CGi Posted March 15, 2014 Posted March 15, 2014 We got no meshes that could represent Hammerfell architecture or clutter. So aside from the ship, the rest can't be done w/o making it look and feel like Skyrim.And if we limit this trip to the ship, we would still need to think up an explanation why it never reached Hammerfell and why the player is back in Skyrim. Unless an 3d modeler and texture artist is willing to help us out with suiting meshes and textures, that is.
JahReit Posted March 15, 2014 Posted March 15, 2014 I, and many others, are tired of the Almighty Dragonborn and wish to play as nothing more than a normal character. My PC (not DB) is a lowly escaped slave girl who knows nothing of dragons and certainly has no knowledge of a Dragonborn. But this idea of the Alik'r taking interest in the PC along with Saadia could make me go back to the boring Dragonborn quest line...almost. However, if you could somehow make the Saadia quest start without starting the Dragonborn quest, I, and many others, would really appreciate it. This wouldn't break the immersive idea, with a little manipulation; the Alik'r would certainly be interested in a Dragonborn, but could also be interested in a normal female who foolishly came to a clandestine meeting at the stables. Maybe use different conversations based on tag Dragonborn or PC. Sorry. i was stating this wrong. in APPS the player don't has to be the Dragonborn. He can get fame (and by this interesst from other people) by being the Dragonborn or ... something else . So no matter if the player is the dragonborn or just a regular inhabitant of Skyrim, as soon as people know about her/him, they might develop interesst in her/him. But to get the quest with Saadia, the player needs to become the Dragonborn as else the quest will not be available, hence why i wrote Dragonborn and this way send the wrong message. The mentioned quest is due to this nature a side quest, as the main quest of APPS can be played w/o being the Dragonborn, but instead by becoming famous for something else. ^^ This means as well, as soon as the player finished the main quest of APPS w/o being the Dragonborn, more content will become availabe as soon as she/he becomes the dragonborn. @Everyone if you're afraid that we put the player in an almighty role: fear not, as we don't like this too and we do what we can to display the player as a normal being, with weaknesses like any other being. Even tho as the Dragonborn the player will be a more dangerous thread and by this be of more value. But aside from recognizing that, she/he is still a normal living being. I think I might not understand what you are saying or you aren't understanding me. My PC is not nor will ever be Dragonborn. That's why I suggested altering the Saadia quest a little (not a deal breaker though). Not now of course, maybe later, after you get the new version out. Speaking of...get some content out for us to start and add more later. I might have the wrong impression that you are trying to put to much in the next version. Please don't shoot me for wanting to see something soon, I've stayed with this mod from the beginning. You guys have my respect for sticking with a very complicated endeavor.
Darolok Posted March 15, 2014 Posted March 15, 2014 We got no meshes that could represent Hammerfell architecture or clutter. So aside from the ship, the rest can't be done w/o making it look and feel like Skyrim. And if we limit this trip to the ship, we would still need to think up an explanation why it never reached Hammerfell and why the player is back in Skyrim. Unless an 3d modeler and texture artist is willing to help us out with suiting meshes and textures, that is. This leads nicely to my question/suggestion: Do you plan on having something like gameover through quests? What i mean by that is the idea of forcing the player to reload if he made a few "bad" decisions during your questlines which lead to the character being stuck in an unfortunate situation. A few exampes: - For the mentioned "sold to Hammerfell" questline: After being captured and sold, the character is transportet to a boat to Hammerfell where he/she is restrained with other slaves. The player gets one last chance to talk his way out of there, if he fails the screen goes black and a textbox appears describing your charactes fate in Hammerfell. Gameover after that. - The character could get stuck in a cage/device for upsetting an important and powerfull character. He/She is left there as a demonstration for others and is never taken out. You could just leave the character here and offer no way out thus forcing the player to reload once he gets bored or offer a textbox describing the characters fate after some time. Gameover after that. - The character could get stuck as a sextoy for an important npc. He/She is left in a fully acessible room with all physical needs covered (such as food/drinks etc.), but cannot leave the room because its locked or because they are somehow restrained. Small events happen on a regular basis representing the master playing with his toy (most likely sex/punishment). The game technically does not end here because the events would ideally just repeat themselfs, but if the player wishes to do anything else he would be forced to reload. I always thought it was weird that the only way you "loose" in skyrim is by dying and any other situation will somehow still offer a way out to fulfill your destiny as a dragonborn. It seems inconsequential for a slaver to let the character go and gameplay-wise, you could always simply enjoy an interesting ending and reload afterwards.
CGi Posted March 15, 2014 Posted March 15, 2014 I think I might not understand what you are saying or you aren't understanding me. My PC is not nor will ever be Dragonborn. That's why I suggested altering the Saadia quest a little (not a deal breaker though). Not now of course, maybe later, after you get the new version out. Speaking of...get some content out for us to start and add more later. I might have the wrong impression that you are trying to put to much in the next version. Please don't shoot me for wanting to see something soon, I've stayed with this mod from the beginning. You guys have my respect for sticking with a very complicated endeavor. We will not alter any vanilla content that leads to incompatibilities, like quests and everything regarding those. Sorry, but the Saadia quest will stay as it is and you have to become the Dragonborn to play it. And as for your impression that we overdo it: At the moment we only work on the technical aspect of the mod which is the underlying framework. This is a heavy task and eats up a lot of time, hence why we didn't create any working content yet, just the technical base. if it comes to the mods playable content, we'll work on it in blocks and release each block before we work on the next one to ensure that what we already created it working as intended. This workflow makes it easier for us and new content will be available faster. At the moment we just collect ideas which might not be integrated in the way they was thought up but instead we will mix and match as needed and those ideas help us find functionality that we can put into the framework for easier re-useability. This leads nicely to my question/suggestion: Do you plan on having something like gameover through quests? What i mean by that is the idea of forcing the player to reload if he made a few "bad" decisions during your questlines which lead to the character being stuck in an unfortunate situation. A few exampes: - For the mentioned "sold to Hammerfell" questline: After being captured and sold, the character is transportet to a boat to Hammerfell where he/she is restrained with other slaves. The player gets one last chance to talk his way out of there, if he fails the screen goes black and a textbox appears describing your charactes fate in Hammerfell. Gameover after that. - The character could get stuck in a cage/device for upsetting an important and powerfull character. He/She is left there as a demonstration for others and is never taken out. You could just leave the character here and offer no way out thus forcing the player to reload once he gets bored or offer a textbox describing the characters fate after some time. Gameover after that. - The character could get stuck as a sextoy for an important npc. He/She is left in a fully acessible room with all physical needs covered (such as food/drinks etc.), but cannot leave the room because its locked or because they are somehow restrained. Small events happen on a regular basis representing the master playing with his toy (most likely sex/punishment). The game technically does not end here because the events would ideally just repeat themselfs, but if the player wishes to do anything else he would be forced to reload. I always thought it was weird that the only way you "loose" in skyrim is by dying and any other situation will somehow still offer a way out to fulfill your destiny as a dragonborn. It seems inconsequential for a slaver to let the character go and gameplay-wise, you could always simply enjoy an interesting ending and reload afterwards. i'm not a fan of dead ends in quests. imo quests should always be solvable to avoid quicksaving and reloading before every decission. Saving and loading breaks immersion big time for me. You can of course still die in battles but this is all controlled by the player, while quests would force the player. We might create content that looks like you're stuck in a situation but there will always be a way out to make it possible for the player to continue playing w/o risking having to replay big parts due to an missing save. The player should immerse in the world and not think about technical stuff like saving and "how did they think this up so i can solve it in the way i like it". So if the player wants to stay in a situation he just don't has do do anything to get away from it and this way enjoy it for as long as she/he likes, while still knowing she/he can end it "anytime".
sashalag Posted March 15, 2014 Posted March 15, 2014 And if we limit this trip to the ship, we would still need to think up an explanation why it never reached Hammerfell and why the player is back in Skyrim. A shipwreck, maybe ?
CGi Posted March 15, 2014 Posted March 15, 2014 The best sailors in the world of Nirn are supposed to wreck their ship?Still a good idea, but we better have a good explanation why they failed. ^^
sashalag Posted March 15, 2014 Posted March 15, 2014 The best sailors in the world of Nirn are supposed to wreck their ship? Still a good idea, but we better have a good explanation why they failed. ^^ The ship was called the Tetonic, and they went to the north sea, ya know...icebergs around...
Princessity Posted March 15, 2014 Posted March 15, 2014 I have an explanation: just before the ship breaks play a sound effect in the distance that goes like... XD
Guest MrLange Posted March 15, 2014 Posted March 15, 2014 The best sailors in the world of Nirn are supposed to wreck their ship? Still a good idea, but we better have a good explanation why they failed. ^^ The ship was called the Tetonic, and they went to the north sea, ya know...icebergs around... lol, just laughed so hard Talking about the shipwreck: It's a dangerous time with huge dragons covering the sky. Spitting fire, so hot even stone towers melt from the heat. And being on a wooden boat while such a grotesque monster is attacking you, no matter how good your naval skills are, you just have to accept that you're totally fucked up
CGi Posted March 15, 2014 Posted March 15, 2014 As much as i like this funny idea, i don't think i should put this much parody into the Alik'r quest.if anyone disagrees, feel free to tell me as this mod is still developed together with it's user base. But to summarize what we already got:A ship, commanded by captain Jack Cliffracer - a less fearsome but more retarded redguard - is heading north with his ship, named Tetonic, and while being attacked by a dragon and his boat going up in flames, he hits an iceberg, this way extinguishes the fire but sinks the ship. And the player, who was hold captive on board the ship for being transfered to Hammerfell, comes back to her/his senses on a random beach at the north coastline of Skyrim. Did i miss anything important?
sashalag Posted March 15, 2014 Posted March 15, 2014 As much as i like this funny idea, i don't think i should put this much parody into the Alik'r quest. if anyone disagrees, feel free to tell me as this mod is still developed together with it's user base. But to summarize what we already got: A ship, commanded by captain Jack Cliffracer - a less fearsome but more retarded redguard - is heading north with his ship, named Tetonic, and while being attacked by a dragon and his boat going up in flames, he hits an iceberg, this way extinguishes the fire but sinks the ship. And the player, who was hold captive on board the ship for being transfered to Hammerfell, comes back to her/his senses on a random beach at the north coastline of Skyrim. Did i miss anything important? Lol ! Now that I see the map of Tamriel,those alyk´r are really retarded (my fault...I suggested the ship ) They just have to head southwest Falkreath, and Hammerfell frontier is right there...maybe they need to cover their slavery activities by making a several months trip in a ship, going around High Rock to reach the city of Sentinel ?
CGi Posted March 15, 2014 Posted March 15, 2014 i see you now understand my problem with your suggestion.But thanks to Ms Leeches idea, the captain is now officially a retard due to 2 people (you and Ms Leeches) imagening him this way. This quest would be hillarious but i can't get my head around if it's really worth creating it as it seems to lack some actual gameplay.
Princessity Posted March 15, 2014 Posted March 15, 2014 Or they could just use mark and recall spells to get back to Hammerfell! And then they suddenly remember ooops you can't take other people with you with that spell! XD
aqqh Posted March 15, 2014 Posted March 15, 2014 I have an explanation: just before the ship breaks play a sound effect in the distance that goes like... XD that would be epic if implemented properly A quest to get your enslaved bum out of that ship when opportunity arises.
CGi Posted March 15, 2014 Posted March 15, 2014 Or they could just use mark and recall spells to get back to Hammerfell! And then they suddenly remember ooops you can't take other people with you with that spell! XD Nice to see that finally more and more funny/not-so-serious ideas are coming. We really need to do some brainstorming about this and while we're at it do some more brainstorming about the infiltration idea of yours. And as so many people jumped on tha idea, it's now noted and will find it's way into the mod at some point and some place. @Everyone: So please keep ideas coming. For this "quest" and other quests you would like to see.
Cocein Posted March 16, 2014 Posted March 16, 2014 I'm not sure if I reached a bug or the end of the script. I finished the bit where you're taken upstairs and meet the 2 npcs, but after when I go to talk to the barkeeper she doesn't have any dialogue options to advance the story. Is this the end of the mod so far or did my game bug out?
Guest MrLange Posted March 16, 2014 Posted March 16, 2014 I'm not sure if I reached a bug or the end of the script. I finished the bit where you're taken upstairs and meet the 2 npcs, but after when I go to talk to the barkeeper she doesn't have any dialogue options to advance the story. Is this the end of the mod so far or did my game bug out? This is where the quest ends right now, it's meant to be so.
Heromaster Posted March 16, 2014 Author Posted March 16, 2014 When will the new version of the mod? When it's done
Vithiss Posted March 17, 2014 Posted March 17, 2014 I don't know if you are even looking for this kind of thing still, but, a while back (months, maybe) there was some discussion in the thread about realistic practices, pricing and that sort of thing. I did a bit of research, read a book or two and that sort of thing and figured I'd share some that may be relevant for your considerations as work on the mod progresses. The biggest single academic source I found studied France in the 1400s, for context, and here are a few interesting points: -the crime of raping a chambermaid was less serious than stealing a penny -cities, as well as churchmen owned and operated brothels openly, (and the royal court had its own 'stable' too, overseen by the Master of Revels) -there were many forms of contraceptives being used, from the infamous Sheeps-gut "sheath" to various herbal and even "ritual" practices along side keeping an eye on the moon (needless to say, by modern standards, not all were especially effective) -abortion was illegal, common, and dangerous for the woman in question -infanticide and infant abandonment were also common ways of dealing with unwanted children (later on, I found a ton of English court cases of infanticide where the infant had been dropped into the sewage/outhouse/midden at birth circa 1600s and going back to the 1200s there are a lot of cases of infants "accidentally" smothered by their mothers while sleeping) -gang rape was extremely common in cities and towns, the sources blame unmarried apprentices and menial laborers, and the great concern is that it would produce bastards and make younger women un-marriageable (one historian speculates that this is part of why public brothels were not merely tolerated) -being a "private prostitute" or kept woman in more recent terms was usually the first and best part of a prostitute's career, the average age of such women was 14, as they got older and "less desirable" they moved into public prostitution -prostitution was regulated, largely for "public health" reasons -both oral and anal sex were capital offenses, as "unnatural acts" (though enforcement is... uneven at best) -other sorts of things ( "rubbing" is mentioned a lot, and is a term for masturbation in some sources) were officially sins and punishable, but not as serious as the acts above -as an aside, in the days of the "pilgrim fathers" here in the US (early-mid 1600s) there is a documented case of a man convicted of sex with farm animals, both he, and the animals in question, were hanged So, aside from it being a good excuse to read about some of this stuff, the upshot for your uses is, I guess - do whatever you want, whatever makes your story work best, and so on. I've heard that there was a necrophile alchemist in vanilla Oblivion, and Beth drops little hints here and there but, they have to sell games in the modern world, so they mostly don't delve into the details of cultural practices different than our own and use ours as a sort of normal default (and who can blame them?). As for anything that actually says that oral or anal sex were common... I could find nothing at all. -Lots- of old documents refer to other non-vaginal forms of eroticism and release, but, since the other orifices were death penalty acts it also makes perfect sense that very few people would admit to them and they would be nearly impossible to prove unless someone got caught in the act. Anyway, sorry if this is a waste of your forum space at this point, feel free to delete it or whatever... at least now I can get rid of those notes and stuff.
CGi Posted March 17, 2014 Posted March 17, 2014 Your input is highly apprectiated.Thanks for taking the time to reseach those informations.
Cocein Posted March 17, 2014 Posted March 17, 2014 -both oral and anal sex were capital offenses, as "unnatural acts" (though enforcement is... uneven at best) -other sorts of things ( "rubbing" is mentioned a lot, and is a term for masturbation in some sources) were officially sins and punishable, but not as serious as the acts above A lot of this stuff is heavily influenced by religion. Largely christian influences if we're talking about France. They can be easily ignored since the world of skyrim has its own religious lore.
tukugawa Posted March 17, 2014 Posted March 17, 2014 I always wondered why there was a mod about Sanguine and none in relation to Molag Bal as he is the patron of Vampires as well as rape and torture (for example when you can see in skyrim "Yes. It's an altar. Men would come and sacrifice the wretched in my name. The weak would be punished by the strong.") Involving him with any kind of slavery seems like a must to me as it would fit in quite well with Skyrim's lore. One way in this mod could be that one of your clients is in fact a servant of Molag Bal and if you were to become too subservient (via conversation or behaviour) he would feel it's his duty to imprison and torture you (sexually and by other means) and once he's bored of you he would just sell you off or leave you helpless in the nature (devious devices?). On the lighthearted side, you could add a drinking game (random stamina loss?) with a client where if you lose he gets he's way for free and if you win you get paid double. You could also add ways to try and cheat but if you get caught you get walked around town naked (with maybe a cheater tatoo). Another way to spice up the prostitution could also be to add prefered clothing for each customers who would pay you more if have said clothes on. Or take it the other way around make them laugh at you and decline any offer if they feel your clothing is ridiculous. Sorry if the ideas seem a bit random. Love the ideas in this mod and can't wait to see what happens next.
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