City of Vivec Modification Proposal
3 posters
Page 1 of 1
City of Vivec Modification Proposal
City of Vivec Mod Proposal
The City of Vivec modification is a planned ‘expansion style’ modification for the Elder Scrolls IV: Oblivion. The modification will take place in the Dunmeric holy city of Vivec, which is located just off the coast of the Vvardenfell district of the province of Morrowind. The modification is planned to include new voice acting for all races within the city, and will implement various existing mods to improve Immersion and Player Character/Non-Player Character interaction.
The player character will arrive in a quarantined city of Vivec during the Oblivion Crisis. Note that while the Crisis may have been resolved in Cyrodiil, Daedric incursions into the mortal realm and general civic unrest still rage in other parts of the Empire, including the province of Morrowind. Civil strife in Morrowind is especially bad because of severe political social conflicts caused by secular and religious power rapidly changing hands.
The Temple struggles for power and identity in a post-Nerevarine world where the Tribunal has been decimated and only Vivec remains alive. Likewise, the Imperial Cult is under siege by Temple die-hards and factions of House Redoran in a new political climate where the protection of the recently departed Imperial Legions cannot be counted upon.
Great Houses and guilds are struggling for the right to fill the power vacuum left by the departed Imperials. In a cosmopolitan city such as Vivec where numerous factions are well represented, conflicts spills out into the streets as the Great Houses ally and fight constantly, each trying to cement their own position as the dominant force in a new Vvardenfell.
Before the Nerevarine’s departure to the continent of Akavir, one of his last decrees was the abolishment of Slavery. Newly freed slaves from isolated plantations have fled to the relative safety of Vivec and other urban centers, seeking protection from both their former masters and the unrest which has permeated every layer of Vvardenfell life. This influx of propertyless paupers with a cultural affinity for theft has created huge crime problem, fueled by an unquenchable thirst for illegal narcotics such as Skooma and its unrefined cousin, Moonsugar. The Underworks and Canalworks of the Cantons of St. Olms and St. Delyn have been flooded with migrants, beggars and cutthroats, all trying to make their fortune in an uncertain world.
The Vivec City Mod will attempt to:
The Mod team is recruiting. For the moment, we need people with skills in:
I will not necessarily be the Team Leader. Once the full team is assembled, the team leader will emerge as the person with the most talent, commitment, and leadership skills.
The City of Vivec modification is a planned ‘expansion style’ modification for the Elder Scrolls IV: Oblivion. The modification will take place in the Dunmeric holy city of Vivec, which is located just off the coast of the Vvardenfell district of the province of Morrowind. The modification is planned to include new voice acting for all races within the city, and will implement various existing mods to improve Immersion and Player Character/Non-Player Character interaction.
The player character will arrive in a quarantined city of Vivec during the Oblivion Crisis. Note that while the Crisis may have been resolved in Cyrodiil, Daedric incursions into the mortal realm and general civic unrest still rage in other parts of the Empire, including the province of Morrowind. Civil strife in Morrowind is especially bad because of severe political social conflicts caused by secular and religious power rapidly changing hands.
The Temple struggles for power and identity in a post-Nerevarine world where the Tribunal has been decimated and only Vivec remains alive. Likewise, the Imperial Cult is under siege by Temple die-hards and factions of House Redoran in a new political climate where the protection of the recently departed Imperial Legions cannot be counted upon.
Great Houses and guilds are struggling for the right to fill the power vacuum left by the departed Imperials. In a cosmopolitan city such as Vivec where numerous factions are well represented, conflicts spills out into the streets as the Great Houses ally and fight constantly, each trying to cement their own position as the dominant force in a new Vvardenfell.
Before the Nerevarine’s departure to the continent of Akavir, one of his last decrees was the abolishment of Slavery. Newly freed slaves from isolated plantations have fled to the relative safety of Vivec and other urban centers, seeking protection from both their former masters and the unrest which has permeated every layer of Vvardenfell life. This influx of propertyless paupers with a cultural affinity for theft has created huge crime problem, fueled by an unquenchable thirst for illegal narcotics such as Skooma and its unrefined cousin, Moonsugar. The Underworks and Canalworks of the Cantons of St. Olms and St. Delyn have been flooded with migrants, beggars and cutthroats, all trying to make their fortune in an uncertain world.
The Vivec City Mod will attempt to:
- Totally recreate the City of Vivec as a closed city due to unrest throughout Vvardenfell. The city will be protected by an effect visually similar to the Shield spell in Morrowind. Teleportation Transport In and Out of the city back to the Cyrodiil will be available.
- Creat and use all new voice acting for the various races. (Modifications attempting to add deep new characters were crippled by the preset and very limited voices in TES IV. A new, isolated environment allows for total voice conversions for local Vivec NPCs.)
- Implement various modifications which improve PC and NPC interaction. (Eric Parsons’ Persuasion Overhaul, Oscuro’s Oblivion Overhaul)
- Recreate of a small number of local armours seen in TES III. So far only three have been confirmed: Bonemold, Chitin, and Ordinator armours. These three will likely be the only armours created for the modification. Vanilla armours from Oblivion will obviously be used and appear in the modification as well.
- Further explore the Cultural and Political themes which made Morrowind so deep and engaging.
- Explore the Evolving role of the Temple in a post-Nerevarine Vvardenfell. (Rumours of the destruction of the Tribunal Godhead: Deaths of Almalexia and Sotha Sil.)
- Explore the effects of the abolition of Slavery on population and values.
- Explore the struggle in the power vacuum left by the departing Legions.
- Explore the remaining questions of Empire in Morrowind and for Dunmer culture: Economic opportunity and religious tolerance or servitude and cultural destruction?
- Pit the Player Character in skirmishes between the Cantons of each Great House.
- Give the Player a story he or she will be engaged in, enjoy and remember fondly.
- Provide the Player with a detailed and engaing 'game within a game' by successfully co-ordinating all the aspects listed above.
The Mod team is recruiting. For the moment, we need people with skills in:
- Writing Code
- Creating 3d Models using mainstream modelling programmes such as 3ds Max and Blender
- Multiple People who have experience using TES:CS
- Anyone who thinks they may be able to help.
I will not necessarily be the Team Leader. Once the full team is assembled, the team leader will emerge as the person with the most talent, commitment, and leadership skills.
reporting in
Hey im here too. One problem though. I cant see im typing.
mikedzines- Team Member
- Posts : 6
Join date : 2008-08-28
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
|
|