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June 30, 2007, 04:20 PM
#1
Laetus
Elder Scrolls mod(s)?
Hello everybody!
I've had some ideas for an Elder Scrolls game, more preciesly Morrowind, set on a larger scale then the original ES series, and even thought i haven't owned M2:TW for more then a few weeks, i started thinking that this would be a great game to implement these ideas into. But, first things first, i have no idea if there is an Elder Scrolls mod that has anything to do with Morrowind out there. If there is one, please redirect me to it, and if there isn't any, i'll just post my ideas for a mod like that on this thread. I only did a quick search for such a mod, so sorry if this has been asked before.
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June 30, 2007, 08:34 PM
#2
Re: Elder Scrolls mod(s)?
Sounds pretty unique. I think it would be interesting, although, I'd like to see all of Imperial Provinces involved, of course, that's only my opinion. I think that it'd be pretty sweet to see Imperial Legionnaires duking it out against the House Hlaalu of Morrowind and the Nords of Skyrim charging against the Orcs of Orsinium. That'd be pretty sweet.
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July 01, 2007, 01:17 AM
#3
Re: Elder Scrolls mod(s)?
I would love to see a TES mod for M2TW. I know one was started for RTW but I don't think it got very far. The work required to do such a mod would be immense, and would require a full team and months of work.
Kushan
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July 01, 2007, 01:47 AM
#4
Laetus
Re: Elder Scrolls mod(s)?
Ah, hell, this is really interesting me. I love the Elder Scrolls series (Own Morrowind and Oblivion, though I have to play the last on highly downgraded specs...)
I may even be interested enough to plan one. The one problem that bothers me is all the new units models it would require. The Icons and Map, and all that can be easily done. (Easily enough, anyway...)
I am also worried by how many would be attracted to said mod. I.E Mods like Broken Crescent have a large fan base and team, and their work goes fast and is very high quality. It would be possible to do it, but it would be harder than making a regular Total Conversion (Which is extremely hard...) because of all those damn models. There are other things there, of course...
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July 01, 2007, 06:22 AM
#5
Laetus
Re: Elder Scrolls mod(s)?
Thanks for the replyes, and sorry for not replying so fast myself, i made this thread around midnight. I'll see i have the time to post some ideas here later on today, but i can't guarantee anything.
Just to straighten some facts out, I'm not planning on leading a mod since i know absolutely nothing about modding for M2:TW, i'm just contributing some ideas/proposals for an ES mod to inspire someone else to make a mod
.
Now, for the ideas; i'll edit this page when i have time or if i come up with some new ideas.
The story goes like this:
After the events of Morrowind, the departure of the Nerevarine to Akaviri (at least according to lore in Oblivion), the descending power of the Tribunal, and the Empires loosened grip on Morrowind, the Great Houses has increased in their power. All of the Houses has as their primary goal to rule over Morrowind and to drive out the Imperium from their lands.
The Great Houses are:
- House Hlaalu: Hlaalu is not much liked by the other Houses due to their abandoning of the old ways and the supporting of the Empire. With the Empires presence now diminishing, the Imperium wants to install House Hlaalu as a puppet regime to miantain control over the province. House Hlaalu has a strong economy, but doesn't have a very strong army and relies a lot on mercenaries.
- House Redoran: The House that has preserved most of the ancient rites and traditions, House Redoran is the sworn enemy of Hlaalu, and even though there isn't an open war between the two Houses, the situation is very tense. Redoran has a strong army with many good melee units but lack good ranged units and magicians.
- House Telvanni: The Wizard-lords that rule over the mysterious House Telvanni, is loosing more and more ground to the ambitous retainers inside their own House who want to take the chance to rule Morrowind. The other Houses don't share much love to the Telvanni since they respect noone, even own members. Telvanni, naturally, has the best mages but lacks heavier melee units.
- House Indoril: With the fall of the Temple, House Indoril was devastated. Indoril also shares much of House Redorans hate towards Hlaalu due to that many of their leaders had been murdered by Hlaalu hired Morag Tong assassins. Indoril has a strong core army mainly consisting of Ordinators and have good supporting mages from the Tempel, but are lacking in numbers.
- House Dres: Hated by the Impreium due to their reliance upon slaves. After the Imperial regimes fall, House Dres has retrieved a lot of the power that was taken away from them during Imperial rule. Dres is all about their numbers. Their armies mainly consist of slaves forced to fight, but if their slavemasters get killed, you can count on that their morale will fall fast.
Edit:
That's the story, and now for combat:
The unit classes would be split up into the different armor classes that were present in TES: Morrowind; heavy armor, medium armor, light armor and unarmored. The different armor types would have an impact on speed, protection and the chance to dodge (if that is even possible). For exampel, a unit that is unarmored would be faster then a unit of the other armor types, would have a high chance to dodge but would be very vulnerable to missile attacks. For cavalry, i've only thought of silt striders (very tall insectoids) that could be used as firing platforms for archers/possibly mages and guar riders for light cavalry. And since there isn't especially much cavalry around, it would be replaced by magic attacks that bypasses armor (mainly to counter heavy armor).
The use of magic would also be present, but there wouldn't just be offensive mages but also defensive ones who could heal, buff etc. and maybe even debuffers. I'm thinking of mages being used as very small units who can use two different spells. An offensive mage for instance could choose between a fire spell (high damage, long cooldown, reduces damage inflicted by the unit) or a frost spell (low damage, short cooldown, chance of slowing units) a support mage could choose between a healing spell (dunno how this would work out, maybe a radius around them or a point and click system) or a replenish fatigue spell (restores that units fatigue) a illussion mage (debuffer) could choose between blinding a ranged unit (works kind of like a curse, reduced accuracy for a longer period of time) and paralyzing units (same as blind, only for a much shorter time) or a defensive mage that could cast a shield spell (increased protection against non-magic attacks) and reflect magic (reflects 10 % of a damage spell back to the caster) . I know that this may sound OP, but hear me out first. The bar that missile troops have indicating how many arrows/bolts/whatever they have left, would work as a mana bar on mages, indicating how many uses you have left. The healing spells wouldn't insta-heal the unit or return fallen soldiers to life, but just slowly heal the unit (which means that every unit would have to have more hitpoints then 1), the damage spells works pretty much the same way as missile units' attacks do, only more powerful so you wouldn't waste an offensive mage to take out a large squad of peasants but rather focus on the heavier troops. And mages wouldn't rule out archers since you still need something to take out masses of unarmored and lightly armored troops.
Gosh i hope that makes any sense 
Edit 2:
Other units that aren't part of the Great Houses yet have connections with them could be used as mercenaries. I'm mainly thinking hirelings from the Fighters and Mages (possibly even Thieves) Guilds that would act as supplements for a unittype that the House in question lacks. Redoran for instance is known for good melee units but lacks magicians, and therefore they could hire a mage unit from the Mages Guild, and in the same fashion the Telvannis could hire heavy armor from the Fighteres Guild and the Indoril could hire cheap levies to buff their numbers and so on. Ashlanders would also be a good addition (maybe even an own faction) since they have good light armor/spearmen/ skirmishers/ranged units depending on which of the tribe they hail from (there are four; Urshilaku, Zainab, Ahemussa and Erabenimus).
Last edited by Dunmeri; July 02, 2007 at 03:35 PM.
Reason: even moar ideas
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July 01, 2007, 06:37 AM
#6
Artifex
Re: Elder Scrolls mod(s)?
Actually, the mod for RTW made quite a lot of progress with new units, city walls and vegetaion, even the map. However, due to Belgarath's health problems the mod is on hold, possibly dead. It was great, they even have a trailer on YouTube (it's good!).
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July 01, 2007, 08:26 AM
#7
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July 02, 2007, 08:49 AM
#8
Civis
Re: Elder Scrolls mod(s)?
I love the idea. You could use the map. I'm not sure how battles would work out though.
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