[WIP] Oblivion - The Red Line
When I played through Oblivion for the first time in 2006 I thought it as a great game - no where near it's predecessor Morrowind - though considered my love for that game it's not a fair comparison.
But upon my second play-though I questioned the world, I simply couldn't get myself immersed - too many logical flaws spoiled it for me.
One of the biggest problems was the fact that despite a Daedric invasion was happening no one seemed to care the slightest. No Count or Countess cared, the Elder Council was non-existent and the Legion - the glorious Legion I've loved since Morrowind and really looked forward to be part of in Oblivion, the backbone of a continent spanning Empire - was not there to defend it's very heart.
Instead Beth decided to provide us a cheap excuse. Cyrodiil has seen a long peace period, thus the Legion got shrunk down. Shrunk maybe, but what dense kind of leader leaves the heart of his realm undefended?
The problem with the non-existent Elder Council and any form of governmental structures has been dealt with years ago by Giskard and his "The Elder Council" mod.
But still there is no reaction of the Legion whatsoever.
Of course there are namely three mods: Fort Akatosh Redux, Guards of Cyrodiil Redux and ImpeREAL Empire - Unique Legion Forts, which help dealing with this problem.
Nevertheless none of those mods does what I wished for: A world where you can feel the threat of the Daedra, where both the Legion and the Empire react to the story of the main quest.
So finally - after a long absence from modding this game - I decided to take care of this myself - and thus the idea of "The Red Line" was born.
The Master Plan:
- Automatic (not player influenced) rebuilding of several Legion forts/building up new forts/securing trade routes with checkpoints along with the progression of the main quest:
The map with the dots I'm referring to. Dots are planned. Blue cells are finished (Dots contained in those are the actual markers).
- Starting with the area around Kvatch, to ensure the enemy is contained - no matter if the Hero closed the gate or not, you may never know what lurks in the shadows... (Orange dots)
- Followed up by the Lake Rumare area. Building up a defence line around the Imperial Isle. (Red dots, thus the name)
- Adding several camps around Bruma (All the soldiers from the other cities + mercenaries and Legion, Creating more of a battle feel; yellow dots)
- The Blue dots are forts which I want to re-occupy. Not sure if enabled from the start or together with/during the time the red camps get enabled.
- Fortifying Cloud Ruler Temple over time, as well as Bruma.
- Adding refugees and Legion recruiters all over Cyrodiil.
- The Forts often consist of re-enlisted veterans complaining about that fact.
- Adding in the West Navy via sea blockades.
- Full compatibility with Unique Landscapes and Better Cities.
- Fully voice acted
Features I would like to include but are not mandatory for a first release:
It's been a while since I last worked with the CS and I only can spare a few hours a week so don't expect a release too soon. Nevertheless one of the reasons I'm posting this is the fact that I now have to finish it.
Oblivion (Latest Update)
Under the Sign of the Dragon Resource Pack
- Weye Camp: 100%
- Red Line Checkpoints: 100%
- Kvatch Camps: 100%
- Bruma Camps: moved to another .esp 0%
- Fort Urasek: 100%
- Fort Ash: 50%
- ...requests pending...
- Weye Camp: 100%
- Red Line Checkpoints: No Interiors
- Kvatch Camps: 100%
- Bruma Camps: 100%%
- Fort Urasek: 50%
- Fort Ash: 100%
- Bruma Fortifications: 0%
- Cloud Ruler Temple Fortifications: 100%
- Sea Blockades: 0% - taken out for now.
- Weye Camp: 100%/0%
- Red Line Checkpoints: 100%/0%
- Kvatch Camps: 100%/0%
- Bruma: Camps: 0%/0%
- Refugees: 20%/0% - moved to another .esp
- Recruiters: 100%/0%
Edited by Kad_Venku, 09 August 2015 - 07:19 PM.