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Deeza
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According to these in-game screenshots:

http://www.svatopluk.com/daggerfall/covens/

Every coven of witches in High Rock is centred around a witch who is constantly shifting in age, from young to very ancient.

Is there a way we can replicate this in-game with scripting? It would make a freaky effect for these places.

Er... there is also the question of the laughable pixelated nudity as well. Is there an official High Rock Mod policy on this? (I recall hearing about there being quite a lot in Daggerfall - highly impractical for a snowy mountain climate :D ) I assume that we're going to do what all the other projects have and brush all that under the carpet for the sake of the kiddies (and presumably leave it up to some sad person with nothing better to do with his time than "restore the original version") ?

This post has been edited 3 time(s), it was last edited by Braggi: 2008.08.27 01:20.

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Gyssar
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We discussed the issue of adult content with Braggi yesterday and, frankly, we're pretty open-minded when it comes to things like nudity and violence. But, we have yet to come out with an official statement concerning this matter pertaing to the project.

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Tabber42
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I would vote to let the 'sad person with nothing better do to with his time' to do this.

If we went ahead and added in nudity, we would lose probably the majority of age groups that still live with their parents, as well as the few who get offended easily by such things.

It would really be impractical too for the weather in High Rock, far too cold to be out naked and running around.

The age changing script would be awesome if we could do that though.
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Deeza
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Please don't get me wrong, Gyssar. I'm not trying to be prudish at all. I was just thinking that, realistically, many if not most of the people who end up playing our mod will still be living with their parents, and things could get complicated if we put in nudity, that's all.

And I have to agree with Tabber42, it's just too cold (particularly seeing as most of the covens are up in the mountains)!
2008.08.21 14:09 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
Braggi
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Hi folks, let me get my proverbial 2 cents in as well. About adult content I'm of two minds.

On a personal level I don't really have any objections. I'm not prudish and I'm plenty old enough to make up my own mind about what I do and don't want to see.

On the other hand, as one of the mod developers, I do realize that some people find this sort of thing disturbing or offensive and that a number of players of TES are younger folks.

I suspect it would not be very wise to include nudity in the mod as an integral part of it, even for the witch covens, since this is a mod aimed at an "all ages" audience. There is also the fact that modders run the gamut in ages and I would hate to see someone talented pulled away from both the working atmosphere and the fun and social connections you make in modding by parents or due to age or propriety concerns.

It may be best to simply let items such as visual nudity and similar adult content be added by the player at their own discretion through whatever other mods they choose to use in conjunction with ours. This way we leave freedom of choice and we also make High Rock accessible to everyone regardless of age.

Regarding written items, there are adult themes throughout the TES books going all the way back to TES2 in 1996. These have been tolerated, so I suspect we are safe enough there, so long as we are similar to the original developers - be tasteful and considerate of the audience.

What does everyone else think?

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Lady Nerevar
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i'd prefer not to stare at old nekkid witch hags while I'm killing them. I would either do partly trasparent or suggestive clothing (for cults of diabela or prostitutes for ex.) or "omg that breast is about to fall out but I dont want to see that cause that chick is like 90" clothing for witches and cults. take a look at the goblin shaman mesh, I think something like that would be appropriate for witch covens.

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Braggi
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Regarding the morphing animation, here is one possibility (Thanks go to Tabber for creative input on the concept):

1. We create 2 or more versions of the NPC in the CS, each in a different age category. Only one version will ever appear in the game world at any given time.

2. At a set time of the day, a script triggers what appears to be a magical effect around the NPC, swapping the younger NPC version for the old (or older to younger - they're witches, after all - who says they won't age backwards? :) )

3. The script is triggered at set times of the day as part of the NPC's schedule.

Now let me describe what the player would see based on this:

You go to Gelnmoril with coven, as an example. The coven priestess ages forward from dawn to dawn, starting out youthful at dawn, aging at noon, dusk, midnight and resetting to her youthful appearance at dawn again.

At each of the set times, the player sees a magical aura surround the priestess and she ages. Her clothing might or might not change to reflect this, but her physical appearance does alter. In between transformations she can be spoken to or give quests and so on.

Based on this idea, you would only need to have the scripted swapping out happen a few times of day, so it would save game resources. The constant morphing effect from TES2 is practical for the 2D sprite images used in that game, but are much more resource intensive for a fully 3D game like TES4. It would also allow the player to stay and watch the NPC changes if they wanted and if they are running around doing quests, it would add variety whenever they visit a coven.

Further, no two coven preistesses would have to have the transformation occur at exactly the same time, so we could have fun playing with when they transform and whether it is from old to you or the reverse.

This is just an initial concept, so poke holes in it to find the flaws, please! If someone skilled at scripting or who is more experienced in the CS can add in items that I don't know about to build on this, go right ahead.

:)

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Braggi
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To add to the fun, here is a detailed Lore article I pieced together for witches and covens through High Rock. I *think* it's pretty thorough, but I always welcome any additions or corrections.

Yes

Witches in High Rock
The term “witch” in High Rock tends to be applied to people in one of two types of situation:

1. Members of an organized coven in the eastern and central portions of the province.
2. Tribal shamans, healers and witch doctors in the Western Reach.

Witches as a faction had their own quests and affairs in TES2. Largely ignored, they were primarily known for summoning Daedra and would do this outside the rigid schedules held by the Mage Guilds in the various cities and towns. In order to receive access to the coven’s Daedra summoning, you first had to build your reputation with the coven through quests. It would appear that witches are scattered all across Tamriel. Though perhaps less common in other places, they are known for certain to congregate in groups throughout the provinces of High Rock, Hammerfell and Morrowind.


Lore
Note: Lore is given in order of appearance throughout the TES games. For example, even though the book “The Mirror” appears in TES3 and TES4, it is credited as a TES3 source since this was its first appearance in the Elder Scrolls games.

TES2 Daggerfall
- There were known to be eight named witch covens scattered around the High Rock portion of the Illiac Bay in the period immediately before the Warp in the West. (See the “Named High Rock Covens” section below.)
- In addition there were six named covens in the Hammerfell portion of the Illiac Bay.
- Many minor, unnamed covens were scattered throughout dungeons and various houses for sale or shops in cities, towns or settlements in both provinces. Most of these would appear to be branches of the Glenmoril Coven, due to their similarities in occupants and the Daedric being summoned (namely Hircine).
Source: TES2 Daggerfall
- In TES2 the Glenmoril coven is mentioned as one source of the cure for Lycanthropy.
Source: On Lycanthropy

TES3 Morrowind
- Covens are most frequently found in and around daedric ruins in TES3.
- One of the Imperial Cult quests in TES3 sends you to dispose of the lone witch Thelsa Dral in an egg mine near Khuul. She is originally from a coven of witches known to have established itself in the daedric ruin of Ashalmawia.
- Witches in Morrowind seem to be quite untrustworthy, having the habit of bedeviling male Nords whom they hire as escorts. At least three Nord warriors were so afflicted during the period of the ascendancy of the Nerevarine.
Source: TES3 Morrowind
- One of the witches from Skeffinton Coven was manipulated into summoning Mehrunes Dagon for a former Spymaster of Vivec. This summoning was supposed to take revenge upon the Duke of Morrowind, but resulted in the Daedric prince razing Mournhold. The current city of Mournhold has been built atop the ruins of its destroyed ancestor.
Source: 2920, The Last Year of the First Era
- In TES3 Bloodmoon a letter from a Glenmoril witch to her sisters can be found on the Isle of Solthstheim. It gives directions to find a scroll to cure lycanthropy and mentions in passing that the sister(s) recovering it may need to use their raven form to get the scroll from its hiding place.
Source: Bloodmoon: Note From a Gelnmoril Witch
- Reachman tribal shamans of the female persuasion are referred to as witches.
Sources: The Mirror
- The Breton author of the first volume of reference works for Necromancers refers to the "witch kings" of antiquity in High Rock.
Source: Corpse Preparation, Volume I

TES4 Oblivion
- The Breton Witch Melisande residing in Nibenay offers the cure for vampirism.
Source:
TES4 Oblivion
- One of the ancient members of the Direnni clan, Raven Direnni, is named as a witch.
Source: De Rerum Dirennis


Named High Rock Covens
Note: See the attached map of the Illiac Bay for exact locations.

1. The Beldama (aka The Beldama Coven)
Location: North-central Daenia; located inside a mound, with two spear-wielding female guards outside it. Inside the mound is a witch priestess surrounded by a circle of dancers.

2. The Daggerfall Witches (aka The Daggerfall Coven)
Location: Shalgora, near the western border Daggerfall Kingdom; located within the base of a ruined tower and consists of one witch priestess accompanied by a single dancer.
Notes: This coven is not actually in the Kingdom of Daggerfall, but the neighboring Kingdom of Shalgora, close to the Daggerfall border.

3. The Daughters of Wroth (aka The Wroth Coven)
Location: South-east edge of the Wrothgarian Mountains; located within a circle of spear-wielding women in a field of rubble. The witch priestess stands in the center of the circle.

4. The Glenmoril Witches (aka the Genmoril Wyrd Coven)
Location: The east-central Ilessan Hills; located inside a mound, with two spear-wielding female guards outside it. Inside the mound is a witch priestess surrounded by a circle of dancers.
Notes: This coven is usually called Glenmoril Coven or Glenmorial Wyrd Coven in the games, although the map name in TES2 says its name is “Glenmorial Coven”. Glenmoril Wyrd would seem to be the dominant witch coven in western High Rock (and possibly even the entire province) since all covens found in urban areas in TES2 appear to be parts of it, offering the same quests and summon Hircine exclusively.

Known urban locations for this coven included:
- Daggerfall City in the Kingdom of Daggerfall
- Town of Oxway in the Kingdom of Daggerfall
- Town of Eastwick in the Kingdom of Daggerfall
- Town of Longing in the Kingdom of Daggerfall
- Near the Mouse and Jug Tavern in the wilderness in the Kingdom of Daggerfall
- Town of Midpath Hill in Orsinium
- City of Easttale in Wayrest,
Notes: A number of the smaller town locations, specifically those in the Kingdom of Daggerfall and the Kingdom of Wayrest, have since been destroyed by the effects of the Warp in the West. Any surviving branches of the coven will likely either have relocated or have set up shop in the ruins.

5. The Sisters of The Bluff (aka The Coven on The Bluff)
Location: On the west coast of the Kingdom of Daggerfall, overlooking the Eltheric Ocean; a lone witch priestess stands beside an altar in the open.

6. The Skeffington Witches (aka The Skeffington Coven)
Location: South-central Phrygias, near the Dwynnen border; located within a circle of stones is a single witch priestess next to four dancers.

7. The Tamarilyn Witches (aka The Tamarilyn Coven)
Location: South-western Menevia on the tip of Tamarilyn Point, the largest peninsula facing Balfiera Ilse; a circle of seven dancing girls in a clearing and in the center of the circle is the witch priestess.

8. The Witches of Alcaire (aka The Alcaire Coven)
Location: Alcaire, North West near the Koegria border; a single witch within a circle of shrubs in a clearing.


Coven Quests
As a faction, witches tend to be neutral, concerned only with their own affairs. They largely abstain (with a few exceptions) from interfering with politics and their offered quests tend to reflect this. Missions given to a PC could include any of the following possibilities:

- Retrieving religious documents from temples which showed the coven in a bad light.
- Escorting a child marked to become a gifted witch in her adulthood and protecting her from fanatics.
- Delivering a potion of holy water to a mages guild while vampires and werewolves tried to stop you. The potion could be used to cure either of the previous conditions, but using it failed the quest and hurt your reputation with the coven.
- Destroying an ancient vampire who had infringed on the coven’s territory, threatening it.
- Rescuing a captive coven member from a dungeon.
- Stealing a book important to the coven from a dungeon while avoiding its guardians.
- Carrying out vengeance on someone who had turned against a coven by delivering a bracelet to them and then slaying whatever they transformed into.
- Retrieving ingredients from three separate dungeon locations.
- Acquiring a daedra’s heart from a specified dungeon.

Rewards for quests on behalf of a coven in TES2 were usually gems, minor magical items and/or reputation boosts with the coven itself. The biggest reward was, of course, access to Daedric summoning through the coven Priestess or Priest, in order to gain knowledge of the whereabouts of various Tamrielic artifacts.


Summoning Daedra
As with the Temples and Mage Guilds in TES2, covens will summon Daedra on the day appropriate to the being in question. Unlike the previous two groups, covens in certain areas would only summon a specific Daedra, as follows:

Glenmoril Coven: Always summons Hircine
Coven of the Bluff: Summons Peryite on days not dedicated to a specific Daedra

The daedra and their summoning dates used in TES2 were as follows:
Morning Star 1st: Clavicus Vile
Morning Star 13th: Meridia
Sun's Dawn 2nd: Sheogorath (He may also appear on stormy nights when you try to summon the other Daedra)
Sun's Dawn 16th: Sanguine
First Seed 5th: Hermaeus Mora
First Seed 21st: Azura
Rain's Hand 9th: Peryite
Second Seed 9th: Namira
Mid Year 5th: Hircine (Can only be summoned by witches)
Sun's Height 10th: Vaernima
Hearthfire 3rd: Nocturnal
Frost Fall 8th: Malacath
Frostfall 13th: Mephala
Sun's Dusk 2nd: Boethiah
Sun's Dusk 20th: Mehrunes Dagon
Evening Star 20th: Molag Bal

Braggi has attached this image (reduced version):
Coven Locations.jpg

This post has been edited 7 time(s), it was last edited by Braggi: 2008.08.27 13:52.

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Deeza
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So, do we have any idea how we're going to implement the summoning date system? Is there a script that can detect time as dates?

On a broader front, if such a script does exist, could be use it to implement seasonal weather? I have seen mods that do this, but they always seemed to cause problems with Oblivion gates for me (those Sigil Towers aren't nearly as sinister on a pleasant, sunny day).

This post has been edited 1 time(s), it was last edited by Deeza: 2008.09.11 10:38.

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Braggi
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There were a number of features from TES2 that we were kicking about as ideas for the mod two years back. Although the purist in me likes them (a lot) I suspect the summoning dates would be too stringent to impose on TES4. There is a global variable to set the speed that time passes in the game. You can even make so that 1 minute real time = 1 minute game time. Some players use this as a separate mod (myself for one). TES2 did not have that option (many features, such as time speed, were hard coded), so the summoning dates were more usable. Fast travel in the older game ate up a lot of time, as one point, as did jail time and dungeoneering, since TES2 dungeons were enormous and you could (and did) spend game days lost in them.

For players who like a slower time scale, I suspect the dates may just not be practical to use. Although many people may not use a 1:1 ratio, slow downs in the time speed are a common modification. Even without being a hard core "time realist", a lot of gamers still slow the time from 30:1 to 20, 10 or even 5:1 instead. Imagine having to wait a year of game time at the slower time scales to get a summoning of a particular Daedra, just because it falls in the month before Frostfall, when the standard TES4 game starts. Eek 2

With a slower time scale you can do more in less time so the wait is much, much longer in real time. If we bog that down too much, people may get bored or frustrated quickly, given the rest of the game engine and mechanics. I suspect the TES4 way of summoning (based on character level instead of time) is a bit more realistic, based on this.

Thoughts?

This post has been edited 3 time(s), it was last edited by Braggi: 2008.09.11 20:50.

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Deeza
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You make a good point. The time alteration aspect had not occurred to me. But I don't much like the leveled summoning system in Oblivion either. How about a sort of half-way house hybrid between the two?

Azura already has a script that means she can only be summoned at dawn or dusk. The witches could have a similar system in which the other Daedra can only be summoned at particular times of day.

For example, Nocturnal could be Midnight (give or take an in-game hour).
Meridia (light-related) could be Midday.
Hircine could be Full Moons (once a month)
Sheogorath during a storm (I believe this was when he appeared in TES2)
Molag Bal when it's snowing (similar to the temperature in his Plane of Coldharbour)

And so on and so forth....
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Braggi
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You know, that could actually work quite well. Earlier in the thread we were all discussing the morphing animation idea for the witch priestesses... if we were to tie it to their schedules that way, so that you could only do the Daedra summoning when she was in a certain age-form - that might work very well.

Good job!

We might also want to keep the idea of earning a coven's trust through running a single "prequel quest" for each coven. These would give a strong nod to TES2, yet still keep the engine differences in mind *and* avoid the whole leveled summoning idea.

I suggest we take your ideas and play with them to get a list of summoning times built up for use in the modding and claims section. So, the basic list would look like this, at the moment:


Azura:
Boethiah:
Clavicus Vile:
Hermaeus Mora:
Hircine (Can only be summoned by witches): Full moons (once a month)
Malacath:
Mephala:
Mehrunes Dagon: (Do we even want him summonable given the Oblivion crisis? We will be having Oblivion gates in the mod as well, since they are opening all over Tamriel during TES4.)
Meridia: Midday (give or take an in-game hour)
Molag Bal: Snowy weather, when it is similar to the temperature in his Plane of Coldharbour
Namira:
Nocturnal: Midnight (give or take an in-game hour)
Peryite:
Sheogorath: Stormy weather
Sanguine:
Vaernima:


In addition to summoning times additions, if I have missed any Daedra please let me know so I can add them to the list.

Another point - some Lore based Daderic quest suggestions and rewards would be handy. We'll need to avoid re-using the Daedric and other major artifacts given in TES4 already.

- As a starter addition, let me also suggest that we make Hircine's artifact a shield, to give another nod to TES2 - you quested for his shield in game, but got his ring instead. (I suspect the change from shield to ring was last minute and due to the various "forbidden" weapons and armor options that came as part of class creation in TES2 - everyone could use a ring, no matter what class. So, if we use lycanthropy in the mod, we can have the shield do whatever we want that way.)

Excellent suggestions!

Yes

This post has been edited 3 time(s), it was last edited by Braggi: 2008.09.13 17:56.

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Deeza
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Ok, I've got a few ideas, lets take them one at a time:

Just my take on Mehrunes Dagon: I don't see why not. As I understand it, he isn't attacking Tamriel because he has any ill will towards it. He's just an anthropomorphic personification of destruction and doesn't have much choice. Attacking Tamriel and trying to destroy the world is his thing, its just what he does. The main goal of the Daedra in interacting with the mortal world seems to be to have fun (because their own worlds are incredibly boring). So even though he's attacking Tamriel, he's probably up for a few quick games with adventurers to keep his mind occupied between Oblivion gates opening. Cool

As for avoiding re-use of artefacts from Vanilla:

How about (except in the cases of Daedra who have more than one artefact like Hircine) actually making new artefacts? They were all originally created by the Daedra shaping part of their essence into a tool for a mortal who gave them exceptional entertainment value. There's actually nothing at all, lore-wise, to stop the Daedra creating as many new artefacts as they feel like, as long as the end product is consistent with the Daedra's personality and base powers.

Other suggestions:

Perhaps you can only summon Sanguine whilst you're drunk?

Vaermina, the player has to be asleep during the summoning, and gets spoken to in their nightmares.
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Tabber42
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An artifact from Mehrunes Dagon... Sounds dangerous lol. If they took form from some aspect of him / his personality, I couldn't see how they would be stable in the normal plane. If they were too, they would damage both the weilder and everyone around him, as he is the sphere of destruction / natural disaster, of everything, not a specific thing.
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Deeza
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How about....

Mehrunes' Dagon's quest is that you actually have to OPEN an Oblivion gate. Your reward is the "privelege" of fighting some of his most powerful servants, who will emerge when it's open. Of course, if you defeat them they have powerful kit.
2008.09.14 11:18 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
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Silgrad Tower: Oblivion » Lore Discussions » Archive » Archived Non-Silgrad » High Rock » Lore Research » Witch Covens