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Siegfried
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Rune Quest Idea Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Each individual rune is supposed to hold some kind of special power right? I think it would be interesting to create small stones with each of the different runes on them, the stones occupy the amulet slot, and each stone grants a unique constant effect buff. They would be kind of like the rings and amulets of sanquine wisdom from MW. The rune stones are scattered around Skyrim, with each new release of the project a few more are added in, when you colect them all you can go find some old wizard that will craft them into an uber suit of armor with bind runes all over it.
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Danath_in
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thats also some good food for thought in latter develepment

kudos to you !!

on being able to merge the runes or multipal runes with armor or weapons.

this is something we have to be very very carefull about and be very sparing in conceptualization. not matter what we can creat as far as amulets rings armor or anyother peice of gear we must be consious at all times to game balance issues.

unbalnced items in the players favore will lead to a player completing the mod in a very short time they will end up uninstallling the mod and play something else because its to easy. then on the other side of the coin if we make it unbalanced in the mods favore folks will get stuck and quite playing the mod because its to difficult.

What we want is a mod that players will play and enjoy and look forword to future installments.

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KuKulzA
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1-2 runes in every hold.... each holding-mainquest leads to the coincidental finding of 1-2 runes.... finishing the mod gives you all the runes.... and unlocking the main Skyrim Mquest! Dance Dance Dance dance with me! yay yay!
13.03.2006 02:10 KuKulzA is offline Send an Email to KuKulzA Search for Posts by KuKulzA Add KuKulzA to your Buddy List AIM Screen Name of KuKulzA: KuKulzA28 YIM Account Name of KuKulzA: kukulza28@yahoo.com View the MSN Profile for KuKulzA
Danath_in
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thats one idea but I wouldn't go as far as unlocking the Mq of skyrim

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KuKulzA
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neither would I..... but if you had a team of 50 modders, all highly skilled and PROs.... I think you might pursue that?
but hey, we are just gathered here with a vision and skills.... and that will carry us far I think

This post has been edited 1 time(s), it was last edited by KuKulzA: 13.03.2006 02:19.

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Danath_in
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that your absolutly correct in all we have to do is maintain focus on the task we have before us and how best to work it with our creativity wich I will point out is considerable.
a moddler would be nice and who knows after that press release last night we may find one. if not I am pretty certain we will have enough stock ob to do us quite well. I know from what I have seen of the interior screen shots that an interior for the stave church will not be a problem.

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Siegfried
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I'm thinking that though the armor would be uber, it would be also uber hard to get, since you have 30 some runes to colect, and they're hidden all across Skyrim as quest rewards, loot, items on dead bosses, and unlikely places (maybe hidden in a large series of meaningless runes, like the name of a city). More likely the player would just find a few of the rune stones, they are pretty powerfull, but only one can be equipped at a time since they occupy the amulet slot. For most people they would just be handy little items that you switch out whenever you're in need of the buff that they grant, for example you need to jump across a big distance so you take out your +30 jump rune and stick it on. As far as balance for the armor is concerned, its really hard to get so it should be really powerfull, and since all the runestones won't be available until the final phase of the mod, the main worry about uninstalling will be taken care of. Also the armor will be so awesome looking that people won't want to uninstall. Ornate and super polished, covered in bind runes glowing faintly blue. If its really that unbalancing people will just crank up the difficulty level. Dancing Banana Dancing Banana Dancing Banana "You can dance if you want to, you can leave your pants behind, but if your friends don't dance and if they where pants then they aint no friends of mine!" (parody of the song "Safety Dance)
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Danath_in
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basicaly you thinking of placing a rune or a series of runes into an armor and having what is known as a rune word and making it super powerfull am I correct on this assumption ??

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KuKulzA
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or misspell it and put an eternal curse on yourself :lmao:
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Siegfried
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I'm thinking you colect the runes, you give them to a wizard, he does some magic to "harness" the powers of the runes, and then you get a sweet suit of armor. Some of the runes on it would make words, others wouldn't I remember reading in a book called "The Runes of Elfland" that the each rune has some kind of story, a fairy tale of sorts, and the runes shape was related to something significant in the story (for example a rune that was shaped like a W was representing the horns of a bull that the story was about), so the runes grant some kind of power relevant to the story. The main idea of having the runes though isn't so much to create the armor, the armor would be nice, but its more just to add little equippable rune stones scattered around Skyrim that give the player a specific buff or ability. Kind of like the items of sanguine wisdom from MW but more powerfull. They would be relatively easy to implement, and specific ones could be used in quests and stuff. I'm not an expert on runes, so what I'm saying could be totally innaccurate, but even if it isn't accurate I think it could be a lot of fun in the game, we don't have to stick to lore real world lore perfectly.
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KuKulzA
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I dunno..... maybe you are allowed to put them together yourself and a different order makes a different affect.... nothing disasterous though
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Danath_in
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sweetess was hopeing you was thinking along those lines and not what I was thinking you ment..
most definaly add an interesting aspect. think it would be best to use a rune master for the reading of the rune so to speek
write this all out from beginning to end and lest see what shakes lose
one sugestion though is to leave out the set of armor
think it would be best left to amulet or ring slots

one of gals ideas was you could have a rune read by the rune master and gain a perm boost to the char much in the same way books do

Good job!

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Galrina
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Actually I like the sounds of this. I'm not real sure about the uber armor at the end either, but that depends also on what we can do with the new editor. An awesome piece of gear that isn't game unbalancing would make one heckuva reward for the final quest. I could see the runestones (I would suggest bind runes.. special that way.. hehe) being a part of the main quest too. Not real sure how or if that would work yet, but sure has potential.

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Siegfried
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Maybe one of the runes could function as a kind of key to some important door. Also I think we should make the runes equippable as amulets only. That way we can make them more powerfull, but keep balance, no sense in having a buch of weak buffs.
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Danath_in
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that could be a a possability as well
:)

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Garrett
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I wonder, with scripting, if it would be possible to have "slots" kinda like the weapons in Baldur's Gate: Dark Alliance.

The armour would still be acquired similar to above, but would be weak and non-magical. However each piece would have a number of slots (some more, some less, some only one). You could then easily fuse the runestone of your choice into the piece of armour of your choice. However if you later change your mind you have to go and pay for it to be professionally removed from the armour.

That way not only can you make rune-powered armour but you can even change it later if you don't like it. I mean, say I make boots with a speed-enhancing amulet. Then I later acquire far superior boots with their own speed enhancement. I could then remove that rune and put it in the belt instead, doubling my speed boost. Without the rune-removal system I'd be greatly disappointed that I'd "wasted" a fuse.

Also it could be that the rune-compatible armour you get to begin with is crappy and actually reduces the power each rune gives you (but still is superior since you can equip more than one rune at a time), so you then need to seek out even rarer and more badass armour to put the runes in.

And of course there could be some rune-compatible weapons (Stalhrim mace! Stalhrim mace!)

Also if fused with a gauntlet each rune should have a direct combat bonus for hand-to-hand. So if I smack a foe with a frost rune right hook he takes frost damage (unless his race has a degree of frost resistance). Coolness.

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Danath_in
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it could be possible however that has been done in Diablo2 LoD expansion and Baldurs gate. We aren't planning on anything like that for this mod.

For one thing the armor itself would all have to be changed to allow insertion of runes and I don't like the idea of redoing every piece of armor in the game. We're not trying to recreate Diablo or EQ or Baldur's Gate (thank god!). lol

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Galrina
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Hmm.. it does sound a lot like the others. We considered that route and decided it would probably get pretty messy script-wise. While we do plan on original Skyrim armor (among other things) I don't really like the idea of having crappy armor that "can" be improved. I played Everquest and D2 for too long I guess. lol

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Garrett
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What I meant was that only rune-compatible armours would work. I was picturing the basic set being rather weak (but still pretty good) and then an ultra-super-secret set, the normal equivalent of which would look pathetic in comparison. Nothing else would fuse with the runes.

The improvement to the weak armour would be no more uber than a Golden Saint-style enchantment, since, as I said, the bonus would be of lesser strength when used in them.

But yeah, just my thoughts. Wink

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Danath_in
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Like I said its been done in D2 and a few other games before.
OB is fresh and as being such it needs a fresh approach doing anything less than that would be irresponceable.
thats my opinion anyway.

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Garrett
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Yeah, I see what you mean, and I totally agree. I've never played any of those games (except the GBA port of Dark Alliance, which didn't even feature it!) so I had no idea how those systems worked or even that they were widespread. Bah.

But then again the current amulet idea reminds me of Jackie Chan Adventures' talismans. The evil hordes of Prior Art cannot be beaten! :D

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Danath_in
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its just another lil thing we have to get hashed out but am sure it will come to us eventualy.
the talisman idea can be traced back to the earlyest origins of history so its a lil more beliveable.
The anceint norse and celts did wear neckpeices with runes on pendents. But who knows what we will come up with for a final solution.

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Zarkis
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Where do those runes come from? Why are they scattered all over Skyrim?

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Garrett
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I don't think that's been covered yet.

We could always just say they were the gods' gift to men, kinda like mead, or perhaps tie in their creation (or scattering) with a myth.

Which would be a good way to get players to spend time reading the ingame books, huh? :D

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Galrina
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hehe.. Okay quit reading my mind dangit! lol

I was gonna shoot for the myth idea. In the lore there was a Rune God at one time however he got booted out for bad behavior and joined the Nine Divines (he's now known as Julianos).

Giving the runes to the Nords could have been the reason he got booted from (I can't spell the blasted word! lol).

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Danath_in
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quote:
Originally posted by Zarkis
Where do those runes come from? Why are they scattered all over Skyrim?

another possability as well.

that during the war with the falmer. the Temple that the runes wear kept in was sacked and the falmer belived that if they scattered the runes across skyrim that would break the power of the
nords.

eager to see more ideas on this subject

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Quentin Fortune
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quote:
Originally posted by Galrina
hehe.. Okay quit reading my mind dangit! lol

I was gonna shoot for the myth idea. In the lore there was a Rune God at one time however he got booted out for bad behavior and joined the Nine Divines (he's now known as Julianos).

Giving the runes to the Nords could have been the reason he got booted from (I can't spell the blasted word! lol).


Julianos ... hmm ... now we've got this little - more or less - hidden monastery in Silgrad, which is called Lumen Julianii, a place devoted to knowledge, wisdom and peace, and I'm definitely going to rebuild it (either that or Reena decides to start modding again and brings her gem back to life).

I see some interesting possibilities between the monastery, the runes, their creation, their disappearance and maybe how to retrieve the one or other rune. Nice little scenario for a quest series.

Greetings

Quentin

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Garrett
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A rune could be buried beneath the monastery...

As for how it gets there, well, don't ask me, maybe he places it there as a way to strengthen his followers. But it would make sense.

Heck, actually, with the new draggable Havoked objects it would be possible to place it under something. Imagine if the god had placed it under the altar, and unbeknownst to believers it was the rune that powered the altar's restorative/fortification powers? Hmmm...

Either that or it's in the tombs beneath the monastery, and the only way down there is the stairs covered by the altar.

I definitely think we need to start thinking outside the square now that things will apparently be movable. Some serious possibilities for innovative quests...

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I would like to make the runes a collectors game. Lets say there are 12 different runes to be found, preferably in old nord warrior tombs, but some of them would also be in possession of NPCs (like collectors, witches, enchanters).

Runes you find can be of use in two ways:

Runic weapons: Since runes are made out of a special kind of silver, they can be forged into runic weapons using as silver weapon as base. You need to find a rune smith to do this (another quest, since this art is considered lost). Runic weapons will have the same stats as the silver base but will provide you with a bonus against many of the nord monster types, werecreatures and vampires. Special nord boss monster will be much more vulnerable to runic weapons then to any other kind of weapon (thats why the runic weapons were created in the first place). The bigger the weapon, the more runes you need to forge a runic version out of it (silver dagger 2...claymore 6).

We don't need new models for this weapons, just nice new textures with cold glowing and bump mapped runes.

Rune magic: Rune magic is a kind of fighter magic, which some of the berserkers in old times used. You have to find a nord witch to make you a personal rune bag from a hide of a white stag (a quest). If you have the bag you can start to collect runes in it (Note: the bag idea is mostly to prevent your inventory getting cluttered...). You can put one of each kind of rune into the bag (doubles can be used to forge runic weapons or sold to collectors). You can activate the runes in the bag through a special ritual which you can only perform outdoors near an old rune stone. Each rune is special and gives you another effect, which will hold for 7 days. So with six runes you would get 6 different effects dependent on the runes you have. Each effect will become stronger, the more runes you have in total.

All the effects should be related to fighting. For example:

- some common runes add 1-12 points to strength, endurance or agility
- some common runes give you 2-24 frost or magic resistance
- one rare rune will give you the ability to summon a warrior spirit companion for some minutes once a day (a weak wolf if you have 1-6 runes; a boar with 7-10 runes; a bear with11-12 runes... all simply done by giving the animal a chameleon effect, so they look transparent)
- a regeneration abiltiy (this rune should be extra rare)
- ...

Of course all this has to be balanced out very carefully (levelled spawn tables), so its worthwhile but not overpowering. Maybe each time you perform the ritual, there is a chance that one rune is burned in the process (common ones always first, so the player is not frustrated to see his rare rune vanish).

Getting all 12 different runes won't be easy and you will need some luck. But it will provide the player with some more motivation to explore Skyrims tombs and dungeons (or to break into the house of a known rune collector or to mess with witches...not recommended Wink ).

That idea would go well with that old Nord god idea. The runes were given to the Nord forefathers to help conquering Skyrim. Maybe the falmer used nord monsters as minions (todays wood elves can command creatures in OB as an ability).

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yeah, maybe the Falmer developed into expert hunters and beast-tamers to survive in Skyrim
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Danath_in
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quote:
You have to find a nord witch to make you a personal rune bag from a hide of a white stag (a quest).


I do love the bag idea eminsly

Runic weapons.
sounds like a winning idea to me

quote:
Maybe each time you perform the ritual, there is a chance that one rune is burned


Nice touch since this would always be a risk when using any type of magic. never realy liked the idea that an enchantment would always succed when done on an item.

very well thought out to say the least Good job!

Dancing Banana Dancing Banana

quote:
now we've got this little - more or less - hidden monastery in Silgrad, which is called Lumen Julianii, a place devoted to knowledge, wisdom and peace, and I'm definitely going to rebuild it (either that or Reena decides to start modding again and brings her gem back to life).


possable location for the quest starting point ??

very interesting QF

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This post has been edited 1 time(s), it was last edited by Danath_in: 18.03.2006 22:52.

18.03.2006 22:47 Danath_in is offline Send an Email to Danath_in Search for Posts by Danath_in Add Danath_in to your Buddy List
Garrett
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The bag idea is great! Have you played The Legend of Zelda: The Minish Cap, by any chance? Wink

There should definitely be a simple script attached to the bag to check for all the rune IDs, so that any time you pick up a rune it gets sucked into the bag. Much better than adding them yourself, especially since I doubt it'll be as easy as dropping one icon onto the other.

I don't like the idea of the bag only accepting one of each type. Early on players will likely have dozens of common runes and only one or two rare ones, but with the one-each rule the space for the ones they don't have yet would still be reserved. I'd rather the bag simply have a maximum capacity so what you've filled it with is entirely up to you.

For the more powerful runes, perhaps some of them could be so immensely powerful that they were broken in half and the two pieces separated? That would make collecting them harder, and getting two matching pieces even more rewarding.

A simple script would detect when left and right pieces have entered your bag and "glue" them together automatically. You'd also be told "Two of the shattered runes you have collected are a perfect match!" or somesuch so you'd know straight away whether you had a match or not.

Perhaps it would also be possible to allow mixing and matching of rune halves to result in mixed powers, but would be much weaker than a pure one. If this was implemented pieces of course wouldn't glue together automatically.

Being able to sell/donate runes to a museum display of some sort would be another way of getting rid of unwanted common runes.

As for the chance of failure I'd say that could be based off stats like Intelligence/Willpower/Enchant. Their levels would be read by the script and would affect the odds of the "destruction" part of the script running. This would make those stats (Enchant especially) all the more valuable to develop at least a little.

I am worried, however, about two things to do with the bag: first off, you can probably drop non-runes into it. Now while each rune probably only weighs 0.2-1.0 pounds (so the bag's weight limit is quite small) it would still be a possible exploit for carrying a "weightless" weapon with you. Also the bag probably won't be able to increase in weight as you collect more runes, meaning you can carry as many as you like (up to the limit) with no downside.

But even so it's a cool idea. :)

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Zarkis
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Thanks for the input, Garret. :) No, I don't know Zelda.

Well, that bag. I am not shure how to handle it yet. It depends on the interface and how messageboxes can be used in OB. We know that you can activate items in the inventory, so activating runes and letting them dissapear into a rune bag shouldn't be a problem. The automatic gathering function may also be a good idea. Rune stones should be rather small and not weight much. The bag is only a scripted bag, so no other items can get in.

I thought about that broken rune idea, but in my opinion it doesn't add much to gameplay and makes scripting overly complicated. At least for the first implementation I would like to keep things easy. Aynway this is all work in progress. Everything has to be tested and tweaked in the game, until it feels right.

Don't know if Nords have a fable for museums (doubt it Wink ). But maybe there is a College for rune magic in Winter Hold, and they search for runes ( and you can steal some there...).

Some new ideas for rune magic:

- the number of runes you can activate at the runic ritual depends on your mysticism skill (from 1 to maximal 6); another idea would be to script a rune magic skill and make the use of runes dependent on that one
- nords get a racial bonus
- you can choose which runes to use for the ritual (but only one of each kind)
- there is always a slight chance, that a rune burns out (depends on your skill and your race); common runes will be chosen first, so putting a common rune into your mix beside the more rare and stronger ones is a good idea (some gambling here)
- burned out runes go back into your inventory; they can't be repaired but sold for some gold; you will find more burned out then intact a runes in Skyrim; maybe a runesmith can forge a new rune out of two shattered ones with some additional ingredients (like blood)
- with a high enough skill you may use a single rune at any time for a strong effect, but the chance that the rune burns out is much higher
- there are one or two rune smiths in Skyrim (each one specialized)
- Skyrim witches and some berserkers use runes
- you may become a rune smith yourself!?

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I have nothing to add, except to say: Cool ideas!!
Sounds like fun gameplay, something to collect, something to learn about, and the possability of nice rewards..
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Quentin Fortune
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quote:
Originally posted by Danath_in
[...]

quote:
now we've got this little - more or less - hidden monastery in Silgrad, which is called Lumen Julianii, a place devoted to knowledge, wisdom and peace, and I'm definitely going to rebuild it (either that or Reena decides to start modding again and brings her gem back to life).


possable location for the quest starting point ??

very interesting QF


Thanks. :)

Use it as a starting point? Hmm ... I hadn't thought of that to be honest, but it could be as well. My idea was that the player, once he has obtained the first rune, sooner or later learns about the monastery (read: I have absolutely no idea how and when :D ). To find it will actually be a quest/endeavour of its own.
Once arrived s/he will get more or less information about the whereabouts of the other runes (depending on behaviour and motivation; the monks are very careful with whom they share the more intricate knowledge).

Additional idea: what the player doesn't know is that one of the runes is kept safe by the monks in the monastery (with absolutely no chance for the player to get it firsthand), but what the monks don't know is that there is another rune somewhere hidden in the monastery.
Now, if the player finds the other rune and decides to give it freely to the monks, s/he will learn that the monks already have one and the player wikll get the ( probably last? ) rune as reward.

The information that there already is a rune in the monastery might be obtained while retrieving the other runes.

So much for now.

Greetings

Quentin

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Garrett
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The Minish Cap had a "Kinstone Bag" that served an almost identical purpose, so I wondered if that was your inspiration. So your idea is to have the bag fully scripted, rathar than opening a remote container window when equipped? That's more complex, but certainly helps avoid other items, and also makes quantity counting easier.

Using mysticism as a rune basis doesn't sound very good. You said they're largely aimed at combat, and yet with this defining attribute any pure fighter (even a Nord!) wouldn't be able to use them as effectively as a magic user.

The custom skill (I'm dubbing it "Runelore" for now) is a better idea. It would be done as a curse. That way you can easily see your level by pointing to its effect icon and looking at the magnitude. Since its effect is a custom one the icon will even LOOK like a rune for easy identification. This is especially important later in the game when your effect icons often stretch half-way across the screen! :)

This also means that the Nords' Runelore bonus will be clearly visible on the race selection screen right alongside their traditional frost resistance and whatnot (e.g. "Wisdom of the Forefathers: Runelore 10 pts"). A simple StartScript checks for the curse and gives it to Nords who don't have it (thus ensuring old savegame compatibility).

Storing Runelore experience points (as opposed to levels) is probably possible with a global float, and of course a "Your knowledge of Runelore has increased to X" message would appear upon levelling up. :)

Restoring burnt-out runes sounds good! It could also require silver as a component (I'm picturing a burnt-out rune's silver would be tarnished and melted so much it's ruined). I don't think there are any raw silver mines in Skyrim (or Cyrodiil for that matter), so you'd simply have to melt down a silver dagger/shortsword.

Being able to forge runes yourself is an absolute must! This would be a second curse-skill (let's call it "Runecrafting" for now) that auto-levels (ala Galsiah's Character Development) when the parent attributes reach the right levels. I'd imagine it would be a combo of Runelore (for the symbol knowledge part), Armorer (for the silver part), and Enchant (for the magic imbuing part). The numbers would probably be added up and divided by their quantity to reach the true Runecrafting level, but Enchant should play a slightly lesser role for fairness' sake.

As for the rune magic college, I think a whole string of missions could be based on that. First off, you would enrol to become a student of runelore and gain levels in the faction both by helping them and by increasing your Runelore/Runecrafting/Intelligence/etc. levels. Once a student (and of appropriate level) you could begin taking quests. For instance, they want you to acquire particular runes for them to study (some common, some rare, some one-of-a-kind). They'd hold them for maybe a month or so while studying them (unless you break in and steal them back, thus failing the quest).

After the month or so was up they would reward you with some never-before-seen runes they'd made as experiments, and also offer you runic item crafting as well as Runelore/Runecrafting training (unless you're already more skilled than they). They would also sequentially churn out a handful of skill-raising books on the topic, but only if you keep supplying them with runes of course.

If you don't do enough of this plotline the maximum level they can train you up to would be much lower (due to their own inexperience), their crafting more expensive, and perhaps they'd even be unable to craft the rarer runes into anything due to unfamiliarity with them.

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Zarkis
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Hm, the runes were made by a god. Don't think the player should be able to do new ones. He could try to melt a burned out one into a new one and with some luck get even a rare one, but also there should be a chance that the rune is completly destroyed. Mostly you should have to adventure to get runes. But making runic wepaons or armor should be possible.

Btw..don't tell me you are a beginner with the CS...lol. That curse idea is quite good. Yes

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Galrina
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There are 24 runes. Take a look at the Rune Lore in the other section to see their base meanings. The runes themselves served two purposes. They were the alphabet of the Nords and were used as such. A Runemaster who had studied Runemal could use them to curse, bless, etc. Only a Runemaster could manipulate them and use them as magical items.

quote:
Jhunal (Rune God): The Nordic god of hermetic orders. After falling out of favor with the rest of that pantheon, he became Julianos of the Eight Divines. He is absent in modern Skyrim mythology.


First off... The Runes were given to the ancient Nords by Jhunal. He fell into disfavor with the rest of the Nord Gods for teaching Runemal to the ancient Nords. His temples and Runemasters were destroyed or driven out shortly afterward. Hardly ANY of the Nord temples or "colleges" survived the Allesian Order. With Jhunal gone, there was no one to rebuild the Rune Temples after the defeat of the Allesian Order and the banishment of their Elven gods from Skyrim. There may be two or three ancient Runemasters hidden away in the highest, most inaccessible places and finding them all will be extremely difficult.

These last Runemasters would be the only ones who could teach Runemal in present day Skyrim. One quest could be to find them with each one of them teaching something different. That way the player would have to find all the remaining Runemasters to realize the true power of the runes. For this reason it is also impossible for the players to create runes themselves. They simply don't know how. Only Juhnal made the runes, the Runemasters only knew how to use them.

I love your suggestions btw Quentin and thank you. I'd love to have a quest or two connected to Lumen Juliani.

The runes themselves will be difficult to find. My original idea was they would be found only in the ancient Elven and Nord ruins, dropped by ghosts or found in chests buried in the depths. The Elves used Daedra in their battles as well as beasts so it is also possible that a very few fell into their hands and so could be found in the lair of some huge monster or in the clutches of a Daedric Lord.

quote:
...The automatic gathering function may also be a good idea. Rune stones should be rather small and not weight much. The bag is only a scripted bag, so no other items can get in.


Great idea.. no possibility of using the bag for anything else.

quote:
- the number of runes you can activate at the runic ritual depends on your mysticism skill (from 1 to maximal 6); another idea would be to script a rune magic skill and make the use of runes dependent on that one
- nords get a racial bonus
- you can choose which runes to use for the ritual (but only one of each kind)
- there is always a slight chance, that a rune burns out (depends on your skill and your race); common runes will be chosen first, so putting a common rune into your mix beside the more rare and stronger ones is a good idea (some gambling here)
- burned out runes go back into your inventory; they can't be repaired but sold for some gold; you will find more burned out then intact a runes in Skyrim; maybe a runesmith can forge a new rune out of two shattered ones with some additional ingredients (like blood)
- with a high enough skill you may use a single rune at any time for a strong effect, but the chance that the rune burns out is much higher
- there are one or two rune smiths in Skyrim (each one specialized)
- Skyrim witches and some berserkers use runes
- you may become a rune smith yourself!?


Good stuff to think about.

I don't know about the runesmith idea though. The major rune quest I had in mind was that the very last and most powerful rune would only be found at the end of the main skyrim quest. The reward for the main quest possibly a weapon that can be enchanted with the runes only after both quests are complete. Only one Runemaster could do it so the player would have to have found the location of all the remaining Runemasters.

The combined runes I could see being created by the Runemasters if the player brings the base Runes to him/her. I can only see the players becoming Runemasters IF their level is high enough, their weapons and magical skills high enough and they must have located all of the Runemasters to learn something different from each one. I would like to see the Runemasters themselves scripted so they would not speak to a player who was too low level (for instance). The whole thing would be scaled on the level of the player and what runes he or she had collected so far.

Dunno about the mysticism vs rune skill .. hmmm.. I'll think about it.

Broken runes are only good for selling. Nothing more. That's if they aren't simply destroyed completely if a combination fails.

Each Rune does have it's own basic property, based on the Rune Lore. For instance Frohl, the first rune, represents wealth and fortune; it's base magical property could be either +5 to Mercantile or Luck.The Rune Lore gives the meanings of all the Runes however only the Runemasters would know how to manipulate them to enhance and create powerful new combinations.

(Combining say Anyo and Uruz would create a fire spell that would be used to enhance a weapon.)


----------------------------------------------------------------

I'm not sure about creating a whole new magic system for Runes.. I'll have to think about that for awhile. However I don't see Runes being used like alchemy ingredients at all. They are unique to themselves and are of divine origin.

Anyway, I love to see the ideas flowing guys.. keep it up. Just remember to use the Lore. The Runes could end up being the real meat of the mod but I don't want it to get too carried away.. lol.

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Galrina
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Another thought.. I don't think the true powerhouse runes would be used in the everyday alphabet. So.. we'll have to create a few that are not used for anything but Runemal.

If we look at it that way then we have to have some kind of Runic College, after all they do use the runes in everyday writing and they would teach something about them. However it would be very simplistic and basic knowledge and would not be over powering in any way. This would be where the player would learn how to use the Rune Bag for instance for the most basic Runemal.

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Well, we can seperate the rune weapons from the Runemal (from where did you get this name?) idea. Anyway I would like to have a special nord weapon set with some Skyrim only bonuses, so the player is motivated to use this weapons in some situations, but they don't replace glass, deadric or ebony as all purpose weapons.

I agree adding a complete rune magic system is tricky. What can this sytem offer, the standard stuff can't? If its redundant, then its not worth implementing. Therefore I had this ritual idea combined with witchcraft. I think Skyrim makes a great place for witch covens. The witches could have preserved a weak form of shamanistic rune magic, that they use in rituals, some easy, some complicated. The Runemasters would be the guys or gals who can manipulate the runes for much greater effects.

Only problem is that witches are usually connected to deadras. That may not fit.

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