[WIP] Helgen Rebuilt Project

Post » Sun May 27, 2012 3:07 pm

This is an interesting idea.

I have thought of a third alternative for the Bandits that have taken possession of the place. Recruit them to help out with rebuilding in exchange for becoming citizens of Helgen and losing their bandit status.

You know, I like this alot! And this is sort of what I was thinking when I first mentioned that the ex-Bandit Leader might be a candidate for leader or whatever of the new settlement. Thanks!
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Emerald Dreams
 
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Post » Mon May 28, 2012 1:01 am

You know, I like this alot! And this is sort of what I was thinking when I first mentioned that the ex-Bandit Leader might be a candidate for leader or whatever of the new settlement. Thanks!

Thanks. I do think that the player would also need to find more guards than just the bandits. There is no reason that long time friend that gets hired on as a guard captain cannot work with the bandit leader. One example that comes to mind, one takes day shift, the other takes night shift.

I think you can ignore that Jarl completely for this mod for now. Once you get to the end of the quest line, you will know lots more about how vanilla quests work, Beth will probably have moved on to its next project and Kivan and team will be working on the unofficial patch. You can leave open what to do, if anything, about the Jarl until then if you like.
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MatthewJontully
 
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Post » Sun May 27, 2012 5:08 pm

There can be only one way to attain a guard force, and I think we all know it... :rolleyes:

Seriously though, very interesting project. I like the ideas in this thread, and would be glad to see as many of them as possible realised; rebuilding Helgen holds a lot of potential for political tension that could result in interesting questlines. However, more quests and content also means a greater need for voice-acting, if it is to be in the mod. Are you sure about voicing every dialogue?
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evelina c
 
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Post » Sun May 27, 2012 5:07 pm

There can be only one way to attain a guard force, and I think we all know it... :rolleyes:

Seriously though, very interesting project. I like the ideas in this thread, and would be glad to see as many of them as possible realised; rebuilding Helgen holds a lot of potential for political tension that could result in interesting questlines. However, more quests and content also means a greater need for voice-acting, if it is to be in the mod. Are you sure about voicing every dialogue?
No. I'm absolutely certain I WON'T be voicing every character. I'll do maybe 2 or 3 at the most. I'll probably do the one with the most dialog which will probably be the main guy. He's going to have a TON of lines, and I doubt anyone will volunteer to voice a hundred (or two) lines for me, lol. I may do a guard and one other minor character if my "fake" British accent don't sound like a turd on a stick. I'm not sure how my natural North Carolinian drawl will sound trying to speak like a Brit. But I think I can pull off a "Arnold" styled accent that is acceptable. I may also try to recruit actors from the Local North Carolina School of the Arts which is a very well known acting/film/theater school in my area. And of course, anyone on here with decent sounding equipment is welcome to volunteer to do a character as well. (Good sound quality is a must though.)
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Cash n Class
 
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Post » Sun May 27, 2012 9:38 pm

Regarding the alternate quest. However much I'd like to get rid of that annoying brat Jarl, I think such things have a chance to mess things up.
As is it stands, though, despite the Jarl's uselessness the steward of Falkreath seems all the more competent for it, so perhaps help might come from her. And to be honest you don't need the Jarl all that much, perhaps a mention of him from the main character that you have their blessing?
Still I think the majority of this endeavor should and is going to rest with the player as it should be. I don't know how making it a separate Hold would work into the local politics and I think becoming Mayor of Helgen or some such works well enough.

Having both the builder and the wife be what you need for the town seems a bit too convenient.
Perhaps you are asked to find a few people for this objective. Several survivors and individuals who can help rebuild. You are send to various places where you can find them and some need to be convinced to come back, some hired and perhaps a carpenter and his apprentice(s) need to be rescued.

In regards to snag I think that would work quite well via courier. You get a message telling you the mill's last shipments haven't come through and you have to figure out what went wrong.
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Matthew Barrows
 
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Post » Sun May 27, 2012 1:16 pm

Excellent! I'll need it. What accents can you do?

I am a UK English native so I have a british/english accent but I can do irish, scottish, various different UK accents, american, french, russian, eastern european, can try and match the nord accents in skyrim.
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Claudz
 
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Post » Sun May 27, 2012 5:56 pm

I am a UK English native so I have a british/english accent but I can do irish, scottish, various different UK accents, american, french, russian, eastern european, can try and match the nord accents in skyrim.

Ah, I thought so! Your proper use of the word "proper" was a dead giveaway! That's actually great as I definitely want an excitable Scot in there somewhere. (All I can keep thinking of is that line in Monty Python and The Holy Grail calling Tim The Enchanter "you manky Scots git", lol. (What the hell is a manky git anyway, I know what a Scot is.) But I think the smitty would be a great character to do in a Scottish voice. And perhaps I will make one of the NPC's a Breton with your natural English accent. I got a lot of writing to do, lol.
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Prisca Lacour
 
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Post » Mon May 28, 2012 4:09 am

Ah, I thought so! Your proper use of the word "proper" was a dead giveaway! That's actually great as I definitely want an excitable Scot in there somewhere. (All I can keep thinking of is that line in Monty Python and The Holy Grail calling Tim The Enchanter "you manky Scots git", lol. (What the hell is a manky git anyway, I know what a Scot is.) But I think the smitty would be a great character to do in a Scottish voice. And perhaps I will make one of the NPC's a Breton with your natural English accent. I got a lot of writing to do, lol.

Sounds good :D

Manky = Dirty
Git = a derogatory term similar to calling someone a bastard
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Abi Emily
 
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Post » Sun May 27, 2012 7:12 pm

What about leveling the city? Helgen is a fort,so when you rebuild it,get population for that level of city,get some amount of gold needed for progress,and get a city blacksmith and city magician,then you can promote it to a town like Mortha,Dawnstar etc... After that,you need to have Inn,more gold,more population,better walls,better trained soldiers,make an outpost for some of societies in Skyrim( DB,Thief`s guild,Collage of Winterhold or Bards,Companions), adding special structures( like bigger Jarl palace,stables,two-farms) and then you can promote that place to be like some of major cities( Solitude,Windhelm,Whiterun)... that would add more fun,but it would take a lot of effort to do it...
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Davorah Katz
 
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Post » Sun May 27, 2012 1:47 pm

Kill the Jarl of Falkreath and claim the hold as your own (to make it legitimate just challenge him to a duel first...this may be tricky if you go imperial).

Claim all of Falkreath as your own, move the capital to Helgen because Falkreath is crappy little flyspeck.

How you would handle the Moot upholding your status as Jarl would be tough I suppose. Kind of make a big deal out of that with the succession for High King, but might be a bit more flexible concering a Jarl.

I doubt any of the Jarls would care; the guy in Falkreath is a complete tool and his hold is a remote backwater with no economy or industry to speak of. Recruit his Steward after you off him, she knows her stuff.

Dragonborn Hold or some such.
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Claire Mclaughlin
 
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Post » Sun May 27, 2012 9:01 pm

Having travelled the area around Helgen, there's already quite a few bandit hideouts and animal caves that could be tied to quests surrounding Helgen.
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Scott Clemmons
 
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Post » Sun May 27, 2012 1:09 pm

i know that masoni is working on an arena mod for all the cities so maybe you could integrate that into this to save you time building an arena or something.
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renee Duhamel
 
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Post » Sun May 27, 2012 7:56 pm

There is Stormcloak outpost east of Helgen, near the Hagraven/witches camp (Kyne temple/Danica quest) which could be used for this.
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chirsty aggas
 
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Post » Sun May 27, 2012 9:16 pm

Ideas are cheap, so here's some cheap ideas-

How about building on the Negotiate-with-the-bandits thing. i.e. you say to the bandit leader @stick with me and I will make you rich'.

Over the course of some quests Helgen becomes a bandit contolled city drawing shady elements from all over Skyrim and beyond, and making lots of money for the player and the bandit leader. Attractions in the city would include:-

-A fighting pit along the lines of the Oblivion Arena but more squalid
-gambling
-Skooma dealing
-brothels

Llots of drinking/fighting/thievery as well.

Quests could be built around establishing these 'attractions' and the Imps/Stormcloaks attempting to bring your city under control.

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Monika Krzyzak
 
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Post » Sun May 27, 2012 4:29 pm

i know that masoni is working on an arena mod for all the cities so maybe you could integrate that into this to save you time building an arena or something.
Ideas are cheap, so here's some cheap ideas-

How about building on the Negotiate-with-the-bandits thing. i.e. you say to the bandit leader @stick with me and I will make you rich'.

Over the course of some quests Helgen becomes a bandit contolled city drawing shady elements from all over Skyrim and beyond, and making lots of money for the player and the bandit leader. Attractions in the city would include:-

-A fighting pit along the lines of the Oblivion Arena but more squalid
-gambling
-Skooma dealing
-brothels

Llots of drinking/fighting/thievery as well.

Quests could be built around establishing these 'attractions' and the Imps/Stormcloaks attempting to bring your city under control.

again skooma dealing/slavery/arena with gladitoral teams for each city and an underground fight club with gambling is already in place, so intergration into helgan rebuilt would save the author of helgen rebuilt time and also allow compatibility between the mods
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Brooke Turner
 
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Post » Sun May 27, 2012 8:25 pm

OK, I've been digging around the Helgen exterior, and I believe I've figured out the biggest obstacle I've discovered in making this project a reality. (holds breath and crosses fingers)

If you've looked at this exterior cell, it's literally a rainbow of colors with all the triggers, planes, collision boxes, and other markers in this cell. However, I picked apart the rubble, fires, and debris and basically everything is enabled and disabled via a handful of different enable parent markers. So, if my initial testing is correct I should be able to simply script when I want these things to be disabled, and Helgen is reset almost to it's earlier state before Alduin decided to get all jiggy with the fort. It's not perfect, but it's a helluva lot better than I was initially thinking it would be. I really, really did NOT want to have to mess with a bunch of the vanilla houses and rubble piles because that could potentially cause serious problems. This way, I'm simply using everything already in place, and turning some things off whilst turning other stuff back on.

I can script it in 2 or 3 separate states of cleanup and restoration I believe. The first will remove a lot of the smouldering fire piles, and another can switch all the structures from the destroyed models to the non-destroyed models. If I need to I can always add back in some more debris to simulate that it is in fact being cleaned up.

This and the cursed navmesh bug were my two main concerns. It seems there is at least a hack-around fix for making new NPC's look like they should, so two of the big reasons I've been on hold for a bit are now alleviated. Now I just pray they fix the navmeshing because it will be critical to this project.

So, I guess it's time to start writing! To that end, how does this cast sound to you?

Marcus Jannus - Main character & quest giver.

Valerius Tiberius Artoria - ("Val" for short) bandit leader and possible companion and future "Mayor" candidate, or I may make him Captain of the Guard - havent decided yet.

Cienna Jervette - Armor & weapons dealer and all around kickass hottie! Possible companion and wife?

Balfring Firescale - Smitty

Fjord the Nord - Innkeeper

Alchemy shop - probably an Argonian

General Store - kitty cat (Khajiit)?

:biggrin:
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Mariana
 
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Post » Mon May 28, 2012 5:24 am

Remember Hamming and Agni, they are two NPC's that I know of who survived Helgen, Hammings with his tree hugging Grandpa, can bring them back, Grandpa Hunts and Hamming stays with Agni and trains to be an Imp/Stormcloak. ;p glad you didnt forget about this
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Katie Samuel
 
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Post » Sun May 27, 2012 3:41 pm

Glad to see this mod is still being worked on!

What have I learned from all of this? Fetching plants or tying up loose ends with deceased relatives is not fun, introducing one's axe to bandits and/or mobsters is very much fun. I think you'll know what to do, especially since the land of Skyrim makes Cyrodiil look like Valenwood.

Actually, I take a different view on this one - for me, character interactions are much more interesting than hack 'n' slash - and finding non-combat solutions to quests is very important to me. Remember the old Lucasarts games? Little (if any) combat - Indiana Jones, Monkey Island etc. Now I'm not saying that Skyrim should get rid of combat or have contrived puzzles, just add some more quests that don't involve killing anything. When I did the main quest I was delighted that as I had refused to join sides in the civil war I was able to get both sides around the negotiating table at High Hrothgar.

If you could follow through on your idea to persuade the bandits to hand over Helgen, and maybe add some more non-combat quests during reconstruction, that'd be great!
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Dan Scott
 
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Post » Sun May 27, 2012 10:33 pm

OK, so I’ve written the backstory for Marcus Jannus (main character and questgiver) and Valerius Artoria (Bandit leader):

Both were Captains in the Imperial Army and served under Titus Mede II during the Great War - most notably The Battle of Red Ring. Valerius had planned to sneak his family out of Cyrodiil and away from danger, but the Dominion invasion was swift and brutal, and his defenseless wife, son and daughter were all murdered by the Dominion forces while Valerius fought in another part of the province. After this, in his grief, Val became ruthless and obsessed with killing any and all Thalmor he could find, and by any means available. After the Battle of Red Ring, but while still serving in the Legion, Val decided to disobey strict orders and begin a series of covert assassinations of Thalmor officials and officers. Often taking several of his most trusted soldiers with him, and vowing to never recognize the White Gold Concordat he continued his brutal assaults for a few months. As a result of his actions and to appease certain Thalmor officials, Val was captured, given a dishonorable discharge from the Legion and stripped of his titles and any benefits he would ever receive for his service. He was basically ostracized and publicly ridiculed for his actions and thrown into a Legion prison. But the Thalmor feared executing him as they didn’t want to make a martyr out of him and possibly incite more insurrection, so they simply forced the Empire to lock him and his handful of men away forever.

However, after a period of time, resentment against the Thalmor and the Concordat grew and Marcus also became disillusioned with his own leadership - all the way up to Titus Mede II. He simply could not accept the concessions that were being made to the Thalmor. So, Marcus decided to retire from his service in the Legion as he wasn’t getting any younger. But before he retired, and unknown to Valerius, Marcus planned a means of escape for his old friend and his men. Valerius had saved Marcus’ life during The Battle of Red Ring, and Marcus never forgot what his old friend had done for him. Marcus’ years of service had accumulated him numerous favors throughout the ranks of the Legion. And on a dark, stormy night he was able to get one of his former soldiers, now a Lieutenant over the city prison, to quietly sneak the men out through an old, long forgotten passage out of the city. :hubbahubba:

Marcus and Val never actually saw one another during this escape, and Val had no idea whatsoever who and why someone helped him escape. But even though he had a new lease on life, his bitterness and hatred over the murder of his family still haunted him. And also knowing that he could not be seen in Cyrodiil again, he and his handful of men snuck their way into Skyrim. The years passed, and while there wasn’t necessarily a definitive hierarchy in their faction, Valerius became a quasi-leader of a group of Bandits he and his men helped form. Recognizing a prime opportunity to get themselves a new fort, they sprang into action after hearing of Helgen’s destruction and took over the place.

Meahwhile, Marcus who was still in what was left Cyrodiil, also heard rumors of a terrible dragon attack and that Helgen was indeed destroyed. The trading business he started after he retired had suffered for several years, and he longed to return to his childhood home. He felt the people in Skyrim – especially Helgen – needed him more than ever right now, so he left for Falcreath. Upon arriving at Falcreath, he heard the story of an individual who survived the attack and sent messengers to get word to this person to meet him in Falcreath. About the same time, Marcus also learned that someone only known as “Val” was heading up a group of bandits who had taken over the fort after Alduin’s attack.

Because the player had “inside” knowledge of the keep and Helgen in general, Marcus needs the player to return to Helgen through the caves and try to find out if this bandit leader is in fact his old friend Valerius as he suspects. If It is in fact his old friend Valerius, try to negotiate a truce with him on his behalf. Player will need to tell Val of Marcus’ plans to rebuild the town, and that he needs a partner and Captain of the Guard and that Marcus wants to meet with Val to discuss the matter.

Option 1 – Negotiate with Val: I will have Marcus give the player an item of some sort to prove to Val that that he/she were really sent by Marcus. It will most likely be the key that was used to help Val escape from prison. That way, Val will truly finally know who set him free, and remind him of the bond the two men shared on the battlefield so many years ago. Once Val agrees to meet with him, go get Marcus and follow him back to Helgen for the reunion of the two old friends.

Option 2 – Kill Val: If you’re a psychopath that doesn’t appreciate a heartwarming story of redemption, you can just kill Val and take his ring back to Marcus. This will guarantee that Bandits will constantly be attacking Helgen and wouldn’t be the advisable choice IMO. But it will be a choice nonetheless.

Thoughts anyone?
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Tinkerbells
 
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Post » Mon May 28, 2012 1:10 am

I like the story so far.
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Catharine Krupinski
 
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Post » Sun May 27, 2012 10:29 pm

I used to be sweet on a girl there.
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Tamara Dost
 
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Post » Mon May 28, 2012 5:07 am

Yup, the back story sounds good to me. :biggrin:
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Jynx Anthropic
 
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Post » Sun May 27, 2012 5:00 pm

Just wanted to post up a little progress report from the weekend. I finally got into the actual building process in the CK, and actually got quite a bit done. The basic quest is started and I'm roughly 20% finished with the overall rough structure. It's a “learn-as-I-go” process since so many things have changed and are done completely differently than they were with the GECK's. So my progress, while steady, is slower than it would otherwise be because I have to take so much time to re-learn how to do many things.

Depending on my day job (and life in general) this week, I hope to have the first rough draft of the first “act” completed, and begin either the exterior landscaping or the 2nd set of quests which will be to secure materials and workers to clean up and start building. This will most likely include finding a smitty, a builder and possibly an architect, but I'm still brainstorming on this part, lol.

I'll keep you posted!
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Ben sutton
 
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Post » Sun May 27, 2012 9:55 pm

You still working on this?
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Celestine Stardust
 
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Post » Mon May 28, 2012 3:21 am

I'll keep you posted!
Please do and keep up the good work. :banana: :banana: :banana:
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Georgia Fullalove
 
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