Skyrim for Oblivion Mainquest |
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by The Old Ye Bard
No, the PC will always be able to go into Skyrim even if he hasn't done the Cyrodiil MQ. |
Only by installing a separate plug-in, but not in the original mod.
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10.09.2006 21:10 |
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What page are you on Psychotic, in every case the PC can go into Skyrim.
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11.09.2006 04:22 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by The Old Ye Bard
What page are you on Psychotic, in every case the PC can go into Skyrim. |
Sorry I was thinking about starting the Skyrim MQ, not only entering
Skyrim. So yes, you will be able to enter Skyrim at anytime, but you
won't be able to start the MQ if the Oblivion crisis isn't over.
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11.09.2006 09:25 |
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you will be able to do the MQ if the crisis isn't over by Default and a
plugin will enable it so it only becomes active after your've finished
the Cyrodiil MQ.
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11.09.2006 20:02 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by The Old Ye Bard
you will be able to do the MQ if the crisis isn't over by Default and a
plugin will enable it so it only becomes active after your've finished
the Cyrodiil MQ. |
Check the thread where Sieg posted his decision on the subject and you'll see that it's vice versa.
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11.09.2006 21:05 |
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I know that's what Sieg said, but it has to be this way because of Dialouge, this way either way the Dialouge makes sense.
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11.09.2006 21:09 |
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No, he deided that because of the issue that two armys attacking Skyrim
at once was outragous(It's not), what I mean by dialouge wise is
because of things like "So you are the champion of Cyrodiil". Also it
is easy to enable it so you can only play it after the MQ then it is
the other way around.
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11.09.2006 21:16 |
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masbeth
First Knight
Registration Date: 17.04.2006
Posts: 109
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yeah, so now people in skyrim will call upon your help since you were
able to save Tamriel from the daedric crisis... is that right?
plus, than there doesnt have to be any more Oblivion gates. I think
players do not want to see more of those damned things messing with the
beauty of the landscape, and cluttering Skyrim. |
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11.09.2006 21:16 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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quote: |
Originally posted by masbeth
yeah, so now people in skyrim will call upon your help since you were
able to save Tamriel from the daedric crisis... is that right?
plus, than there doesnt have to be any more Oblivion gates. I think
players do not want to see more of those damned things messing with the
beauty of the landscape, and cluttering Skyrim. |
Amen, to that.
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11.09.2006 21:25 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by The Old Ye Bard
No, he deided that because of the issue that two armys attacking Skyrim at once was outragous |
That too. And dialogue-wise you need to complete the MQ by default for
people to be able to say things like "So you are the champion of
Cyrodiil". The plug-in will simply skip the Cyrodiil MQ to its final
stage so those who don't want to play it again won't have to.
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11.09.2006 21:28 |
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Khornate
First Knight
Registration Date: 14.09.2006
Posts: 111
Location: Melbourne, Australia
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I forgot to ask, how much of this main quest has actually been finished (in terms of the cs)???
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17.09.2006 14:22 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Khornate
I forgot to ask, how much of this main quest has actually been finished (in terms of the cs)??? |
None.
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17.09.2006 14:24 |
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Khornate
First Knight
Registration Date: 14.09.2006
Posts: 111
Location: Melbourne, Australia
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O_o
How far are the other teams on their MQ's??? Just wondering where we stand here...
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17.09.2006 14:40 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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I doubt most have started, because without an actual world to work with
there isn't a lot you can do. Haerters gap is the main priority atm,
and that is almost finished, that contains loads of quests. |
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17.09.2006 14:47 |
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Khornate
First Knight
Registration Date: 14.09.2006
Posts: 111
Location: Melbourne, Australia
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Ok cool, so we havent done Nothing. Could someone send me an esp? I'd love to have a look
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17.09.2006 14:51 |
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Liquid Cheese
Elder of Skyrim
Registration Date: 24.07.2006
Posts: 624
Location: England
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There is loads that has been done, the longer I spent here to more I
realise how much has been done, everything is just laid out badly so
stuff is hard to find. Haerter's Gap Int's for you modders]
The latest beta is somewhere in this thread.
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17.09.2006 14:56 |
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Khornate
First Knight
Registration Date: 14.09.2006
Posts: 111
Location: Melbourne, Australia
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Ok thanks!
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17.09.2006 14:58 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Khornate
How far are the other teams on their MQ's??? |
No one has started implementing the main quests for the other projects. Don't worry we're not lagging behind.
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17.09.2006 21:49 |
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The MQ will be the first thing done after the entire world is built.
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18.09.2006 05:54 |
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Khornate
First Knight
Registration Date: 14.09.2006
Posts: 111
Location: Melbourne, Australia
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The ENTIRE world like the whole of Skyrim??? That will probably take 6months - 1 year
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18.09.2006 06:12 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Khornate
The ENTIRE world like the whole of Skyrim??? That will probably take 6months - 1 year |
We might implement small parts of the MQ that are more regional sooner,
but we have to finish almost all the cities and dungeons related to the
MQ (and that's quite a few) because among other things the MQ is
intended to take you all across Skyrim. It will take some time no
doubt, we have no illusions about the size of this project, but our
dedication will carry it through.
[end dramatic speech]
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18.09.2006 13:50 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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Siegfried, I was just wondering if you have completed more of the MQ. If so, it would be nice to see more.
No pressure though.
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19.10.2006 17:52 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Truth be told I have hardly gone farther than what I posted up way
back. During the soccer season I was so busy I had no time to work on
it at all. I'll try and make some progress on it this weekend though.
BTW is it still just covering Eastern Skyrim, or will it cover all of Skyrim now?
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19.10.2006 21:16 |
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Just the east so we can get atleast half of Skyrim released sooner
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20.10.2006 12:42 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Siegfried
BTW is it still just covering Eastern Skyrim, or will it cover all of Skyrim now? |
What you wrote will remain and be used as you intended it to be used...
so yes what you wrote will be used for Eastern Skyrim.
I hope that whatever you intend to add to the MQ will take you to every
corner of Skyrim. If we release one hold at a time (and if those holds
are neighboring holds) then your MQ will have to develop with that in
mind. Though I personally wouldn't mind if the quest suddenly sends you
from Riften to Solitude... only so the MQ gives a general appearance of
a whole quest, and not a quest dictated by the amount of CS work done.
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20.10.2006 12:46 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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At long last, the much anticipated part 3 of the mainquest is complete!
Take it all with a grain of salt, there is still lots of revision that
needs doing. (I've left some things blank, I'm open for ideas there,
primarily the details of the Oakwood tests, things will probably get
less detailed in later parts of the Mainquest).
3. Into the Pale
Background info:
The Pale is a Hold of Skyrim, classified as one of the “Old Holds”, the
first lands to be settled by Nords. The Pale consists of the lower
northern Jeralls, and the valley of highlands, bogs, and heath between
the Cyrodiilic border and the Throat of the World and surrounding
mountain ranges. A common misconception about the Pale comes from its
name. When foreigners here the word “Pale”, they think pale like snow,
but really the only time snow can be found in the Pale is during the
winter months. The Pale really got its name from the mists that fall
over its lowlands, heath, and bogs. The area’s climate is similar to
that of real world Scotland or Ireland. The Pale has three major
settlements: Nimalten City, Riverwatch, and Oakwood. There primary
income is from farming along with limited trade, hunting, and logging.
What makes the Pale truly significant is its lack of a capital city or
Hold, as it is called in Skyrim. The Pale is controlled by its northern
neighbor White Hold. In past years White Hold has left The Pale alone,
except to collect relatively minimum taxes from the locals. In recent
years since the rise of the Witch-Queen in White Hold, Jsashe, life has
become increasingly miserable in The Pale. White Hold has come upon
hard times of late, suffering from bitter winters, floods, droughts,
and fires one after another. It is in a sad state, and Jsashe hopes to
restore it to some of its former glory (more importantly maintain her
popularity), by heavily taxing the denizens of The Pale, and
occasionally raiding their settlements for resources.
Due to the Witch-Queen’s abuse, the Pale’s economy is suffering
terribly, the White Hold military runs out of control across the land,
along with countless bandit gangs. The Pale is in need of a hero…
1. They‘re back…:
After saving Riften from the undead threat, the player receives a
message from Adlemund requesting an audience in his private chambers.
Waiting there with Adlemund is the Chieftain of Nimalten City. Adlemund
explains that the Chieftain has come to Riften seeking aid for his
city, which is besieged by Daedra. The player is shocked, he/she helped
Martin defeat Dagon and force back the Daedra!
The Chieftain explains that though the Oblivion Gates no longer open,
Daedra that made it into Tamriel are here permanently. A large
detachment of Dremora had made their way into the Pale before the
Oblivion Crisis ended, but were unable to get back into Oblivion in
time. Trapped, they found a ruined fort and established a base there.
Since then they have been preying on travelers and destroying farms. Of
late they have become increasingly bold, and have gone so far as
raiding Nimalten City by night. White Hold has warned the people of the
Pale that movements of armed troops will be viewed as an act of war, so
he can’t afford to attack the Dremora, greatly weakening his forces,
and starting a conflict with White Hold, who refuses to do anything
against the Dremora.
So the Chieftain seeks the aid of the king of Riften. That’s where the
player comes in. Adlemund is afraid of White Hold as well, and believes
that the Queen would react negatively if his forces were to enter the
area, he is also afraid to send humanitarian aid, since without
soldiers to protect it it will easily fall prey to bandits, corrupt
White Hold soldiers, or even the Dremora; he will send money to help
get Nimalten City back on its feet once the fighting has ended. However
he has connections, he can get aid from the Order of Oak and Thorn,
Fighters Guild, and Order of the Silver Raven to help confront the
Dremora menace. Were the Champion of Cyrodiil, a reputed Daedra-slayer
to lead a small, elite war band of faction warriors and a few local men
against the Dremora, they could reach the Dremora base without White
Hold’s knowledge. Such a combination is also clearly not an aggressive
movement against White Hold, Adlemund should easily be able to convince
the other Nord rulers that Nimalten City is only defending itself, and
make a joint effort to restrain Jsashe.
Everything is in place, and all that is left is the aid of Champion of
Cyrodiil. When you arrive at Nimalten City, the war band will be
waiting for you, and you and the Chieftain will assault the Dremora
position. You may accompany the Chieftain back to Nimalten City or go
on your own (wait to start the quest), as soon as you get near the city
the quest will activate.
2. Into the Pale:
As you leave Riften, a find AI package will trigger for Seriene and she
will move from her hiding place to locate the player. When she finds
you will say, “What, you thought you were rid of me? I just didn’t want
to go inside Riften…” if probed for more information she will simply
say “Big things seem to happen around you, big things are economically
beneficial to the smart people, I think I’ll stick around for some big
things.” Seriene will now accompany you wherever you go, whether it is
to Nimalten City or not, or even back to Cyrodiil.
3. Nimalten Besieged
You, Seriene, and the Chieftain (assuming you left right away),
approach Nimalten City together, only to find the city being raided by
dremora. A portion of the town has been damaged, and bodies and fires
can be found near the location of the raid. Once in town you and the
Chieftain go about the city and meet with leaders from the local guard,
Order of Oak and Thorn, Fighters Guild, and the Order of the Silver
Raven. Once you have met with all leaders, you must meet them and their
forces atop a hill overlooking the city at the shrine of (insert deity)
as the sunsets you will move out to the location of the dremora
position. Once you reach their position, a run down old fort, you and
the war-band enter and mop up the dremora, a relatively straight
forward dungeon crawl (you will be able to have your men hold
positions, and do maybe a few other neat tricks like drop barricades,
we’ll worry about the details later). After you defeat the dremora you
return to Nimalten City, and the Chieftain rewards you with some kind
of heirloom. The Chieftain also tells you that you should journey to
the other settlements in the Pale, “for the people of the Pale are a
meek people, and the future looks bleak”.
After the Nimalten City conflict is done with, you must journey to
Riverwood, Oakwood, as well as 2 minor un-map marked villages in the
Pale to help them out. This may be done in any order which you choose.
4. Riverwood
Note: At Night in Riverwood there is a chance that two undead armies
will march out and do battle against each other by moonlight. This will
end however after you complete the Riverwood quest line.
You and Seriene head onwards to Riverwood. When you reach it you find a
dilapidated city in a cold, windy mountain forest. Riverwood is located
by a river, hence the name. Thus it is under snow. The city has 12-14
structures, along with the ruins of around 6. The ruined structures
exist because Riverwood is located between two abandoned 2nd Era
strongholds. One belonged to a Nordic Warlord, the other belong to the
Akaviri invaders that controlled the Pale in times of old. Though they
are both abandoned and derelict now, the spirits of their old rulers
still wander their halls. Sometimes, on particularly dark nights, the
undead warriors in both fortresses come out and battle in the streets
of Riverwood, attempting to conquer the city once more.
Your merry little band, or more likely you, Seriene, and maybe Kulk,
head into the Chieftains longhouse. When you enter the Chieftain is
nowhere to be found. The Shaman approaches you and informs you a week
ago the Chieftain was to be wed, but during the vows undead attacked
the town. His bride was carried off to the Akaviri stronghold during
the fray. Now, the Chieftain is completely devastated. He refuses to
leave his chambers or even eat. The Shaman fears that a new Chieftain
might have to be chosen if something is not done soon. The Shaman asks
you if you could search the Akaviri stronghold and see if you can’t
recover the bride’s wedding ring. He feels that some kind of finality
may be enough to snap the Chieftain out of his stupor, or at least send
him into a blood-rage and galvanize his will to defend the village
against the Undead menace.
The player sets out to the Akaviri Stronghold, only to find that the
door is magically sealed. Then, as if by providence, you hear a voice
calling you to journey to the depths of the Old Nordic Stronghold,
where you will find a way to break the seal. So the player journeys to
the Nordic Stronghold and hacks his way through skeletons in Nord
armor. When you reach the war-room at the top of the Stronghold, you
are confronted by the ghost of an ornately armored Nord Warrior. He
explains to the player that when the Nord warriors found their siege of
the Stronghold in ancient times was not enough to defeat the Akaviri
invaders, a powerful Shaman cast a spell to seal all of the Akaviri in
the stronghold, that the living would never again pass through the
doors of the stronghold. Unfortunately the Akaviri had a powerful
Necromancer in their company. He cast a spell stealing the souls of the
Nord warriors, and transformed his brethren into self-resurrecting
spirits. Without their souls, the Nords have been unable to enter
Sovngarde, and so have been curse to battle the Akaviri for all
eternity.
The Warrior gives you a scroll that will shift you and your companions
into spirits, so that you may pass through the gate and enter the
Akaviri Stronghold. In return though you must journey into the highest
tower of the Stronghold and shatter a magical piece of ice, that
encased within holds the spirits of the Nord warriors, he says he
thinks it should also shatter the spell and banish the Akaviri spirits
into Oblivion as well, but if you betray him, he will haunt your sleep
until you go back and shatter the crystal (in short there will be a
small chance that he will spawn and try killing you while you
sleep/cast some very nasty de-buffs on you). It’s also worth noting
that by freeing the souls of the Nords, you will take all undead within
the stronghold down to half-health, but they aren‘t killed...
So you head off to the stronghold, go into spirit form, smack around
the undead, shatter the crystal (unless you’re stupid), then head down
to the dungeons in search of whatever remains of the Chieftain’s wife.
When you enter the dungeon, you are suddenly assaulted by exceptionally
powerful Frost Zombies. It turns out that a White Witch has set up shop
in the dungeons-- that explained what kept the Akaviri alive when the
ice was shattered. Miraculously, you find the Chieftain’s bride, alive,
well, but from a spell comatose-- only can she be awakened by her true
love‘s kiss. But the plot thickens… on the corpse of the Witch is a
letter sent from Whiterun. It was written by none other than Jsashe,
the Witch Queen. Enclosed are orders to place a mind-control spell over
the Chieftain’s bride, and when she kisses the Chieftain the spell will
transfer to him, so that he is pawn to the Witch Queen.
If the player gets a journal update saying he must carry the
Chieftain’s bride back to town (activate her body), and the screen will
go black, then you will return in the town, with the day progressed a
few days. Once back, the Shaman casts a counter-spell to remove the
mind control spell, and the groom may kiss the bride and bring her out
of her slumber. The Chieftain thanks you a thousand times, saying he
can never repay you. Whenever you are in Riverwood, the Chieftain will
offer a room in his long house to you. The
real reward for this is that once you complete the quest line, you gain
the spirit form/ethereal spell as a once a day power. What exactly it
does is open for debate.
5. Oakwood
You reach Oakwood, peaceful, picturesque village in the Western forests
of the Pale. It derives its name from a massive old oak tree located
near the village. The town has 10-12 buildings. The Chieftain has a
small Stronghold located on a hill overlooking the town. The town farms
mostly to make a living, though there are some lumberjacks, and the
town has a windmill and watermill. From there you journey to the
Chieftain’s Stronghold up on the hill, only to be met by another
Shaman… this can’t be good.
It turns out that the Chieftain was killed during the Oblivion Crisis.
He had made a journey to Whiterun to beg Jsashe for protection against
the Daedra, but to no avail. He was reported to have successfully
crossed over the border back into the Pale, but died while crossing a
bog. His body was not recovered. The Chieftain’s wife took control of
the town’s future, only to fall ill and die shortly after taking
charge. They left behind only one child, an infant son. To top matters
off, Jsashe had the Council of Elders in the town disbanded, so the
responsibility falls to the Shaman of choosing the new Chieftain, which
obviously the town needs. The Shaman has of course, heard of the great
Champion of Cyrodiil, and asks the player’s aid in testing the 3
candidates for Chieftain with 6 different tests, and seeks the player’s
counsel on which to choose as the Chieftain. (Yes, you get to pick!) The details of the tests and candidates can be discussed on our forums, I’m short on ideas right now.
Once the new Chieftain has been picked, there are town’s folk that
don’t like him for (reason X). The Shaman decides the best way to
consolidate the new Chieftain’s power is to find the sword, helmet, and
shield of the dead Chieftain. The Shaman sends the player out to the
bogs to search for the body of the Chieftain, which should be in the
general location of (landmark X). He also asks to see if any
explanation of how the Chieftain died can be found by examining his
body. You head out, find the Chieftain’s corpse, get the loot from it,
and *gaspeth* find his body peppered with white-feathered arrows-- the kind that White Hold soldiers use… Coincidence? I think not.
You return and speak to the young Chieftain with the 3 heirlooms. In
return for your help, he lets you keep one heirloom of your choice.
6. The 2 Un-Marked Settlements
These two settlements are very small, only around 3 houses, a communal
Mead Hall, and a trade hall for each. The villages are controlled by
clans, all big families.
You journey to settlement one, located out in a bog, and find that the
place is haunted by banshees. There are not enough town’s folk to do
anything but take cover, and as usual White Hold won’t do anything. The
quest is very simple, wait until night time when the banshees come out,
and wander around the perimeter of the town and kill 15 banshees. In
return for this the patriarch of the clan will give you a 5 Flagons of
powerful mead.
Once you reach the second settlement, you learn that the clan is
exceptionally poor, but White Hold is taxing them just as heavily as
they do everyone else. Time to pull a Robin Hood! You go to a nearby
tower controlled by White Hold that serves as a base of operations for
tax collectors. You have to sneak in (or beat your way in if you are so
inclined), and steal the gold and valuables back for the clan. In
return the clan will give you a small cut of the loot (which is really
not much more than maybe 50 gold), and that is being generous for them
(perhaps there can be some insulting dialogue for those who want to
Role-Play villains, or the option to completely turn down the gold for
the Goodie 2 Shoes types.
Up next:
4. The Treachery of Whiterun!
Featuring knights in shinning armor! Rebels! Creatures of the Night! Sorcerey! Treachery! and Secrets!
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11.11.2006 06:41 |
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the Order of Oak and thorn needs to be revised, as you know but apart from that I like it
But looking again please change anything refering to the PC as champion
of Cyrodiil, as we decided that by default in the MQ the PC can do it
at any time, but in a seperate plugin it enables it only after the PC
has done the OB MQ.
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11.11.2006 06:46 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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quote: |
Originally posted by The Old Ye Bard
the Order of Oak and thorn needs to be revised, as you know but apart from that I like it
But looking again please change anything refering to the PC as champion
of Cyrodiil, as we decided that by default in the MQ the PC can do it
at any time, but in a seperate plugin it enables it only after the PC
has done the OB MQ. |
Thanks, but about the MQ, the plugin will let you skip to the end of the Mq. Here's the thread Mq
EDIT:
from the old thread
quote: |
Alright, after discussing the matter here with the Skyrim for Oblivion
team, and internal discussions with other team leaders, this is what we
will do:
1)The Skyrim for Oblivion Mainquest will require completion of
Oblivion's Mainquest to begin, however Skyrim can be entered before the
Oblivion Crisis is over.
2)Because everyone complains about not wanting to have to beat the
Oblivion Mainquest again, we will include a plugin with Skyrim, that
when active, alters a line of script telling the game that the
Mainquest has already been beaten, and progressing events to the point
just after the Avatar of Akatosh appeared. This way people who don't
want to don't have to beat Oblivion with every character to play Skyrim.
This is final, I'm the project leader, and I'm in charge of the
Mainquest. Both sides win this way, Skyrim takes place after Oblivion,
but the primary complaint against that, not wanting to beat the MQ
again, is solved.
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I'm turning in for the night, talk to all you guys later.
This post has been edited 2 time(s), it was last edited by Siegfried: 11.11.2006 07:13.
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11.11.2006 07:11 |
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quote: |
Originally posted by Siegfried
quote: |
Originally posted by The Old Ye Bard
the Order of Oak and thorn needs to be revised, as you know but apart from that I like it
But looking again please change anything refering to the PC as champion
of Cyrodiil, as we decided that by default in the MQ the PC can do it
at any time, but in a seperate plugin it enables it only after the PC
has done the OB MQ. |
Thanks, but about the MQ, the plugin will let you skip to the end of the Mq. Here's the thread Mq
EDIT:
from the old thread
quote: |
Alright, after discussing the matter here with the Skyrim for Oblivion
team, and internal discussions with other team leaders, this is what we
will do:
1)The Skyrim for Oblivion Mainquest will require completion of
Oblivion's Mainquest to begin, however Skyrim can be entered before the
Oblivion Crisis is over.
2)Because everyone complains about not wanting to have to beat the
Oblivion Mainquest again, we will include a plugin with Skyrim, that
when active, alters a line of script telling the game that the
Mainquest has already been beaten, and progressing events to the point
just after the Avatar of Akatosh appeared. This way people who don't
want to don't have to beat Oblivion with every character to play Skyrim.
This is final, I'm the project leader, and I'm in charge of the
Mainquest. Both sides win this way, Skyrim takes place after Oblivion,
but the primary complaint against that, not wanting to beat the MQ
again, is solved.
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I'm turning in for the night, talk to all you guys later. |
Actaully the decision was re decided after you left. The reason why it
can't just "Skip to the end" is that people still refer to you as the
Champion of Cyrodiil and the PC can't do the Cyrodiil MQ. Your still
getting your way, but this way there is less Dialouge and Quest bugs.
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11.11.2006 07:18 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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quote: |
Originally posted by The Old Ye Bard
Actaully the decision was re decided after you left. The reason why it
can't just "Skip to the end" is that people still refer to you as the
Champion of Cyrodiil and the PC can't do the Cyrodiil MQ. Your still
getting your way, but this way there is less Dialouge and Quest bugs. |
Actually now that does not let me get my way. I wanted the Mainquest
beaten so that I didn't have the [censored] Daedra screwing with my
plotline. Also, skipping to the end you will THE Champion of Cyrodiil,
and there are not going to be bugs caused by it.
I don't recall seeing anything about this in the core either, I know I
didn't ever have anything to do with it. Also, I don't appreciate it
when people mess with my claims.
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11.11.2006 15:31 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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Nothing regarding the MQ was re-discussed, the decision stays, the OB
MQ must be completed (or skipped by a plug-in) in order to play the
Skyrim MQ.
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11.11.2006 18:30 |
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If we have the other way around people can both play the Cyrodiil one
first and not have to finish it. If we do it the other way it skips to
the end, but it means people can't play the OB MQ first.
Your questline can still work with the Daedra on this side, it's just
all the minor things when people call you "Champion of Cyrodiil". Also
if we go this way, more partys are pleased, you still get your way and
I still get my way.
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11.11.2006 19:05 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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quote: |
Originally posted by The Old Ye Bard
If we have the other way around people can both play the Cyrodiil one
first and not have to finish it. If we do it the other way it skips to
the end, but it means people can't play the OB MQ first. |
As I recall in the MQ thread, the prmiary reason for people not wanting
to play through Cyrodiil's MQ to play Skyrim's was because they had no
desire to do the Cyrodiil MQ at all, because it sucked...
quote: |
Originally posted by Green @nt1-n00b
nope cause MQ Oblivion just plain and simply sucks why force players to play through it? |
quote: |
Originally posted by KuKulzA
as for not having to finish the Oblivion MQ first, I think the only
reason that would be is because people don't want to do it again, they
are too lazy... well that's too bad... |
quote: |
Originally posted by Krisi-_
the Main-Quest is just bad atleast thats why I dont play it
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11.11.2006 19:48 |
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Yeah I know that, but it still gives people the option to play it, like me.
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11.11.2006 19:50 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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Id say the player should be around halfway the mq, persoanlly I never
stick with a character, I create a new one every week, so I end up with
10 characters around lvl 15, only one of them has completed it and
aprroximatly 4 are halfway, id like it if those 4 could go aswell.
__________________ ou av andanyammis
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11.11.2006 19:55 |
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quote: |
Originally posted by Siesta Guru
Id say the player should be around halfway the mq, persoanlly I never
stick with a character, I create a new one every week, so I end up with
10 characters around lvl 15, only one of them has completed it and
aprroximatly 4 are halfway, id like it if those 4 could go aswell. |
See you understand where I am comming from
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11.11.2006 20:05 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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You do the same?
Finnally someone who understands my *strange* behaviour
__________________ ou av andanyammis
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11.11.2006 20:07 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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I've got the same million character problem, but you can still go into
Skyrim without beating the Oblivion Mainquest. And even if we do it
your way TOYB, the questline is still going to be for high level
characters... |
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11.11.2006 20:09 |
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quote: |
Originally posted by Siegfried
I've got the same million character problem, but you can still go into
Skyrim without beating the Oblivion Mainquest. And even if we do it
your way TOYB, the questline is still going to be for high level
characters... |
Meh, I'm a big fan of TGM
But the thing is I get bored and I switch between quests a lot. My way everyone wins.
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11.11.2006 20:15 |
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