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Werequest
Posted: Tue Jul 24, 2007 10:53 am
by Magelord648
Well I'm back on Holiday, Uvirith Awakes is progressing brilliantly and I'm in the mood to start a new project. This one is a Bloodmoon only and not ever done before. (I think) Currently the only way to become a Werewolf in Morrowind is to
either do the main quest or be attacked by a wilderness werewolf.
The latter of which is very rare. This project will implement a quest in which a werewolf or werewolf clan will help you become a werewolf. This way you don't have to do the main quest if you don't want to which will be good for many role-players. The question is. How should I do it?
My ideas
1. You here rumours at the fort of an item that summons a werewolf while you sleep. Upon finding the item (hidden away somewhere but still pretty easy to find) your sleep will be interupted by a man/woman who will send you on a quest to and in return will make you a werewolf. (They would only come during the day to avoid werewolf form) This quest would avoid people to report to and you just sleep anywhere to begin and end.
Like Hircine in the werewolf main quest
.
2. You stumble upon a small village (Half the size of Skaal) During the day it is filled with rude people who lock their doors, don't want you to be there and tell you to leave but during the night you find the village abandoned and all doors barricaded shut. Trying to open door you hear a wolf/wolves snarling on the other side. Looking around the village you find one unlocked door. Entering the house you find a dead werewolf and an assassin who will attack you. In the morning you report to the cheiften that you know their secret and he will offer to let you join the clan. In order to join you must find the person who sent the assassin to kill the other clan member (the dead werewolf). You will have to kill the person or take them to be executed Skaal style. When completed you will be made a werewolf and be given the dead clan member's house. You will also be able to use the towns services. (Trader, smith etc) Later versions will also implement a guild type quest line. In the end you actually get a house so it is kind of the same reward as
the main quest
. If you refuse to join the clan the whole village will attack you and due to high levels you will probably lose so you'll have to run. (Later versions could involve a quest line in which you report the village's existence and lead a small army to destroy it.)
So the question is. Which one is your favourite? Or, Do you have your own idea? All comments are welcome. I like number two but I want to make it so people want to play it. (I may end up doing both in the end.)
Posted: Tue Jul 24, 2007 1:02 pm
by fable
Vpted for #2. It's less a mater of "find the item" than "figure out what's going on," with a possible quest system in a remote relatively remote area. Good luck, regardless.
Posted: Tue Jul 24, 2007 2:17 pm
by Magelord648
Quest one wouldn't completely revolve around finding the item. That would probably be a five minute job starting at Fort Frostmoth. After retrieving the item the quest would really begin but I haven't really thought about what the quest would be yet. I pretty much thought up two while typing it up.
Posted: Tue Jul 24, 2007 4:07 pm
by Greg.
Option 2 sounds more interesting to me as well. You could have a town living in fear under a curse - 1 person is a werewolf, and you have to find out who it is - this person becomes a werewolf at night. Then when you confront and kill them, you become a werewolf (the normal cure wouldn't work). Then you have to travel around Vvardenfell and speak to people about it and research a way to relieve the curse. You may be able to make that TR compatible.
Are you wanting to keep it "in lore"?
Posted: Tue Jul 24, 2007 4:26 pm
by Magelord648
With anything I make lore comes number one but with a game as big as Morrowind, lore can be bent to quite some extent.
I just did some research and found this very helpful if anyone's interested.
Planet Elder Scrolls Forum
What I've learnt.
It will be my quest or the main quest. You will be able to cure yourself then do it but you will not be able to do both at the same time.
Because of this should I perhaps give the player the main quest rewards as they progress through the Werewolf clan.
Sharper claws and similar.
If I do this should I find a way to disable the main quest so you don't get duplicate rewards after curing yourself or at least disable the werewolf path?
Posted: Wed Jul 25, 2007 12:06 am
by AmpaSand
2's cool but i've a twist. a leigonare and possibly rumors mention the imperial investigator dude going missing. you go to the village and find the dudes as in 2 but the doors are just locked at night and at day the people say the person found nothing and went back to the mainland and this lowers thier disposisiton if you keep asking. Some distance from the village you will find a body with some kind of note like "investigate this" it will just stay there. if you return some nights later you will find a werewolf and kill it but as you kill it message pops up saying it fled but was bleeding and the trail leads back to the village. there during the day you will find a "wounded man" he asks you to heal him (potion or spell) before the "curse" comes then you can persuade him to tell you of the werewolf curse the village has and to talk to the head man. who offers you a choice, to become "blessed" as he calls it or to side with the ones that think it's a curse.
quests for the blessed will involve things like gathering the materials for the ritual, killing the opponents of the chief and spreading the blessing. the cursed one follows a different route at first. trying to kill the chief you get infected anyway, then you are accpeted into the tribe and try to convinve the others that they are not cursed.
I know this proably means more work but it sounds better (to me at least.)
Posted: Wed Jul 25, 2007 3:35 pm
by Greg.
What sort of changes would you be making to the basic game (forget about quests)?
Posted: Wed Jul 25, 2007 4:41 pm
by Magelord648
What do you mean by that? (I should get some sleep my brain has stopped working)
Posted: Wed Jul 25, 2007 10:14 pm
by AmpaSand
I think he means changing the actual game area.
Posted: Thu Jul 26, 2007 1:21 pm
by Coot
Number two! Definitely! You have to unravel a mystery and you get to join a werewoof clan. What's not to like?
Posted: Thu Jul 26, 2007 3:51 pm
by Greg.
Magelord648 wrote:What do you mean by that? (I should get some sleep my brain has stopped working)
I meant, what changes would you make to being a werewolf? Would you make it so that you only transform at certain times in the lunar cycle, or make it so Hircine's ring stops you having to transform?
Posted: Thu Jul 26, 2007 4:43 pm
by Magelord648
I wouldn't edit that in anyway. I won't touch the Werewolf system. Just offer an alternative to the main quest. This means that the player can have whatever else they want to suit their preferences while still running my mod.
Posted: Fri Jul 27, 2007 3:50 am
by AmpaSand
Just a question ML, did you like my suggestion?
Posted: Fri Jul 27, 2007 4:53 am
by Magelord648
AmpaSand wrote:Just a question ML, did you like my suggestion?
Although stumble upon is good for adding a mysterious feel. Yours is a bit too stumble upon and the player might end up thinking the quest is broken or go to look for him on Vvardenfell.
Posted: Mon Jul 30, 2007 1:03 pm
by Aylied_King
I really like # 2 because its untressting to find out that a whole village are werewolves

... it would be cool for all the people who dont have the expansions to have it based on morrowind.... so werewolfs come to morrowind and you hear rumors that there here and you need to kill the chief and in exchange you aquire a item that allows you o tun into a werewolf when ever u want (cast when used) item.... but everyone will attack you with silver weapons... its prety much hearing a rumor following leads, running into a were wolf killing the chief then getting a item for your personal use....so what do you think magelord??????
Posted: Mon Jul 30, 2007 2:16 pm
by Magelord648
Werewolves on Vvardenfell goes against lore and therefore will not be made by me.
Posted: Wed Aug 01, 2007 8:26 am
by Magelord648
It looks like I'm making number two. The question is where is the village? Solstheim is surprisingly small. You find a nice spot but then you find that there's a dwelling, smugglers or a barrow a few feet away. Or in the worst case civilization. I tried to make a little underground village but the houses were too big.
If anyone has time I would like to ask for a rather large favour.
First, open up the morrowind ini and find the line that says "BetaCommentFile=" If it isn't there add it under general. After the equals sign put something like werequest or location.
After that. Have a look around Solstheim and if you find a nice little clearing in the forest or a hidden place on the plains or in the mountains. Open the console, click on a tree or rock or anything that's not you or the ground and type bc "here". This will then give the details of the cell (exact location etc). Find the notepad document in your morrowind folder (it'll have the name you typed in the ini file) and send it to me. It would be a great help.
Thanks
Ml
Posted: Wed Aug 01, 2007 10:23 am
by Greg.
I take it you don't want to edit the landmasses?
If you made it underground, it could work - put a building the size of the Thirsk mead hall/Raven Rock mine in a clearing, and put in a huge cavern. The Mehrunes Razor mod for Oblivion works like that.
Posted: Wed Aug 01, 2007 10:58 am
by Magelord648
I'll have to do a small amount of editing but my exterior skills don't allow me to do large amounts of exterior work.
As I said before there isn't enough space to fit it underground. I suppose I could increase the scale of some tiles. That might work.