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Rockwell
Developer
01 Sep 2003

Location: Salt Lake City, UT

The player would have the ability to join the fast-pace and exciting world of clothes making! The player would learn the wonderful intricacies of fabric and clothing desgin. By following your master clothier's orders and by steadfastedly fine-tuning your stitching skills, the player can rise rank by rank to soon achieve the Grand Master Fashion Designer position.

This is how it would work:

Each clothing shop owner could give you quests, such as, but not limited to:

-Delivering bolts of cloth to other clothing shop owners.

-Killing the competition

-Etc.

By using a thimble, a needle, and a bolt of cloth, the player can create anything from the humble pair of black pants to the most extravagent of robes made for nobility. The needle will come in four forms: Apprentice's needle, Journeyman's needle, Master's Needle, and last but not least, the Grandmaster's needle. The better the needle, the higher chance of success you have at creating a piece of clothing.

Also, bolts of cloth will come in different styles:

-Common cloth (with a range of different colors)
-Expensive cloth (etc)
-Extravagent cloth (etc)

The type of cloth determines the kind of clothing produced.


Sorry, this was a really dumb idea . . . I just thought it would be funny.

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Post Sat Dec 06, 2003 10:24 pm Send private message       Send e-mail       Reply with quote                   up  
Quentin Fortune
Member
21 Aug 2003

Location: Silgrad Tower, Upper Chambers 2

No, no, no ... your idea is not dumb at all ... at least not in my eyes (worshipper of Garak, Deep Space Nine's famous tailor Very Happy)

I think this idea can eliminate my ever-lasting question, how do they do all those different clothings with just three different bolts of cloth. Wink

But I think your idea should be expanded. In my book, tailors fall under the marking of 'craftsmen' (I mentioned that somewhere else, I know, but here - at least - is the appropriate board,)

I'm well aware that there are some craftsmen guilds in Vivec, but ... nowhere else. And since somebody has to make all the stuff available, there should be much more of this kind.

Here's a list of what comes to my head. Please feel free to add more related occupations:

Tailor / Furrier / Hatter (quite related)
Potter
Candlemaker
Glassblowers / -makers
Ropemaker
Cooper
Carpenter
Miller
Mason / Bricklayer
Instrument-maker
Baker / Butcher

That's it for now ... not quite. One last question:
would it make sense to have an organisation for the beggars) (anyone here, who read the Krondor books?) I just assume that those who are - in one way or the other - underpriviliged would gather and maybe there is a 'King of Beggars'.

Greetings

Quentin


Last edited by Quentin Fortune on Sun Dec 07, 2003 2:01 am; edited 1 time in total
Post Sun Dec 07, 2003 2:00 am Send private message             Reply with quote                   up  
Arcadea
Developer Emeritus
23 Aug 2003

Location: Milford, NH, USA

I'm working on a king of smuglers right now. so yes maybe we can have a king of beggers.
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I said I would return and I may have been right. The past must stay in the past as agreed. If the core needs me or has a job for me just ask for now I watch and write.

Former Moderator of the Core.
Was once called the Sotha Sil of the core.
Post Sun Dec 07, 2003 2:04 am Send private message       Send e-mail       Reply with quote                   up  
Rockwell
Developer
01 Sep 2003

Location: Salt Lake City, UT

Heh, I never really thought this through, was just kind of a brain fart. I can come up with good ideas (not that I'd call this one a good idea), it's just I'm not scripter and I can't make any of this stuff myself.
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Post Sun Dec 07, 2003 2:51 am Send private message       Send e-mail       Reply with quote                   up  
Hermit
Developer Emeritus
17 Oct 2003

Location: The North German plains

Hmmm. By logic, the craftsmen guild(s) should have guildhalls in every major city, but that raises the question of why there are no such halls on Vvardenfell. So, either we do this on the mainland anyway, and add craftsmens' halls to VF cities in a bolt-on (or explain it awyay wittily, like, Vivec is big enough to supply all the cities with stuff), or we leave it be. I'm for option one Wink.

As with the beggars' guild, though it would make sense considering the world, I have not seen any beggar NPCs around, and also, I think the thieves guild / Camorra Tong would cover begging too, anyway. I like that King of Smugglers idea, though.

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For now, I'm sleeping in my lightless city beneath the waves.

But someday ... I will be back.

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Post Sun Dec 07, 2003 9:08 am Send private message             Reply with quote                   up  
Earl
Developer Emeritus
21 Aug 2003

Location: Dune

Roofers!

Those shingles don't just put themselves up there, you know. Well. . . on Tamriel buildings that actually HAVE shingles.

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Post Sun Dec 07, 2003 11:02 am Send private message             Reply with quote                   up  
Eraser
Developer Emeritus
21 Aug 2003

Location: New York

Vivec has a few craftsman halls in st delyn or st olms canton, but aren't much more than just stores with a few npc's selling stuff that is pretty useless

On the mainland we should develope this a little more with actual guilds you can join.

Idea I remember there being a farmers hall in vivec, what about being able to join that on the mainland? and then sort of like a stronghold, you could purchase a small home out in some field, and with scripts and activators, work out a way to choose what to grow and eventually you could harvest those crops and be able to sell them at the hall for profit.

Also a merchant guild where you work along trade routes with caravans protecting and trading with them in different cities.

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Post Sun Dec 07, 2003 2:34 pm Send private message       Send e-mail       Reply with quote                   up  
sterio
Member
02 Dec 2003

Location: Iceland

Wow! Those are some great ideas! But, I was just thinking, wouldn't it be strange if you could join all these guilds? I mean, wouldn't it be a bit "crowded", if you know what I mean...
Post Sun Dec 07, 2003 3:09 pm Send private message             Reply with quote                   up  
Kevaar
Member
25 Sep 2003

Location: Colorado, USA

In real life the only reason people don't go for more than one job (or craft hall, in this case) is because of the work time invovled. But that can't really be duplicated very well in Morrowind (you'd get bored pretty fast), so..I don't know.
Post Sun Dec 07, 2003 7:15 pm Send private message             Reply with quote                   up  
TrevorDemented
Member
30 Sep 2003



This is a great idea for a mod. Its great.
The way that you include Vvardenfell is that we and a few interiors to certain clothiers or add npcs that are guild members in towns like EbonHeart or Vivec.
And they could start to ask for shipments of specific items and transactions. A quest giver can ask you to escort certain clothmakers to a rich npc on Vvardenfell like Orvas Dren or that Telvanni that lives on Tel Fyr.

There should be some creatures that drop items for spinning cloth. And there should be shipments from other lands occasionally from other npcs that just live near a port and items are randomly put in there inventory to be sold to you with a lot of haggling. Like a skyrim merchant that gets bearskins and junk.

And maybe a certain combo of items make certain clothing like alchemy items and maybe there should be a new attribute for this called tanning or sowing skills.

But this is just my brain fart...
Post Sun Dec 07, 2003 8:11 pm Send private message             Reply with quote                   up  
Katse
Member
09 Oct 2003

Location: Atlantic Canada

Doing a Craftsmen's Guild would be a great idea. Once you got to a certain rank, you would choose what you wanted to specialize in (pottery, textiles, jewelry, carpentry, etc). Then all quests would come from a few "masters" in that field.

The part that is the worst is making sure the natural resources exist. That means sheep for wool, flax or hemp for textiles, clay pits for potter's clay, lumbercamps for wood, specialized gemstone mines, etc. I think it's a great idea, but it would need some intricate planning. Only major cities would need to have guild halls like in Vivec--the rest of the artisans could be in merchant areas, inns or their own homes. That makes it a bit easier, and more realistic.

Man, I love guild and faction planning. I wish I could do it as a career. Smile

Katse
Post Sun Dec 07, 2003 10:48 pm Send private message             Reply with quote                   up  
Arcadea
Developer Emeritus
23 Aug 2003

Location: Milford, NH, USA

The thing you all don't release is this is already being worked on by members of TR. It's time I contacted them.
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I said I would return and I may have been right. The past must stay in the past as agreed. If the core needs me or has a job for me just ask for now I watch and write.

Former Moderator of the Core.
Was once called the Sotha Sil of the core.
Post Sun Dec 07, 2003 11:11 pm Send private message       Send e-mail       Reply with quote                   up  
Rockwell
Developer
01 Sep 2003

Location: Salt Lake City, UT

I always thought that the alit hide was a waste . . . maybe we could make stylish alit hide vests or something. Or with bear skins . . . fluffy furs for the rich lady folk.

We could also have the angry environmentalists attack you on site if you're wearing a bearskin fur! =)

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Post Sun Dec 07, 2003 11:20 pm Send private message       Send e-mail       Reply with quote                   up  
Hermit
Developer Emeritus
17 Oct 2003

Location: The North German plains

Of course, those envorinmentalists would propably think different about killing bears if THEY had had to walk throug a snowstorm in the middle of the night, weakened from a fight with ultra-vicious smugglers and completely lost, and then were attacked by a grizzly or however Solstheim grizzlies are called! Man if it hadn't been for my newly-enchanted flaming daedric claymore ...

No really, with all these agressive beasts, I think animal hugging is quite out in Tamriel land.

Or can you imagine a cliff racer protection initiative?

So: let's make fur dresses, lots of 'em, and guilds that do them! maybe they would even pay handsomly for any kind of leather (making career hunting more attractive, I've always wanted to play as a trapper of sorts for some time, until my character got a few levels, but I found selling animal parts to normal traders wouldn't even gain me enough money to pay for the arrows I wasted shooting the critters down!

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Elder Mod.

For now, I'm sleeping in my lightless city beneath the waves.

But someday ... I will be back.

Fthagn.
Post Sun Dec 07, 2003 11:39 pm Send private message             Reply with quote                   up  
Rockwell
Developer
01 Sep 2003

Location: Salt Lake City, UT

If we had different materials like skin and fur, we'd have to make some new ones. The Nix Hound, for example, has hound meat, but no skin though. Also for the Cliff Racer.

That's crazy, an initiative to protect the cliff racers? They're pests, and there's a million of them already; they're breeding like crazy! They should all be spade or nuetered like cats and dogs! Or at least create a Cliff Racer hunting season.

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Post Mon Dec 08, 2003 12:22 am Send private message       Send e-mail       Reply with quote                   up  
Prowler
Member
25 Nov 2003

Location: Bedadras, city of dreams.

lol clifracer protection, sounds like a good idea for another crazy bosmer.
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Post Mon Dec 08, 2003 12:44 am Send private message       Send e-mail       Reply with quote                   up  
Katse
Member
09 Oct 2003

Location: Atlantic Canada

So if a guild like this is already being worked on, what does one have to do to volunteer to help out? Is everything for TR (aside from the spellbooks) being written and organized by the core team itself? Sad

Katse


Last edited by Katse on Mon Dec 08, 2003 7:51 am; edited 1 time in total
Post Mon Dec 08, 2003 7:51 am Send private message             Reply with quote                   up  
Arcadea
Developer Emeritus
23 Aug 2003

Location: Milford, NH, USA

Almost nothing is run bye the core they just hold everything together. By this I mean groups like the OOI. OOI wasn't iontill I became a mod. OOT, SB, and Pyriods ocupations project (Trying to contact him because he left.), Creature Database, Bolt-ons. That's all I t=rember. I'm trying to put together a list but haven't had the time.
_________________
I said I would return and I may have been right. The past must stay in the past as agreed. If the core needs me or has a job for me just ask for now I watch and write.

Former Moderator of the Core.
Was once called the Sotha Sil of the core.
Post Mon Dec 08, 2003 8:37 am Send private message       Send e-mail       Reply with quote                   up  
Rockwell
Developer
01 Sep 2003

Location: Salt Lake City, UT

Hey Katse, if you really want to work on this idea, go for it. I have no programming or scripting know how, so I can't even begin to start making this idea of mine into a reality. The only thing I can do is come up with ideas.
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Post Mon Dec 08, 2003 8:44 am Send private message       Send e-mail       Reply with quote                   up  
Katse
Member
09 Oct 2003

Location: Atlantic Canada

I can't script or program either, but I can make a quest tree (like the tech trees you get with strategy games like Starcraft) so you know who is connected to whom, and how, and where, etc etc. If nobody minds, I will start roughing out an Artisan Guild and then post it up for review and edits.

Katse
Post Mon Dec 08, 2003 9:51 am Send private message             Reply with quote                   up  
Arcadea
Developer Emeritus
23 Aug 2003

Location: Milford, NH, USA

go for it.
_________________
I said I would return and I may have been right. The past must stay in the past as agreed. If the core needs me or has a job for me just ask for now I watch and write.

Former Moderator of the Core.
Was once called the Sotha Sil of the core.
Post Mon Dec 08, 2003 11:48 am Send private message       Send e-mail       Reply with quote                   up  
wererat
Developer
08 Nov 2003



there is also a glass makers hall in vivic wich could be a glass blower (just change the name of the interior cell or not)
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Post Mon Dec 08, 2003 3:39 pm Send private message       Send e-mail       Reply with quote                   up  
Arcadea
Developer Emeritus
23 Aug 2003

Location: Milford, NH, USA

I recieved the mod from pyriod if you guys are going to work on this please contact me so i can try and get things together.
_________________
I said I would return and I may have been right. The past must stay in the past as agreed. If the core needs me or has a job for me just ask for now I watch and write.

Former Moderator of the Core.
Was once called the Sotha Sil of the core.
Post Wed Dec 10, 2003 2:29 pm Send private message       Send e-mail       Reply with quote                   up  
Katse
Member
09 Oct 2003

Location: Atlantic Canada

I'm working on the written aspects of this faction. Very Happy

Katse
Post Wed Dec 10, 2003 7:28 pm Send private message             Reply with quote                   up  
Rodan
Developer Emeritus
21 Aug 2003

Location: City of Black Light

I also support this idea (like the Bard's Guild) and as well offer an interior of Black Light for it (The Wyrm's Gear Store maybe?)
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- Bugs Bunny

Yes, that is a Dusty (my cat)

Projects done:
Black Light (5-1)
Released - v.1 (done)
Claim 2-34
Lots of interiors for Black Light

Current Projects:
None
Post Sat Dec 20, 2003 3:07 pm Send private message             Reply with quote                   up  
Hermit
Developer Emeritus
17 Oct 2003

Location: The North German plains

:hug: thanks.
_________________
Elder Mod.

For now, I'm sleeping in my lightless city beneath the waves.

But someday ... I will be back.

Fthagn.
Post Sat Dec 20, 2003 3:25 pm Send private message             Reply with quote                   up  
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