Unofficial Skyrim DLC Discussion - Thread #8

Post » Wed Jun 13, 2012 8:48 am

Why would that picture be about skyrim? :smile: Just a pic of daggerfall.As much as i want high rock,i dont think its going to take place there.

Why take a picture of something for Daggerfall? The game came out in 1996, and I don't think it's getting one of those fancy anniversary rereleases. It seems kind of pointless to promote that game. Maybe they're promoting the picture itself (as in you can buy that as a poster or something). That'd be neat.
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JAY
 
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Post » Wed Jun 13, 2012 11:42 am

point lookout is smaller than the shivering isles but still quite large
Maybe In term of content surely but I was under the impression that the area itself is quite big. Am I wrong?
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Blessed DIVA
 
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Post » Wed Jun 13, 2012 11:06 am

Maybe In term of content surely but I was under the impression that the area itself is quite big. Am I wrong?

http://images1.wikia.nocookie.net/__cb20110416195312/fallout/images/5/57/Point_Lookout_map_with_locations.png
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Amy Siebenhaar
 
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Post » Wed Jun 13, 2012 4:54 am

Well, since I got thrown in here by a mod, I'll go ahead and move my related conversion here...

What mods would you like to see as DLC? That is, mods you think would be accepted as DLC, and thus could be offered as optional free DLC?

I wouldn't mind some of the lighting and facelift mods out there...
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BlackaneseB
 
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Post » Wed Jun 13, 2012 11:31 am

A High Rock DLC? Never. But of course a only Daggerfall DLC would be possible, Tod Howard already mentioned it for a possible DLC scenario, Daggerfall in Tribunal style - why not, maybe with a bit sorrounding land.

Mabe, Daggerfall comes to Ipad or something like that, but I don't thnik they post something like that without a reason.
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R.I.P
 
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Post » Wed Jun 13, 2012 1:20 am

It is Possible The Following could be possible for DLC:

#1. Valenwood
-Personal Input:
This edition was "Written" in the time of TES IV, however due to the long lived elves of Tamriel 200 years is almost nothing for the elves. So the possibility is probable. How we would traverse to Valenwood story wise is not yet known to me.

"The political weakness of Valenwood has been evident for more than twenty years now, and the Bosmer seem resigned to this state of affairs. The land is considered by most to be a mere geographical designation without any political purpose. If there is honor or pride, it is with one's family or clan. National feeling, never strong, seems to have died. The tribal council has not met in decades. Valenwood appears to be adrift. And yet there are signs of other forces stirring. The Wild Hunt has been sighted for the first time in over five hundred years, although to what purpose is not yet clear. Falinesti, the "walking city" of trees, has rooted itself for the first time in recorded history. A new Bosmer prophet has arisen, known only as the Precursor, who preaches that the old Forest God Y'ffre is returning with new gifts for his favored people. Whether these are isolated events, or signs of some great change coming to Valenwood, remains to be seen."
From the UESP:http://uesp.net/wiki/Lore:Pocket_Guide_to_the_Empire,_3rd_Edition/Valenwood#Current_Events


#2. Morrowind & Highrock
-Personal Input:
This would coincide with the Blades Storyline, They(Blades/Dragonguard) would send you to nearby provinces due accounts of Dragon Activity in that region. General storyline aspects haven't been worked out yet, just that they send you clear out the dragons.

"Known to Live
Ahbiilok - Sightings dating back to the early years of the Dragonguard throughout the northern Jerralls. Multiple attempts to kill him have failed. He is believed to be lairing somewhere in Morrowind.
Mirmulnir - Last sighted in the Reach in 2E 212.(Killed by Dovahkiin at Westen Watch Tower)
Nahfahlaar - Repeated alliances with mortal protectors which have prevented his elimination. His last known protector was the King Casimir II of Wayrest, which the Dragonguard successfully ended in 2E 369. He escaped and current location is unknown.
Paarthurnax - The legendary lieutenant of Alduin in the Dragon War. He is now known to lair on the Throat of the World under the protection of the Greybeards of High Hrothgar. Master Araidh continues the established policy of avoiding direct confrontation with the Greybeards while waiting for an opportunity to exact justice upon him.(Possibly Killed by Dovahkiin at Throat of the World)"
From the UESP: http://uesp.net/wiki/Lore:Atlas_of_Dragons


#3. Skyrim w/ Blades Storyline Enhancement
Side note: I refer to the blades as Dragonguard.
This is just Speculation but at the end of the Game(or really close to it) Esbern tell you he's learned of Alduin Powerful dragon lieutenant named Paarthurnax. To do anything futher with him you have to kill Paarthurnax. But even if you do, there is nothing after that. What I've worked out is this: The Dragonguard learn the loactions of dragons of old and send you off to kill them, meanwhile: the Dragon Crisis in Skyrim is hindering on the Thalmors plans for Skyrim, thus they can't be there in mass amounts. When they start learning of these powerful dragons dying they learn the the Dragonguard are operating in Skyrim again and start investigating the Dragonguard and learn their base at Sky Haven Temple and assault. Thus leading into the final DLC with the Battle for Tamriel with the Dovahkiin Assaulting the Thalmor and exacts revenge on his fallen comrades. While at the same time part of the Imperial legion Splinters and Stop working with the Empire and also assaults the Thalmor, possibly approaching the Dovahkiin for help with the matter of Assault the Thalmor head on.
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kyle pinchen
 
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Post » Wed Jun 13, 2012 5:45 am

Could this mean something? http://twitter.com/#%21/Bethblog/status/194552709758726144

Maybe something related to Zurin Arctus and the Mantella? Or with a new Dragon Break? Or maybe they'll add the Crypt of Hearts to Skyrim, which has entrances both in High Rock (I think there is one in or near Sornhelm, however I am not sure of it) and in Skyrim (with a new Umbra'Keth in it?) ? This could let us go into some areas of the High Rock... Or, as someone said, this is a hint that we'll go to the City or Kingdom of Daggerfall.
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Rinceoir
 
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Post » Wed Jun 13, 2012 8:23 am

Well, since I got thrown in here by a mod, I'll go ahead and move my related conversion here... What mods would you like to see as DLC? That is, mods you think would be accepted as DLC, and thus could be offered as optional free DLC? I wouldn't mind some of the lighting and facelift mods out there...

Real Carriages wouldn't be astonishing, as it has been crafted by a Developper. Moreover, it looks like a nice mod.
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Czar Kahchi
 
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Post » Wed Jun 13, 2012 9:42 am

I just learnt that there was an Official Plug-in called "The Fall of the Space Core". I have looked upon it in Steam but to no avail : I didn't find it. The reason is, I think, that it hasn't been translated yet. So here is my wish, which is more of a desperate shout : pleaaaase Bethesda, translate the plug-ins for us players who bought a local version of the game which isn't in English. I don't want to feel deprived of a part of the game, as it happened with Oblivion. :(
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Len swann
 
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Post » Wed Jun 13, 2012 12:08 pm

I just learnt that there was an Official Plug-in called "The Fall of the Space Core". I have looked upon it in Steam but to no avail : I didn't find it. The reason is, I think, that it hasn't been translated yet. So here is my wish, which is more of a desperate shout : pleaaaase Bethesda, translate the plug-ins for us players who bought a local version of the game which isn't in English. I don't want to feel deprived of a part of the game, as it happened with Oblivion. :(

You're not missing anything...You just get a Helmet that Mixes an Iron Helm & A GlaDos Eye.
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Hannah Whitlock
 
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Post » Wed Jun 13, 2012 9:24 am

I doubt it's DLC related - probably a never-before-seen Daggerfall cover or something.
I'm not sure how I'd feel about a High Rock DLC, actually. On one hand, we've already been there and I'd much rather see somewhere new. On the other hand, it'd be nice to see how the other province of the Empire (excluding Cyrodiil) is faring after the Great War.

It's not like Daggerfall had unique looking terrain :P. It was mostly procedurally generated.
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Lindsay Dunn
 
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Post » Wed Jun 13, 2012 11:21 am

In the continuation of the following idea I previously emitted as DLC suggestion :


A new http://uesp.net/wiki/Lore:Umbra%27_Keth#Umbra.27_Keth created by the war between Stormcloacks and the Empire, and by the Foresworn's guerrilla (or by the Great War). Shadowmages.


why not a http://uesp.net/wiki/Shadowkey:Scroll_of_Shadow skill and related perk tree ?
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Christina Trayler
 
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Post » Wed Jun 13, 2012 10:45 am

I completely agree that they're taking TOO much time to announce anything. On another note, they should add a little somethin-somethin for us PS3 players only who've withstanded the game killing bugs to enjoy the game.(I get into further detail with my thread, "No love for PS3 players?") This is why I'm going to be saving up for a PC copy and a gaming laptop so I don't need DLC. I would have mods.
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Mrs Pooh
 
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Post » Wed Jun 13, 2012 3:04 pm

In the continuation of the following idea I previously emitted as DLC suggestion :



why not a http://uesp.net/wiki/Shadowkey:Scroll_of_Shadow skill and related perk tree ?

The War of Bend'r Mahk was a very large conflict, in comparison the Skyrim Conflict is a backyard brawl.
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SamanthaLove
 
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Post » Wed Jun 13, 2012 1:57 pm

Could this mean something?

http://twitter.com/#!/Bethblog/status/194552709758726144

I doubt it, it's a different version of Daggerfall's coverart I'm sure Beth has had there since Daggerfall released in 1996.
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luis dejesus
 
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Post » Wed Jun 13, 2012 7:55 am

Well, since I got thrown in here by a mod, I'll go ahead and move my related conversion here...

What mods would you like to see as DLC? That is, mods you think would be accepted as DLC, and thus could be offered as optional free DLC?

I wouldn't mind some of the lighting and facelift mods out there...
the Unofficial Skyrim Patch and SkyUI (since the vanilla menus are meant for consoles)
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Ellie English
 
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Post » Wed Jun 13, 2012 9:18 am

I really don't understand why they don't give us some info, anything. I got so tired of waiting I started reading up on diablo 3, and decided to try out the open beta last weekend. Now I'm hooked, preordered the game, and will probably forget all about skyrim as I level my hardcoe demon hunter through the world of sanctuary. A few weeks ago I was too hooked on skyrim to even care about diablo 3.
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Adriana Lenzo
 
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Post » Wed Jun 13, 2012 5:28 am

So I have been playing Skyrim for awhile and went back and played Morrowind to experience more of the series. I found the two similar in some mechanics and created my idea of what Bethesda could work on for an expansion to the game that would be, in my opinion, very interesting for many people. The following is a long explanation of the main quest so bear with it and leave your opinion on it.

Rise of Vvardenfell

Nearly 200 years have passed since the destruction happened. Red Mountain’s eruption sent the native Dunmer far from their lands and cast them adrift across Tamriel. Now is the time for change, for the return to the once forsaken isle. Led by a new cult known as Boethiah’s Band, a group of Dunmer have united and travelled to the once barren lands. They found small parts on the coast have survived and have built a settlement called Azura’s Gaze and are repairing the island’s ash wastes with the blessing of their Daedric lord. Yet problems have arisen. Scouts for Boethiah’s Band have found Argonian forts along the isle’s southern coast and some of the band’s people have gone missing leaving only bloody remnants where they were attacked. Now they are asking for aid from adventurers to delve into the island further and find what dangers lurk within its desolate dunes. Do you have the bravery to walk in the footsteps of the forgotten?

The journey begins by being given a flyer by a courier tasked with spreading news of Vvardenfell’s resurrection. You journey will lead you to Windhelm’s docks where you’ll board a ship headed to Azura’s Gaze where you’ll meet with the leader of the Band. From here you’re asked to do some menial tasks such as cutting some wood to build the settlement and eradicating a cave of Alit. After that you return to find the camp in frightened and find out a group of scouts has gone missing travelling south along a Guar trail. Your next task is to set out and find what happened to them. As you travel south you find the remains of a camp ransacked and the scene littered with blood and sign of a struggle. As you walk into the ruins of the largest tent you find an Argonian who’s severely hurt. Your choice is to save them or kill them and report back.

Save route: You learn that the Argonian is a scout sent from their settlement at the ruins of Vivec named Hist’s Reach. The Argonian tells you to follow them as they are still injured. Your task takes you down through the ruins of Balmora where you find a small Argonian camp who confronts you. Your scout convinces them to stand down and they all tell you stories of what happened to them. They’re people have also been attacked and taken by something none have survived encountering yet. They can tell they’re fast and relentless. The only clue they have is a scrap of finely woven fabric they believed was created by elves. Just as they’re about to tell more one of the Argonians stops them and questions whether they can truly trust you or not. They give you the task of venturing towards the ruins of Red Mountain to slay a wyrm they call Ash-on-Wings and retrieve one of its fangs. The Argonian you saved asks to join you and states that the Histskin has healed him. From here you venture towards the ruins of Red Mountain.

Kill route: On killing the Argonian you find a note that needs translating and return to Azura’s Gaze to report back on the events that happened. The leader has asked that you meet with them and they discuss their next course of action. Believing that the Argonians may not be the cause, the leader asks you not to kill any you find on the island while adventuring and has a different task for you to attend to. The band has seen a dragon flying around the remains of Red Mountain and asks that you eliminate the beast and recover a fang as proof. You’re given a scout as a guide to lead you up towards the top of the mountain to find its lair.

The Dragon: You follow the advice and guidance of your scout and reach the mouth of the beast’s lair. You and the scout enter to find a camp of Thalmor guarding the cave’s entrance. You fight through them and make your way into the upper chambers of the cavern. At the top you find a Thalmor mage fighting the dragon. Upon seeing you the dragon smashes the top of the chamber and creates a cave-in blocking you and the mage from it. You now fight the Thalmor mage to the death. After winning you find a set of plans on the body detailing the location of a camp they’ve set up on the western shore. You take the map and your scout points to a small tunnel out of the cave towards area where the cave-in happened. As you exit you find the dragon perched on a large stone tablet staring down at you and it speaks to you. It gives you two choices, fight it or speak.

If you fight and kill the beast you can collect two fangs from it to deliver. Upon speaking, you learn the history of Vvardenfell since the eruption of Red Mountain. The Thalmor arrived shortly after the Argonians and began creating a base and expanding. The dragon has watched as the Thalmor attacked scouting parties and took prisoners back to their base as slaves. The dragon gifts you with two fangs and promises to honour you saving its life. You return to deliver the fang when you find the bases in dismay. Both camps have been attacked and their leaders’ kidnapped. You show you have the fang of the dragon and the people calm down and listen to you. The chief of their armed forces tells you about the events and gives you advice on where their course of action.

Both sides tell you of a rare creature they sighted known as a Chamnol. The beast seems to have a unique ability to blend into its surroundings and that if you could find a nest the hides may be used to create a special armor to infiltrate the enemy’s defenses. You set out and find the nest and return but find that nobody knows how to work with the hides properly while retaining their unique traits. You’re told of stories about a hunter who’s lived on Vvardenfell longer than anyone else who may know how to craft the armor. They send you to Sheogorad to find them.

You arrive on the island to find it inhabited by Netch farmers and the hunter in question is the chief. They would assist you but they’re facing a problem of their own. Their netch herds are under attack by a pack of Kagouti nearby who have killed their netch and dragged the bodies back to their dens. The hunter tells you that you need to know how to work netch hide before learning to craft with Chamnol hide. After you visit the den and collect the hides and kill the Kagouti you find another farmer trapped inside and will teach you to craft armor from Kagouti hide as long as you escort them back. After you’ve escorted them back to the farm community you craft the armors (Netch=light, Kagouti=Heavy, Chamnol=2 sets=light and heavy) and they state they will aid you with whatever you need as long as it is to protect Vvardenfell if you complete another task for them. This one is optional but the result can change a few things later. The task is to journey to the ruins of Arkngthunch-Sturdumz to retrieve an ancient Dwemer artifact rumoured to have been created as the ultimate weapon for a long dead king. Journeying into the ruin will have you face off against the ghost of the king in a giant arena. The opponent you face will be determined by your level and your reward for surviving is the weapon. You return with the weapon and are gifted with being its owner and the farmers will give whatever aid they can whenever you need it.

You return and hear out the battle plan from the Argonians or the Dunmer. You’re told that there is an old Kwama Egg Mine that leads right behind the enemy’s lines where you could sneak in and rescue the leaders. Upon sneaking into the camp and finding the two leaders locked in a cell you’re confronted by the leader of the Thalmor emissary. He arrogantly releases the leaders and all of the prisoners mocking that nothing you could do would stop their next assault. The leader doesn’t care how you entered the fortress but lets you leave with the prisoners as all the guards stare you down as you exit. The prisoners and yourself journey back to Hist’s Reach and the two leaders speak together. The camp is then attacked by a Dunmer war party and upon entering the gate is told to cease their attack. The Argonian and Dunmer leader having spent some time in prison and both being slaves agree to form an allegiance and will fight together against the Thalmor.

The Battle: The leaders will split their forces to attack from the north and south sides of the fortress but will remain hidden until both gates can be opened. The sides agree that you should journey inside with the two scouts or just one now once again and seek out the controls’ for the gates. You enter and find the gates well secured and need to take the guards out quietly. If you saved the Argonian Scout the three of you can sneak up behind the guards and kill them silently but if you kill the scout you are stuck fighting not only the remaining guard after your sneak attack but also a few other guards they call into the room. After the fight you release the gates and exit the keep to find the leader’s whereabouts. Upon exiting you find the settlement under heavy attack and if you gathered the spear then netch riders will aid in the assault. You see the leader walk into a tower on the far side and must travel along the battlements to reach him. Just before reaching the door the general in charge of the military confronts you and you must kill them or incapacitate them. If you kill them, then you walk right in. But if you incapacitate them the general gives you a special ring to wear and lies wounded as you enter the tower.

The Final Faceoff: You find yourself in a large room with another object very similar to the Eye of Magnus. You engage in a battle against the mage and two Magicka Atronachs summoned using the sphere. After you get the archmage down to very little health a massive paralysis wave sweeps out and stops everyone except the mage. He stumbles onto his feet and walks towards the sphere. His body is absorbed and the sphere transforms into a giant Dwemer Centurion with teal plates and a blue aura swirling around it. The scout(s) run off and try to find any aid they can for you after the paralysis wears off. This phase requires you to avoid Magicka Meteors it will summon to fall down through the broken tower roof. Occasionally the Centurion will emit a pulse of Sparks which must be avoided without the ring to avoid massive damage or ignored with the ring equipped. After you get the Centurion down to very little health the arch mage’s twisted voice begins saying the weapon is unstable and will explode but it will at least take out all of the East Coast of Vvardenfell with it.

If you spared the dragon back on Red Mountain it will arrive and grab the Centurion and carry it far off and the explosion can be seen from the tower. If the dragon was killed the scout(s) return with a device found in the Dwemer ruins and order you to leave while they run towards the Centurion. As you exit the tower explodes and you are set flying away from it. You awake in Azura’s Gaze and learn that the scouts sacrificed their lives in order to control the explosion’s damage and the statues of the scout(s) fighting against the now stone centurion stand in the centre of Azura’s Gaze. The leader’s approach you and ask if you have the dragon fangs gathered form long ago. Depending on whether you saved the Argonian or not you will receive an amulet with only one or both fangs. With one fang the amulet gives one enchantment but with two you are given two enchantments. You are also gifted two player homes, a tent in Hirst’s Reach and a home in Azura’s Gaze.

If the dragon carried the Centurion away you fill find a statue dedicated to it in Azura’s Gaze and given an amulet with two or three fangs. Two for killing the Argonian Scout and three for saving them. The two fang amulet gives the same enchantment plus another one from the dragon’s fang while the three gives the two enchantments from the scout’s two fang amulet and the dragon’s fang. The leaders will say they do not know what happened to the dragon after it carried away the Centurion but hold it as a lord of Vvardenfell and revere it. If you choose to travel back to where you first found the dragon you will find him sitting at his perch with a blue aura around it. He states he now knows what it is like to be a guardian of others and will watch over the island and protect the residents of Vvardenfell should anything happen.

If you read all that congrats to you and hope it sounds interesting.
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Kristina Campbell
 
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Post » Wed Jun 13, 2012 5:02 pm

I just need an announcement. Or some kind of hint to mess with me. Just give us a trailer do we can vomit rainbows or whatever
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Trevor Bostwick
 
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Post » Wed Jun 13, 2012 4:59 am

....hold on, I'm still reading..
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Klaire
 
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Post » Wed Jun 13, 2012 9:01 am

Have you heard any rumors?
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Jade Barnes-Mackey
 
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Post » Wed Jun 13, 2012 2:37 pm

Honestly, I'll be happy with whatever dlc they put out. More skyrim content is better. But I would really like a chance to stick to the thalmor. Raid on Summerset plz.
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Angelina Mayo
 
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Post » Wed Jun 13, 2012 1:53 pm

Honestly, I'll be happy with whatever dlc they put out. More skyrim content is better. But I would really like a chance to stick to the thalmor. Raid on Summerset plz.
this. i'd be happy with anything, but i'd like to attack the Thalmor...
even though im an altmer. eh. i'll do it anyway
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Mrs. Patton
 
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Post » Wed Jun 13, 2012 3:44 am

i took an arrow to the- argh! my knee!
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Lauren Dale
 
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Post » Wed Jun 13, 2012 5:10 pm

E3 now, it's got to be E3 now. That may well be the reason they have held off for so long.
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Kayla Bee
 
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