Should some sort of schedule be set for releases?
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03-07-2006, 01:20 AM,
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I think Batman mentioned it, and I think that it could work. I mean, it's in Telvani territory, but it's an Imperial place, so we wouldn't have to mess with the wierd mushroom architecture yet. I know that it's supposed to be for the MQ, but that doesn't mean that we can't do it earlier and put the other local quests in place already. Perhaps we could also do a similar thing later on for the other mainland city you want, the one we're going to invent.
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03-07-2006, 01:25 AM,
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really liked the idea of Firewatch being an Imprl fort-port except on the neaby cliffs a Telv-tower is present, loaded with warriors, just awaiting for deploy... and also, trade is not strong in the east inner sea. I dunno that the Imperials have a lot to do there, but they are trying to put an Imperial presence on the land... though their fort got 'overgrown' into Tel Vos, Wolverine Hall is not strong enough, and Firewatch isn't too effective without the other forts.
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03-07-2006, 01:43 AM,
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What if we did the coastal Hlallu thing then before Firewatch but still after Firemoth. That way, we do something that will contribute to the larger mod, exhibit something new, and we can still isolate it geographically somehow. That way, we have Firemoth (Imperial stuff but with Morrowind stuff intermixed), Hlallu Place (Hlallu showcase), and Firewatch (more Imperial but with a touch of Telvani). The Redoran will meanwhile get showcased in ST and anything that they release by that point.
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03-07-2006, 01:48 AM,
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uh, whats Hlaalu Place? ?(
"What happens when an unstoppable force meets an immovable object?"
"The ignorant say more than they know, the wise know more than they say" |
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03-07-2006, 02:00 AM,
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Hlallu Place is just the momentary designation that I gave KuKulzA's hypothetical Hlallu town on the mainland that he wanted for the MQ. It's supposed to be a port, but there wasn't a place that fit the requirments, so I think we're making one up. I'd propose doing it as a pre-mod (minus the MQ components) and put it on some kind of peninsula that's blocked by a ravine or something, maybe even just a locked gate like Mournhold had in TESIII.
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03-09-2006, 05:54 PM,
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Elaboration on the Mini-Vvardenfell Idea:
PLOT: A mysterious Dunmer traveler is added to an out-of-the-way location in Cyrodill. He's a sort of Tribunal mystic, speaking in riddles and proverbs. When the PC talks to him, the Dunmer gives him an artifact called the Eye of Vhek, a sacred relic of the Temple. It gives the wearer great glimpses of wisdom, the Dunmer explains and urges the PC to try it on. The moment the PC equips the Eye of Vhek, he is transported to another world-space, a vision world. This is the mini-Vvardenfell. There is a path that he then follows (or he could wander as he chooses) to each of the main areas of the island. As proposed earlier, there is a building to signify each major city and in each building is an dream version of a prominent NPC. For instance, a dream Venim appears in the Redoran building signifying Ald'ruhn. These dream NPCs also speak in riddles about the events of the coming MQ and about Vvardenfell's future. There should be no explanation of these spoilers to the PC; they exist to create a sense of anticipation and curiosity that will only be satisfied by our full mod. At each location around the island, the PC is given an item. Eventually, the PC is directed to the city of Vivec, where the dream Vivec accepts all of the recieved items as an offering and reveals himself as understanding and controling the dream. He says that it is time for the PC to return to his own world, but that they will meet again in due time. The PC then awakens back in the room with the Dunmer mystic. The Eye of Vhek is removed from his inventory, and the Dunmer smiles knowingly but will not provide answers other than more riddles about the wisdom of Vivec. After the PC leaves the area, the mystic disappears. NOTES: The dream NPCs should be invulnerable, set with insanely high attributes and critical non-death markers. This will prevent looting. There should also be some kind of scripting to keep dream items from being taken back into the real world; perhaps Vivec can remove them from the PCs inventory before sending him home. The idea here is basically to have a cool, slightly surreal and mysterious foreshadowing of our mod. It changes nothing and doesn't really impact the world, but it gives hints about the mod and strengthens the idea that Vivec has "called" the PC to Vvardenfell to help in events that he has foreseen. |
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03-09-2006, 08:16 PM,
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sounds good to me. the only problem with all this is that its taking away time and resources from the actual mod.
Mongati HoonDing tiavo; li-mansao einei diang. Cassandra for the memospore era |
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03-09-2006, 08:39 PM,
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I suspect it would only take one person to do it
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03-11-2006, 02:29 AM,
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okay, back to talk of a schedule... the first tangible thing thats going to have to be done is the creation of the intial landmass.
I think we already agreed somewhere that we'll see how much work is involved in the actual creation. Then whoever wants to can make a version of the island, then upload it to vote on. We'll use and subsequently refine the one that we vote on... If that is indeed the plan, then we'll need several dates: Begin work on landmass, Week of landmass upload, Voting period begining/end, etc I know that most of these depend on learning more about the CS, but i thought it would be a good idea to at least choose what our "events" are going to be...
"What happens when an unstoppable force meets an immovable object?"
"The ignorant say more than they know, the wise know more than they say" |
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03-11-2006, 02:33 AM,
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We should also work the Morrowind Import shop into scheduling as well since it will also be an official release from us. Its first incarnation would probably end up being released before anything else because it will be easier to make than a landmass/town for people to explore.
- Brett the Cryonaut
Head of creature-development for TES4: Vvardenfell - & - Owner / Maintainer of Morrowind-Mods.org http://www.morrowind-mods.org |
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