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Ideas for Moltovirs Mod

Posted: Tue Oct 19, 2004 9:45 am
by moltovir
The last two months i've tried to experiment with the TES construction set, building some new houses, writing some simple scripts and such, and now that I know the basics I want to learn every little detail about TESCS by experience, which means I plan to make a huge mod to add to Morrowind Summit. I have some small ideas, but every suggestion is welcome ofcourse :) With the exception of one small thing, I want to make everything with morrowind content. I don't have the time or skill to make additional meshes and textures.

What I have so far:

-A new, deadly assassin and spy faction, based on The Claw from Steven Eriksons books (the Malazan empire).
-A dynamic storyline, where all your actions influence the behaviour of your guildmembers. When you are a tyrannic ruler, you may find yourself with a knife into your chest one morning.
-Less errant missions, more information-gaining missions
-A new stronghold: A giant floating fortress (like the ministry of truth), again based on SE's books (it's called Moon's Spawn)
-I've been thinking about a new race, the Centaurs, but that's not for tomorrow, because new meshes and textures will have to be created
-Quests which weave into the main story line and the Great House quests
-Harder skill requirements for all factions

As you see I'm very ambitious, and it will probably take half a year to finish all these things :) If you have some absolutely briljant ideas, feel free to post them.

Posted: Tue Oct 19, 2004 10:40 am
by fable
It's always great to encounter an intelligent, hardworking person who's decided to mod Morrowind. :D I currently have...well...170+ mods running, and new factions are in high demand. Note, though, they are probably the hardest thing to create. You not only have to build your own faction, but somehow see that it fits seamlessly in with the others in Morrowind lore, and that the code doesn't step on anything else, in the process. There are some good faction mods out there; you might want to check 'em out for examples.

My suggestions, for what they're worth:

1) Keep your mod tightly limited, and focused. I have literally witnessed more than 100 mods that expanded rapidly into claims for all sorts of things, then imploded. This isn't a criticism, it's simply a suggestion.

2) Concentrate on error catching--not in the code, but in the player's actions. The player might find a solution to a quest which is not the one you intend in some detail, and the mod would then no longer recognize the validity of their success. This has happened a lot of times in quest mods I've played, even the better ones.

3) Concerning the Centaurs: the animation alone is going to take a lot of time. And how will you handle clothing and armor? There are hundreds of armor mods, dozens that are popular, plus all the standard armor. Will you make new meshes for them? Unless, of course, they're only called centaurs, and not real centaurs. But in that case, why call 'em that, and lead to confusion with players looking for downloads?

4) Harder skill requirements for all factions: already done. Superadventurers, an excellent mod, is probably the best known that mods this, though there are several others. You can save yourself some time, and simply make your own faction hard to advance in. You might also suggest one of the faction requirement mods as a complement to yours, in the readme. Anyway, just a thought.

5) Less errant missions, more information-gaining missions: I assume this has to do with your quests, and I like it a lot. Some of the mage faction quests are like this, and they seem more realistic when well chosen then the inevitable FeDX quests.

6) If you're going to create a giant floating fortress as a stronghold, you have to think to yourself: hmmm, why didn't the Telvanni come up with it, first? After all, they're heavily into magic, they love putting things out of reach of non-magical mundanes, and they're all for arrogantly large buildings in keeping with their natures. :D So, for what little my opinion's worth, I think this runs against the accepted frame of Vvardenfell reality,as we know it. Still, in the end, it's up to you. :) Good luck!

Posted: Tue Oct 19, 2004 3:38 pm
by dragon wench
How about a druid-oriented faction... possibly tying into the main storyline, and perhaps with ties to the Ashlanders.
IMO, contact with the Ashlanders could have been better developed, so maybe there is room for some merging here?

Posted: Tue Oct 19, 2004 6:14 pm
by blake
YES! please do something spy oriented, hopefully with assassination missions. I always play stealthy characters and there is a real lack of those type of quests. If you do indeed make that type of faction make it to where you have to actually sneak as opposed to sneaking and then walking right up to the guard and then having him greet you... I think you could set view distance and then force greet. Thats the system i had worked out with my assassin mod, before i quit. Anyway, the ideas you had sound pretty good and i will download it.

Posted: Wed Oct 20, 2004 4:56 am
by moltovir
I was planning a sort of nature-bound faction together with the new Centaur race, but that won't be for tomorrow :) It's just an idea that's still in the fridge for now. And if I ever make these Centaurs, I'll probably use the upper body meshes of Nords or Bretons, make new horse body and feet meshes and restrict them from wearing boots, greaves, pants, skirts and robes.