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[In-Dev] Takarn: The Unknown Et'Ada


Stormcrown
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CURRENTLY A WORK IN PROGRESS

Well, let me first introduce myself as Stormcrown. I got the name from the meaning of "Talos" which is "Stormcrown" and thought it would be cool for a username. I'm 90% a storyline, quest, dialogue, and lore writer at the moment, but actively seeking to expand my skill set for modding. I'm focusing on laying out the foundation for my mod idea, which is The Forces of Takarn, until the Creation Kit comes out, and we learn more about what has changed.

I personally discovered Oblivion and the Elder Scrolls roughly a week ago, and I've been reading up on lore and playing Oblivion briefly (While picking mods, mostly) ever since. I was on a bit of a car trip, and I only had a notebook and pen, and decided to write some of my own storyline/lore for Elder Scrolls, and quickly realized that I could turn this into a mod. But due to my own lack of skills, I am seeking the FOLLOWING positions;

NOTE: If someone can take more than one position, they are welcome to.

Empty~Project Technical Leader (Leads the modding side of things, and if you are concerned about rank/authority, this person would hold the same amount of authority as me)

Stormcrown~Project Design Leader (Leads the storyline, lore, quest, and dialogue design and creation. Also ensures that everything mixes together with the storyline and lore of Elder Scrolls AND the Takarn Project)e

Empty~Chief Texture Designer (Can be mixed with the texture position if someone can do both)

Empty~Chief Modeller (Can be mixed with the texture position if someone can do both)

Empty~Chief Script Writer (For the large number of quests and missions that will be needed)

Empty~Secondary Script Writer (Optional, if the chief script writer needs/wants help)

Empty~Voice Actors (Not currently seeking any voice actors, but in the future we will)

To learn more about my mod idea, I have written a brief (Compared to what I've written in my own notebooks) summary on the Nexus forums. I'll send you a link to the thread, where I've formatted it to look very pretty, and also copy/paste it here.

Takarn; The Unknown Aedra/Et'Ada

Hello Everyone. I recently spent a few days without internet access, and I ended up writing a bit of my own lore for The Elder Scrolls. I will first cover the storyline and lore part of my idea, then I will expand into abilities, buffs, perks, items, and possible companions. Feel free to inject your own ideas as well, and if you think this is a good idea. I'll be seeking some modders to help with the construction of this idea into a physical mod for Skyrim and/or Oblivion. I normally was thinking of this as a mod for Oblivion, but transformed it into Skyrim as I realized the release date is very soon.

Note: My original purpose of this mod is to introduce a Akaviri-style faction into the game, but it expanded into something a bit more as I progressed onwards with my idea.

I am aware that a mod of this scale would require the work of a large number of people.

Let's begin from the start, Shall we?

The Recorded History of Takarn: The Unknown Et'Ada (Storyline and/or Lore of Takarn)

by: Stormcrown

Note; This is simply my version of what happened, NOT the people of Nirn's knowledge of Takarn. Please understand that!

Takarn has kept his own existence secret, even to the other Aedric and Daedric gods, until now. He has been dormant in the Aetherius, the Immortal Plane, since his creation. During the creation of Mundus, it is unknown whether or not he took part in the creation, but he is known mainly for his hatred of any type of Daedra. Once he realized what the Daedra were, how powerful they were together, he resolved to stay in the Aetherius to amass (or absorb) magical energy until he would be powerful enough to destroy them.

Hundreds of years after the creation of Mundus, he created his own plane of existence, separate from Oblivion and Aetherius, called Rakat. It is here that he amassed an incredible amount of divine power in order to conquer all of the Planes of Oblivion. He created an immense army to defend Rakat from invasion from the Daedric Lords. It is unknown whether or not this army can leave Rakat. He spends his time manifesting new and powerful magic, incredible weapons, unbreakable armor, and refining the art of warfare for conquering the realms of Oblivion.

Takarn is believed to be an absolute Master of the arcane arts, as he is able to hide his existence from the other Et'Ada until 4E 201; during the assassination of the High King of Skyrim. His powers are unlimited, as he is thought to be an Anuic based God. His existence transcended the creation of Mundus, and his power was not damaged by the creation of the Mundus. He is thought to be a Daedra by classification, but because of his hatred for the Daedra and his understanding of good and evil, he is accepted as one of the et'Ada that escaped the fate of the Aedra. He spent his entire existence before he revealed himself collecting energy and making himself more powerful. Some think he is attempting to become the most powerful and influential God to have ever existed.

He revealed himself partially by appearing to a large group of travelers in western Skyrim, who had their city destroyed by a legion of Daedric forces. He assumes the form of the Avatar of the Akavir and immediately alters the existence of these people. They become the Forces of Takarn. Takarn did many things to them, he altered them. Among these alterations are;

  • Dedication and devotion to the Takarn culture and religion.
  • He separates the Forces of Takarn into 4 public factions (Tiger, Monkey, Snake, Demon, and a secret faction, only known to the members of it, The Followers of the Dragon.
  • Unique spells related to the 5 major factions on Akavir (The continent on Nirn)
  • Empowers their bodies and souls to be superior to other races on Nirn. They have incredible attributes for a race of people, and are unrivaled in raw power and intelligence.
  • Creates an urge in them to be militarily superior to everyone in Tamriel.
  • He uses the culture and races of the Akaviri people as a way to communicate and influence the people of Tamriel, and hide his own existence.
  • He attempts to keep his existence a myth and debate by using the Akaviri people as an explanation of why the Forces of Takarn exist.
  • The Forces of Takarn have a mentality that they are superior and enlightened, although they never act condescendingly towards other factions of Tamriel. This is why the other factions of Tamriel view them with respect and admire them.
  • He enforced that they do not try to convert people to their beliefs. They only accept those who seek them out.
  • Gave the Forces of Takarn the ability to give the "Gift of Takarn" (The power that surges through every follower of Takarn) to others. This allows them to expand their population.
  • The Forces of Takarn have every race of Tamriel in their ranks, and all stereotypes of race and discrimination are eliminated when given the "Gift of Takarn"

Section II; The Mod and Gameplay

Buffs (I'm not aware of the stat system in Skyrim, but you get the general idea of each "faction")

Agility of the Tiger/Ka Po' Tun

-Bonuses to speed and agility. Also gives a unique bonus to movement speed.

Intellect of the Snake/Tsaesci

-Bonuses to intelligence and magic. Also gives a unique global bonus to magic damage.

Power of the Monkey/Tang Mo

-Bonuses to strength and endurance. Also gives a powerful unique bonus to physical (Normal) damage.

Deceit of the Demon/Kamal

-Bonuses to sneak and security. Also gives a unique bonus on attacking a target from behind.

Dominance of the Dragon/Tosh Raka (Secret faction within the Forces of Takarn)

-All around powerful bonuses. Also gives a power damage bonus on magic and physical, as well as adding a fair amount of resistances (magic and armor)

Spells (All buffs and spells will have 3 ranks, obviously varying in power)

Burst of Tiger Speed

-Movement speed and attack speed buff. Lasts (10, 30, and 60) seconds long.

Snake Bite

-Burst damage on touch. Rank 1; Slows movement and attack speed overtime. Rank 2: Adds a debuff that reduces their resistances. Rank 3: Deals damage overtime.

Brute Force

-All physical attacks ignore armor and any resistances. Lasts (10, 20, and 40) seconds long.

Demons Deceit

-Invisibility, Silences yourself (Your character makes no noise, if it affects your sneaking ability). Lasts 60, 120, then 180 seconds long.

Dragons Power

-Triples the power of the "Dominance of the Dragon" for (5, 10, and 15) seconds long.

Possible Allies or Companions

Monkey- Brute force warrior, can use bows, but does not use magic.

Tiger- Dual wielding warrior who uses bows as well as magic.

Demon-A stealth warrior who uses deceit, magic, and long range weapons to take out his enemies.

Snake- Pure mage, focuses on damage over time and debuffs.

Dragon- Master of all combat styles. By default he is a battlemage, but the player will be able to choose his level of mixture between Melee, Bows, and Magic.

Quests and Alignment (Adds some storyline after Takarn's lore page) (Should we(i) include voice acting?)

1. First meet the camp, the 4 factions of Takarn are spread apart, but within visible distance.

1a. You can destroy the camps in the name of Tamriel, looting the massive number of wealth that they hold. Although this will be an incredible challenge, due to the power of the Forces of Takarn.

1b. Pick one of the factions to ally yourself with. Since Takarn's appearance the factions have debated over who should lead the group as a whole. They have used a council of the four groups as a way to decide how to do things, but they have been in a deadlock shortly after they formed. It is up to the player to pick which faction they will help become the leading faction. This chooses which set of spells, buffs, and which companion they get. It is possible to help another faction become the leading one by dueling a member of the current leading faction. If the challenger wins, then they become the leading faction. If the challenger loses, then the losing warrior immediately is executed, and that faction is unable to challenge the defending factions authority again.

2.. The ritual fire in the middle of the camp is where the player can channel the power of the beast. (The faction they chose) It lasts for up to 10 to 30 minutes in game. They must return to the camp and channel the power to gain the buff again. (This is how the player gains the "buff" detailed above)

3. The player can unlock the dragon faction by achieving the highest rank in one of the first 4 factions. At that time, a member of the followers of the dragon will reveal themselves to the player via hidden messages. (Unsure of this method at this time). The missions and quests that are in the "Followers of the Dragon" Questline would be extremely difficult, and not possible in the beginning of the game. The buffs that are given in reward would have to be some-what balanced, but still a reward.

3a: Adding a "Cheat Mod" that allows the player to simply choose a faction without completing the questlines?

That's as far as I am as far as quests and missions for the mod.

4. The player can become the leader of the Forces of Takarn, being the dragonborn, he can lead the Followers of the Dragon to reveal themselves as the true leaders of the group, and as Dragonborn/Dovakiin as their leader. This would require a level of speech/speechcraft and fame.

4a. What should the player in reward for becoming the Leader of the Forces of Takarn? Perhaps someone could create a player-home, weapons, armor, unique magical spells (custom animation perhaps?). A source of income from the camp.

5. As time goes by, the player, as "Leader" of the Forces of Takarn, can evolve the camp into a village, then into a city. This would OBVIOUSLY require a large amount of time.

Edited by Stormcrown
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Though I appreciate the effort you have put in the main post, I can already tell you that you won't find a modding team without you doing more than being the "project lead" or the "idea-guy". We have seen lots of that over the years. You should already have something to show for just to get people even the slightest bit interrested. This may sound a bit harsh and all, but that's the way it is. As an aspiring modder it's better to start with something smaller to learn the tools of the trade.

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Though I appreciate the effort you have put in the main post, I can already tell you that you won't find a modding team without you doing more than being the "project lead" or the "idea-guy". We have seen lots of that over the years. You should already have something to show for just to get people even the slightest bit interrested. This may sound a bit harsh and all, but that's the way it is. As an aspiring modder it's better to start with something smaller to learn the tools of the trade.

Yeah, I completely understand that. Which is why I'm simply doing what I can for now, which IS the "idea guy." And I do realize the very small likelihood of someone wanting to be a co-leader with me, but you rarely find someone who will have the same passion as you do for your OWN idea. I call myself the idea guy because it's the only thing I really can do right now, but I plan on working into modelling and texturing, as I have a bit of experience with programs such as 3ds max/blender.

I'm simply teaching myself as fast as I can, and I figured why not try to get some interest while I'm at it.

I currently have a few modders who are def. willing to work with me, but they are also waiting until the release of Skyrim/Creation Kit before they make any big decisions.

I'm actually taking a few semesters off of school and trying to find a job at the moment, but even with a job my free time for modding is immense.

I do appreciate your concern, and I def. know where you are coming from, It's not harsh at all, just the truth. But I'll remain optimistic because I will not give up on this idea until I'm forced too.

Edited by Stormcrown
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I'll remain optimistic because I will not give up on this idea until I'm forced to

I can certainly respect that. Don't be discouraged if other modders are initially skeptical; every other day there are people with big ideas and not enough stones to see it through.

If I were you, I wouldn't accept being called the "Ideas guy". You already have enough skills and resources to get started on this project. There's about a month until Skyrim comes out; until then you'll only have a rough idea of what's possible gameplay/asset wise. In the meantime you can write. It looks like there's going to be a lot of dialouge, journal entries, and other in-game information. That's work that needs to be done, and you don't need a team for that.

As for the other skills your mod requires, you can learn most of them here. I wouldn't count on getting a lot of help with your mod; everyone here has their own stuff to focus on, so you'll need a pretty damn impressive pitch if you want people to join your team. You CAN however count on the guys here helping you learn HOW to mod. That is the great thing about TESA, and really is a better system for the overall mod community.

Remember that ideas are essentiallly worthless until they are proven. If you want to mod, you have to appreciate that you'll have to realise your idea in intimate detail- not just gameplay and models, but every piece of crockery on the tables, every flower by the road, every freckle on an NPC's face.

If you're able to put the work in, then you'll have made your idea real, and that is an amazing and wonderful thing. Here on TESA you'll find plenty of teaching as to how to proceed, and once you can show that you're up for it, you'll find plenty of encouragement and perhaps some help as well; certainly I'd be happy to model a thing or two for you.

If you'd like my advice on how to proceed (and I apreciate that you may not tackle things the way I do), I'd build up to this idea. For example: For your mod you're going to need some dungeons. So make a small, simple dungeon mod that you can later integrate into your idea. Then make a house mod. Then a companion mod. Each of these things will be great as stand alone mods, and you may even find yourself with a bit of a following. Having made these mods will definitely make people more willing to help you with your more ambitious mods directly. You'll get experience with the creation kit that'll be invaluable when you do try something ambitious.

Whatever you attempt, I wish you good luck. It's always great to see someone's ideas succeed.

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As a better questline introduction than just simply discovering the camp, I've been thinking of having the player be recruited to seek out an extremely skilled assassin (Of unknown origin, but one of the Takarnians best.) The player would not have to do much, but simply go to the Assassins last known location. He would waiting there for him, after hearing about the Dragonborns reputation (This would be triggered after the player gets a certain number of "fame") and attempt to persuade him to join the Forces of Takarn, despite this being against what their rules of NEVER seeking out people to join. The Assassin would want the player to prove his skills by doing a series of missions.

It would also be a fun way to introduce a stealth mission, perhaps inspired by The Bourne series, if anyone knows of it.

This would also be a smaller, shorter way of starting out for me, creating one NPC, and short quests along the way.

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