Pages

183 posts / 0 new
Last post
Vickstick
Vickstick's picture
Offline
Last seen: 5 years 7 months ago
Joined: 01/21/2014 - 12:52
Karma: 7
I like Smitehammer's ideas on

I like Smitehammer's ideas on diseases. If I may add another thing though: it's illogical that when you have a disease the effects just stay the same forever, e.g. you contract Swamp Fever which in Morrowind drained you Strength and Endurance (it will have to be figured out what it will do in skywind, affect the amount of damage dealt, carry capacity, max hp, etc.) and no matter how long you let it last, it never gets better or worse. So I would recommend that some diseases get better (not cure, maybe over a long time) by resting and not fighting for a while, while you would on the other hand get much sicker when you're dungeon crawling with Ash-Chancre! Make the effects increase/decrease exponentially so that after being sick a while you fight like an old man with a baxter in his arm :p

Vickstick
Vickstick's picture
Offline
Last seen: 5 years 7 months ago
Joined: 01/21/2014 - 12:52
Karma: 7
I am however, slightly less

I am however, slightly less enthusiastic about some of the smithing ideas. I don't think making smithing this huge mini-game thing where you have to set the temperature right, and where you have to keep your weapons in shape constantly distracts you from exploring the game. I think the smithing system should be simple, and while a lot of your points make sense (mass producing iron daggers), having various minigames for crafting should be integrated in an optional mod.

As a counterproposal: maybe the exp. awarded for make an item you made before should gradually decrease to severely make it harder to reach 100 smithing by just making iron daggers. After x amount of daggers, the xp awarded should drop enough to discourage players to keep op producing them, as even economically, it will be cheaper resources-xp-wise to create other types of gear.

Some ideas were golden though: finding out how make this and that via books, teachers, quests, ... I'm thinking for example forging learning to forge dwemer items, or orcish, crossbows, ...

SBB64
SBB64's picture
Contributor
Offline
Last seen: 1 year 5 months ago
Joined: 06/23/2013 - 11:21
Karma: 375
There are plenty of mods for

There are plenty of mods for gem fragments already. I use one that lets me craft new soul gems from fragments I've powdered at the forge. I'm sure there are other ways to do this as well. Not sure if we really need to include this here in Skywind. We'd have to also include the fragments in Skywind because they aren't in any loot lists right now.

alysander
alysander's picture
Member
Offline
Last seen: 2 years 8 months ago
Joined: 09/27/2013 - 06:34
Karma: 1519
@SBB64 Strange. Did'nt found

@SBB64 Strange. Did'nt found that before. Thanks. Now it would be even mod for stealing vending machines altars...

 

Smerk
Smerk's picture
Member
Offline
Last seen: 3 years 1 month ago
Joined: 12/11/2012 - 18:00
Karma: 344
widacreator wrote:

widacreator wrote:

Also different forges scattered across the land would be required to forge different gear or their variations+ possibly only in dwemer fortresses could you forge their weaponry.

this might be an idea for creating stuff. We will have to see. as for the horses, the team may add horses as a means for show more then use but we may add horses that you can steal. I personally don't want horses to be a big factor in Skywind without nerving. About the weapon and armor durability and fixing items, we already have a system in the works that we will declare at a later time. The way people with learn skills in making diffrent armor and weapons will be through different mean's.

SBB64 wrote:

Shops are closed at night. If you find something different, we haven't added the AI to the storeowner yet. Normally stores are open 8 to 8 right now.

The different areas do have their own bounties. Digital has already added this. In fact, I wasn't sure how to clear your bounties for the TG quests because I didn't realize there are so many faction bounties to clear.

Trespassing is illegal. Actors warn you and if their dialog is setup correctly, the guards should be notified.

Quest markers are already optional. You can turn them off.

@SBB64 thank you for declaring this stuff. I have been meaning to talk to Digital about what he has implemented, but I can't seam to get a hold of him.

GreatMighty wrote:

if we're using mark and recall Id'd like to be able to have multiple marks simultaneously.

This might be an idea. It might need some sorta limit though, if we where to implement it that way.

Smitehammer wrote:

Upon completion, a torrential deluge might occur for a few minutes in the Ashlands, and for several hours thereafter the sky could be clear - the ashlands damp for a brief spell.  If possible, trama root models could have vibrant flower models tacked on, 'blossoming' for this duration.

Red Mountain could be subtly becoming more roiled as the main story progresses, becoming, eventually, home to a tumultuous red tempest of blight as the final encounter with Dagoth Ur is set.

We may implement this sorta stuff for quests at a later time. But Digital is the leader of quests and I don't want to do something unless he wants it. The Enviromental diseases might be an idea but we will have to see. Cures might be just set up like in Morrowind. Craftable scrolls is a maybe.

alysander wrote:

And what if we even add crafting recipe for reuse of it (or maybe some rare spell with this function).

fragments like SBB64 said would have to be implemented into the game first.

Vickstick wrote:

So I would recommend that some diseases get better (not cure, maybe over a long time) by resting and not fighting for a while, while you would on the other hand get much sicker when you're dungeon crawling with Ash-Chancre!

I actually like this idea so we may implement it in some way. :)

digitalparanoid
digitalparanoid's picture
Member
Offline
Last seen: 2 years 10 months ago
Joined: 03/31/2011 - 06:37
Karma: 1219
Working hard on quests and

Working hard on quests and dialogues at the moment, I'm little less online but fully on Skywind :)

Regarding Thieves Guild and getting to clear your bounties, I made it so that the 3 dudes that can clear your bounty (and the mastermind that can do it once) are clearing the bounty on their local crime watch. i.e. Aengoth in Ald'Ruhn would clear your bounty in Ald'Ruhn and not in the one you have in Vivec. My thought on this is that they would have the local connections but not the necessary connections on the other end of the island.

Still need to test it in game.

Smerk
Smerk's picture
Member
Offline
Last seen: 3 years 1 month ago
Joined: 12/11/2012 - 18:00
Karma: 344
Ya man that sounds like a

Ya man that sounds like a Awesome idea :) . Everyone do note that it would help if you guys posted mods you like. It would help us out allot on ideas and may help us out with increasing the speed of making features!

Smitehammer
Smitehammer's picture
Contributor
Offline
Last seen: 1 year 4 months ago
Joined: 07/04/2013 - 15:07
Karma: 984
I wonder if there is a way to

I wonder if there is a way to have the player's infamy determine whether bandits attack the player or run away?  Right now the bandits' line of thinking is something like this... "See that guy wearing a full suit of daedric armor and a necklace made from the ears of any and every bandit he's ever faced?  That's the guy who slew Dagoth Ur, defeated the Sixth House and united all Dunmer under one banner!  But we've got a chitin dagger - bet we can take 'im!"

Not saying they won't try to fight if you attack them, just that they would be wary and not initiate attacks on you if you had become the head of a well known guild or had progressed far in the main story.

Fury_on
Fury_on's picture
Member
Offline
Last seen: 3 years 10 months ago
Joined: 01/18/2014 - 14:48
Karma: 74
I'm currently working on

I'm currently working on creating missing lifeforms and theirs stages of development and think about one thing. Our protagoinst is a newcomer in Morrowind, so why does he knows anything about wild life and how to use it for survival? From where does he know how to collect chitin/claws/skin etc from the dead monsters? Remember the Gothic with its system "if you doesnt know HOW - you can't do it"? So can we make the similar system in Skywind? For example: from the start of the game we've already know how to skin alit's, but we have no idea how to pick up their poisonous teeth to use them for creating venoms or something. To know about that we can just speak with definite NPC, or make some service for him to get that infromation. After that we can pick teeths and skin from the  alit bodies. Just an idea anyway =)

Endstufe
Endstufe's picture
Member
Offline
Last seen: 5 years 6 months ago
Joined: 02/12/2014 - 01:56
Karma: 53
I like it, but I think it

I like it, but I think it would be very hard to place npcs/scrolls/books/whatever in a correct order from Seyda, to say Balmora, then up north so that the progression the player makes makes sense. I think it could be great for alchemy, because alchemy is more useful in a later game (to me), so I'd gather pieces of information about it and would be able to utilize things. Not saying you wouldn't be able to harness a flower and explore its effects...

Dragomir
Dragomir's picture
Contributor
Offline
Last seen: 7 months 3 weeks ago
Joined: 04/23/2013 - 16:22
Karma: 2009
A hunter skill tree might be

A hunter skill tree might be a bit hard to implement, but not impossible. It would contain all the survival and hunting skills, and getting a perk for looting different pieces of different animals could require gathering some lore, much like in my idea for smithing (in the end of that post I did say it would be cool to spread that system on other skills too).

If optional I guess, it could be an integral part of the Ashfall module, that is if it ever happens (I damn sure hope so). So gathering pieces of animals (and perhaps some plants too) could be made both harder and more profitable. And if you're an alchemist who doesn't like to hunt - there are always shops ;)

Endstufe
Endstufe's picture
Member
Offline
Last seen: 5 years 6 months ago
Joined: 02/12/2014 - 01:56
Karma: 53
I dunno if this is to be

I dunno if this is to be mentioned here, but:

Are there plans to have some post signs or anything like that in Vivec? Just ran through it after some years and nearly got lost. Would be a nice improvement for newer generations playing for the first time or after several years.

Dragomir
Dragomir's picture
Contributor
Offline
Last seen: 7 months 3 weeks ago
Joined: 04/23/2013 - 16:22
Karma: 2009
Getting lost is a part of it

Getting lost is a part of it's unique charm :P Even characters in the city itself tell us "Got lost in Vivec? That's no shame. I get lost all the time and I live here".

Smitehammer
Smitehammer's picture
Contributor
Offline
Last seen: 1 year 4 months ago
Joined: 07/04/2013 - 15:07
Karma: 984
Food Poisoning

Food Poisoning

This sort of system idea might work best if there is a toggleable option to make eating necessary, but I assume even in the absence of reason for the player to eat food, NPCs will continue to eat.  If so, the player could make toxins with alchemy, or maybe 'cooking', and apply them directly to food/liquid or include them as an ingredient while cooking said-foods to make toxic versions that could be reverse-pickpocketed to NPCs to greatly weaken them or (using exceptionally rare and potent ingredients) provide clean, anonymous kills.

It would be especially fun if this happened to the player from time to time, when someone was out to kill them.  Just give them an extra copy of a foodstuff they might have, but don't rename it 'poisoned' or anything.  That defeats the purpose.  If the player keeps track of how many sweetrolls they have at all times and they notice a new one, they might become suspicious if they know this mechanic exists, but they still shouldn't be able to know which sweetroll is poisoned - just that it's probably a good idea to throw them all away, reverse pickpocket them all back to their enemies, or if they're sadists, to 'sell them all off'.  Better safe than sorry, after all.  This would also give a good reason to keep buying or making fresh food, rather than just stockpiling tons of it.

Not all poisons have to be 'instant death' or merely 'damage over time' (and especially not that stupid instant on-hit damage like in Skyrim).  Many poisons mimic the effect of illness (to better go unidentified as murder), so the effects on the PLAYER being poisoned could just mimic the worst tiered effects of disease, greatly reduced stats, perhaps blurred vision - we might even play the 'heartbeat' sound that happens in Skyrim when a player is low on health to make it seem scarier.

If we want poisoning to be able to actually kill the player, it should take a while to bring death.  This gives them time to seek a healer or eat the equivalent of a bezoar.  Perhaps the bezoar could be something gathered from an Alit's stomach, which probably eats just about anything and is likely immune to poison itself?  Tying this in with an earlier suggestion, bezoars might only be collected from the wild if the player knows what to look for in the first place - though they would be readily available in shops regardless.   Certain paranoid NPCs might carry bezoars as well, to neutralize the effects of poisoning attempts the player might make.  Argonians would be immune to the effects of poison, and Redguards would have a good chance to resist the effects.

Smitehammer
Smitehammer's picture
Contributor
Offline
Last seen: 1 year 4 months ago
Joined: 07/04/2013 - 15:07
Karma: 984
Pickpocketing the Player

Pickpocketing the Player

I think it would be hella tight if the player could actually be pick-pocketed by NPCs.  Whenever the player interacts with 'thief' NPCs, there would be a not-trivial chance that some random small non-quest-related item would be moved from their inventory to the NPC's.  This could be countered if the player has a high enough 'pick pocket' skill themselves.  If they're caught pickpocketing or trying to pickpocket, this could trigger the guards to arrest the NPC and 'fine them' - or possibly take them to jail for a bit (if that's even feasible).  Of course this wouldn't occur when talking with a member of the thieve's guild if the player is already a member of the thieves guild themselves (honor among thieves, and all that).

Twisted Logic
Twisted Logic's picture
Member
Offline
Last seen: 5 years 5 months ago
Joined: 04/14/2013 - 20:15
Karma: 370
Dragomir wrote:

Dragomir wrote:

Getting lost is a part of it's unique charm :P Even characters in the city itself tell us "Got lost in Vivec? That's no shame. I get lost all the time and I live here".

Plus, getting lost is, in a way, kind of symbolic of Vivec himself, the man of contradictions, a puzzle. 

Smitehammer
Smitehammer's picture
Contributor
Offline
Last seen: 1 year 4 months ago
Joined: 07/04/2013 - 15:07
Karma: 984
Idle Banter

Idle Banter

This is an idea - to have idle banter between characters as was seen in Oblivion and Skyrim in Skywind.  I'm not sure if it can be done, but I see no reason why it could not.

New dialogue could be written by volunteers, like listed currently in the 'scenes' thread, but we need organization.

I'm thinking a "cluster list' of NPCs in a given cell.  For instance, under a series of headings "Sadrith Mora - Wovlerine Hall - Mage's Guild", a folder containing a list of NPCs:  Arielle Phiencel_F_Breton, Dabienne Mornardl_F_Breton, Iniel_F_Altmer, Procyon Nigilius_M_Imperial, Skink-in-Tree's-Shade_m_Argonian, Tusamircil_m_Altmer, Uleni Heleran_F_Dunmer.

Here, people would be able to put dialogue lines in scene format.  A folder for interactions between any two characters in this cell.  Not all characters will necessarily have interactions, but those that do will have the lines posted here.  Having an idea of the NPCs in a thread may stir the 'muse' of potential scene writers.  These scenes should be very short -eventually used as 'idle banter'.  For interactions between two NPCs, perhaps a 'rule-of-thumb' limit of 4 lines between the two of them.  This would keep the chatter from being too obnoxious in areas the player frequents (nothing worse than hearing a long drawn-out speech over and over and over again).

For example, using the above list, in the folder for Arielle/Skink:  

Arielle:  "So... do you hatch from eggs or..."
Skink:  "It should not ask such things."

Individuals in 'open' cells, just along the road and not in a 'cluster' would have their own folders, too.  For instance under West Gash would be Hlormar Wine-Sot.  He would have "Inner monologue" idle banter.

Hlormar Wine-Sot:  "This winter I'll heat my home by burning WITCHES."


The voice actors of these particular characters would be able to go ahead and record these lines and save them on the SkyDrive in a subfolder under that character to be implemented at a later time.


The logistics of implementation can come later.  For now, we just need a nice list and set up conducive for writing short dialogue so we can get the lines written, and our voice actors can record the lines as they go for consistency.
 

 

12 year old in ...
12 year old in a 7 year old mind's picture
Offline
Last seen: 5 years 3 months ago
Joined: 11/11/2013 - 15:37
Karma: 15
 

 

This is a tentative folder system adressing Smitehammer's Above Post.

I would like feedback or any way to make it smoother or more efficient.

 

 

AttachmentSize
Package icon This is the file17.9 KB
no1
no1's picture
Member
Offline
Last seen: 2 years 4 months ago
Joined: 01/13/2013 - 10:32
Karma: 514
i see so much talk but when u

i see so much talk but when u get down to it what is skywind morrowind in a skyrim engine cant u stick whit that till its done than start te talk about breaking the engine if u wanne implement al the stuf u think could use improving 2020 is when u get everything done and even than it wouldn't be something for every 1   that what i am thinking (totaly when reading smitehammer comments )

 

 

Ehamloptiran
Ehamloptiran's picture
Member
Offline
Last seen: 4 years 11 months ago
Joined: 12/19/2013 - 20:04
Karma: 204
Donor
I dont see the problem with

I dont see the problem with suggesting new idea's. These are merely suggestions at this time. We need to assess each suggestion for plausability and how long it would take to implement, and also when it would be possible to implement (now or after the core project is complete), and what will be considered core or an additional plugin, etc. So not all suggestions will be implemented, and not all will be implemented now.

We have the core team working on the core implementation ie. models, landscape, quests, voice acting, etc. And we have new additions who may not have the previous set of skills who would like to assit, ie. programmers who may want to work on something, and the game mechanics section gives them something to do that allows them to contribute to this project.

Twisted Logic
Twisted Logic's picture
Member
Offline
Last seen: 5 years 5 months ago
Joined: 04/14/2013 - 20:15
Karma: 370
This may help; brand new book

This may help; brand new book from ESO. I guess they're not ALL bad. :P

Twisted Logic
Twisted Logic's picture
Member
Offline
Last seen: 5 years 5 months ago
Joined: 04/14/2013 - 20:15
Karma: 370
Agreed. I would love to see

Agreed. I would love to see some of the Apocrypha appear in Skywind!

Smerk
Smerk's picture
Member
Offline
Last seen: 3 years 1 month ago
Joined: 12/11/2012 - 18:00
Karma: 344
smitehammer wrote:

smitehammer wrote:

I wonder if there is a way to have the player's infamy determine whether bandits attack the player or run away?

@Smitehammer This is an interesting idea but I don't think they would run away :P . we could use this idea for guards though. So if you have a high infamy then the guards would get reinforcements and attack you instead of just attacking you on site. Maybe if you have a high infamy then Bandits have a chance of befriend you and you can employ them as followers. Also we may make it so if you have big and amazing armor and the guy fighting you has just a dagger and not vary good armor and he's by himself he would submit, and depending on if he's a bandit or not you can turn him in to the guards for money or you can kill him and loot his body. I like the idea but we will have to see.

maybe the food poisoning might be an idea I'll have to see what everyone else thinks.

We may implement pickpocketing from npcs but I could see that as annoying so I don't know if that will be implemented for sure. Maybe for a quest or vary rarely.

Don't know about the Idle conversing among NPC. I'll consult with the dev team on this.

fury_on wrote:

From where does he know how to collect chitin/claws/skin etc from the dead monsters?

I like the idea of hunting and gathering perks but as Dragomir said but it probably will be a thing that can be switched off and on dependent on difficulty. for certain ingredients I'm sure this would be cool to implement.

Endstufe wrote:

Are there plans to have some post signs or anything like that in Vivec?

I think Dragomir might be right that "getting lost' in vivec is "part of it's unique charm" but we may add some stuff to make it easier to navigate. Because it is pretty ridonculous how hard to figure out where you are in vivec. But the ability to see further distances may help with this as well.

Denevir wrote:

So I was thinking: maybe a skill menu made to look like a very long horizontal scroll with very worn-out-ink skill symbols that, as you allocate perk points, the sections (if you look at the Dunmeri saints and the icons, you'll notice they're drawn as several parts making a whole) get "inked up". I know it'd be too much extra work, but still just throwing it out there for the sake of it.

@Denevir I was actually looking into creating a new perk tree system so this might be the choice. But I may spruce this idea up a bit and make it look cool. :)

Might be cool to make it so you can take over or fix a mine and make it your own. I'll have to see what other people think. :)

don't think the skills will be set to 0 because some people might excel with certain things more then other's. Thats mostly why you get skills at the start.

 

no1 wrote:

cant u stick whit that till its done than start te talk about breaking the engine if u wanne implement al the stuf u think could use improving 2020 is when u get everything done and even than it wouldn't be something for every 1   that what i am thinking (totaly when reading smitehammer comments )

I understand your concern and I think Eham pretty much summed it up. We have a tone of programmers who are interested in working on game mechanics and we could use some of these game mechanics for quests in the future so when we switch over to quests then we can add a bunch of cool stuff for you guys to do. That being said, we are being as careful to keep everyone's view catered to so if you want to play skywind as skyrim then you can do it though there might be some graphics enhancements :P and we may implement some of the not game altering stuff into the core game as well. But other then that you will be flying high. :)

Twisted Logic wrote:

This may help; brand new book from ESO. I guess they're not ALL bad. :P

I don't think we can use books from ESO because there copywrited. I'm actually hesitant to use the original books in Morrowind without editing them. So no books from ESO sorry guys.

Thanks for the suggestions guys and keep them coming. :)

 

 

 

 

 

 

Smitehammer
Smitehammer's picture
Contributor
Offline
Last seen: 1 year 4 months ago
Joined: 07/04/2013 - 15:07
Karma: 984
We can include books from

We can include books from Skyrim, couldn't we?  All the books from Morrowind were included in Skyrim, for the most part.  At the very least we could use the ESO book as a guide.  Perhaps to start a mine, you would have to first buy a scrub from another mine and feed it the equivalent of bees' 'royal jelly' to allow it to attract a kwama forager larvae to crawl up I side it and make it into a queen.

It would also make sense that to start a mine, you would first need to purchase the rights to operate the mine from Duke Vedam Dren, similar to the building contract for your House Stronghold. 

Dragomir
Dragomir's picture
Contributor
Offline
Last seen: 7 months 3 weeks ago
Joined: 04/23/2013 - 16:22
Karma: 2009
We should avoid some books

We should avoid some books written after Morrowind's time frame though :P

Gregthegen
Gregthegen's picture
Member
Offline
Last seen: 1 year 10 months ago
Joined: 12/11/2012 - 15:30
Karma: 97
I'd like to see patches for

I'd like to see patches for Frostfall and Realistic Needs and Diseases for Skywind, to where the player encounters frost Damage in Solsthiem and prehaps heat fatigue (think stamina drain/Ocarina of Time inside the volcano/near lava areas). Would add more uses for food and shelter in Skywind.

 

http://www.youtube.com/watch?v=UR5FVQCkyVA

http://www.youtube.com/watch?v=T5K87n_HuU0

(The beast skeleton mod would add wonders for the slave pens and other places where Dunmer might have assaulted or enslaved other races). At the very least. Modeling custom beast skeletons shouldn't take too much time, and would be easy to impliment as world clutter.

Dragomir
Dragomir's picture
Contributor
Offline
Last seen: 7 months 3 weeks ago
Joined: 04/23/2013 - 16:22
Karma: 2009
Gregthegen, check >>THIS<<

Gregthegen, check >>THIS<< out.

Smerk
Smerk's picture
Member
Offline
Last seen: 3 years 1 month ago
Joined: 12/11/2012 - 18:00
Karma: 344
Yes about the ashfall

About the ashfall Dragomir, We actually might just make a module for ashfall. No guarantees. But at this point it would be pretty low priority. We might gather some mods to work for ashfall. But I think you should create your own name for the module instead of taking the idea of fall at the end of the module name.

We can not and will not use ESO books. Sorry, we don't need another legal problem on our hands. Like I said I'm not going to employ or Encourage this sorta stuff. I'm probably as happy about this as you are, but using the original books without editing still haunts me because we could get legally raped for it.

Endstufe
Endstufe's picture
Member
Offline
Last seen: 5 years 6 months ago
Joined: 02/12/2014 - 01:56
Karma: 53
Is there any place in the

Is there any place in the forums for posting new quest ideas?

TheBusStop
TheBusStop's picture
Member
Offline
Last seen: 4 years 8 months ago
Joined: 01/24/2014 - 06:01
Karma: 54
I was thinking about the

I was thinking about the armor, reward and skill system of the Imperial legion (quest line)

In Morrowind when you join the Imperial legion, you get a Imperial chain cuirass. And every time when you wanted to get a Imperial legion quest you had to wear your legion armor, which i found to be a great idea. But only a select few Imperial armors counted as an Imperial uniform which I found to be very odd.

Also I found it very odd that the legion only aimed at a select few skills, and those where the heavy armor ground troopers. While you would think that the Imperial legion as a big army would welcome every direct damage dealing classes and skills, like archers, destruction battle mages and your normal ground troops.

I was thinking that in Skywind the legion skill set could be expanded to: every armor type (unarmored (robes), light, medium and heavy), every direct damage dealing skill (all one-handed, all two handed, marksmanship and destruction magic), block, athletics (if it is in) and speechcraft (to get along with your comrades).

Also when you talk to General Darius in Gnisis to join the legion, he will tell you to go to the legion smith/armorer at Gnisis before you get your orders, to pick up your uniform. He also tells you that you always have to wear your uniform on duty, so you cant get legion quests and quest rewards if you are not wearing your uniform (boots, pants, torso and hands. Helmet and pauldrons are optional). when you get to the legion smith/armorer he or she will ask you if you prefer robes, light armor, medium armor or heavy armor. you have to pick one style (similar to Skyrim if you join the legion) and the smith will give you a full set of legion armor in that style (Imperial (apprentice) robes or something like that for robes, Imperial leather armor for light, Imperial (steel) chain armor for medium and Imperial steel armor for heavy) after you've picked up your uniform you have to put it on and report to General Darius to get your duties. You have to wear an Imperial armor set of any kind on your feet, legs, torso and hands to get your duties and rewards. head, shoulders and shield are optional.

It could even be taken further with separate rewards depending on which style you have chosen (robes, light, medium or heavy) so the rewards are almost always useful for your character (I really didn't like that it was all heavy in Morrowind, while I played a light armored archer) The ranking system is fine as what it is, I should only suggest changing the name of the rank after recruit, spearman to something like Auxiliary or Infantry. The reward system however I think should look like this:

It would be awesome to see something like this in Skywind. although all the new armor I suggested would need to be concepted an created (almost all of them need). FrederickvandeBUnt's concepts for the Imperial armors could (and I think should) be used for this: http://tesrenewal.com/forums/concept-art/imperial-legion-armors

Edit: I've spelled Adamantium wrong in the Rank/reward chart, sorry, please ignore that.

Smitehammer
Smitehammer's picture
Contributor
Offline
Last seen: 1 year 4 months ago
Joined: 07/04/2013 - 15:07
Karma: 984
I think rather than just

I think rather than just assembling the mail, this should be referenced heavily in the game.  There is no gold on Vvardenfell, and it isn't prized as a material in Dunmer culture.  But these rings have sentimental and historical significance - that is why the Dunmer wear them, and hand them down.  It wouldn't be reasonable to hunt down all these rings that NPCs are wearing in their faces, many which have been in their families for thousands of years.  But if a gift of one of these rings is made to the player, or if the player presents one as a gift, it should still come across as very special.

Some Chump
Some Chump's picture
Member
Offline
Last seen: 5 years 7 months ago
Joined: 01/01/2010 - 12:16
Karma: 84
LOCKPICKING
LOCKPICKING In Skyrim Lockpicking is the only skill that has a mini game associated with it, all others are based on you current skill level and auto succed if the criteria is met. I think the Lockpicking mini game should be removed and you auto pick a door if it is below your current skill level, if the lock is too high you cannot open it.
Dragomir
Dragomir's picture
Contributor
Offline
Last seen: 7 months 3 weeks ago
Joined: 04/23/2013 - 16:22
Karma: 2009
Oh no, pls no, not those

Oh no, pls no, not those horrible minigames... I much preffered Skyrim's lockpicking, with some rebalancing was quite interesting. And the persuasion mini game from Oblivion... That should never ever be mentioned. Ever.

I'd much rather have Skyrim persuasion system too. The problem with it in Skyrim was that there was near to none dialogue using it. In Morrowind it depended on the NPC's disposition whether they'd tell us something or not, here instead of tedious bribing or random continous flattering it would make more sense to have persuasion lines that can work or fail depending on our speech skill level.

TheBusStop
TheBusStop's picture
Member
Offline
Last seen: 4 years 8 months ago
Joined: 01/24/2014 - 06:01
Karma: 54
I agree that Oblivions speech

I agree that Oblivions speech minigame was horrible and should be nuked from orbit.

I would prefer Fallout new vegas's speech system, where you had to have a certain level of speechcraft, and if you did not have the requires amount the dialog lines where stupid and unbelievable, while if you had the right level of speech, the dialog option would be believable and good. although skyrims was also pretty good, and combined with Morrowinds it could be really good.

I also prefer skyrims lockpicking system. Morrowinds was way to random and did not require any (real life) skill and Oblivions was just downright painful and annoying. also the benefits of choosing skyrims system is that the lockpicking does not require much work for the team to implement, only new textures and maybe some balancing.

Smerk
Smerk's picture
Member
Offline
Last seen: 3 years 1 month ago
Joined: 12/11/2012 - 18:00
Karma: 344
Me, and Eham (and I think

Me, and Eham (and I think Digital will agree on this) have agreed that lockpicking will have multiple options for people to choose from. So don't worry there's bound to be something that you will enjoy on the subject of lockpicking.

For speech craft, it is still undecided though.

Endstufe wrote:

Is there any place in the forums for posting new quest ideas?

@Endstufe Thank you for asking before posting. :)
digitalparanoid deals with quest stuff. heres the forums for quest ideas.

If the team is going to add books from ESO there is only going to be one. But having even one book from ESO is still not garenteed.

smitehammer wrote:

 Perhaps to start a mine, you would have to first buy a scrub from another mine and feed it the equivalent of bees' 'royal jelly' to allow it to attract a

There a vary little chance of this being added as it will be allot more work then it is worth.

Gregthegen wrote:

I'd like to see patches for Frostfall and Realistic Needs and Diseases for Skywind

Thank you Gregthegen for posting mods. I will be contacting these people about the mods and we might add these mods to Dragomir's "ashfall" or I might call it something else because I don't really want to steal there play on words :P .

Denevir wrote:

Once you clear the fort (and the ebony mine below and the ancestral tomb Grurn is holed up in) the Fort is abandoned (yet cleared) and never seen nor heard from again, kind of like Kvatch and Helgen. So I thought, maybe it could serve as your own Legion stronghold...

@Denevir please don't post ideas that are as long as this post. Just give us the idea and not all the details. We can contact you about the details if we are interested in the idea.

[edit] Its alright to put long posts but not that long. :P

Smerk
Smerk's picture
Member
Offline
Last seen: 3 years 1 month ago
Joined: 12/11/2012 - 18:00
Karma: 344
Its alright man I just want

Its alright man I just want to make sure that things aren't so hard to scroll through. Just try to make things as short as possible when your posting an idea. Its alright if theres long but please don't make them to long.

Smerk
Smerk's picture
Member
Offline
Last seen: 3 years 1 month ago
Joined: 12/11/2012 - 18:00
Karma: 344
@Denevir Sorry I didn't talk

@Denevir Sorry I didn't talk about your long post so I'll just say this. we actually may make manors so that you can upgrade them and stuff like in original morrowind. I think its a good idea to use the people who you meet on the road for the manors and maybe houses.
The quest idea for the axe or the "Wings of the Queen of Bats" doesn't sound like a bad idea for a quest or something you should take it over to Digitals thread.
About the reverse-pickpocketing Isn't it already implemented? It just needs to have some sorta activator or something to make it so they actually use it.

Ok guys were looking for experienced papyrus people if your interested please contact me or Eham. We could always use mroe people. :)

ThereIsNoExit
ThereIsNoExit's picture
Member
Offline
Last seen: 4 years 5 months ago
Joined: 03/27/2014 - 10:26
Karma: 5
Hello. I have a couple of

Hello. I have a couple of interesting ideas concerning the transfer of enchantment and alchemy Skywind. If I'm not the first one and you are already busy doing it or these ideas are not likely to be done, let me know, okay? As far as I remember , alchemy and enchantment systems in Skyrim and Morrowind are different only in that: in Morrowind you can enchant items and create potions and poisons literally on your knees , if you have some soul gems and alchemy tools , while in Skyrim this can be practiced only in special tables located in certain places. I propose to combine these two options . I mean, leave the tables and give the players the opportunity to " cook " on their own, far away from that tables. It looks like that : if a player has the ingredients and tools , selecting tools in the inventory will cause the same as when using the alchemist table, except different animation. Convenient if you need to establish a potion of healing in some dungeon . Why we should leave the tables? I propose to give an increase to the effects of potions and enchantments that we get, using tables instead of creating anything on our own. Makes sense, because such tables themselves replace the whole range of instruments from a mortar and pestle to a alembic, and work becomes easier, thus the quality of the original product will be higher. Good for "long-term" potions. I guess, realization of this idea will require a models of alchemist tools (we have two already -  Tolfdir's alembic and mortar with pestle in Skyrim), additional scripts, additional animation (6 of them. 4 for each alchemical tool, 1 for enchantment of armor and 1 for enchantment of weapons) and placing tables in Morrowind. I have some experience in the animation program called Maya, and I can try to make this animations. But I don't know what programs I need to use and how to safely add it to Skywind, or something.

DanielCoffey
DanielCoffey's picture
Offline
Last seen: 3 years 6 months ago
Joined: 04/20/2014 - 04:40
Karma: 10
Hello folks,

Hello folks,

I am the author of the Book Covers Skyrim mod over on the Nexus and Smerk suggested I post here to talk about the mod in the context of Skywind and to offer the use of my mod's resources in the project.

LINK : http://www.nexusmods.com/skyrim/mods/35399/

As we all know, Books, Journals and Notes are a huge part of the Elder Scrolls games but often the official models and textures can be a little lacking which is why projects such as Book Jackets Morrowind, Book Jackets Oblivion and Book Covers Skyrim have been so popular.

I have released improved meshes for the Skyrim Books, Journals and Notes under the Better Book Mesh, Better Journal Mesh and Better Notes Mesh modders resources on the Nexus. These resources include templates to use for making new covers that will fit the optimized and corrected meshes. The Book Covers Skyrim mod also includes unique textures for almost every Book and Journal and adds many new Notes textures too. The main areas of improvement over the vanilla Skyrim were optimization to remove redundant vertices and a serious overhaul of the UV mapping. This enabled me to make the Notes textures double sided and to re-issue the Skyrim Treasure Maps without any distortion.

I am more than happy to give permission for absolutely any asset within the Book Covers Skyrim mod to be used in any way in the Skywind project.

I am aware that the star on the spines of the Skyrim skill books is probably not appropriate for Skywind so I have released the PSD source files for all the books in the mod. The star can easily be removed or changed. I have the PSD for the Journals and Notes too.

I know that vanilla Skyrim does not contain every single book that was in Morrowind but I have just started work on a Skyrim mod I am calling Book Covers Skyrim - Lost Library which will ultimately contain every missing Daggerfall, Morrowind and Oblivion book with a new cover. I am happy to prioritise the Morrowind books if you decide to use these resources.

I don't seem able to subscribe to this thread so it may be a good idea to PM me here or on the Nexus if you want to talk about the Book Covers Skyrim mod.

Thermocrius
Thermocrius's picture
Contributor
Offline
Last seen: 7 months 1 week ago
Joined: 05/12/2013 - 13:58
Karma: 233
I'm working on a powerpoint

I'm working on a powerpoint with some ideas for magic. I'll send you a PM when I have some more ideas, Smerk.

Balthazar21
Balthazar21's picture
Member
Offline
Last seen: 5 years 5 months ago
Joined: 01/15/2013 - 21:07
Karma: 27
My thoughts on mechanics,

My thoughts on mechanics, going from the big list.

Altars: Imperial altars should probably have a standard Skyrim (altar,statue ?) for whatever god is most appropriate (Zenithar for Hlaalu areas, etc) Almsivi altars would just need appropriate scripting and a check for Tribunal Temple faction membership.

Cursed Items: Must check, but I'm guessing there's an OnEquip type function and a PlaceAtPC under Papyrus. If so, Morrowind style cursed items should be easy peasy from there. 

Diseases; Could Vampirism be used as a template to produce a third "special" disease (Corprus of course) requiring a special cure from you - know - who?

NPC Schedules: The one good use for quest markers. Also Gopher's I-Hud mod takes care of the compass / quest marker issues quite nicely. Why refix what's already fixed when it can just be politely suggested to use that mod.

Buyable houses: Adding a few should be trivial for a good house mod maker (Emma are you a member here?) better yet, why not the hearthfire functionality. It'd take some work but it's an immersive way for an outlander to aquire a home. (faction membership = opportunity to buy a plot of faction land, possibly)

And that's it for general, any I left out seem fine to me left more or less as in Skyrim. Since this post is getting long I'll do one or two more for the rest of the list.

 

Balthazar21
Balthazar21's picture
Member
Offline
Last seen: 5 years 5 months ago
Joined: 01/15/2013 - 21:07
Karma: 27
More Mechanics talk (as I'd

More Mechanics talk (as I'd like to see it)

Achemy

Equipment: A morrowind specific Mortar & Pestle that opens the Alchemy table menu when equipped should address this

Combat:

Weapon and Armor Condition: I'd love to see it implemented but I've no clue how it'd be done

Hand to Hand: Easiest to use the brawl mechanic for required nonlethal fist fights.

Throwing weapons: I'd think crossbow (since you just hold and fire, but not draw crossbows) class weapons with custom animations and graphics are the ticket here. (no I don't know how, just spitballing ideas at the moment)

Magic:

Unless some script wizard out there can recreate the morroblivion solution of giving the player a spell on equip on removing when the item is removed all cast on use should be replaced with skyrim type enchants (bit of a no brainer, this one, but it's a lot of work so somebody should float the idea)

Quests:

Map Markers: Again, Gopher already fixed this with I - Hud. I would politely suggest it's use.

Any Mechanics issue I've not covered with my two posts, either I prefer the Skyrim mechanic or I can't think of anything useful yet. As I explore the Skyrim CS and Papyrus I may be able to be more constructive.

Smitehammer
Smitehammer's picture
Contributor
Offline
Last seen: 1 year 4 months ago
Joined: 07/04/2013 - 15:07
Karma: 984
I would say the Imperial Cult

I would say the Imperial Cult altars should each be a nod to all nine of the Divines, but very downplayed.  This is a foreign religion in Morrowind, and so you could think of these in the context of the Septs for the Seven Gods in Song of Ice and Fire in lands where they are not primary.  There is a small sept in Winterfell with a charcoal depiction of each of the seven gods, instead of the grand statues found in regions where that religion dominates.

As for the cursed items, in Mkrrowind they would all summon a dremora lord.  It would be nice if there were different versions for the different daedric princes' shrines.  Sheogorath's cursed items would summon a golden saint, Mehrunes Dagon's a dremora, Malacath's an ogrim, and Molag Bal's a daedroth.

Twisted Logic
Twisted Logic's picture
Member
Offline
Last seen: 5 years 5 months ago
Joined: 04/14/2013 - 20:15
Karma: 370
I would love to see the main
I would love to see the main chapel in Ebonheart be a full-on Cyrod cathedral! A sort of show of power, considering how near it is to the High Fane in Vivec.
Thermocrius
Thermocrius's picture
Contributor
Offline
Last seen: 7 months 1 week ago
Joined: 05/12/2013 - 13:58
Karma: 233
I might be able to cook

I might be able to cook something up with that whole "equip thing, get spell" stuff. Can't promise anything though.

DatEndlessAbyss
DatEndlessAbyss's picture
Member
Offline
Last seen: 1 year 2 weeks ago
Joined: 01/10/2014 - 11:33
Karma: 97
I would love to see the

I would love to see the "buyable" houses option be added, not common and more linked to extra quests pertaining to them. Say you save a town from a Nix-Hound attack or Badit raid the local guild would reward the player an with a home to live in said town.

DatEndlessAbyss
DatEndlessAbyss's picture
Member
Offline
Last seen: 1 year 2 weeks ago
Joined: 01/10/2014 - 11:33
Karma: 97
As for Quest/Map markers it

As for Quest/Map markers it should be advised in the installer this feature can be changed in the .ini. Like so "For Nostalgic or experienced players Map/Quest markers can be disabled in the .ini". OR "For players who enjoyed Skyrim's markers and desire a more straight-foward play this feature is implemented".

lukkar
lukkar's picture
Contributor
Offline
Last seen: 9 months 3 weeks ago
Joined: 01/24/2014 - 07:22
Karma: 1565
I moved this thread here as

I moved this thread here as Smerk proposed

 Banks

Like this mod in original Morrowind or more advanced version like in Skyrim. One more brick to add depth into Skywind. It's quite ridiculous that so big island doesn't have any financial system. The problems could be balance (too much money after some time) but we can just change chance of risk of loosing investment.

-Banks will be in 5 locations like Vivec, Balmora, Gnisis, Ald'ruhn and Sadrith Mora. If don't pay bank they give bounty on u, if u don't pay a long time,bounty hunters will hunt on u. You also take Loan Sharks in Thieves Guild of Balmora and Sadrith Mora. Not paying them in this case cause sending killer for u.

-There is alternative with rob the bank like vaults in Vivec. It could be really cool feature to design.

There is many things which we can implement here.

Streets names

I will add streets names in Vivec (as someone mentioned) and in Balmora, Suran and plaza names in Ald'ruhn, Maar Gan. To help with navigating during some quests and add more depth.

Interrupting fast travel

I'm not coder but I think it is quite hard to implement but possible to do and cool feature.

Red points are event point. Unfortunately they should be placed manually. In event points you find bandits/deadly fauna/other enemies. Level of enemies depends on your level. To travel further u have to of course clear out nearby area like in vanilla. You have some radius around u which covered red points from area A to B. Depends on your skills or whatever u have some probability rate to meet event. Most points can be based on roads

This solution despite of tons of work and probability of bugs has got a plenty of advantages.

- some area could have more events. It means you have to be better prepared before u travel though for example Red mountain Region instead from Pelagiad to Vivec.

- if u are not strong enough u can use vanilla transport system instead of fast travel.

-as in vanilla u have to have collect some supply before travel.

-to avoid too annoying interrupting it can be activate over longer distances.

-your chances of detecting by bandits/animals can be lower due to your sneaking skill and your level. After some point you will be not interrupted.

@DatEndlessAbyss For ""buyable" houses" I proposed just possibility of building your own mansion during Hlaalu/Redoran/Telvanni quests.

ScumpunxDave
ScumpunxDave's picture
Contributor
Offline
Last seen: 2 years 2 months ago
Joined: 04/27/2014 - 15:01
Karma: 693
http://www.nexusmods.com

http://www.nexusmods.com/skyrim/mods/54922/?

heres a very new mod called Equipment Degradation this is certainly worth a look at to see if they would alow us to use some of mechanics or make a compatibility patch for skywind and would pretty much complete the armor and weapon degradation just a case of some bug fixes (early days with the mod) and changing the repair kit to the armorers hammer

lukkar
lukkar's picture
Contributor
Offline
Last seen: 9 months 3 weeks ago
Joined: 01/24/2014 - 07:22
Karma: 1565
I propose adding mansion

I propose adding mansion which u can build after achieve some rank in Redoran, Hlaalu or Telvanni houses.
Redoran - you can build mansion in Ald ruhn.Each mansion in most spectacular and convenient place.
Hlaalu - u can build mansion in Balmora.
Telvanni - u cna built mansion in  Sadrith Mora
Like in Oblivion u pay 10-15k for standard version. Hardly barren building. U can upgrade it by buying new features like

everything inside:
- u can buy better rugs, beds, furnitures, candles... whatever
- u can build some rooms for smithing, cooking, alchemy, enchanting, smelting, other crafting etc.. of course for reasonable price
- u can order to build all personal shrines, maybe each one for 3-5k?
- dojo room where u can summon creature if u have soulgem whit pray and money (maybe 3k for each creature). Then u have opportunity to summon infinitive times some of them. (or once a day). Maybe just add shrine sth like in alphabetical order. And invincible sparring partner.
- u can build garden, where you can plant the plants, mushrooms.
- u can build underground personal zoo (maybe add some mechanism that u can capture some animal and put into zoo), fishpond.
- if u have personal zoo and fishpond u can build Butcher room where u can order to get meat etc.
- Wine and other alcohols room where u can buy. Just ask servant to give sth for gold (50% ordinary price just pay for ingredients).
- u can build trophy room. Where u have display mannequins and racks with caption (glass, daedric, unique etc.) (automatically placed if u activate sth?) And of course ordinary chests and display. Everything in order. And add area in which to display stuffed replicas of the creatures you kill, as created by ace taxidermist

- Library where u can display automatically books in alphabetical order or bytype.

On outside u can buy some
- Stall for guars
- Secret tunnel
- House banners and other ornamentations
- some outside gardens and other stuff.
To get servants u can just buy slaves in Sadrith mora or maybe in or Balmora, Ald ruhn.
Servants will be neccery to maintain graden, zoo, butcher service, alcohol and drinks, cook, teleporter mag (can teleport u for reasonable amount of money to most important placec), very optional are maids and guards.
Of course u should pay for maintain such big staff. Maybe (4-6k per week, depends how big crew is)
to overcome cost u can buy:
- For Redoran mine near ald ruhn (5-7k profit per week).
- For Hlaalu establish some plantation in ascadian Isles region (5-7k profit per week).
- For Telvanni create some workshop (5-7k profit per week)
For each business u can create interesting side quest. Each one will cost about 10k-15k.
Each plan u can buy from architect in Balmora (Hlaalu), in Ald Ruhn (Redoran), Sadrith Mora (Telvanni).
Optional u can buy ring for 5k which can teleport u to mansion and have ability to teleport to every particular room in mansion.

I think this is good proposition for house idea. U have spend time and some money to create it and u have opportunity to develop it through the whole game if u have to spend 150-200k for everything.
Everything well design and quite compact. Additionally u can create not necessary rooms like (bathroom, staff rooms, companions rooms etc. in other wing to avoid chaos in communication)

Some other mods like this:

http://www.nexusmods.com/skyrim/mods/4514/?

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Det...

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

Different player speed when u walk on the road, sand, marsh, snow, ice (I mean on particular texture)

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

Additional sound like here http://www.nexusmods.com/skyrim/mods/8601/?

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

"Pumping Iron"

Every time your character gets a skill increase in a combat skill (or smithing) his muscles will be considered to have been trained a little. The more skill increases, the more training.
Mod here http://www.nexusmods.com/skyrim/mods/29476/?

------------------
Wet and cold mod

Dynamic wet and cold related effects. All features related to the visual effects apply to all actors unless otherwise stated

http://www.youtube.com/watch?v=I9OGokVMh2k
http://www.nexusmods.com/skyrim/mods/27563/?

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

Footprints
http://youtu.be/wWx_t6-UcfE?t=5m23s
http://www.nexusmods.com/skyrim/mods/22745/?tab=7&navtag=htt...

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

Burn Freeze Shock Effects
http://www.nexusmods.com/skyrim/mods/14692/?

Pages