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Thread: [UP] Lore Guilds, Missions and Dungeons - Unofficial Patch for TES:TW - Featured in the released 2.0.2. version

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    Jadli's Avatar The Fallen God
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    Default [UP] Lore Guilds, Missions and Dungeons - Unofficial Patch for TES:TW - Featured in the released 2.0.2. version

    - Lore Guilds, Missions and Dungeons Preview -
    Included in the released version 2.0.2. of
    The Unofficial Patch for TES: TW


    - There are no more random council of nobles missions anymore. All of the missions are lore based, and also unprecedently tied to the guilds. So basically, you will have to earn the ability to have the missions. And through guilds and missions mechanics,
    the better guild level you have, the better missions and rewards you might receive.

    Basic Guilds mechanics
    - For starters, the basic guilds mechanics are the same as in the vanilla. Im sure you all noticed knight orders guilds, assassins guilds and so on, but I assume not everyone actually knows how they work, thus, lets start with a short summary:
    - You cant build guilds whenever you want, but only when the guild is offered to you at the beginning of your turn. It is offered only, if you accumulate enough guild points in a settlement.
    How to get enough guild points? Well, there are many ways:
    - The most basic ways are: upgrading your settlements, the higher level you have, the more points you get every turn (starting from stone wall). Wars, plagues takes many points from all guilds. Destroying/rejecting a guild takes many points from the specific guild faction wise. Taxes, popularity and so on might affect it as well. Presence of governor might affect it. When the faction get a new faction leader, it looses some points. And for example you cant get/loose points by building specific buildings or recruiting specfic units. And it can be tied to diplomacy relations in generals as well.
    - I will be more specific about it when I get to talk about our guilds one by one a bit further below.
    - Anyway, a few more basic facts you should know. In every settlement, there can be only one guild. So pick wisely. And each guild has 3 levels: The 1st one you can have in numerous settlements. If you manage to please the guild, fulfill their contracts and so on, you will be offered to upgrade one of your 1stlevel guild to a 2nd level, a master guild. You can have only one master guild in your whole faction for ech guild. And if you continue to please the guild even more, you will be offered to build guild's world headquarters, which is the 3rd level. There can be only one 3rd level of the same guild in the whole map!
    - I believe I covered the basic, I will now proceed to our mod's specifics. If you would like to know more about guilds, please check out "A Guide to Guilds" by DarkKnight.

    TES lore guilds and missions
    (I also spoke shortly of guilds in my TES HS guide )

    Thieves Guild

    Availible to: everyone
    How to get guild points:
    Apart from the obvious ways mentioned above I will now write Thives Guils specifics (I could write this sentence for every guild, so I will write it only here). Building buildings connected to trade. Recruiting and using merchants and especially spies. Governor not present in a settlement. Although slight bonus for low piety or chivalry of a governor or faction leader. A slight bonus from buildings in tavern chain. Unlike other guilds, you get a small amount of guild points by declaring wars and so on. You get points from missions ( I could also write that everywhere, so will not write it again
    )
    How to loose guild points: A Govenor present. Slightly for pious/chivalrous governors and faction leaders. Recruiting priests. You loose points from failing the missions ( I could also write that everywhere, so will not write it again)
    Provides:An ability to recruit spies and a trading bonus, decrease in happiness
    Missions: (I will always try to write it in order from the most easily availible missions to the ones harder to get, often it directly depends on what level of the guild you have, but not always is it possible to code that way) - Recruit a spy, recruit a merchant, merchant aquisition, form a trade agreement, annex a settlement (diplomatically), send a diplomat.
    Special Rewards: money (cash only), guild points, possibly some vanilla traits for spies and merchant. (TBD - If you have a 3rd level of the guild, you migth receive a personal service of the The Guildmaster)

    Dark Brotherhood and Morag Tong
    Availible to: everyone except the dunmers, respectively vice versa
    How to get guild points:
    Recruiting and using assassins Governor not present in a settlement. Although bigger bonus low piety or chivalry of a governor or faction leader. A bigger bonus from buildings in tavern chain.
    Unlike other guilds, you get a small amount of guild points by declaring wars and so on.
    How to loose guild points: A Govenor present. A bigger lose for pious/chivalrous governors and faction leaders. Recruiting priest.
    Provides:An ability to recruit assassins, increase in law, decrease in settlement health and religion
    Missions: Recruit an assassin, Minor Black Sacrament (assassinate an agent), Black Sacrament (assassinate a general), Major Black Sacrament (assassinate a faction leader/heir)
    Special Rewards: money (cash only), guild points, possibly some traits for assassins. However if you fail the major mission, you are in danger of some of your characters dying due to "Purification" of your sanctuaries. For Morag Tong, you may loose some characters as well, as the Morag Tong "will lift their protection from their contracts as a punishment. (TBD - If you have a 3rd level of the guild, you migth receive a personal service of the The Listener Speaker (DB), or guild master (MT) )
    Spoiler Alert, click show to read: 


    Fighters Guild
    Availible to: everyone except the evil factions (and yes, it likely shouldnt be for Skyrim at some times, you will have to forgive me.)
    How to get guild points:
    Buildings armorers and barracks. Recruting elite units. Declaring war against the Undead, and especially The Daedra, and a smaller amount for fighting them.

    How to loose guild points:Huge loss for allying with undead, and especially the Daedra. Or for conducting other evil activites, such as the necromancers guild. Building Blackwood Company (3rd era). Becoming a Vampire or a Necromancer via the special event.
    Provides:A melee bonus for (re)trained units, as well as law and health bonus. Being able to recruit Fighters Guild units for a short time after completing a mission or being given directly.
    Missions:
    - a reward mission that grants you an armourer building
    - A contract to hunt down a daedric general. Hunt down a rebel/bandit general (in battle or assassination)
    - A contract to clear a dungeon from the undead, daedra, bandits or worse. Yes, you heard right! I will expand this part ain the end, as it wouldnt be too long. 3 variants based on the level fo the guild. (small/medium/huge). The higher ones are more difficult, but also greater rewards
    - An Expedition Beyond Tamriel - Special late game mission to explore distant lands with large reward
    Special Rewards: money (cash only), guild points, unit rewards. Through these missions you might find a powerful artifact (you will not get them randomly anymore) in the dungeon upon taking it. The Ability to get fighters guild unit. (TBD - If you have a 3rd level of the guild, you migth receive a personal service of the The Guidmaster.)
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 



    Mages Guild
    Availible to: everyone except the evil factions (and yes, it shouldnt be availible in 4th era. For this version I will keep it availible for the next one I might make variants of the sucessors guilds.)
    How to get guild points:
    Buildings allowing you recruit mages. Recruting mages. Declaring war against the The Daedra, and especially The Undead, and a smaller amount for fighting them

    How to loose guild points: Huge loss for allying with The Daedra, and especially the Undead. Or for conducting other evil activites, especially the necromancers guild. Becoming a Vampire or a Necromancer via the special event.
    Provides :Experience bonus for (re)trained magic units, health and law bonus. Being able to recruit Mages Guild units for a short time after completing a mission or being given directly. Its a prerequisite for the mages barracks tree, where you can recruit your factional mages!
    Missions:
    - a reward mission that grants you an alchemy building
    - A contract to hunt down an undead general. (in battle or assassination)
    - A contract to clear a dungeon from the undead, daedra, bandits or worse. 3 variants based on the level fo the guild. The higher ones are more difficult, but also greater rewards
    - An Expedition to Reclaim Eyeeva - Special late game mission to rebuild mage hold of Eyeeva, with a large reward.
    Special Rewards: money(cash or based on income), guild points.Through these missions you might find a powerful artifact in the dungeon. The Guild might reward the general that cleansed the dungeon with magic potions. The Ability to recruit mages guild unit. (TBD - If you have a 3rd level of the guild, you migth receive a personal service of the The Archmage.)
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 



    Knights Orders
    Availible to: 8/9 Divine Factions and The Redguards
    How to get guild points:
    Facion leaders and governors with high piety and chivalry. Buildings churches and stables. Recruting elite units. Declaring war against the Undead, and especially The Daedra, and a smaller amount for fighting them (a slightly less than the Mages and Fighters Guilds). Declaring war against the orsimer.
    How to loose guild points: Huge loss for allying with undead, the Daedra and The Orsimers. Or for conducting other evil activites, such as the necromancers guild. Becoming a Vampire or Necromancer via the special event.
    Provides:A melee bonus, morale bonus, law and health, amplifies religion level. Being able to recruit some of knights orders units (though depends in which settlement, as they are mostly availible only in some regions). Colovia can recruit their Knights of The Hour, and some other factions can also recruit there their factional orders.
    Missions:
    - the guild rewards you with a church
    - Recruiting a priest
    - Assassinatic an undead/daedra (or heretic) priest
    - If you loose some of your de iure settlements, or some settlement important to your religion, you might receive a mission to retake it.
    - A mission to take a settlement from the undead or daedra.(doesnt require the guild)
    - A mission to assist a crusading noble in his campaign against the Orsimer. 3 variants based on the level fo the guild. For the higher ones you receive more experienced noble with a stronger company. (Availible only to the redguards and bretons. Its availible only when not in alliance with the orsimer). The orsimer get a counter mission.
    Special Rewards: money (cash or based on income), guild points, units. And the crusader mission has some specific reward as you can see below. On the third level, you can recruit a special unit of Elite Knights of The Nine (not the unit from Crusader and King event, this one uses similar model as Pelinal)

    Spoiler Alert, click show to read: 


    Slavers Guild
    Availible to: dunmers
    How to get guild points:
    Building slave farm, mines. Declaring war against the Argonians and fighting them. Low taxes.
    How to loose guild points: Huge loss for allying with argonians
    Provides: A trade bonus, population growth bonus, decrease in health. Being able to recruit some slave units
    Missions:
    - the guild offers to build a mine or a slave farm for you
    - Hunt down a mighty argonian general. (in battle or assassination)
    - A mission to assist an ambitious slaver in his slave hunting in Blackmarsh. 3 variants based on the level fo the guild. For the higher ones you receive more experienced slaver with a stronger company. (The whole mission is availible only when not in an alliance with argonians). The Argonians get a counter mission.
    Special Rewards: money (cash or based on income), guild points, units. And the slaver mission itself has some specific reward, as you can see below.

    Spoiler Alert, click show to read: 


    The Ordinators
    Availible to: dunmers
    How to get guild points:
    Facion leaders and governors with high piety and chivalry. Recruting elite units. Declaring war against the Dagoth or The Daedra and a smaller amount for fighting them. Being allied to the tribunal
    How to loose guild points:Allying with the undead or the daedra. Fighting the Tribunal. Or for conducting other evil activites... Becoming a Vampire or a Necromancer with the special event.
    Provides: morale bonus, law, health and amplifies religion conversion.
    Missions:
    - the guild offers to build a church for you
    - Recruiting a priest
    - Assassinatic a daedra/dagoth (or heretic) priest
    - Retake Morrowind - If you loose some of your home settlements, or some settlement important to your religion, you might receive a mission to retake it.
    - A mission to take a settlement from dagoth, and a subsequent mission to convert it.

    Special Rewards: money, units, rewards (TBD - ordinator units)

    The Thalmor
    Availible to: both altmer factions.
    How to get guild points:
    Facion leaders and governors with high piety. Recruting elite units. Declaring war against the Imperials, bretons, nords or redguards and a smaller amount for fighting them. Thalmor is more likely have receive the guild
    How to loose guild points:Allying with the imperials, redguards, nords or bretons and loosing battles against them... Summerset looses many points for being at war with Council of Thalmor.Becoming a Vampire or a Necromancer with the special event.
    Provides: morale bonus, law, health and amplifies religion conversion. Allows recruitment of Thalmor Justiciars
    Missions:
    - the guild offers to build a church for you
    - Recruiting a priest
    - Assassinating a 8/9 Divines/redguard priest
    - Killing a high ranking redguard or 8/9 Divines general (in battle or assassination)
    - A mission to take a settlement from 8/9 Divines /redguards, and a subsequent mission to convert it. (doesnt require the guild)

    Special Rewards: money (cash or income), guild points, units


    An-Xileel
    Availible to: the argonians
    How to get guild points:
    Facion leaders and governors with comand and piety. Recruting elite units. Declaring war against the dunmers and a smaller amount for fighting them.
    How to loose guild points:Allying with the dunmers and loosing battles against them...Becoming a Vampire or a Necromancer with the special event.
    Provides:An experience bonus for (re)trained units, amplifies religion level, law bonus, additional recruitment slots.
    Missions:
    - the guild offers to build a church for you
    - Recruiting a priest
    - Assassinating a dunmer
    - Killing a high ranking dunmer general (in battle or assassination)
    - A mission to take a settlement from the dunmers, and a subsequent mission to convert it.

    Special Rewards: money (cash and income), guild points, units. On the 3rd level you can recruit An-Xileel units

    Ashlander Tribal Council
    Availible to: the ashlanders
    How to get guild points:
    Facion leaders and governors with comand and piety. Recruting elite units. Declaring war against the dunmers and a smaller amount for fighting them.
    How to loose guild points:Allying with the dunmers and loosing battles against them...Becoming a Vampire or a Necromancer with the special event.
    Provides:An experience bonus for (re)trained units, amplifies religion level, law bonus, additional recruitment slots.
    Missions:
    - the guild offers to build a church for you
    - Recruiting a priest
    - A mission to take a settlement from the dunmers, and a subsequent mission to convert it.

    Special Rewards: You might receive some units and similar

    Dagoth Ash Guild
    Availible to: the dagoth faction (TBD - possibly to evil dunmers as well? )
    How to get guild points:
    Facion leaders and governors with comand and piety. Recruting elite units. Declaring war against the dunmers and a smaller amount for fighting them.
    How to loose guild points: Allying with the dunmers and loosing battles against them...
    Provides: An experience bonus for (re)trained units, amplifies religion level significantly, decrease in population growth, additional recruitment slots.
    Missions:
    - the guild offers to build a church for you
    - Recruiting a priest
    - Assassinating a dunmer priest
    - Killing a high ranking dunmer general (in battle or assassination), or as well a very pious one.
    - A mission to take a settlement from the dunmers/ashlanders, and a subsequent mission to convert it.
    Special Rewards: You might receive some units and similar

    Necromancers
    Availible to: the evil factions but also to all other factions with less likelihood, depending on what path you take.
    How to get guild points:
    Recruting undead units. Not fullfilling mages/fighters guild missions, and even better, destroying them. Generals and especially faction leaders with special evil traits (of course, usual for the undead faction). Fighting "good" factions. An alliance with evil factions.
    How to loose guild points:Fighting evil factions. Presence or missions of fighters, and especillay mages and knights guilds. Pious governors and leaders (unless undead/daedra). Rejecting Necromancers or Vampires special events.
    Provides: An access to some of undead units. However, other "good" factions will not like it. Might trigger even more negative traits and it will as well decrease popularity, health and population growth and decreases your religion conversion. Howeer, generals in a settlement with the guild might receive powerful necromancers traits, allowing them to reise the executed enemies after a battle
    Missions:
    - the guild offers to build a church for you
    - Recruiting a priest
    - Assassinating a 8/9 divines priest
    - Killing a high ranking 8/9 divines general (in battle or assassination).
    - A mission to take a settlement from any other non daedric religion, and a subsequent mission to convert it. (only the evil factions)
    Special Rewards: money (cash and income), guild points, a friendship with other evil factions. You might receive some powerful "evil" traits, ancillaries artifacts. The 3rd tier triggers the Mannimarco event, allowing you too choose the "evil" path, giving you Mannimarco and his army, ability to recruit more undead units and alliance with The Undead. (however, it puts you at war with "good" factions and destroys of your "good" guilds"). The Vampire event is separe from this, and happens when your facton leader becomes a vampire (you can accomplish that either by sending him into Volkihar, or via normal means).
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 



    Shadow Factions Missions
    There are 3 couples of shadow factions(2 skyrim factions, 2 imperial factions and 2 altmer factions). The Shadow mechanics means, that character might revolt from one shadow faction to another based on authority of faction leaders. The Shadow faction might also arrive as an emerging faction, while possibly turning many settlements and generals to their side. (similar as Barons Alliance in Britania's DLC)- Those shadow factions may ask other factions to take a settlement from their opponent and then gift it to them (so, for example Skyrim Imperial loyalists in 4th era may ask other factions to take land from the Stormcloaks)
    Spoiler Alert, click show to read: 

    - Of course, there are some diplomacy requirements. And fulflling the mission would improve your relations with the shadow faction that tasked you, and they may give you gold.
    - (TBD - in the next version, you will be able to receive these missions when the source faction is dead, meaning that you can choose to revive those factions once destroyed! )
    - (TBD - next version, using similar mechanics, I will be also able use a similar mechanic for "summoning" daedra armies via daedric missions, and for the Undead tasking you take take settlements as well)


    Dungeons
    - As mentioned in Mages and Fighters Guild missions, there are dungeons. They are present all over the map via permanent named forts. All of them are controlled by a separate dungeon faction to make other AI ignore it (you also control the dungeon region at corner of map to make this possible). You can see how they look below (there will not be so many in the area, I just put ther more for the preview):
    Spoiler Alert, click show to read: 

    (yes, I need to improve those forts flags)
    Spoiler Alert, click show to read: 


    - However, the idea would have not been worth doing, if those forts were just normal forts on battle map. They will have custom battle models! Credits, huge thanks and gratitude goes to leo.civils_uefs Alternate Patch for TATW 3.2 for allowing us to ue their resources.
    - You can see below some preview of what will some of the dungeons look like
    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    - To expand on what was said in missions part. There will be many various types of dungeons strat models, garissons and its sizes. The sizes will be tied to the difficulty of the mission and the rewards, thus the better mission will send you against more powerful dungeon garissons, but also much greater rewards. And in the dungeons you will be able to find ancient artifacts and so on...



    I hoped you like this preview and that I didnt bore you death! I will try to compile another one soon





    PS
    Seems I have accidentaly showed you some weird WIP map, perhaps you can now guess some of the factions better? Though, I had to replace the dragon one with the dungeon faction to make it work. The faction originally was Akaviri, which would be just a "funny merc" faction used at some interesting events. Now the rebels will have to handle it
    Last edited by Jadli; April 02, 2021 at 07:26 AM. Reason: updat to 2.0.2.

  2. #2
    Jadli's Avatar The Fallen God
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    Default Re: [Preview] Lore Guilds, Missions and Dungeons - Unofficial Patch for TES:TW - Featured in the upcoming version

    If anyone wants to help us finding specific dungeons that could be placed on the map, let me know. Or anyone willing to do some writting would be useful as well.

    Anyway, if you have any idea regarding guilds, missions and all this please share your thoughts. For this version I likely will not add any more guilds (perhaps only daedric sanctuary guild ) as it is a lot of work getting to work properly.

  3. #3
    King Athelstan's Avatar The Wheel Weaves
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    Default Re: [Preview] Lore Guilds, Missions and Dungeons - Unofficial Patch for TES:TW - Featured in the upcoming version

    Ooh, that looks very cool! You've done a great job here
    Proudly under the patronage of General Brewster of the Imperial House of Hader
    Proud patron of 4zumi, Akar, CommodusIV ,Swaeft
    and Peaman






  4. #4
    paleologos's Avatar You need burrito love!!
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    Default Re: [Preview] Lore Guilds, Missions and Dungeons - Unofficial Patch for TES:TW - Featured in the upcoming version

    My hat is off to you Jadli.
    Looking forward to anything else you may have to give.

  5. #5

    Default Re: [Preview] Lore Guilds, Missions and Dungeons - Unofficial Patch for TES:TW - Featured in the upcoming version

    i hope new update will come out soon

  6. #6

    Default Re: [Preview] Lore Guilds, Missions and Dungeons - Unofficial Patch for TES:TW - Featured in the upcoming version

    this seems very interesting, especially if using the M2TW Engine Overhaul Project

  7. #7
    Jadli's Avatar The Fallen God
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    Default Re: [Preview] Lore Guilds, Missions and Dungeons - Unofficial Patch for TES:TW - Featured in the upcoming version

    Thanks.

    I was a bit busy last month due to school (which I expected), but the exams seems to be over now, so perhaps there will soon be some new small previews...

  8. #8

    Default Re: [Preview] Lore Guilds, Missions and Dungeons - Unofficial Patch for TES:TW - Featured in the upcoming version

    yayyy!!!

  9. #9
    Jadli's Avatar The Fallen God
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    Default Re: [Preview] Lore Guilds, Missions and Dungeons - Unofficial Patch for TES:TW - Featured in the upcoming version

    I didnt lie ... Who is ready to clean in some dungeons?

    Spoiler Alert, click show to read: 






    Last edited by Jadli; November 28, 2020 at 02:38 PM.

  10. #10
    Jadli's Avatar The Fallen God
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    Default Re: [Preview] Lore Guilds, Missions and Dungeons - Unofficial Patch for TES:TW - Featured in the upcoming version



    Spoiler Alert, click show to read: 







  11. #11
    Jadli's Avatar The Fallen God
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    Default Re: [Submod] Unofficial Patch for TES:TW - Version 1.42 RELEASED (FINAL VERSION) - NEW HOTFIX RELEASED

    Black Sacrament
    Spoiler Alert, click show to read: 

    BTW, they would really kill some of your characters



  12. #12
    Jadli's Avatar The Fallen God
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    Default Re: [UP] Lore Guilds, Missions and Dungeons - Unofficial Patch for TES:TW - Featured in the upcoming version

    New special late game guild missions (assuming you have a sufficient rank) - Included in the FINAL release


  13. #13
    Jadli's Avatar The Fallen God
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    Default Re: [UP] Lore Guilds, Missions and Dungeons - Unofficial Patch for TES:TW - Featured in the released 2.0.2. version

    I updated the first preview post with how things actually are in the released 2.0.2 version, including all the picture previews

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