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About wrenik

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  1. wrenik added a post in a topic Silly guardo Aitar   

    there are already several NPCs added in holds a lot of them still need dialogs and quests, however, I can see this one making a good addition as well, perhaps he is stationed in a smaller village like Roricksteed and could replace one of the vanilla Guards. the quest is a nice added touch justifying his existence.
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  2. wrenik added a post in a topic Carlotta Valentia's Inheritance   

    There are plans of several NPCs who are part of various holds Guards and even Gaurd specific quest lines and guilds that the player can join.  this is all in the Planning stage however and has no guaranties of making it into the game, but it is planned for.
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  3. wrenik added a post in a topic Tullius' Highway   

    I can see this being the source of many quests, both civil war dragon related and local, as said whit Blackmoor and Rorickstead, but I'm sure we can go further whit quests and dialogs referring to the struggle of trade and imperial movement.

    this also renforces the need for a battle of Dragonsbridge to occur if the fighting goes so bad for the Imperials that they get pushed back, as its the really only way across to solitude, we could also look into the empire attempting to claim some forts in whiterun if Balgruf is removed as jarl, they wouldn't see his replacement as legitimate and take the liberty to simply walk in and capture any forts they need to secure the most important area, and the stormclocks would have to dig them out off any holdings they manage to get, if you play as an Imperial I can see this being harder to uthelise in Imperial campaigns, it all depends on how we do it, prehaps the player will lead Imperial troops to secure the roat clearing it off stormclocks and bandits. or possibly other quests.

    then we have Dragon quests which can be a sorce of Imperial Bounty apon dragons in the area, as well as the mentioned possibilities for local quests, I imagen that jarls would bitter over who should be able to tax most on the road, and control key settlements, and local minor nobles would do the same, preh aps even get some raident inconunters of Imperial troops and traders in this area.
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  4. wrenik added a post in a topic Seasons   

    actually, if we can do this then I don't see why we can't layer a snow texture over buildings and other objects as well? it's not as impressive as a full on Mesh change but it will sell the aesthetic a lot more than if you simply have the ground snow covered and the building roofs completely clean. 

    if there is a way to also change the weather and perhaps even patch Frostfall, we got an entire Game-changing system going on! and that would be very exciting indeed!
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  5. wrenik added a post in a topic Seasons   

    P?rehaps the one day system could be converted into, lets say 350 sub Seasons, so every day changes the world slightly and we get realistic Seasons, a lot of work to be sure, but if it could be done relativly simpel whitout a lot of scripts or heavy loads then worth looking into, other then that I agree whit Galandils ideas of prehaps a Menu option, however Im not sure howmany would actualy want to use it as it requires moding work outside of the game and hence would destroy the imersion wile in a play sesion. if you could get a popup msg in the corner telling you to swop mod as the seasons pass prehaps?
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  6. wrenik added a post in a topic Hopeful Recruit   

    I'd be happy to work whit you! 

    hope to see your talents and ideas!
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  7. wrenik added a post in a topic Story Synopsis   


    I enjoy your ideas and agree with them! there would be a lot more nerative being built, and I think out of the two Delphin would survive but the Dragons die, I belive that Dolphin would follow the dragonborn and I think having the other dragon there could be a way to save Fultheim insteed of Parthanax, as it would be a verry tutching seen seing the graybeards shout farwell as a form of cermony to honour their fallen master, and after asked what they will do next they will sadly explain that they will attempt and rebuild Highharothgar, and if the player returns they will be seen along whit som e local workers clean up the place, it will however remain a ruin for the rest of the game. or possibly be a quest line where you help rebuild it.

    I belive having Dolphin always surive would be great as it would allow for the Blad Civil war you where talking about, wish would see the blades strugeling between their two callings between serving the dragonborn the ultimat Dragonslayer, and actualy killing dragons wich is their true goal. to make this story work better I belive that not all recruts should be from the dragonborn, but also have a handfull of Recruts that are recruted by Dolphin and Esbend. this could allow us to deside their standpoints on what side they join, aswell as creat more of a base in Skyhaven tempel wich like Gopher suggested in one of his videos could be a form of player home/base of operation along whit the Blades headquarters.

    I think that your ideas of having Alduin mastermind a lot more makes him a more intressting villan, and if seent the person who told Dolphin about prathanax. well that makes his sceames more danguress, prehaps the player will begin to distrust more and we could even have him do more sceams and so on later on. the distructive power and dissregard for mortasls should be shown and having more Named dragons on all sides would be very intressting, prehaps an entire section of the main quest dedicated to destroying one of Alduins highranking dragons seing the destruction off the dragons would be great.

    all in all I think we could do a lot of cool things to add the the main story, lets not forget when the player comes to sovengaurd, we could have a epic quest in it self just there, whit sidequests and almost have just that being DLC size. however I think its importent that we add several points whitin the quest where you feel its alright to venture off, where it naturaly feels like you can do the next step of the main quest later, whitout feeling stupid. it should go in waves of excitment whit natural low points where you can jump off and explore the world, to then continue on.
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  8. wrenik added a post in a topic Civil War Story Concepts   

    I believe this could be expanded upon, like having several quest branches and optional quests taking place in markarth and depending if the Forsworn king is free or not changing the entire dynamic in the war and control over the area to secure it on either side.

    I also like the idea of the Thalmor not wishing the Dragonborn to end the war, and them attacking you outright if you join the stormclocks would be simple it would be far more interesting if you get attacked by them as imperial, perhaps you have the option to talk them down, if you do, you'll get points and recognition from your commanders for avoiding a diplomatic incident, but if you do end up killing them your command comes to your camp where you were attacked and as you are their strongest weapons, declare that the enemy (Stormclocks) attacked the camp and killed the thalmor, this is obviously not true but it shows the lengths the empire is willing to lie and that they aren't really on the side of the elves, but at the same time your commanders will look upon you disfavorably as you made their lives more difficult.

    Dynamic events and quests like this would make the civil war more interesting, I think we could have a lot of fun quests and events happening when you're in camp, going around doing side quests to help or perper your troops, getting ambushed o later on doing tactical decisions on where to strike and against whom, for example the jarl in markarth would be more worried about the forsworn then stormclocks while the imperial comanders on sight would want to focus all resorces on the stormclocks, how do you balance? where do you comit your men? who do you side whit?
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  9. wrenik added a topic in Book Story Concepts   

    Why We drink
    Why we drink
    By Henric silveroke
    in a small village in skyrim I meet a drunk poor sod, crying and drinking, no one cared about this poor man. He was just a sad drunk after all, but I wondered what made him a sad drunk? Armed whit this question I tackled his life, asking his friends relatives and even steeling some jurnals to build his story together.
    Being a millworker in skyrim is hard work, you need to turn the large stone weal to crush the weat. And some of the workers doing so has to take to the bottle at the end of the day to survive. One of these millworkers puts this to heart more then most, and as he drinks his worrys away he fills his mind whit anger apon life, any small or large thing can tip him off into full blown anger. This is ofcourse scary for his poor wife and child who has to deal whit him apon returning home smelling like a destilery whit an temprement of an frostroll.
    For an poor wife attempting to make the best of an situation this can be to much, not only has their child the fear of a beating around every mistake but so dose she. She is well aware that her husband loves her under all the anger but when he has taken one to many ales that all gose away to an drunken state of anger out of all control. Its not to anyones supprise when she took their child in hand and walked out of their village. Left was a Millwoker who now wasn't angry when he drank, but rather let all his tears and sadness out.
    What the people of the village don't know, is that the millworker fond out about his wife leaving him whit their son. He followed them, drunk and angry as always and stoped them just by a little pond. He and his wife yelled at eatchother their son bursted into tears, demandingly the Millworker ordered his family back home but his wife had enought and stood her ground. As she turned around to walk away something snaped in the Millworker.
    His anger was to much and his hands found themselves around his wife and sons necks holding them down under the water in the pond. They struggled to get free, paniced they screamed but it simply filled their lungs whit water. It didn't take long before bouth of them sank down the pond like two rocks laying whit their backs to the Millworker.
    The Millworker stumbeled backwards and sat down on a near by rock by the pond, he looked at his hands, his wife, his child. It wasn't anger in his eyes but horror. Had he just killed his own love? In fear and disspear he left the pond. He wasn't brave enought to even turn his wife and child to face him as he left their lifeless bodys at the bottom of the pond.
    From that day he drank for a diffrent reason, he drowned his sorrows in mead, as a man who have taken everything from himself dose. He is no longer ashamed to let his tears fall out and his cry of sadness be heard. Not a singel person in the village desterbs him, no one asks him to be quite. They can tell that he is best left alone. They can feel that he is a man of great lost. They can't know that he took it all from himself.
    I walked down the road from that village down to the pond, I watched down into the shallow water and I saw whit my own eyes, what looked like two dead bodys turning their back away from the surffice.
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  10. wrenik added a topic in Winterhold   

    The city of magic
    The City of Magic
    Quest plot:
    The Quest Requires that you have played threw the Collage of winterhold, Holds collage expansion questline and the Yakooda questline. (we should look into getting more quests that are Required to be completed before this one as its suppose to be a very late game quest.) once you completed all of these quests you will return to Winterhold and speak to some mages, these can be Npcs you meet in other quests that are still alive. the player will be tasked to read the books he been gathering in bouth the tower of Shallador but also at the underwater Yakooda Liberary. the player will here have the option to take help of the wizards by delegating some of the work reading the books, and will then have the entire ritual explained to them insteed of having to read it themselves.

    after this the player will be seent out to gather soal gems and other items for a ritual wich they will give to one of the wizards helping who will set up the ritual. the player will then be instructed on how the puzels will work inside the coming ritual, the same infromation will also be found in the books the player has gathered. this is to ensure the player knows the rules as they enter this massive puzel boss of sorts, and don't feel lost or unable to figure out what spells they can use. the player will then go to the middel of the ritual ciril and cast a scroll found in the Yakooda Questline, (this scroll might only work here to ensure the player dosen't waste it) apon using the scroll the player is transported to his/her own mind, this is represented by a black dark magical place that looks like its just Black nothingless whit things in it, here the player will do quests for himself, a exact copy of the player will give him/her quests the voice of this player avatar (who takes the apparence and gear off the player) is always extreamly epic and god like, to reprecent how the player presives him/herself. so it going to very clearly not be the players actual voice. other quest givers will be diffrent emotions and other beings inside the players mind. in order to creat the spell the player needs to unlock his full focus. to do this he must defet or help his emotions to control them, also open the door to his mind.

    to do this the player must solve several ridels triels and puzels. some that are resiceled and others that are new. apon unlocking the door to his mind and opening it, the doors to his fears and emotions will be opened, and the player can solve their quests one by one, apon solving them his focus or energy will flow from them to his mind, where it will take the shape of a gaint ball of energy (can be the eye of magnus retextured whit some generic magical orb textures or something).
    now the player will need to use a custom spell that he only has access to here, it will automaticly be in his spell list and equiped apon entering his mind. so to make sure the player knows about the spell, its a special spell for the player to shape his mind, and the player will use it to activate and create the layout of the city. ofcourse we'll just have the basic shapes already there so the player has the illusion of desiding, but in reality the shapes will just be reaviled by being hit by the spell. I think there should be about 8-14 large shapes making up the city that the player has to activate whit his spell. the shapes are in the shape of the city layout and are flat, they are textured whit the Magical barrier texture to make it look like flowing magic. 

    apon activating all of the layout the player will need to use clerevoyent to find some stairs going up to the magical orb, where there are some mirrors that the player has to reflect in such a way so to cover the entire city. now the mirrors will have diffrent size and area depending on their state so it can take a wile to do, I belive 4-9 mirrors is a good number. apon covering the entire city whit shine the player will be tasked whit shoting the orb whit the creation spell and the entire city will appear over the foundation layed out by the player. the city is in the same specrtal form as the foundtion usin the barrior spell as texturing.

    the player will now get a special spell automaticly equpit that is a 2 handed legendary spell. the player will be tasked to walk to the site of the Ritual in the spectrual city and cast the spell whereapon the player will be taken back to the real world and the city will appear whit a lot of magical effects first in specral form before taking shape as real buildings. this will be in its own instance to make sure all the effects don't crash your game. the player then faints and wakes up in an interior just a random house in Winterhold, apon exiting he will be in the real Winterhold now completed and restored.
    this is one base idea for how we can make the restoration of Winterhold spell, ofcourse any ideas expanding or altering is apprechated.
    Multiple Endings and Their Consequences:

    it always ends whit the player restoring winterhold, prehaps we could add some altering options that the player can deside apon in his mind, but that would require a lot more work.
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  11. wrenik added a post in a topic Arena Equivalent for Skyrim   

    Don't know how much I said in public and how much has been discusted between me and Sette but the idea off the Solitude arena as Imagen it and as its been started to by Sette is an arena thats halfly inside a cave, whit the celling still just an exposed cave and the walls fine Soltidue archetectre, I belive I wrote that it use to be an Theather but an rich imperial bought it and renovated it to be able to house fights aswell, removing the floor where a crowed use to stand to add in a "fighting pitt" or arena floor. the sitting areas are still there and so is the stage, so there is still Theathers hosted there on ocation aswell as bard concerts. its relly suppose to be used for several things at once and not just be a location that is used for a singel thing. the concept idea as I presented it had the theather people and the people hosting the arena fighting over using the locals for their training and other matters, sort of like two rival entertainment grups over who should use the place more.

    as for an arena in windhelm I only mantioned it becose there already is one added by holds. don't think skyrim should have more "officual" arenas then the one in Solitude and windhelm. the rest of the fights should be shady underground fighting clubs, or duel areas. I like the idea of essensualy 3 fighting clubs. there are the officual arenas where you fight gladiators etc. there is the underground brawl clubs. and there is the Duel organisation. and they would probebly effect your influence whit the other as you claim ranks.

    I think it should be several ways of going about entering fights, being a well known worrior such as the dragon born or leader of the comanions is one way, the other way could be doing fighting quests or dueling from the low slums of Brawl clubs until you get recognized enought for a arena fight then you fight there until you get recognized for Duel organisation. alway able to fight in the previus arenas you left. so it dosen't feel like they are there only for you. prehaps even have a betting function or spectator?

    then there is the fact that a lot of nords and NPCS around skyrim will offer brawls and duels just becose they are nords. in a verry unofficual maner much like the vanila game. so there is gonna be all sorts of fights.
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  12. wrenik added a post in a topic Arena Equivalent for Skyrim   

    So after reading all of this I think we got the grounds for an amazing Arena system, I was thinking as I did back whit My ideas for Winterhold. why does it all have to be connected to a single quest? or questline?

    I relly like the layerd feel where you have to build up an reputation, lets say your dragonborn, then you can simply walk up to pritty much any arena and they will let you in fighting, as your a bit of a selebraty and many would like to fight you. but if your a nobody then you have to earn your way in, so you begin brawling once your famus enought brawling you get to fight in the pits, once your famus enought in the pits they will let you into officual arenas like the Windhelm arena or Solitude arena if we add them. then as you make a name in the larger arenas you might get the job as a duelist, still being able to fight on all previous lvls. as a duelist your fights have more of a story focus then previously and its in more varied locations. there can also be several other arenas, like forsworn arena or bandit arenas. and if you get famus enought fighting more people from higher places recognize your name and wanna fight you. it becomes more of a story where you attempt to get more fame, glory and get access to incressingly more giving fights. as surviving the pits lends you a bag of coins and a free ale. winning in the arena and you get a good chunk of money. and when dueling you get even more as your patreon wants to keep his champion happy and walthy. 

    this way you get several rewards. Money, Fame, Progression (as you move from barfights to honourfull duels and arenas).

    and to refer back to what I said in the begining this dosen't all need to be one simpel quest line, for exampel if you fight in one arena then a other arena your fame carrys over between all arenas. and you also get the quests where people wanna duel you normaly like the knight in solitude who chalange the dragonborn. so fighting him will ern you fame over all.

    as for names I think you should have options between nameless, a selected fighting name, or a existing title, so you can go in as dragonborn, or Champion of the Companions etc. all depends on what you wanna be called and what you done before. maybe if you pick nameless we could add a system so you get a name based on how you killed the person? so if you use an axe you are called "bloodaxe" if you use a sword your called "Cuttingblade" etc sort of giving you a unic name based on what you done rather then just have the palyer randomly pick one.

    all in all I thin kwe can do a lot of fun whit Duels and Arenas in skyrim, and the limit is how much we add. I think a teared fame system needs a lot of lvls as prehaps winning 1 duel is the same fame as 10 barfights won. or something like that.
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  13. wrenik added a post in a topic Dragontail Valley   

    this sound interesting, would rely fit if it was an ancient nord city that worshiped dragons and perhaps also contained some Drougers wandering around, being a little bit like game of thrones where you are in a land of the dead, think the main part of town should probably be completely empty and if possible quite, to make it feel like something horrific happened. also because of the large amount of dead that would exist in the area, there should be expeditions of people trying to dig out trenches, and necromancers raising the dead for their own use. not too overwhelming tho so it ruins the empty and horrifying feel but enough. perhaps even make these encounters meaningful whit dialogs whit these NPCs before you kill them, or perhaps convince them not to fight? make the area feel like a live and let live sort of deal where people aren't attackeded on site.
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  14. wrenik added a post in a topic Jerall Valley   

    Unless this exact location is included in Beyond Skyrim Bruma  I would think its a great idea, it would create some relly cool lvl design as its more Winding paths in the mountains and less open landscapes, perhaps it could be patched to be between Skyrim and Cyradill? 

    some relly cool things to have in this area could be an Imperial controlled main road between Cyradill and skyrim, and more bandit and "wild" nords around the mountains, it could be relly cool to meet an old nord warrior following the old way, who isn't directly talkative or hostile but will fight you for honor or glory, his home covered in trophies etc. or perhaps some shadier road merchants kaji's etc.

    could also do something like Rigmoor of Bruma where there are mining operations in the mountains and different political quests between miners and bandits or locals. I like the idea that this is more of "wild" nords or bandit, that aren't always hostile but not part of any hold or larger society, perhaps some old Hunter Gatherers too? Bretons living at the edge of the valley towards Highrock. the Possibilities are endless.
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  15. wrenik added a post in a topic Civil War Story Concepts   

    your still not reading my point, its not about making stormcocks better or imperial better, its about keeping it on this unbalanced sweetspot that makes it that people for so many reasons deside on way or the other, and changing around diffrent reasons why players might have desided on one or the other would mean we change around some players foundumental reasons of picking their faction.

    and Im not saying we can't have change and choices, Im saying we shouldn't change the foundation of skyrim. it would be waird if we added a choice to spare alduins life, we could but we shouldn't as we shouldn't mess whit the foundations of the game world. as I said things we add can be messed whit as mutch as we like, the things that arn't founumental to the game can also be changed, but foundamental truths about the game shouldn't be changed. Ulfric is a rasist. Elisif is bad at her job. and alduin dies at the end of the game.

    we can add a ton of meaningfull choices that dosen't change that
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