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Found 3 results

  1. 11 downloads

    I made this mod because I was tired that my player be attacked by Dark Brotherhood assassins wearing full uber armour at low levels. It was fun breaking for me. To keep the challenge interesting, all of them will be wielding enchanted weapons, short blades, and throw the usual ebony darts. -----oOo----- Permissions: No redistribution. This mod must remain exclusive to TES Alliance and Great House Fliggerty. You are allowed to make changes to this mod to your convenience as long as you do not redistribute it after modification. -----oOo----- Description: The player will now be "visited" by differentiated assassins, according to her/his level. From level 1 to 4, the assassins will be wearing a full set of Netch leather armour (cuirass, helmet, greaves, boots, gauntlets and paultrons) and wield a Firebite dagger and one ebony dart. From level 4 to 10, the assassins will be wearing a full set of Netch leather armour (cuirass, helmet, greaves, boots, gauntlets and paultrons) and wield a Iron Spider dagger and one ebony dart. From level 10 to 20, the assassins will be wearing a set of Boiled Netch leather armour (cuirass, helmet) and chitin greaves, boots, gauntlets and paultrons and wield a Wild Viper sword and one ebony dart. From level 20 to 30, the assassins will be wearing a full set of Chitin armour (cuirass, helmet, greaves, boots, gauntlets and paultrons) and wield a Glass Stormblade and one ebony dart. Above level 30, the assassins will be wearing the full set of Dark Brotherhood armour (cuirass, helmet, greaves, boots, gauntlets and paultrons) and wield an Adamantium Viperblade (that I created for the occasion) and one ebony dart. The Adamantium Viperblade I created delivers 5 points of poison during 10 seconds. In addition, each assassin will now carry a Writ of Assassination at the name of the player. Requirements and Installation: Requires Morrowind and Tribunal. As it's just an .esp, unzip the file to your Data Files directory, or use a mod manager. Compatibility: Compatible with OpenMW 0.43.0. Obviously, this mod will not be compatible with other mods that modify the assassins sent after the player (db_assassin1b, db_assassin1, db_assassin2, db_assassin3 and db_assassin4). Mirror: This mod is also available on Morrowind Modding History: Tribunal - Revised Dark Brotherhood Assassins Thanks: To Behesda Game Studios for their marvellous games!
  2. The Brotherhood of Old Restoring the Dark Brotherhood to its former glory Betrayed by your own sister, the fate of the Dark Brotherhood rests upon the edge of a knife. As the Listener to the Night Mother, your mind has been plagued with troubling dreams as of a late. Among these dreams, a set of instructions, you are to end a family line that could destroy the Brotherhood forever. Buried deeper within those dreams, therein lies hope for the future. Slowly, you begin to rebuild the Brotherhood, adding in many assassins from all walks of life. Locked away within one of these acolytes, flows the blood of a Legendary Speaker from days passed. Can you train this initiate to be a master assassin, rivaling your own skill? Will the secret that's within their blood change the Brotherhood for the better, or doom it to a fate worse than death; to be forgotten? As you mold this descendant into a weapon, the Brotherhood becomes respected throughout the land once more. But with this respect comes fear, and with that fear many come out of the woods to destroy the Brotherhood. A recently disbanded guild has reformed, deadlier than ever. And an old but unknown enemy has resurfaced, and between the two guilds they are dedicated to wiping out every trace of the Brotherhood. Will you preserve the Brotherhood at all costs, even at the expense of the friendships and alliances you have fought so bravely for? Will you restore glory to your family, and make it The Brotherhood of Old? The Brotherhood of Old is a new quest mod for Skyrim, taking place after "Hail Sithis" in the Dark Brotherhood Quest. This 170 page screenplay will take you all across the land of Skyrim, as you try and rebuild the Brotherhood and strengthen it against future attacks. How will you deal with these new Brothers and Sisters? Will you be heartless and cold, doing only what is good for the Brotherhood as a whole? Will you be silent or cryptic, letting others fill in the gaps? Or will you be the good older sibling, nurturing the initiates and helping them succeed? Does the love of coin drive your every action, or is there a time and a place for mercy? Will you take the straightforward path, or will you put in a little extra effort and be rewarded proportionally? Will the Brotherhood fail under you, or will you make Sithis proud once again? For the past few months, I've been working diligently with Vincent, a talented modder, on bringing his project to life. However this project is far from complete, this is what we need from the community to help move our project forward. Since I work on the screenplay aspects of the mod, Vincent has been kind enough to provide descriptions of our progress and the open positions that we have on the team. "Open Positions: Scripter/s - Above all else, this is most important. Quest Scripter/s - Same as above. Level Designer/s: I've got the core of the levels built, I would just like the help of someone else to give the cluttering some variety. 3D Modeler/s: I need someone that can add weight painting and weapon formatting to existing meshes that I have created, and prepare them for use in-game. Texturer/s: Someone that can help me with UV unwrapping, because I have absolutely no idea how to get a texture on a mesh properly." "Screenshots: A Mysterious Camp A Mysterious Camp, Cont The Tenets, Restored A New Face A Growing Home Growing Home, Cont. An Unknown Black Door An Old Enemy Remembering the past A Hidden Refuge A place for sorrow Looking into the abyss " "Progress: New Sanctuaries: 100% built. 40% cluttered. New locations - Other: 95% built. I'm still working on some minor locations. NPCs: 80%? I believe all new NPCs have been created. I am currently working on giving them AI and placing them in their proper locations. Scripting: 80% - The Wrath of Sithis has been created and works well; I just need help hooking him up to the rest of the game. Currently, you need to use console commands to get him to show up, and you're not accepted back into the Dark Brotherhood when he is defeated. Writing: 100% - Done Quests: 50% - Quests are completely written in an easy to comprehend format for a quest scripter to put together in the Creation Kit. A lot of the quests also need scenes put together for them. (One quest, for example, where the player watches an event from the past through the eyes of another person.) AI: 5% - As mentioned above, working on it. Custom Meshes and Textures: 50% - Most, if not all of the custom meshes we need, I have created. I just need help preparing them for use in-game, such as weight painting, weapon formatting in NifSkope, and UV mapping. I use Maya and the nif export plugin is far from complete, which is why I can not export the meshes myself." *EDIT: The screenshot links aren't working atm, I'll get that corrected as soon as possible, thank you for your patience* *EDIT 2: The screenshots are now working!*
  3. Hey all, I have a question about The Black Hand in general lore, and I can't seem to find the answer anywhere I look. Beyond this point the post is going to contain spoilers about the Dark Brotherhood across a few different games, so you've been warned. As we know the Black Hand is composed of 5 members (10 if you count the Silencers to the Listener and the Four Speakers). A client prays to the Night Mother using the Black Sacrament, and the Night Mother relays the message to the Listener, and the Listener appoints a Speaker to meet with the contact. The Speaker then chooses an operative of the Dark Brotherhood to fulfill the contract. Still with me? Good. However, the Speaker has other duties such as recruiting potential assassins and running the various Sanctuaries (both of these things were stated in Oblivion). Now, my question is this: If the Black Hand is only 5 members, how are the speakers to go all over Tamriel recruiting people, running sanctuaries, and meeting with contacts? That seems like a lot of work for a few people. I know that in the games they state over and over that there is just one Black Hand. However, would it make more sense that there would be one Black Hand/province? Otherwise each speaker is going to have to hoof it across all of Tamriel (or only two provinces each if they are organized better, but that still is a lot of area to cover). What do you think?
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