Original Idea: addiktive This is a sample idea to show the preferred structure of all other ideas.
An overview of the mod idea providing the basic details about what, who, where and why.
Descriptions of the characters involved by faction.
Faction 1, Person 1, Person 2
Faction 2, Person 1, Person 2
Descriptions of key locations involved.
City, Building 1, Building 2
Description of how the mod plot is integrated into the original game.
Description of the reward, ability, skill or items that the player receives during or after.
Description of the specific Quest Stages.
Specific coding, audial, graphical requirements.
Original Idea: Imperial Knight A place to send the REALLY bad criminals, each sectioned off by their respective specialty (Comabt, Magic, Stealth.)
Prisoners, Combat, Stealth, Magic
Prison Facility, Entrance, Door #0, Door #1, Door #2, Door #3, Work Pit (name pending), Governor's Tower, Combat Block, Magic Block, Stealth Block
Disobedience, etc., Isolation for 5 days, Drastic lowering of stats, Torture Chamber
Join Prison Gangs, Eliminate other gangs, Less competition for power, Less help further down the line, Join gangs together, No gained power, More help down the line
Original Idea: addiktive [Idea has been merged with "The Talos Cult Conspiracy" and remains as a platform] Elder Council Political Plot
Is Ocato potentially going to ensure total and lasting control over Cyrodiil through some grand scheme? Is this the New World Order in effect? Utilising the chaos of recent events to transform Cyrodiil into a police state? Is there another Councillor who has his eye on the prize? Who will take the place of Septim VII and Martin as Emperor? It seems to me that the Elder Council acts in accordance with the Emperor, so whoever is "promoted" to the role, would have supreme control over the Council and Cyrodiil.
Elder Council, High Chancellor Ocato
This mod will employ several new models, textures, and hopefully, voice acting! Feel free to add ideas, that is what this whole site is for. :)
Audio, Voice Acting, High Chancellor Ocato
Imperial City (Multiple Districts)
Please just add ideas and suggestions to the main parts unless it involves removing someone else"s idea.
Combine with Talos Cult idea
Original Idea: harlanrm The player begins re-enacting, and must overcome, past challenges in their dreams.
The Champion of Cyrodil has seen many horrors. Now that the Oblivion crisis is over the PC begins having some terrible nightmares. Everytime the PC sleeps, they are transported to a dreamworld which is slightly different everytime the PC arrives there. Since its a dreamworld, the PC has no items, armor or weapons (but may find some in the dreamworld). In the dreamworld the PC is confronted of the horrors from his/her past. Each time the PC goes to the dreamworld they have some puzzle or ghost from the past to defeat before they can wake up. If the PC dies in the dream they are woken up with 0 fatigue (and possibly some other side effect). The next time the PC sleeps they must attempt to complete the same puzzle they failed at previously. The story could end with re enacting the Mehrunes Dagon battle, only in your nightmare Martin is not there, so you must find some other way of defeating him. Once you complete this quest Talos sends his blessings upon you and tells you your sleep will be troubled no more.
Mini Quest, Search for the Sigil Stone, Fighters Guild Nightmares, Thieves Guild Nightmares, Dark Brotherhood Nightmares
This mod is the unofficial expansion of the vanilla Oblivion village, Aleswell. Aleswell already has a quest set in it called Zero Visability. The expansion will include more quests, more buildings, and a rebuild for each character"s personality including new characters. Voice acting will be present in the mod.
Adosi Serethi (vanilla) Diram Serethi (vanilla) Sakeepa (vanilla) Shagol gro-Bumph (vanilla) Urnsi Serethi (vanilla)
Zero Visibility (vanilla)
A drawn out layout of "New Aleswell" will be uploaded when I have the time.
Original Idea: ncpwns Introduces various new ways to kill NPCs via poisons etc
Concoctions, Stage 1: Base, Deadly - Nightshade, Paralysis - Daedra Silk, Sedation - Sacred Lotus Seeds, Incapacitation - Mandrake Root, Stage 2: Active Element, Kill, Blister Agent - Blister Pod Cap, Effects, Blood Agent (Cyanogen) - Bloodgrass, Effects, Nerve Agent - Ectoplasm, Effects, Pulmonary Agent - Spiddal Stick, Effects, Sedate, Incapacitating Agent - Foxglove Nectar, Effect, Incapacitate, Blister Agent - Blister Pod Cap, Effects, Blood Agent - Bloodgrass, Effects, Pulmonary Agent - Spiddal Stick, Effects, Paralyze, Nerve Agent - Ectoplasm, Effects, Stage 3: Catalyst, Weak Catalyst - Daedroth Teeth, Medium Catalyst - Worm's Head Cap, Strong Catalyst - Void Salts, Stage 4: Persistence, Low Persistence, Medium Persistence, High Persistence
Delivery Methods, Blowdart Gun, Poison Needle, Aerosol Gas Bomb
Apparatus, Poison Mixer, Heavy Chemical Lab, Stationary Chem Lab
How the rewards are integrated into the game world.
This is intended to be a new method intended for assassins wishing their kills to be discreet.
Original Idea: UESP An unfinished Beth quest
There is a house in Skingrad, across from Rosethorn Hall, which is owned by someone named Nerastarel. If you enter the house it appears to be long-abandoned and in shambles (despite the fact that it looks fine from the outside) and has several undead in it. Strangely enough, there is no one in the game by the name of Nerastarel, only his house. Was Nerastarel a necromancer forced to flee the city, even the province, due to some unfortunate circumstances? Or was he innocent, and it was a necromancer who forced him to flee? There are no bones in or around the house, so it"s safe to assume that whether or not Nerastarel"s alive, he didn"t die there. (The tree in his backyard is also dead and toppled, which may or may not bear significance.)
Original idea: Imperial Knight (IK) [Idea has been merged with "Rise To Power" and remains as a platform] This is an idea based around the rather mysterious Talos Cult, who, as far as we know, believe in a strong Emperor, such as Talos-better known as Tiber-Septim. It shows how the Talos Cult has affected Tamriel, and continues to as they try to reach dominence.
After the Oblivion Crisis, the Emperor"s throne remains empty and the empire is ruled by the Elder Counsil. This is when the Talos Cult decides to strike, pushing to get a strong leader, aligned with them, into power. The player will NOT be forced into this as they were the MQ, but rather fall into it, as they are the Champion of Cyrodiil, and are expected to help with this sort of thing.
Many key characters are involved in this, making it a conspiracy. Most characters already exist (still to be decided) and are prominent in their respective communities, whether city-wide or province-wide.
Elder Council, High Chancellor Ocato
The Talos Cult
please create a new box on this string titled with the catagory of the suggestion.
In short, a cult dedicated to Talos, or Tiber, Septim. Little is known about them, other than they hated Uriel Septim IV, as in Morrowind they had an attempt at his life. They want to restore power to a strong leader, as previous leaders have been weak.
Original Idea: UESP An unfinished Beth quest
In Chorrol resides an Imperial couple - Jirolin and Ariela Doran - the former of whom, as noted in the Construction Set, appears to be connected with a quest that was cut from the final game. Apparently, Jirolin is under the impression that he is part Ogre, the legacy of a distant relation, and will ask the player to leave an offering of jewels near a local cave inhabited by Ogres in order to establish friendly contact with them. Seemingly, the Ogres allow Jirolin to enter their ranks, as a meal, at which time he must be rescued from his predicament. Nothing remains of the quest save the occasional script, random journal entries, and the cave itself: Rock Bottom Cave, whose in-game occupants were changed to Goblins in light of the quest"s absence.
Rock Bottom Caverns
Original Idea: addiktive (RiseToPower); Imperial Knight (The Talos Cult Conspiricy) Lead Modder: gamerdude (Dwayne_Sykes@Dishmail.net) This mod will be a combination of "The Talos Cult Conspiracy" and "Rise To Power"
The throne remains empty after the Oblivion Crisis and the Elder Council takes control. Prominently, High Chancellor Ocato
The Talos Cult
Elder Council, High Chancellor Ocato
Imperial City (Multiple Districts)
Talos Shrine/Talos Cult HQ, ideas
Quests should be rolled out with a subtle event that causes hightened tension within the political structure of the Empire
Morrowind, Talos Cult Conspiracy (Quest), Note From Oritus Maro
Quests, choices, Fighting the cult, Reports of disturbances, Investigating, The finale, taking over the cult, small tasks, bigger fish, leadership, 1 last ride
Characters, Benevolent, Neutral, Malevolent
Original Idea: Larianov8 A quest to find some rare plant for medicinal usage.
Imperial City, Market District, Woman, Alchemist
I love the plot.
Very Nice! =]
Here is where you come in, if you know how to do such things!
Original Idea: addiktive Psionic Abilities Plot
The ability itself would rely on some clever scripting and integration with oblivion"s current NPCs, played out via some clean voice acting. A new character or two would be required to progress the story line, or current NPC"s could be utilised that have no major role in the main game.
Much like the original ideas, the story will be introduced via a series of unusual occurrences, visions, weird sounds and flickers of the ability in effect. The player will be drawn into a plot that explains the nature of this ability, it"s source, benefits and dangers.
The ability to hear what people are really thinking. A psychic ability that evolves within the player, and allows them to hear peoples thoughts. The effectiveness of this "ability" is affected by the targets mental stamina.
This mod is about a faction aligned against the Imperial throne.
Recruitment, First Tier of Quests
The main theme is testing the players loyalties. To their own self, their friends, their empire, the rebellion. Perhaps the player wants to just revel in the chaos? Regardless choice is paramount in this.
The player will eventually gain access to various functions within the faction. Since the faction is self-reliant, this includes all the typical stores, which are available as soon as the player is revealed the nature. As the player advances in rank, the stores drop their prices for the player, and allow more items to be bought. New specialized stores (Other mods items?) will also open. Also, the player might acquire services such as assassins that will kill certain targets, warriors that will follow the player or guard their property, mages that enchant and create spells, and so on and so on. (Suggestions for services would be appreciated.)
Most of the mod is geared towards Thief-type characters. Any suggestions for alternate paths for warriors or mages should be put in the individual quests.
Based off the possible reasons why this faction would hate the empire, one major thing would probably be their restriction and domineering atitude. Maybe this could work out to be most likely Beast-race founded or at least the beast races play a larger part due to the abuses. Also, the mod should portray both Imperials and the rebel faction as committing atrocities of their own, with the player potentially shaping the rebel faction and maybe even the Imperials.
Original Idea: Wrye A mod to expand the current NPC dialogue.
Now that Ely"s universal silent voice mod, is a available, it might be time for someone to look at doing something like Less Generic NPCs for Oblivion. LGNPC is not a very showy mod (though some components have some very nice depth quests), but it makes Morrowind a much more interesting world to just hang around in -- just wander around and talk to people. A less grandiose version might cover just rumors, conversation and common topics. E.g. actually have dialog from members of the mages guild saying something more intelligent than "I don"t know why...". E.g. have NPCs talk about something other than how scary mudcrabs are or how disgusting goblins are.
This will revolutionize the game. Literally. All those who bought the xbox version, once they hear about this, may be inclined to buy a computer! -Larianov8
City by City release similar to Morrowind LGNPC?
Original Idea: madmole Morag Tong vs Dark Brotherhood Plot
Stage 1: Stalkers
Stage 2: New Ally
Stage 3: Trap is Set
Stage 4: The Search
Morag Tong, Serul Dathren
Original Idea: addiktive A Psychological Thriller
The player is captured and wakes up alone in a strange room.
Mental Challenges, Idea 1, Idea 2, Idea 3, Idea 4, Idea 5, Idea 6, Idea 7
Psionic Abilities, Telepathy, Clairvoyance, Mentatis, Astral Projection, Psychometabolism, Telekinesis, Pyrokinesis, Cryokinesis, Chronokinesis, Hydrokinesis, Magnokinesis, Dracokinesis, Geokinesis, Electrokinesis, Vitakinesis, Photokinesis
The first question is obviously, Who"s behind this?
The Antagonist, Someone Powerful? Far more sinister Plot and additional Quest involved, Sociopath? Ends with PC simply escaping or dying, Leads to an encounter w/ killer
TheRoom, Wooden Desk and Chair, Wall Mounted Pipe System, Kerosene Lamp
Can"t think of a name. When I"m done with it, I"ll play it through and think of something. If you want to message me about this, the best way would be by my email: email@example.com.
A brotherhood of orcs have been missing for quite some time now. They were well-known for being rich. The last time someone saw them was leaving Skingrad to go to the tomb of their ancestors and pay their respects. The player travels to the tomb, hoping to find them dead, but is instead greeted by their ghosts. The player goes on a quest to find out what happened to them.
Enemies, The Tomb, Harmir, Undead in the Tomb
The Brotherhood, Grommak gar-Jorshok, Jomir gar-Jorshok, Garkor gar-Jorshok, Regmir gar-Jorshok, Ghost of the First Ancestor
The Hidden Village of Harmir
The player"s actions during the quest will affect the reward he/she recieves. Each thing the player does will either add, remove, and not change the amount of alignment points the player has. At the end, if the player has more than 5 points, he/she will recieve the good reward. Less than -5, the player will recieve the evil reward, and -4 to 4 will recieve the neutral reward. The rewards are described in their section.
Stage 1: The mystery
Stage 2: The meeting
Stage 3: The tomb
Stage 4: The ritual
TO BE CONTINUED
each ship will, upon reaching its scheduled harbour, dock for 12 hours. upon docking i wish for several crew members to be spawned, these crew members will be scripted to visit pubs and inns until the boat leaves, stimulating a real, immersive feel to the proceedings each NPC will be talor made to suite the characteristics of his vessel; an imperial trading ship hailing from hammerfell for instance, would not be crewed by a 'sissy' woodelf mage. character, rather than generic NPC's is what we're looking for
we want at least 2 ships a day visiting cyrodill, so the presence of shipping is noticable, each ship, as i have stated, will have its own unique character, and a character that fits in with the games lore.
Trading vessels, Morrowind, Hammerfell, Valenwood, Summerset isle, Highrock, Skyrim, Elsweyre, Blackmarsh
please leave me any thoughts, feelings or ideas here thanks for you're time ................ It would be great if the S.L.O.W. maker of the mod which will include the Leyawiin waterway would get finished, because then it would seem very realistic --Larianov
Original Idea: QFG4 Stolen Idea: Larianov
I stole this idea from one of my favorite games way back in 1992, Quest For Glory 4. An old man wanders the streets aimlessly always searching for his lost wife. He asks you "Have you seen my >insert name here
This should take place in one of the small settlents, perhaps one not exactly located on a main drag.
While visiting the small town, you run into the old man, who is aimlessly wandering around the town, searching for someone. You ask him, and he says "have you seen my >insert name here." She then disappears. The next time you see the old man, he asks you as usual if you have seen her. You say yes you have, ouside at night. He then thaks you and says he must go to her. The next night you are outside in the town, both husband and wife appear as ghosts, He says " I have found you at last. I have been searching forever." She replies "oh, , I have also been searching for you for so long." He replies "I have never stopped looking for you >insert her nameinsert his name< this time we will always be togeter." "Forever?" he asks. "Forever" she replies. The apparitions vanish. If you come back the next night, they appear agian. The he ghost says "We came back one more time to thank you for reuniting us." The sheghost continues "Yes, thank you so much. Without your help I would have been lost forever." They then present you with a magical hat, . The ghosts dissapate. END OF QUEST.
You get the magical item.
As mentioned above
This is where the computationally advanced come in to do their part.
Idea Originator: Larianov8 Small quest to use some of the far eastern lands near the border.
You come across a hut due east of the northeastern edge of Lake Canulus. Inside you meet a blind man.
An old blind woodsman (or at least he used to be when his vision allowed it)
Wilderness east of Lake Canulus and vicinity.
So here is the story... You find this small hut on a hilltop due east of the northeastern end of Lake Canulus. Inside you meet a blind man. This man explains to you that he lost his eyesight for whatever reason. Then he expains that his 2 best friends ran off. Actually, he is talking about his 2 dogs. he says he hopes they are still in the area and begs you to find them. He says he will reward you with something he cannot use anymore. If you kill him right then, the quest ends. And you will not get his prize. You can loot his meager home though. There is not much of value there. To make it realistic, the man only moves from sitting on his bed to inside his home. No outside Not much furniture in his home so he does not trip. An explanation he might provide is that his dogs hunt food for him and bring it back home, but he has not seen them in a day and a half and is now running out of food. So you decide to take him up on his offer. The dogs will be wandering in an area from the border with Morrowind west to the river that is south of Entius Gorge. North and South borders of their range can be decided.
Reward... If you successfully find both his dogs and return them, he will give you 300 gold and your fame shoots up by 2. If you successfully find one dog, it is 150 gold and fame up by one. If you don't find any, then he gives you 15 gold for trying and your fame does not increase.
1. You meet the man 2. You search for the dogs 3. If you find them alive within 12 hours and return them, you get the loot. If you find them dead and return, you get 15 gold and 24 hours later, the man will die of starvation. You will not find any gold, just junk, if you search his place post mortem.
This is where the computer studs come into action.
Original Idea: Imperial Knight Inspiration: Paw_Prints_in_the_Mud "Overhauls" the game to the point where the player is a bandit, and has nothing to do with the Oblivion crisis.
I got this idea from a thread started by Paw_Prints_In_The_Mud at my old forum, where he went into the CS and added the "Outlaw" or "Bandit" faction into the PC's Faction list, automatically making him a bandit at the start of the game. Now, what I was thinking, was to do a kind of "Overhaul" of the game. Making the character an outlaw and changing some features to fully take immerse the player in that role.
Not sure if I'm taking this too far or not.
New unique Bandits
Large Bandit Camp(s)
Medium Bandit Camps
Rather than The Emperor and The Blades trying to sneak away through your cell, you maybe witness this from a cell next to it or across from it (next to the Dark Elf)
Character Creation, Option 1, Option 2
MQ replacer, Bandit Faction, Advantages, Disadvantages, Rouge, Advantages, Disadvantages
This is pretty simple, it doesn't require anything solid, so I'll set some guidelines.
Joining a Bandit group
Raiding ruins, caravans and rival bandits
Taking charge of the group
If you read the books, or only the first one, or if you read every subject that included in this page: http://en.wikipedia.org/wiki/A_Game_of_Thrones, you're welcomed. The mod will add a new faction with quests and will add places, NPC's (the most importent ones from the books, Jon Snow etc. Creatures, and maybe some mini-quests.
All the known charcters from the Series: Robb Stark, Jon Snow, Daenerys,Sansa, Arya, Tyrion and more...
The Far North
The Night Watch, Rewards
Brotherhood Without Banners, Rewards