach - more the sort for loud noisy distractions than sneaking.
Bears some thinking about, at any rate.


Also, some more random questions:
- how high will be the quality of Void gear? Once again, better than daedric, or perhaps something a bit more balanced?
- can Void Mages count on something resembling an armored robe (I think I asked about this once ;) )?
- seeing the changes in Skyrim, have you already planned the Senche skills/abilities?
- I hope the player can count on having a home in Tel Diem, NH and the Skyrim enclave?

-On par with Ebony/Dragonbone or Dragonscale, but somewhat lighter. If there's a way to affect an armor's improvement factor, I'd prefer to tweak that instead, so that base armors wouldn't be the most impressive, but someone with a high smithing skill could refine it to Legendary status, at which point it puts Daedric to shame.
-Yes. Although there's no mistaking it for armor, it's definitely the most "robe-like" of the four. I'm drawing a fair bit of inspiration from http://images4.wikia.nocookie.net/__cb20101231230353/assassinscreed/images/7/71/Symmetrical_Altair%27s_Armor.jpg for this one. Should have my own concepts posted sometime later this week, when I get the time to finish them.
-Only a few. As a race, they have better magickal ability than your normal Khajiit, and as Voidguard there'll be some magicka-based variations on Shout Powers, but what I'd like to do and what the CK lets me might not be one in the same so I'm waiting to see on that one.
-Tel Diem yes, if they help rebuild. Skyrim definitely. NorthHeart, not unless you actively join the Void Consolate - overcrowding is a problem here, there simply aren't homes to spare. Additionally, TD and NH are both somewhat of a pain to reach as they won't be in the same Worldspace, and only accessible by ship*.


I hope I'm not annoying you too much ;)
Not even remotely. It's good to have questions to answer :)

*I came up with a "simple" travel method for another project long ago, and have been dying to use it ever since. The player boards the vessel at location A (worldspace), is told to head below deck and "get comfy." Once inside, they can wait 24 hours and exit to "arrive" at location B (the shipmaster will come tell them "we've arrived" if waiting any longer), or exit onto the deck anytime before then and find themselves in the middle of a vast, empty ocean. There'll be things to do, so it's not boring, but if your only interest is Point A to Point B... eh, maybe once Tel Diem is rebuilt and Skyrim's stronghold constructed, there'll be teleporters.
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jennie xhx
 
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Post » Wed May 23, 2012 4:01 am

-Yes. Although there's no mistaking it for armor, it's definitely the most "robe-like" of the four. I'm drawing a fair bit of inspiration from http://images4.wikia.nocookie.net/__cb20101231230353/assassinscreed/images/7/71/Symmetrical_Altair%27s_Armor.jpg for this one. Should have my own concepts posted sometime later this week, when I get the time to finish them.
Sounds interesting - although with any other comments I'll wait for your concepts.

NorthHeart, not unless you actively join the Void Consolate - overcrowding is a problem here, there simply aren't homes to spare.
I wouldn't count on it being any other way - for the very reason. But once one (or both) "enclaves" are built, overcrowding should be much less of an issue.

Not even remotely. It's good to have questions to answer :)There'll be things to do, so it's not boring, but if your only interest is Point A to Point B... eh, maybe once Tel Diem is rebuilt and Skyrim's stronghold constructed, there'll be teleporters.[/size]
That's good to hear. While having something to do seems nice, the option to have one loading screen (A->B) instead of two or more will be definately good when you're planning to visit the three locations in rapid succession ;)

Some random things:
- VMa construct component: craft lockpicks (though I'm not sure about the required resource, iron ingots would be obvious, but it would be nice to use something you could realistically have in your pack in a dungeon...)
- As far as Senche presence goes - perhaps a cave with a camp inside somewhere near the coast? For a temporary shelter where a small group gathers food, lumber, furs and all such things NH surely needs and which can be gathered on the mainland (obviously ignore this if it goes againtst your ideas)
- Any plans for updating KRS ModWorks? It's a wee bit outdated...
- Why abbreviate Void Assassin to VMa and not VA? ;)
- Why do I imagine a more icy Blackreach when thinking of NH? ;)
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X(S.a.R.a.H)X
 
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Post » Wed May 23, 2012 12:51 pm

Some random things:
- VMa construct component: craft lockpicks (though I'm not sure about the required resource, iron ingots would be obvious, but it would be nice to use something you could realistically have in your pack in a dungeon...)
All Constructs are basically golems - sentient creations to serve the creator's whim and will. However, some are more organic than others - some are based on creatures like wolves, sabrecats (mudcrabs if you're feeling silly perhaps), some echo the Atronachs for elemental affinity, and some are basically retrofitted Dwemer automata. Thus the more mechanical Constructs would make decent "Field Kit" companions, whereas the others might be better as stealth-killing companions.

- As far as Senche presence goes - perhaps a cave with a camp inside somewhere near the coast? For a temporary shelter where a small group gathers food, lumber, furs and all such things NH surely needs and which can be gathered on the mainland (obviously ignore this if it goes againtst your ideas)
I did happen across a cave on the northern coast that had Dwemer pipes coming out of it. Didn't get the chance to check it out, but the idea intrigued me. I suppose the biggest question there would be in clearing out enemy spawns and making it habitable.
- Any plans for updating KRS ModWorks? It's a wee bit outdated...
- Why abbreviate Void Assassin to VMa and not VA? ;)
- Why do I imagine a more icy Blackreach when thinking of NH? ;)
-Maybe some day, it's not high on my priority list.
-Old habit. Originally there were just Void Mages, then I made the Assassin gear as an addon (Thus, VMa), and it's just kinda stuck ever since.
-Not really. Markarth might be the closest approximation, but even then it's a bit of a stretch. The glacial crevasse is a long, narrow canyon, with most of the buildings suspended between the walls.
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CxvIII
 
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Post » Wed May 23, 2012 8:34 am

All Constructs are basically golems - sentient creations to serve the creator's whim and will. However, some are more organic than others - some are based on creatures like wolves, sabrecats (mudcrabs if you're feeling silly perhaps), some echo the Atronachs for elemental affinity, and some are basically retrofitted Dwemer automata. Thus the more mechanical Constructs would make decent "Field Kit" companions, whereas the others might be better as stealth-killing companions.
A mudcrab?! I demand a bunny Construct! Which - when one thinks about it - could make a good scout ;) And one based on a dragon would be perfect for a Dovahkiin (although it should require something more from the player than the normal ones), even if it would need to be scaled down quite a bit...

-Not really. Markarth might be the closest approximation, but even then it's a bit of a stretch. The glacial crevasse is a long, narrow canyon, with most of the buildings suspended between the walls.
Now you've made me wonder, why did I think NH was hidden in a cave, and not a canyon...

Also, I think you really need to show some more concepts/renders/finished items - before this thread becomes a dialogue between two people ;)
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Laura Wilson
 
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Post » Wed May 23, 2012 6:26 pm

Also, I think you really need to show some more concepts/renders/finished items - before this thread becomes a dialogue between two people ;)

Fair enough. So, without further ado, some WIP stuff:

http://i50.photobucket.com/albums/f321/Kieve/TES5/WS_Icecutter.jpg
-Current progress: hull only (Skyrim longship shown for size comparison)
The iceberg-riddled waters surrounding NorthHeart, and indeed most of Tamriel's northern coast, meant any voyage was fraught with risk. On top of that, sudden gales and strong winds made the already-treacherous waters nearly impossible to navigate. After a great deal of research and several years of failed "prototypes," the Consolate's efforts were at last rewarded in the creation of two steam-powered vessels - the sister ships Argent Frost and Sterling Mist. Using a combination of restored Dwemer technology and magickal augmentation, these metal-hulled ships can brush aside ice floes that would cripple or sink other vessels, and their steam-driven screws allow them to traverse the waters at will, regardless of how the winds blow. The heat produced by the steam boilers is a welcome relief to the crew, as well.
-For the ship, I'm drawing heavy inspiration from WWII-era submarines, Captain Nemo's http://2.bp.blogspot.com/_U6VaMYE3fYM/TMWeFUlYE1I/AAAAAAAAAMI/gWpcIvixWxY/s1600/LXG+Movie+Nutilus.jpg (as it appeared in "League of Extraordinary Gentlemen" - possibly the only good thing to come of that movie), and modern battleships. Texturing work should give it a suitably steam-punk feel that doesn't clash as severely with Skyrim's environment as its inspirational sources might suggest.

http://i50.photobucket.com/albums/f321/Kieve/TES5/WSLuminCrystal.jpg
Your standard fantasy-setting glowing crystal, the preferred method of illumination throughout NorthHeart. The jagged low-poly look is intended, since it tends to get used in small clusters, rather than a single large chunk. Textures may change slightly, as this was an initial test of my ability to do normal-mapping from base texture elements.

http://i50.photobucket.com/albums/f321/Kieve/TES5/IX-sc-wing-01.jpg
Dominating the landscape in Ixyliar's pocket-realm is the Shattered Citadel, a massive structure that serves as the focal point for his power. Inspiration began with an image of http://images.wikia.com/lotr/images/0/02/MinasMorgul.jpg, though the pointy jutting wings and general "green is toxic and evil" mood are about where the similarities end.
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Horror- Puppe
 
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Post » Wed May 23, 2012 11:09 am

UPDATE:
Well, since the CK won't be arriving until January and I'm really itching to get something useable out before the new year, it seems like now's a good time to begin retexturing and look into TESnip/etc.
I'm not certain if this is entirely within the realm of possibility, but the current theory is that once I have functional textures for a complete armor set, I'll attempt to duplicate the records (/rename ID's, set stats, and so forth), and create new recipes for construction at the Lunar Forge. (Minor spoiler: if you haven't found it yet, it's in some ruins north of Whiterun). No smithing skill would be necessary, but I prefer the "craft it yourself" method to just dumping it in a crate somewhere - particularly since I have no way of knowing what crates would be "safe" and I'm not feeling brave enough to attempt placing new references in-game. If possible, I can attempt to trigger one of those "Courier" events and deliver a letter to the player explaining where to go and "[Enclosed are several diagrams and instructions on how to properly forge Void Armor]," just as a way to weave the mod in more gently, rather than being told through mod meta-gaming "Go here, do this."

That's the plan, at least in the short-term. Next update should be WIP shots of "Skyrim Void Armor, v.0"
Fun times, eh?
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sas
 
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