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General idea for story line

Submitted by Anonymous (not verified) on
Not sure if this is the place to put it, but what the hell. Just a couple of ideas for tying in the Oblivion plot to Morrowind. If the main quest for morrowind is kept, perhaps there could be a quest in oblivion which would lead to the main actor to become captured by the authorities. He's deemed dangerous and sent to Vvardenfell where the main plot begins. The only problem is continuity, since Morrowind takes place before Oblivion and there are many conversations between NPC's that refer to some points in the morrowind plot. Maybe those audio clips could be replaced and the date for morrowind could be shifted to take place after/during oblivion. I realize that this be non-canon, but it would still make for an interesting and fresh main plot. The second one is as follows The main actor goes to Morrowind after the incidents of Morrowind's main plot. All quests are finished from the Morrowind and it would influence the characters on Vvardenfell (for instance, Caius Cosades is gone and appears in the Imperial city, etc.). But this would also mean that a new main plot and new side/faction quests would be needed. for both of these audio would need to be rercorded (or not depending on what the author wants). If anyone does decide to record audio, i'd be glad to help. Also, if the dialogue is to be rewritten or completely original i'd be open to helping with that as well. In no way do I consider myself a modder by any stretch of the imagination, and i simply wanted to throw these ideas out there. -Fetter lesserevil0013@hotmail.com
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Last edited by Anonymous on 30 Jul 2008 - 20:04.

They are good ideas. I had also thought of alot of them myself. Although you would have to not have character creation at the beginning with jiub and everything. It could work and after a certain point in the morrowind plot you could travel between Morrowind and oblivion areas at will? i don't know you could really do alot of things. or if you really wanna futs with it you could make it start in morrowind finish morrowind get captured by the authorities and end up in the prison at the Imperial city where then you could go on your oblivion main quest merry way and eventually travel back to Morrowind where you might have a leafy morrowind instead of a destroyed land showing the passing of years after the finish of the morrowind quest line. Its really up to how into it the modders get and if people really wanna shoot for it. cause doing it the last way i said could mess up alot of mods. so iunno. thanks for the input though. input never hurts. especially when you are willing to help in any way you can. some people just ask and never say they'll help. expecting people to do it all for them like modders have no life.
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I just have to jump in here,being so grateful this whole project has begun. I was thinking that after the main actor finishes MW,there could be an incident,a battle perhaps,where amnesia could be the result of an injury. The person wakes up in prison? A simple thought,to be sure,but I am just getting a grip on the idea. If this is out of line,let me know.
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Good idea, what if Morrowind became all green after you begin the main quest in Oblivion? Then again, if that is going to work you would need a mod that starts the player off in Morrowind, then delays the main quest of Oblivion until after the main quest of Morrowind is completed. Of course, you could simply have an ordinary landscape mod that the player simply chooses when to inject into the game.
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I think that instead of starting out in morrowind you could start oblivion regularly then once you complete a certain part in the oblivion main quest you get a quest update saying "There is a boat in the docks that takes me to a different province...I should check it out..."
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heya all this is my first comment on this site, im new and i want to and will help, my idea is done but all iv got to do is play the MW intro befor i get sent on the prison boat, basicly all i done was made an NCP in the prison cell, then placed a scrip in the prison cell that gives an option to stay in oblivion or go to morrowind, if you choose to go to morrowind, it disables, the empire, guards and the prisoner so the story line willnot be activated, or if you choose to stay in oblivion, it just disables the NCP i made, the script is a do once so when you choose, thats it, or new game, when morrowind option is chosen, the NCP i made comes down to the cell and speaks to you, i havent writen anything intrestin in the dialog, but basicly the convisation is about knockin the player out to transfer the player somewhere, when the conversation ends, the players controls are disabled, the guard hits the player with his weapon, the weapon is a unique club with a restore health and drain fatiga, on th NCP is a script that when the fatiga of the player hit 0 he falls to the ground and is placed on the prison ship in morrowind, with jiub saying "get up" now all i have to do is play the MW intro video, if it work, just as the fatiga gets to 0
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One thing that should be noted is that there is one NPC rumour in Oblivion which talks about the Nerevarine (Morrowind playable character) going on an expedition to Akavir and never being seen again. One idea I have had for a connecting story is that the player finds a mage who has the power to send people back in time. The mage then recognises your oblivion character as the Nerevarine and offers to send you back in time to fufil your destiny, after warning that your return to the present must be made in a manner that won't cause suspicion. Once the Morroblivion main quest is finished, your character is told to get on a ship that is going on an expedition to Akavir. On the way to Akavir, the ship is caught in a storm and begins sinking. The mage then appears and, satisfied that your disappearance won't cause suspicion, brings you back to the present. EDIT: As for the "green morrowind" ideas, I highly doubt it would be possible to create a green landscape after the main quest is finished because Oblivion's scripting does not allow the landscape to be modified in any way, it all has to be done in the construction set. We would have to have Vvardenfell either represent 3E427 with main quest intact or 3E433 with green landscape and the original main quest stripped.
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Take a look back through these forums and you will see many ideas for Morrowind, integration, this and that, etc. But always in the context of "somebody shoud do this..." Who? We don't need ideas; we need hard work. Why even talk about all the great things that could happen sometime in the distant future when you can't even join the Fighters' Guild, Mages' Guild, or Thieves' Guild?
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He's right. We have tons of quest lines to fix, thousands of faces to make, creatures to add, meshes to make, countless bugs to fix, and Bethseda wanting to stop us from doing any of it. Remember: we can't work from the top down. There are only a handful of us who can do any of this, and even less who can do it well. And we all have jobs or school to go to for half the day. If you want this to ever come out, offer up your help. And even if you can't use the Construction set, you can bug-test the main storyline, learn to use the CS (it's really easy), help with making custom faces for the NPC's (that's really easy too) or go out searching for bugs. Think of how much faster we could do this if each and every one of you learned to use the CS!
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Way ahead of you buddy, I've alread done the following: - I have edited all NPCs in all Main Ashlander Camps - Edited all Main Quest NPCs - NPC Enemies faces have been made - Guards - All NPCs in Ghost Gate have unique faces - Some NPCs in Balmora shops, guilds as well as some in Ald-Ruhn and Telvanni districts - Fixed Floating Candles (two types of candles are completely fixed) - Enchantments restored on weapons (consant effect/cast on effect ones), technically not enchanted but scripted to give you their 'abilities' as they did in Morrowind - Ash Vampires we weaker than Ascended Sleepers, I have made them signifigantly stronger but not impossible to beat - More Clothing's enchantments have been fixed All Custom NPCs were done by randomly generating a face and then modifying it. I have taken great care to make them look good or at least decent, hope you'll be satisfied... This patch that I'm working on is a personal patch so not all of you may like whats in it.... At the moment I'm still working on it and updating it, I'll release the final version for the v16 master tomorrow so that when v17 is out I can start on a new patch and continue with the fixes. Again apologies if you guys dislike some aspects of it...
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@didact: im in the process of converting morrowind hairstyles to morroblivion, could you do the job on changing each npc to use those? :)
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