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 Idea for TEC mod 
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Acolyte

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Post Idea for TEC mod
an idea for y'alls TEC mod.....


howbout add an alternete start to the game as part of the mod ?

I'm asking because one of my favorite mods (called Alternate Start http://www.tesnexus.com/downloads/file.php?id=3973 ) does that, and adds a LOT of replayability to the mod (tho I just noticed it has a revampted new version now, which I need to DL, lol.) and TEC adds a LOT of options that could be used, such as starting as a junior member of the delegation from any of the provinces who left the employ of your dipomatic part for whatever reason (could also be a way to start the game with negative/positive infamy, thus setup a characther earlier within RP)

I just think it'd be cool since with all the stuff that y'all do in your mod, if this was done rite, it could mean that finaly your char setup actualy matters, since it would have an effect on how people react to you (IE: You play a farmboy who left home after bandits burned it, and some of your faction NPCs occasionly call you farmboy (or other refrences to your backgroumd, when known.)

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Thu Sep 17, 2009 1:51 am
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Acolyte

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Post Re: Idea for TEC mod
T.E.C. was created to address issues that were severely missed in the standard version of Oblivion. Things like the legion and the Elder Council.
It was never intended to add an almost complete overhaul and/or an alternate start.

Since development of TEC has stopped and focus is diverted elsewhere (other mods) I doubt whether anything will be changed to it in the near future.
Furthermore TEC is loaded with scripts and adding even more will become problematic from what I heard.

An additional mod like alternate start, which is hopefully not incompatible, is your best bet at the moment.


Thu Sep 17, 2009 7:42 am
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Acolyte

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Post Re: Idea for TEC mod
Yeah. Its a shame bethesda is so retarded when it comes to games, placing HDR BLOOM and 'OMG CELEB VOICEOVERS' over quality roleplay.

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Thu Sep 17, 2009 2:56 pm
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Draconic Admin
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Post Re: Idea for TEC mod
hehe :P

i agree wtih kosh... i did not make tec, and have no clue wat messing wtih scirpts and other parts might do to the mod... so.... i think it would be best to create a seprate mod...

but does bring in a good idea for a mod... hehe an alternate start where your class matters, where if u chose knight, u are then required to state which order you belgoned too... if u chose a commoner, pick you trade, and get special bounces based on it.. like if u pick...commoner, then smith, u should have more bounses to armorer, and armor skills... perhaps even start out as a journeyman of armoer, to assume ur char has "lived" a fair bit before you started ur adventures in cyrodiil...

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Thu Sep 17, 2009 8:33 pm
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Acolyte

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Post Re: Idea for TEC mod
Scythe wrote:
hehe :P

i agree wtih kosh... i did not make tec, and have no clue wat messing wtih scirpts and other parts might do to the mod... so.... i think it would be best to create a seprate mod...

but does bring in a good idea for a mod... hehe an alternate start where your class matters, where if u chose knight, u are then required to state which order you belgoned too... if u chose a commoner, pick you trade, and get special bounces based on it.. like if u pick...commoner, then smith, u should have more bounses to armorer, and armor skills... perhaps even start out as a journeyman of armoer, to assume ur char has "lived" a fair bit before you started ur adventures in cyrodiil...



That would be freaking awsome. Better yet, use it as a TEC expansion, add in the guilds that are mentiond in the lore dialouge, you then join the guild your trade is related to.

Lesse.......
-Scouts pick an area they're from, and get that area nearly compleatly explored from the start, and 10% of other locations all over explored
-Mages pick a school and mastery level, they get that mastery level (and spells to go with it), and similar options for the other schools
-Legion Veterans get a squad of men to patrol with, and pick a town/fort to be based out of (if they die you talk to your boss there to get more assigned)
-If your from Skyrim, you pick ax/hammer skill, and start with a 60 in that skill
-If your a human from Akivir (race doesnt matter, assumes your using a plugin for it or use a human race, otherwise its your RP) you start with a blade/block skill of 80 and an akiviri katana/daikatana/shield
-If you pick alchemy, you get an option to make special non-standard potions that do more and sell for more, but require more ingredients than normal, as you level up you unlock more potions.

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Thu Sep 17, 2009 8:53 pm
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Post Re: Idea for TEC mod
yes.. add in a fallout perk system, but base it on ur skills sets... remove the option to customize classes, or if they do customize classes, they dont get the rp, or perk values....

they get just the skill bounces....

but i think there is alot of advantages to this.... i belive there is a mod that does this in part on nexus....

i think the search word is class...

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Thu Sep 17, 2009 8:57 pm
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Acolyte

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Post Re: Idea for TEC mod
Ah, I'll give it a look later then.

'tis a shame that bethesda cut down the SPECIAL system for Fallout 3, was proably the best/simplest example of a cRPG system I've ever seen.

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Thu Sep 17, 2009 9:01 pm
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Oracle
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Post Re: Idea for TEC mod
That sounds interesting Tokra, but I believe the examples makes the starting character too strong. 60 in axe or 80 in blades? It makes you invincible ;)

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Sun Sep 20, 2009 11:25 am
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Acolyte

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Post Re: Idea for TEC mod
Lalwende wrote:
That sounds interesting Tokra, but I believe the examples makes the starting character too strong. 60 in axe or 80 in blades? It makes you invincible ;)



Not if it's done with a weapons mod, that makes all weapons very strong.

I tend to play with such mods enabled tho.

IE: Bows should kill unarmored targets with a single hit, two at tops.

Armored foes may take more hits depending on the armor.

Swords: Unarmored opponets in 1-2 swings, etc etc


That said this sould also apply to the PC, the player should also be very easy to kill. This forces you to not go in and kill everything w/o breaking a sweat, but rather to go in and have to be VERY VERY careful, which also leads to better RP as this is more realistic.

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Mon Sep 21, 2009 2:42 pm
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Oracle
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Post Re: Idea for TEC mod
I see what you mean... But that makes mods dependencies. But the idea is very nice :)

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Mon Sep 21, 2009 8:47 pm
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