Morrowind Sixth House Mod

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.Morrowind Total War!.If this is your first visit, be sure tocheck out the by clicking thelink above. You may have tobefore you can post: click the register link above to proceed. To start viewing messages,select the forum that you want to visit from the selection below.Wambat is holding a weekly raffle giveaway of Steam games to promote the Fourth Age Total War mod and his Let's Play campaign!Check out the announcement thread. The Org needs You!Please visit the for more information on how to help. I personally think there have already been too many TES mods in the works already.maybe a consolidation for the time being.or using your team to work on the Morrowind area for TES: Total War?

Or diverting your IMperial resources to Illiac Bay: Total War?Well,personaly i never saw any TES Mod for Rome Total WarI think we're first:D.Mod will be for Barbarian Invasion v 1.6We've got some problems with the map. So if anybody knows how to edit a map plz send me an e-mail.In-Game Screens:Enjoy:D. I don't see why all (2) morrowind mods can't use the same resources!In fact the only difference between them is probably going to be the maps.I was thinking that once it is (they are) completed it will spawn a series of historical (ahem) campaigns using the same units and gameplay/scripting mods.I'll do the map for morrowind if you like scorp.

Just need a rough of where the borders are and who owns them. How big do you want it and will it be only be vaardenfell or will it be all of morrowind?I was reading about how total war: medieval 2 is going to have soldiers in the same unit with different heads and arms, this would be great for mixed orcish and imperial units, among other things. Other things being that my models usually have way too many polygons/faces!

Shame to hear you're dropping your plans, Attrebus. The thing is, a generally larger audience seem able to relate to Morrowind, myself included.

Nearly all Dagoths (anything with the name 'Dagoth') have been made more powerful (higher attack values and soul gem values) and a script to teleport the remaining ash vampires to the heart chamber for the final fight - Borrowed from Sinner's Sixth house advanced mod.

A mod based on Morrowind is therefore more likely to attract attention. Still, if you're joining this project, that's good news.What are those units, anyway hoccalugee? I recognise the armour, but I can only guess at what they might be. Buoyant Armagers and Ashlanders? First thing that came to mind was acctually the Slave Hunters faction in one of the Twin Lamps mods, but that seems a bit far-fetched.

Attrebus:I like the idea of the real names, but maybe using the empire names in the descriptions as well.I don't know if i'm part of the polish mod or not either, haven't heard anything from Scorp. Their site hasn't been updated either.

Doesn't mean we can't continue though.Justicar:I was thinking ashlander elite scout types using bows and swords for the guys in full chitin similar to the chosen archers of the barbarians in RTW, but with less range as they use chitin shortbows and arrows. History: that's scary, where does all this info come from? Didn't it used to be a D&D campaign? Very interesting anyway.How are we going to implement the Nerevarine?

Not too good if you're playing house Dagoth then suddenly, whammo, you don't exist any more.Maybe he could be a level 10 imperial assassin (blade) running around taking out 6th house leaders, have to make house Dagoth units more powerful to compensate, lots of hit points, but only a limited number of immortal generals, those other Dagoth guys, tall freaky ones, they'd look great on the battlefield but you wouldn't want to lose them as you can't get more.Tribunal loses power? Once (if) the Nerevarine is successful, do the temples of the Tribunal disappear or revert to the original aspects? Mephala, et al?After this, up until the assassination of the Emperor, which of these events will affect the Morrowind campaign and how?Also, the Nerevarine doesn't have to be successful. Just needs a good chance of being so.

If he isn't successful he can come back in a few more years, and the timeline gets put back. Remember, if he fails, he wasn't really the Nerevarine.If the player's faction gets too powerful/ornery before the assassination, could have waves of imperial troops coming through Cyrodiil Pass ala BI hordes, a people in flight,etc. Which begets the question, are we doing it for BI or RTW original?

The Polish guys are for BI if they get back on track, but the Senate/Tribunal or Senate/Imperials thing seems to fit nicely.I'm assuming 434 3E is when the Oblivion game is set/begins.or not, as it seems 5 years pass until the heir is found, long game that. How will these events affect the Imperial faction?

Will all other factions suddenly declare war or demand provinces?Actually, how will the Imperial faction raise units in Morrowind? I don't recall many dunmer legionaries, maybe they will have to rely on reinforcements and being rewarded with units for accomplishing goals, their units being nonrenewable like mercenaries, and through the East Empire Co they can actually hire mercs? Or their units just take twice as long to recruit, due to the lower population of outlanders?Semi-official RPs: what does this mean? Sounds intriguing.Yeah, I was going to write in the daedra resources as well, what about summoning though, don't Telvanni wizards usually do things like this? And if dunmer revert to daedra worship after the power of the Tribunal is broken, it could be like the reforms of Marcus whatsisname in RTW. Suddenly daedric units are recruitable depending on who you have a temple to, eg temple of Azura allows recruitment of Golden Saints.

But it's balanced by losing your temple to the Tribunal and having to start from the ground up again. Although some provinces already have Daedric temples/ruins which could be repaired.access to daedric weapons and armour is a bonus too. Do some daedra require living sacrifices?

Could affect population growth.Dwemeri ruins: yep! How about a historical battle? Nords, Dunmer and Dwemer!

Except the dunmer just disappear or something.Factions:We'll have to find out if the Senate can have more than one province.Would some of the Imperial provinces actually just be fortifications instead? Significant fortifications, but fortifications nonetheless. Moonmoth isn't really a town, like Caldera and Seyda Neen are. Wolverine Hall could be a fortification that starts with a few spies to signify the nearby thieves guild for example.

Ravensrock would be the tiny town, Frostmoth, the nearby Fort.Would it be better to have the ashlanders as just one faction?The Sixth House might be able to start with a few forts here and there representing their underground lairs. Maybe we can give them a lot of agents/assassins capable of spreading disease.Terynal, Vemynal: these are the ancient dunmer citadels, right? What about the others?

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Could they be rebel provinces? Imagine if the pro-pylon technology could be researched/rediscovered once a faction holds all the citadels.Rebels: Vampires, daedra, ashlanders who are not from the 4 main tribes, smugglers, slaves argonians and khajiit, bandits and outlaws, daedra worshippers, rebel telvanni. On Solstheim - werewolves and a whole bunch of others, tough island. Other suggestions? Nobody say cliffracers.Diplomacy:I assume your diplomatic stance to a faction must be reciprocated by that faction, in which case Telvanni will probably be allied with the Empire (although not necessarily, but then the Empire would also be neutral), neutral to Hlaalu, and at war with Dagoth.I'd make Dagoth agents able to spy, assinate, sabotage and bribe (by infection into corprus beasts), but not negotiate.Units:Vampires?Sure, night battles only though and armies with vamps travel slower than normal i'm thinking. But lots of hit points, immune to non silver/non magical weapons?Horses?What about on the mainland?

It would be easy to stop them from going across the water to Vaardenfell by making them unable to board ships. Is it due to the blight that horses aren't in Vaardenfell?Buoyant Armigers? Are these guys from the temple faction? What are they like? What do they do for kicks?Lots of other ideas/queries but I'm too tired now and this is too long a post. Perhaps, if you intend to use the unnofficial lore (I recall one of the Bethesda staff saying that the only official lore is that which is released in their games), perhaps it would be better to set the campaign after Morrowind becomes an independant nation, in a state of civil war?

You'd have to get rid of the Imperial faction and the 6th house, but it would make things alot easier. It wouldn't really make sense for a long campaign to take place during the short window of time presented by TES:III. Perhaps you could have the Kingdom of Nibenay arrive in the form of a horde, trying to reclaim Septim's empire? 'Total War' in such a condition would make more sense. There'd be a civil war with factions trying to take control of Morrowind without the Empire being there to stop them. How are we going to implement the Nerevarine? Not too good if you're playing house Dagoth then suddenly, whammo, you don't exist any more.Maybe he could be a level 10 imperial assassin (blade) running around taking out 6th house leaders, have to make house Dagoth units more powerful to compensate, lots of hit points, but only a limited number of immortal generals, those other Dagoth guys, tall freaky ones, they'd look great on the battlefield but you wouldn't want to lose them as you can't get more.Tribunal loses power?

Once (if) the Nerevarine is successful, do the temples of the Tribunal disappear or revert to the original aspects? Mephala, et al?After this, up until the assassination of the Emperor, which of these events will affect the Morrowind campaign and how?Also, the Nerevarine doesn't have to be successful. Just needs a good chance of being so.

If he isn't successful he can come back in a few more years, and the timeline gets put back. I'm assuming 434 3E is when the Oblivion game is set/begins.or not, as it seems 5 years pass until the heir is found, long game that. How will these events affect the Imperial faction? Will all other factions suddenly declare war or demand provinces?Actually, how will the Imperial faction raise units in Morrowind? I don't recall many dunmer legionaries, maybe they will have to rely on reinforcements and being rewarded with units for accomplishing goals, their units being nonrenewable like mercenaries, and through the East Empire Co they can actually hire mercs?

Or their units just take twice as long to recruit, due to the lower population of outlanders?Semi-official RPs: what does this mean? Sounds intriguing.Actually, as for Oblivion, even though IN CHARACTER (ie playing hte game) it can take as little as 2 months (60 days) to beat the Dagoths to a pulp, the Imperial Library says that Arena (1993) took 10 (489-499 3E)years to collect the items and defeat Jagar Tharn, for Daggerfall (1996) it takes about 3 years (402-406 3E), and for Morrowind it takes about the same (423 - 427 3E). WIth that in mind, and to keep numbers nice and easy, I say about 5 years, considerring one MUST go to Oblivion, and in there the Dragon has no control, hence allowing for a slower percieved passage of time, yet a much faster time passage on the Mortal Plane.For the Semi-Official RPs, they are Roleplaying things run by various fans, yet several former staff of Bethesda (Ted Peterson and Michael Kirkblade IIRC) are both active players (With Peterson playing various nobles, Sheogorath himself, Helseth, and even the Imperial Family in Cyrodiil). Yeah, I was going to write in the daedra resources as well, what about summoning though, don't Telvanni wizards usually do things like this? And if dunmer revert to daedra worship after the power of the Tribunal is broken, it could be like the reforms of Marcus whatsisname in RTW. Suddenly daedric units are recruitable depending on who you have a temple to, eg temple of Azura allows recruitment of Golden Saints. But it's balanced by losing your temple to the Tribunal and having to start from the ground up again.

Although some provinces already have Daedric temples/ruins which could be repaired.access to daedric weapons and armour is a bonus too. Do some daedra require living sacrifices? Could affect population growth.They dont summon the Daedra themselves (ie Princes) instead they summon lesser minions (ie Scamp, Hunger, Winged Twilight, Daedroth, Dremora etc).As for human sacrifice, not in and of itself to summon a Daedra, however, some of the Princes (Mephala, Molag Bal, Nocturn, Vaermina, Meridia, and even Azura when she is pissed off during the Blue Dawn events) occasionaly ask for humanoid blood when fulfilling their requests. Factions:We'll have to find out if the Senate can have more than one province.Would some of the Imperial provinces actually just be fortifications instead? Significant fortifications, but fortifications nonetheless. Moonmoth isn't really a town, like Caldera and Seyda Neen are.

Wolverine Hall could be a fortification that starts with a few spies to signify the nearby thieves guild for example. Ravensrock would be the tiny town, Frostmoth, the nearby Fort.Would it be better to have the ashlanders as just one faction?The Sixth House might be able to start with a few forts here and there representing their underground lairs. Maybe we can give them a lot of agents/assassins capable of spreading disease.Terynal, Vemynal: these are the ancient dunmer citadels, right?

What about the others? Could they be rebel provinces? Imagine if the pro-pylon technology could be researched/rediscovered once a faction holds all the citadels.Rebels: Vampires, daedra, ashlanders who are not from the 4 main tribes, smugglers, slaves argonians and khajiit, bandits and outlaws, daedra worshippers, rebel telvanni. On Solstheim - werewolves and a whole bunch of others, tough island.

Other suggestions? Nobody say cliffracers.The Senate can have more than one province, they do actively defend them and such if attacked in their addiitonal (ie non-capital) provinces. But the greater question is, especially regarding Mournhold is this:Can we have a city zone inside of another city?

(Ie City 1 takes up 9 grid spots with a 3x3. City 2 is in Grid 5, the center spot, and is cotrolled by faction 2. Is that possible, or would we have to abstract it further buy making the 'Province' tiny, the size merely of the city and about 3 squares for armies, with the other one representing the outer city by fully enveloping the other province, with one city somewhere on there?Sorry if it doesnt really make much sense.For the Sixth House, not sure how that would really work, would it make all their units have 0 upkeep maybe, and completely resistant to the Blight?Terynal, Vemynal, Kogoruhn, and the Citadel of Dagoth Ur are in truth ancient Velothi forts, but should have a faction attached to it. The others (Indoranyon, Hlormoran, etc) should be rebel.The Rebel idea is good, yet is it possible to make it so that rebels fight each other? I doubt the Werewolves will pass up a roaming band of Reavers if they happen to be nearby. Units:Vampires?Sure, night battles only though and armies with vamps travel slower than normal i'm thinking. But lots of hit points, immune to non silver/non magical weapons?Horses?What about on the mainland?

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It would be easy to stop them from going across the water to Vaardenfell by making them unable to board ships. Is it due to the blight that horses aren't in Vaardenfell?Buoyant Armigers? Are these guys from the temple faction? What are they like?

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What do they do for kicks?Lots of other ideas/queries but I'm too tired now and this is too long a post.Actualy, Vampires, especially thoes of the Aundae, Berne, and Diodata clans are all EXTREMELY fast. The Diodata are also, along with the Quarra, strong, about 10x that of a Cathay-Raht, the largest humanoid Khajiit breed.As for the Boyant Armigers: They are the Warrior-Poets of the Temple, disciples of the Vehkan teachings.

They whats available, but usually Chitin or Gah-Julan armour, wielding weapons made of Ebony (usually shortswords and spears). They have great morale, yet are relaitively weak in defense, yet powerful on the attack.

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If you've ever read 'Death BLow to Abernannit' the Bouyant Armigers are those that made up the force that attacked Abernannit for the Temple. Horses?What about on the mainland? It would be easy to stop them from going across the water to Vaardenfell by making them unable to board ships.

Is it due to the blight that horses aren't in Vaardenfell?Lots of other ideas/queries but I'm too tired now and this is too long a post.Actually, its for two reasons that Horses are not in Vvaredenfall (three really).1) The climate is quite harsh on their food. The foods grown in the ashen soil apparantly are poisonous to horses2) due to that fact, grain and such has to be shipped in. Yet while there is the Blight, there is an embargo (actively enforced by the Empire) of all trade not sanctioned by the Empire between the mainland and the Island.3) The Blight itself turns things infected by it rabid and crazy.

Horses are expensive. You dont wanna loose them to the Blight.(I lied.those were the 3 main reasons, this being the fourht)4) The Dunmer consider Horse meat a delicacy (no joke). They love to eat them.Phew. That took a long time (30+ minutes) to write up.

Hope that answered all your questions.Also, is it possible to make certain armours 100% immune to certain weapons (ie if I want Silver to be considered a weapon class, can I make an armour class, called 'Quality Resistant' to have it be damaged only by certain weapon types at all. Those being anything higher than Silver, silver, dwemer, ebony, and Daedric?)EDIT: DIdnt see you asking about RTW/BI. I'd think that Barbarian Invasion would be best for this mod. Of course, seeing as how I'm NOT the project administrator/coordinator I wouldnt know. A lot of info and so small time We (i mean Polish) aren't dead, but from some time we are not working. I had very hard time recently and honestly i don't know what's going on either.

However if some one wants to talk to me, he can do it with MSN messenger:Your ideas are wonderful guys, but some of them a little bit too difficult.horsesi think that they are quiet importanr and so some factions will be able to train them. It's mainly Empire, but also Hllalu and Redoran(1 unit). Horse cavalry would be very expensive and training would take a lot of time. There are also some mercenary units that use horsesNord mercenariesI don't think we would divide them to so many types.

I've planned only to types: berserkers running around naked and heavy infantry in Skaal armour. Hi Mikhial!Sorry I didn't recognise you as one of the Morrowind: TW guys. I was expecting Scorp to post. I'm also sorry to hear you have been having a hard time recently.

It's good to hear that work continues, even if it is a little slower than before. I don't use MSN unfortunately, I don't like Microsoft forcing it on XP installations.Probably a lot of the ideas here are too difficult and that's why we're discussing them. I don't think anyone expects many of them to be used initially. Maybe if the mod is very successful and/or upgraded to Medieval Total War 2, we can sneak a few more in.What about some units on guars like the one Scorp posted? I wouldn't mind seeing a Redoran in full armour, holding a spear, and riding a guar.You are the guy deciding on the units, so can you tell me the units that house hlaalu are going to have?

Scorp asked me to model them, but he didn't say what they were going to be. I've made one bonemold, chitin and netch leather, just in case. Can you give me some details?If there are only going to be 2 nordic mercenary units, then I'm half done!

And it was probably the difficult half too! Later I wouldn't mind doing some of the ones Attrebus mentioned as they sound pretty cool too.And the obligatory thanks to ImageShack for. Thanks for taking the time to reply Attrebus.If we do the Nerevarine as an agent, I'd suggest a very generic/shadowy picture or a symbol of Nerevar, instead of specifying which race/sex. This would make it much easier in terms of scripting, I'd guess. And more mysterious too! However, the best solution (to a number of my queries) might just be to set the campaign after Morrowind secedes from the Empire, as Justicar suggests. We could always go back change things in a later release.

If so I'd like to see the East Empire Company take control of the Empire's remaining holdings in Morrowind clinging on for dear life, draining every last Septim (is that the correct monetary unit?) out of the area, using the now unemployed legionaries and any one else wanting a quick buck as mercenaries. Also the Empire of Nibenay could be a horde. But what about House Dagoth? They'd be extinct. And could the Skaal be a faction? They've got some very nice units.Telvanni summoning Daedric minions for battles is ok then?

And other factions with a high level mages guild?What about the imperial forts just being forts, instead of cities? What do you think of that possibility?One city inside another? Why isn't it just one city? Do the two cities belong to different factions? I read that provinces must be convex, meaning, I think, that you can't have one inside another, it screws up the AI, if I remember correctly.

What's the story behind having a city inside a city? Is it totally necessary? Maybe there is another way to simulate it.

Cities also need to be at least one pixel/square from the edge of a province, so the minimum size of a province would probably be 3x3 pixels, with the city in the middle pixel/square.Sixth house units eat corprus meat chunks don't they? The lesser ones anyway. Couldn't this be considered a kind of currency among the followers of Dagoth Ur?I'd suggest that rebels appear after they have fought each other, ie they only appear one group at a time, simulating the fact that they have already fought amongst themselves and the strongest group has survived and risen to challenge the provincial rulers. Much easier to script that, ie no scripting vs something that I haven't seen mentioned before. But I like the idea, it reminds me of the first Quake game when the monsters accidentally hit each other and started fighting amongst themselves, temporarily ignoring you.

This is the wrong place to write this but I'd love to see a Quake or Quake 2 mod for RTW. Fiends, ogres, shamblers, stroggs, it would be awesome! Has anyone mentioned it before?Do you mean that allied factions won't necessarily attack a faction that their ally is at war with? Making it possible for factions to be allied with with the allies of their enemies. Which probably means that being allied becomes meaningless.

Perhaps we want houses not to attack each other if other houses declare war or have a long-standing feud, but if some foreign invaders turn up then they will declare war on the invaders. I'm not sure how that would work from a playability point of view but I can see why you'd want it from a purist POV.For Dagoth agents bribing, I was thinking more of the entire army being transformed into corprus stalkers, not just changing sides. But then, yeah, it's not really bribing. Still I'd like this to be the main source of units for the 6th house. They can't realistically produce more units inside the Ghostfence.About the vampires, my meaning was on the campaign map, not the battle map. Truly, vampires are incredibly fast and strong in battle, but, according to legend (I don't know about TES lore), they need to rest in their coffins during the day (and thus are vulnerable), they can't cross running water, their coffins need to filled with the earth of their homeland, animals are afraid of them, most races hate them, etc. I was thinking that these things might have a negative effect on the movement of an army with a vampire general or unit.

But TES vampires may be different, I don't know, I didn't play as one in Morrowind.Immunity to certain weapon types will certainly be something to look into. Maybe it could be implemented as weaknesses and bonuses to certain types of troops, like peltasts have bonuses vs chariots and elephants.Again, thanks for taking the time to reply Attrebus (and others of course!). Hi Mikhial!Sorry I didn't recognise you as one of the Morrowind: TW guys.

I was expecting Scorp to post. I'm also sorry to hear you have been having a hard time recently. It's good to hear that work continues, even if it is a little slower than before. I don't use MSN unfortunately, I don't like Microsoft forcing it on XP installations.Probably a lot of the ideas here are too difficult and that's why we're discussing them.

I don't think anyone expects many of them to be used initially. Maybe if the mod is very successful and/or upgraded to Medieval Total War 2, we can sneak a few more in.What about some units on guars like the one Scorp posted? I wouldn't mind seeing a Redoran in full armour, holding a spear, and riding a guar.You are the guy deciding on the units, so can you tell me the units that house hlaalu are going to have?

Scorp asked me to model them, but he didn't say what they were going to be. I've made one bonemold, chitin and netch leather, just in case. Thanks for taking the time to reply Attrebus.If we do the Nerevarine as an agent, I'd suggest a very generic/shadowy picture or a symbol of Nerevar, instead of specifying which race/sex. This would make it much easier in terms of scripting, I'd guess. And more mysterious too!

However, the best solution (to a number of my queries) might just be to set the campaign after Morrowind secedes from the Empire, as Justicar suggests.Actually, I'd rather not, and keep the Nerevarine as an agent as you suggested. Why?The Total War Series is about taking a historical situation and making it your own with the resources given to you (and various Historical markers along the way).

I'd like to keep that, even when moving into another universe entirely. If so I'd like to see the East Empire Company take control of the Empire's remaining holdings in Morrowind clinging on for dear life, draining every last Septim (is that the correct monetary unit?) out of the area, using the now unemployed legionaries and any one else wanting a quick buck as mercenaries.

Also the Empire of Nibenay could be a horde. But what about House Dagoth? They'd be extinct. And could the Skaal be a faction? They've got some very nice units.I actually want the Skaal to be a faction (using souped up versions of the mercenaries, as well as several other units custom tailored to their clime (reavers, mercenary Reiklings )Again, see my above comment regarding House Dagoth. I do wish however, to make their generals and units taper off after a while, so the Dagoth defeat is inevitable, but very slow (not always taking place at or before 427 3E). One city inside another?

Why isn't it just one city? Do the two cities belong to different factions? I read that provinces must be convex, meaning, I think, that you can't have one inside another, it screws up the AI, if I remember correctly. What's the story behind having a city inside a city?

Is it totally necessary? Maybe there is another way to simulate it. Cities also need to be at least one pixel/square from the edge of a province, so the minimum size of a province would probably be 3x3 pixels, with the city in the middle pixel/square.Ah, there it goes then.As for city within a city, there IS a reason: In Tribunal, you visited the Inner City of Mournhold, controlled by the Royals (in this case, Hlaalu Helseth and the QUeen Mother, Barenziah). The Outter City (Also called Mournhold) is the domain of the Houes Indoril (the city being their capital). Sixth house units eat corprus meat chunks don't they?

The lesser ones anyway. Couldn't this be considered a kind of currency among the followers of Dagoth Ur?Actually. Corprus Meat is simply the flesh of the Corprus Beings (both lesser, greater, and the Dagoths themselves). Its used ONLY in a sacrificial way, and is representative of the Heart of Lokhran.qupteI'd suggest that rebels appear after they have fought each other, ie they only appear one group at a time, simulating the fact that they have already fought amongst themselves and the strongest group has survived and risen to challenge the provincial rulers.

Much easier to script that, ie no scripting vs something that I haven't seen mentioned before. But I like the idea, it reminds me of the first Quake game when the monsters accidentally hit each other and started fighting amongst themselves, temporarily ignoring you./quoteI would like it too (the infighting, not the Quake). I'd also like it to be possible that when approaching a battle with 2 or more opposing Rebel factions (ie Skaal outcasts and Solstheim Reavers for instance) you could choose who to fight along side, instead of having a massive 3-way free for all (represents various diplomatic wrangling that the commander would obviously do). Do you mean that allied factions won't necessarily attack a faction that their ally is at war with? Making it possible for factions to be allied with with the allies of their enemies.

Which probably means that being allied becomes meaningless. Perhaps we want houses not to attack each other if other houses declare war or have a long-standing feud, but if some foreign invaders turn up then they will declare war on the invaders. I'm not sure how that would work from a playability point of view but I can see why you'd want it from a purist POV.Pretty much, where the Houses, unless Allied, cannot go beyond Neutral (if they fight, after 3-5 turns of no combat, it goes back to neutral). I would also love if the Temple worked as the Papacy did in MTW did (scripting maybe?). As in, after a massive attack (by a non-House faction, against a House faction) all House factions are automatically set to Ally with each other, and War with the foe, for say 120 turns? For Dagoth agents bribing, I was thinking more of the entire army being transformed into corprus stalkers, not just changing sides. But then, yeah, it's not really bribing.

Still I'd like this to be the main source of units for the 6th house. They can't realistically produce more units inside the Ghostfence.Interesting.

Maybe if a city is plagued (on either side of the fence) the game keeps an invisible tag on the number of corprus beasts (represented by Squalor's icon maybe) for the Corprus beasts. Once it hits a critical mass (say 3% of population below 5k, or 1500 in cities above that number) the city rebels, giving it to the Dagoths, and also that number of people in Corprus beasts, yet setting settlement size to about 50 or so (yes, via scripts, as the min pop otherwise is 400). About the vampires, my meaning was on the campaign map, not the battle map. Truly, vampires are incredibly fast and strong in battle, but, according to legend (I don't know about TES lore), they need to rest in their coffins during the day (and thus are vulnerable), they can't cross running water, their coffins need to filled with the earth of their homeland, animals are afraid of them, most races hate them, etc. I was thinking that these things might have a negative effect on the movement of an army with a vampire general or unit. But TES vampires may be different, I don't know, I didn't play as one in Morrowind.Actually, they are NOT your traditional vampires in any sense, beside their need to feed.

There are a number of clans (namely Illiac Bay, and CYordiilic Clans) that can stay out during the day (the ancient Bathogorgens, the Kogari, and Diodata are proof of that fact)In truth, they require no coffins for rest, nor the land of the area they were infected in when resting. Also, they are damaged by the SUN, not necessarily day (so hiding in shadows, or using clouds would be very viable for a Vampiric force).That in mind, would it be possibel to make certain units deployable under certain circumstances (rain, snow, or night in particular?). Immunity to certain weapon types will certainly be something to look into. I think that you have too much ideas and I get completely dizzyI will try to reply for some question from our point of view:GuarsGuar cavalry will be the back bone of cavalry of all Dunmer factions. Horsemen would be some kind of exotic and powerful troops for grear houses and normal (but still expensive) unitfo empire.Hlaalu unitsOur idea of Hlaalu army was a mixture of traditional, dunmer warcraft (bonemold armours, guars) and imperial one (things like dunmer legionaires). In my opinion very vital part of their army should be mercenaries, as H weren't kind of militarists.NerevarineI would like Nerevarine to be rather a general.

In the beggining there would be some 'historical events' and then he would appear as a general of one of the factions (I think that Temple is the best idea). Fixed or if it is possible generated. He would appear with an army composed of mixture of dunmer units (his worshippers).DaedrasYou can 'summon' daedras in two ways: by beeing Telvanni (as a normal unit and as generals bodyguards) or by building a shrine, that don't have the faith modificaitors, but decreases order in town.Period of gameThis is an interesting topic, but we are not sure what we will do with it. On one hand it would make preparing mod less difficult, but on the other there wouldn't be Dagoth house, which is particulary interesting.Imperial fortsThey will be only forts (maybe fixed, so they wouldn't disappear).Corprus meatI'm not sure what do you mean. Do you want Sixth House to use it as the money?

I doubt it's possible.RebelsGood idea. I'm not a specialist in scripting (in fact i don't now anything about that) but i guess it's quiet difficult.Alliances of housesI think that this alliances don't have to be fixed. In Morrowind from time to time there were roumors about 'house wars'. However the idea of forced peace after some turns is genialBribing-6th houseI guess bribing enemy armies will be normal, I doubt that changing them to blighted creatures is possible. However the idea of insurectioons caused by number of corprus beasts(?) is quiet good.

In this case religion would be useful, for example some kind of Dagoths Cult. In this way 6th house would be able to send his agents to enemy provinces. Those agents would give normal religions modificator and so cities with little temples could be converted to D. Cult.VampiresLittle factions, weak in economy, with little numbers of very strong soldiers.

Things like fighting only at night etc. Will be decided by script (if it's possible of course)Immunity to weaponsHard, but worth tryingIf I missed something, remind me. I'm sorry for my lingual mistakesRegards.

It really depends on what sort of character you're playing. If you're going for straight out evil (which I really don't think Dagoth Ur is), the Sixth House mod would be the way to go. I've never played that one but I did look at it in the CS and winced at the things your character is ordered to do.House Dagoth is a permanent part of my game. I like it because you get 'shades of gray' which, in my opinion, is more interesting than just breaking the world down into good and evil. I've never had a problem with bugs but perhaps I just got lucky.Outlander Posts: 9 Joined: Fri Dec 17, 2010 9:02 am Gender:. When Gagatek was removing his mask for me I studied a lot of lore.I watched his animations in Nifskope umpteen times.He drops to his knees at the end of his animation and shakes his head and looks as though he is praying.

His voice files also say things that I have never heard in game. Things about betrayal at the end.' What are you doing?!'

'Too Late'This is the end. The bitter, Bitter end'This is my opinion after all that.Nerevar did betray him. He has every right to be angry.He is quite mad. Only because of his nearness to the Heart of Lorkan. Lorkan was a very bad boy.Dagoth Ur is no more evil than the Tribunal is good.He just got the crappy end of the stick.Bad publicity.Dagoth Ur has good intentions.

However his insanity has made him. Do odd things.I would like to go to him as a friend. To join with him in some way.I've always done the main quest the way Bethesda wrote it.Just once I would like to go to Dagoth Ur as a friend. In GHD you can finish the main quest. The only part where it breaks away is when you get corprus. You go to Red Mountain and go through the process of learning to control the disease. Once you attain the rank of Heartwight (Ash Vampire), you have the ability to return to your original form.

At that point you return to the vanilla main quest. You approach the tribes and Houses and are named Hortator/Nerevarine. The difference is you are working for Dagoth Ur instead of the Emperor.You also have the choice to still be working secretly for the Emperor if you wish and can betray Dagoth Ur at the end.Outlander Posts: 9 Joined: Fri Dec 17, 2010 9:02 am Gender:. SpiritedTreasure wrote:I'm reading that I have to destroy Vivec city if I play this mod? Is that right? I don't want to do that. Make the moon drop.

The jail thing that is hanging above Vivec.Also how about my Argonian girl doing this mod?You don't destroy all of Vivec city. One of the possible endings has you drop the Ministry of Truth on Vivec's Palace (which the way I see it, keeps it from destroying all of Morrowind later on). You don't HAVE to do that. It's just one of the possible endings. I went that way because my character is 100% on Dagoth Ur's side.Any race or gender can play through GHD. MadGod wrote it so that Dagoth Ur sees you as the reincarnation of his old friend Nerevar.

At no point is race an issue.Outlander Posts: 9 Joined: Fri Dec 17, 2010 9:02 am Gender:.