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Go to the bottom of this page Idea For Greenpact!!!
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raggidman
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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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Mormacil
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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 Wink Then I imaging Falinesti to become the center of epic things to come Wink
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raggidman
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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.
24.03.2008 12:32 raggidman is offline Search for Posts by raggidman Add raggidman to your Buddy List
Mormacil
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We need a main storyline if we're going to decide this...
24.03.2008 13:11 Mormacil is offline Send an Email to Mormacil Search for Posts by Mormacil Add Mormacil to your Buddy List View the MSN Profile for Mormacil
raggidman
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:alert: 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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chris 07
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I think that would work for a main storyline. Probably a good idea to start writing one up. Good job!

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Lady Nerevar
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meh, imho, main story is far from the first thing to plan in a project. first structure and organisation (what areas are done first, how the modding proces works), then basic lore (eg. politics and greenpact), then can we start planing the MQ in any serious way.

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This post has been edited 1 time(s), it was last edited by Lady Nerevar: 24.03.2008 20:17.

24.03.2008 20:16 Lady Nerevar is offline Homepage of Lady Nerevar Search for Posts by Lady Nerevar Add Lady Nerevar to your Buddy List AIM Screen Name of Lady Nerevar: lady nerevar tr View the MSN Profile for Lady Nerevar
Mormacil
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I know but this might determine on what we want to focus ok.
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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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Lady Nerevar
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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.

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FLESH
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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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raggidman
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Write a Quest Tree? No, we have that already, Falinesti Tongue
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chris 07
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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. Good job!

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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 Wink Tongue 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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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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Mormacil
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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 Frown

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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FLESH
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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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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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I don't see how it makes it harder, apart from needed to make architecture Green pact friendly :D But there was never an IF we were going to use GP, it's a requirement.
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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! Mad
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FLESH
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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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raggidman
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But NOT now! Are you all goign to be maughty? Confused
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chris 07
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well not me, I just use what I get told to use. :D

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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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Mormacil
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I grew Bosmerlike manes that should be enough Tongue
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raggidman
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Only if they are Green!
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chris 07
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I made them green sir! :D
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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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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chris 07
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sounds very reasonable. Good job!

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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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chris 07
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or perhaps the tree's are actually an ancient race?

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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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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. Wink

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