Idea For Greenpact!!! |
raggidman
Prince
Registration Date: 06.01.2006
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Falinesti has already stopped walking Chris - what we have to guess/decide is why?
Maybe the reason is that massive Imperial logging - read Dance in the
Fire - has disrupted the link between Yffre and Falinesti - maybe as a
result Falinesti is dying. Maybe that is what the Green Pact is really
all about ... ?
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24.03.2008 12:07 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
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Location: Netherlands
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If we will let Y'ffre return or at least follow that rumor I think you got your reason right there
Then I imaging Falinesti to become the center of epic things to come
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24.03.2008 12:12 |
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raggidman
Prince
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The coming of the Precursor may not be what it appears. What if he/she is a fake /imposter, etc ...
Assume he/she is genuine then this might be about a rebellion against
the Silvenar who by inviting in Massive Imperial logging operations has
harmed Falinesti and angered Yffre ...
Again the precise nature of a link between Yffre and Falinesti must be
established - or certain outlines made manifest, with a Core
understanding behind that.
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24.03.2008 12:32 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
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Location: Netherlands
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We need a main storyline if we're going to decide this...
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24.03.2008 13:11 |
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raggidman
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Main Storyline?
If this is accepted it is the main Storyline??? add in Ancestral
Claimants to the Imperial throne ... etc ... and other complications
... and the thread in the Core
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24.03.2008 13:15 |
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chris 07
First Knight
Registration Date: 02.07.2007
Posts: 154
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I think that would work for a main storyline. Probably a good idea to start writing one up.
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24.03.2008 18:23 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
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I know but this might determine on what we want to focus ok.
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24.03.2008 21:38 |
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raggidman
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Sort of agree Lady N - it is just that to plan a main story you need a
political / social / Lore angle and to create the different political /
social / Lore groupings it can be useful to find a focus = just like
this Falinesti - Yffre - Precursor - Daedra - Grandfather Tree
structure.
This does not pin everything down, it is just that as we add other
groupings to our list of mod contents, the new groups whether military
and social can be be considered / assessed as direct/indirect or
non-participants in the main quest and their social/political
structures and Lore can be enriched accordingly. It gives ordinary
characters added conversational gambits etc = how you get to feel that
the society is alive.
Next these NPCs can be assessed as likely to hear of and react to MQ
connected events. And further info can then be set to react to the
correct trigger.
Not taking these simple steps is part of Why ST has proved incapable of
creating MQs. Your MQ both drives and is driven by everything else so
you have to create them together. and all characters and locations
should be assessed in relation to the Main Quest as they are created
(repeat)
There will be many, many ideas and consequences that we have never
thought of that are added as things develope. These will come from the
natures of the characters, locations and organisations we create and
how we feel about them. in short they will involve themselves in the
MQ, thus enriching it too!
This is what an MQ is and does. It assists everyone to create a disparately cohesive society by its nature.
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25.03.2008 11:18 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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Yes, not yet anyway. We need a landmass, towns, cities etc. Then we
build our MQ around that, and see in what ways it can influence the
world. We shouldn't be thinking about too much at once or else we'll
never know when to start.
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25.03.2008 18:26 |
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raggidman
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Write a Quest Tree? No, we have that already, Falinesti
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25.03.2008 19:49 |
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chris 07
First Knight
Registration Date: 02.07.2007
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Location: Valenwood
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quote: |
Originally posted by Lady Nerevar
I was replying mostly to this:
quote: |
Probably a good idea to start writing one up. |
as in, its ok to figure out what will happen and what the quest
revolves around but there is no need to write a quest tree or anything. |
sorry post was a bit rushed. By write one up I meant
just a very basic outline so that we know what to make mod wise. For
all we know we'll finish modding and when the MQ is finished it might
force us to redo things completely, and that is best if we do once...
I thought we had a outline of the MQ already...which is how you guys
were making the claim threads...to go with the story. A basic outline
would be area's focused on, main characters and where they live or will
go to ect.
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26.03.2008 08:23 |
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raggidman
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Well Chris07, I have been assembling a Quest tree in disparate threads
to try and avoid having everyone turn around and pull it to pieces and
replace it with grandiose sounding stuff that has little meaning, or
that only allows for a one-sided opinion.
Heh, some of it is in the Core - and certain my fellow Core members
have fun disassembling it (probably because they do not want to get
down to the hard work of actually modelling the necessary stuff
to them )
it was suggested that we should just be content with one or 2 small
corners of Valenwood - but we would still be stuck for Green Houses and
such ...
No one has even attempted to make a giant-insect-shell house for example ... ???? And all the other stuff I keep listing ...
A lot of suggestions of things to do now revolve around making Imperial
locations ... it is true we could import Vanilla etc, but there is more
to it. Dance in the Fire is the real kicker along with Green Pact. The
Imperials have been invited in to log and build ... now if there were
Imperial Settlers that would mean Imperial Architecture. But this is
rebuilding Bosmer homes and stuff so that means a bastardised
Imperial-Bosmer style. To get a structure for that we need to know what
the Imperials would be copying or adapting from.
So we need Green stuff first.
This is a key part of the MQ - major deforrestation invited by the
Silvenar and has to be totally against the Green Pact in spirit.
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26.03.2008 13:08 |
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chris 07
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perhaps with the imperials coming in they made lots of stone building for the bosmer.
And about this organic ship thing, why aren't their buildings organic too?
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26.03.2008 19:49 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
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I drew a concept for am Imperialistic town of lumbermen. I agree on the
insects but sadly I'm very busy IRL and I try, I really do but there
not enough hours in a day to sleep let alone mod/draw
I think the Northern region of VW would really have some Imperial
architecture/settlements but more down I expect a countermovement.
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26.03.2008 20:21 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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quote: |
Originally posted by chris 07
perhaps with the imperials coming in they made lots of stone building for the bosmer.
And about this organic ship thing, why aren't their buildings organic too? |
Their buildings are organic, or atleast not offensive to the Green
Pact. I am thinking though that there are rebel Bosmer who do nothing
else but break all the Green Pact rules.
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26.03.2008 20:25 |
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chris 07
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So we're going to use things on both sides of the pact? interesting...
In a way it makes it harder though.
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26.03.2008 20:32 |
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FLESH
Archduke
Registration Date: 23.06.2006
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I don't see how it makes it harder, apart from needed to make architecture Green pact friendly
But there was never an IF we were going to use GP, it's a requirement.
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26.03.2008 20:36 |
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raggidman
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It is more work, and there has to be a sense of rebellion in the anti-pact works.
The logging is great - hide it until we have Green stuff done ...
Ya see what I mean? You are a naughty Mormacil! You took time off from
doing the Organic Insect Shell building to do a damn Imperial logging
Camp!!!
AAAARGHHH! Kill the Imperials!
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26.03.2008 21:05 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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More work is cancelled out by the fact we don't have to do all organic architecture, which is a nightmare for modelers.
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26.03.2008 21:07 |
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raggidman
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But NOT now! Are you all goign to be maughty?
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26.03.2008 21:13 |
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chris 07
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well not me, I just use what I get told to use.
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26.03.2008 22:08 |
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raggidman
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Use green paint on Mormacil and FLESH, they are not green enough!
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26.03.2008 22:57 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
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I grew Bosmerlike manes that should be enough
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26.03.2008 23:20 |
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raggidman
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27.03.2008 16:35 |
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chris 07
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I made them green sir!
So anyother ideas for the greenpact?
and if I may ask, why are the island an exception of the green pact?
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27.03.2008 19:48 |
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FLESH
Archduke
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They are detached from the mainland, and theres no-one to enfore it there (no fanatics) at least thats my guess.
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27.03.2008 20:12 |
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chris 07
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sounds very reasonable.
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27.03.2008 20:19 |
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raggidman
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Forget enforcing and think salt water ... Normal vegetation is not too
happy with salt water ... in fact only very specialised plants can
survive it.
Also look at the other borders - I suspect there is something in the soil that maintains the Graht Oaks too
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27.03.2008 21:01 |
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chris 07
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or perhaps the tree's are actually an ancient race?
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27.03.2008 21:12 |
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raggidman
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check the Grandfather Tree thread chris, and Dance in the Fire - every time I read that I notice something more.
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27.03.2008 21:18 |
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chris 07
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More? Perhaps these tree's are from akivir, came here with their armies
and abondened them. i'll read and see if I see what you see.
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27.03.2008 21:22 |
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