• Skyrim: New city project
    3,270 replies, posted
Maybe at the end of the pirate quest line, there's a chance to take part in a mutiny. If you exploit every evil moment then you can become captain yourself, and get your first mate as a follower. You can also use the captains ship as your own, transporting you to any seafront location, a good thing to have for people that don't fast travel. There is also a chance to randomly encounter enemies while at sea, depending on where you are, say you sail past solitude, you may get boarded by an imperial crew, or a group of ice wraiths around Windhelm. If you kill boarding parties you can send the boats back to the pirate isle fro a cash bonus. What do you think?
[QUOTE=jackattack;35414459]Maybe at the end of the pirate quest line, there's a chance to take part in a mutiny. If you exploit every evil moment then you can become captain yourself, and get your first mate as a follower. You can also use the captains ship as your own, transporting you to any seafront location, a good thing to have for people that don't fast travel. There is also a chance to randomly encounter enemies while at sea, depending on where you are, say you sail past solitude, you may get boarded by an imperial crew, or a group of ice wraiths around Windhelm. If you kill boarding parties you can send the boats back to the pirate isle fro a cash bonus. What do you think?[/QUOTE] I like the mutiny part. But I dont think [B]we[/B] need to take on the "moving" ship part. Also as far a I know this mod is about Luftahraan and the surrounding area not the whole of skyrim, thus I dont see why we should do "moving" ships. [QUOTE=vizard38;35414459]Here's my take on the Pirate's Guild initiation. If there are any issues with it let me know. I'd really like to contribute something. [url]https://docs.google.com/document/d/1...AbBywmF7c/edit[/url][/QUOTE] I like it, but remember that the player can do whatever s/he wants. What if the player decides that talking to the city leader is more important than talking to the pirat. But as a basis it is cool.
[QUOTE=Jmaa;35414728] I like it, but remember that the player can do whatever s/he wants. What if the player decides that talking to the city leader is more important than talking to the pirat. But as a basis it is cool.[/QUOTE] Well talking to the pirate is like a side thing. It's more like, you're walking to the leader, and you just happen upon a conversation between the captain of the guards and the pirate. It's like you just walk by it happening, and it won't immediately affect much, and you can still talk to the leader.
Im writing this on my phone. My internet went out while i was editing. And since the file is on my pc i cant get it on to the phone and upload here. Sorry for the hold up.
there really needs to be a way to transfer individual cells into .esp files
Fucking hell
[QUOTE=Oicani Gonzales;35415585]Guys, post shit like this here: [url]https://docs.google.com/spreadsheet/ccc?key=0AtiY-c8QASg7dEJXdm16dGdYSGhuUXRfZ051d3JYUkE#gid=0[/url] PM me with email so I can make you editor We could use with some organization[/QUOTE] 1) I assumed I was not an editor. 2) Its an idea, so I feel that it shouldn't be something in development until we get some confirmation by the actual editors. Sorry if I made you sad Inacio.
[QUOTE=oskutin;35414455][t]http://cloud.steampowered.com/ugc/578952411011418567/E8E920EADECD679D5EF607CC6DF481FB63C3A462/[/t][/QUOTE] Can I ask about this? What's it from?
Mod called INFRA: [url]http://www.moddb.com/mods/infra[/url]
Here is my progress so far. Im still using my phone and cant upload the file. Im sorry. Anywaya im making a sunken ship dungeon for the pirate guild questine. Heres a ss: [img]http://i.imgur.com/fo5Nj.jpg[/img]
[url]https://docs.google.com/spreadsheet/ccc?key=0AtiY-c8QASg7dEJXdm16dGdYSGhuUXRfZ051d3JYUkE#gid=0[/url] Wrote some placeholder quest for the guards.
My isp isnt available for help atm and i cant even access my rOuter settings. ive tried everything but i cant get my internet working. Ive tried finding a way to upload files through an iphone but i found nothing. If you guys want to skip my update then i totally understand.
We'll wait for you. Also your net can come back anytime soon. Same sudden ISP cuts happens to me too.
Already posted on the Google Docs page; I love having a free day: [url]https://docs.google.com/document/d/1QRQpqhAa_vfQJCm5OAYmf_hf904IGLcVaDMCY5f07Yc/edit[/url]
[B]Done Editing[/B] File: [url]http://filesmelt.com/dl/luftahraan5.rar[/url] -Started doing an underwater sunken ship dungeon. (Yes internet works now) So Vizard made a brilliant intro for the pirate guild. But this other "Pedro Silvia"(I couldn't find him on facepunch) wrote a nice first quest. It would be awesome if we could somehow combine these two: [url]https://docs.google.com/document/d/16gPk6W1RAkdGdZ_r-t6WtUpejqUSZqVEPPAbBywmF7c/edit[/url] [url]https://docs.google.com/document/d/1rWoKS7Gx6cwdZ49WbWbfjNE3yfCMO_Lz_z5fT9FaQCs/edit[/url] [editline]4th April 2012[/editline] Alright this guy on reddit commented on my luftahraan update video and said: "Let us know when you're going to start recording dialogue. I have a friend who used to do radio plays and wants to get back into voice acting." And I asked him for more information: [IMG]http://i.imgur.com/4TUx6.jpg[/IMG] So yeah I guess, if we can keep in contact with him, we have a new voice actor on board.
I'm loving google docs atm. I think I'll start adding stuff there instead of on a notepad file. I'm being reminded how long it has been since I've done a proper spreadsheet though. :v:
Just gonna throw an idea in for the Pirates A quest where you learn that the Pirates are making an absurd amount of money making, distributing and selling Moon Sugar as well as brewing their own Skooma. The player can choose to either infultrate the Pirates to help the other faction (Whoever they may be) or the player can moxy their way around the bar until they manage to pick up a little tip on a Skooma deal that is going down at the docks at midnight. The player can then choose a dialogue option to attack the pirates, kill them and take the moon sugar / skooma or join up with the Pirates and do trafficking deals much in the style of the Thieves Guild quests for a few hundred gold a quest.
So I started writing down my ideas and thoughts for Luftahraan and thought I might share it with you guys. It could be good if you're trying to get some ideas for quests and stuff. [B][I]Disclaimer:[/I][/B] Stuff written in these "Idea Sheet"s might be kind of retarded and unorganized, so don't take it to serious. [url]https://docs.google.com/document/d/1tNA1X8nGTwFByoCQr9OAs-ZaW24hwONxYag_AN2Y2Z4/edit[/url]
Also please check out my Thought on the Government page please. I'd like some insight.
I'll check it out. Quite like it. The regular guards section could use some fleshing out ofc. Maybe how they're basically the bottom of the barrel when it comes to the town guard. All new recruits have to do guard duty before rising up to the ranks of the KGB. These regular guards were put in place to put the people at ease, since Haekwon, the rebel leader, was rallying the townsfolk against these KGB practices, although he was eventually thrown out. The regular guard is mostly for show though. The real power is held by the KGB. Only one recruit chose to not receive a promotion when gaining enough credit, and that was Olfeigr, 'leader' of the regular guards. She generally rebels against the KGB and looks down on many of their actions. [editline]3rd April 2012[/editline] Ran into some formatting problems when trying to expand the space for the characters list. Somehow those huge quest descriptions are messing with the list of quest names themselves. I'll stop editing it for now. Odd, it was perfectly fine before when I first moved around some things. Should those descriptions be removed?
[QUOTE=Wheeze201;35400695]Alright I talked it over with oskutin and he wasn't very direct but I think he SORT OF agreed that we need an overall plan of things but not necessarily extremely detailed so we have room to be creative. [U]But to the point:[/U] I need a writer(I'm thinking of zeldar) to come up with a story for the Luftahraan Pirate Guild. I really feel uncomfortable to continue with the pirate island because I have reached that point where I need to start thinking about story and how I should design interiors, exteriors & characters to fit that story. I think it will result in a much more professional feature for this project.[/QUOTE] I know I'm a bit late, but I'd love to take this on if it hasn't been claimed already. I'm on vacation in London at the moment, but once I get back to the states I can write up a quick draft of a few quests [editline]04 April 2012[/editline] If not the main questline, I could also work on any number of side quests, or dialogue for any of the quests/random banter amongst the citizens
[QUOTE=inebriaticxp;35422927]I know I'm a bit late, but I'd love to take this on if it hasn't been claimed already. I'm on vacation in London at the moment, but once I get back to the states I can write up a quick draft of a few quests [editline]04 April 2012[/editline] If not the main questline, I could also work on any number of side quests, or dialogue for any of the quests/random banter amongst the citizens[/QUOTE] Side quests, sure. But theres already like 3 different people coming up with an idea for the overall pirate guild. If I am to decide this (I have no idea if oskutin lets me have that sort of authority) then it's going to be quite difficult picking between these different stories if not combining them somehow. So it would be awesome if you could come up with quest ideas but other then that, it's pretty swamped.
Feel free to choose it.
So I thought a little about what the main questline for the pirate guild should be, and I came up with something that’s a little unique. (I think...) What if after you get “accepted” into the guild, I mean after the first quest initiation quest, what if you’ll have to get your own crew? And you’ll have to go around Tamriel and meet people that know other people that have been pirates, but that have quite the "game" so to speak. And then you’ll have to help those people with stuff to make them wanna join you. Some pirate might wanna get closure because his wife died and you’ll have to help him get revenge, for example. [B][I]Edit:[/I][/B] [QUOTE=vizard38;35420531]Also please check out my Thought on the Government page please. I'd like some insight.[/QUOTE] Okej. So I read it and quite like it. It's very informative. The guards section needs to be a little more fledged out thought. ;) What I want to know is how the sewer system, where all beggars are keep, come into play what does the KGB think about it? And what does the Sovereign think about it? What is the guards roll? Since the KGB seems like the highest authority around Luftahraan what is the guard tasks? AND my final question; The underground system that Luftahraan is build on (The main quest of Luftahraan) what about that? Do we have anything about that? Why they were trying to dig into the center of the earth?
So I had an idea for the lighthouse I'm building, inspired by the ghost suggestion a page or two back: When you enter the lighthouse through the front door, you enter a fully furnished and lit, modest but nicely presented home of the lighthouse keeper. You explore a bit and nothing seems amiss, though the lighthouse keeper himself isn't around. You ascend to the top of the tower and get to the roof (and the light) via a trapdoor in the ceiling. When you go back into the lighthouse via the trapdoor, you are suddenly in a run-down, badly lit and crumbling lighthouse, that looks identical to the one you were just in but what looks like several years later. You go back down the tower and the previously roaring fire in the main room is long dead, the furniture is thrown around the room and wrecked, and there's blood on the floor in places. I'm thinking we can tie this into a quest involving the lighthouse keeper who was brutally murdered and the lighthouse abandoned after it was believed to be haunted by his ghost? The ruined lighthouse would be the 'current-time' version and the nice one you walked into through the front door is in the past. What do we think?
[QUOTE=Thorny;35424549]So I had an idea for the lighthouse I'm building, inspired by the ghost suggestion a page or two back: When you enter the lighthouse through the front door, you enter a fully furnished and lit, modest but nicely presented home of the lighthouse keeper. You explore a bit and nothing seems amiss, though the lighthouse keeper himself isn't around. You ascend to the top of the tower and get to the roof (and the light) via a trapdoor in the ceiling. When you go back into the lighthouse via the trapdoor, you are suddenly in a run-down, badly lit and crumbling lighthouse, that looks identical to the one you were just in but what looks like several years later. You go back down the tower and the previously roaring fire in the main room is long dead, the furniture is thrown around the room and wrecked, and there's blood on the floor in places. I'm thinking we can tie this into a quest involving the lighthouse keeper who was brutally murdered and the lighthouse abandoned after it was believed to be haunted by his ghost? The ruined lighthouse would be the 'current-time' version and the nice one you walked into through the front door is in the past. What do we think?[/QUOTE] I like it. It's very eerie. But what should the quest be about? Or you just want it as a set piece for another quest, so that for whatever reason the player has to go to the light house to complete another quest or you want its own entity?
Sorry to come here all of a sudden, but... The player should be thrown into a small stranded island to survive to prove him/herself and to gain trust from the pirates or something badass like that. They could kidnap the player and throw him to a stranded island, where there's some dungeon that you need to survive with limited items to get to a boat on the other side or something like that. Don't know if it's possible though, but I think something like that would be much more interesting and badass than someone owing money. It wouldn't have to be really complex, but something that gets your attention like "whoa this is cool". So yeah... That what I thought. But I must say you guys have been doing some great work and I can't wait to play it.
[QUOTE=JonathanMoray;35424669]I like it. It's very eerie. But what should the quest be about? Or you just want it as a set piece for another quest, so that for whatever reason the player has to go to the light house to complete another quest or you want its own entity?[/QUOTE] Dunno exactly, it could be tied into something else around Luftahraan or could be entirely seperate.
I was thinking that we have a Location list in the google file. Like with name, Cellname, Quest(if any), Owner, Dungion/Safe and some other stuff. When i look at the cell-list in the creation kit i dont know what is what.
[QUOTE=Jmaa;35425452]I was thinking that we have a Location list in the google file. Like with name, Cellname, Quest(if any), Owner, Dungion/Safe and some other stuff. When i look at the cell-list in the creation kit i dont know what is what.[/QUOTE] that's a pretty good idea
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