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Dingo2742 - WordsAboutWords

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Craziq

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About this mod

Ever wanted to be a rootin' tootin' shootin' lootin' Orc Chieftain? Challenge a dastardly orc for control of his stronghold! Slay his minions with extreme prejudice! Lore Friendly polygamy! It's a quest! It's a player home! It's a town! It's faction! It's four high-quality standalone followers! (English and Russian language available)

Requirements
Permissions and credits
Changelogs
About the port:
Oh, I had to suffer a lot to make this port. In the end, I think it worked out for me.
I stole the description from the original, I hope he won't eat me.
English and Russian languages (voice and text) available.

Author of the mod: Dingo2742.
Many thanks to him for the permission.
ORIGINAL PAGE of ORCS - Become Chief to the Stronghold of Vosh Krazak by WordsAboutWords.



Corrections of the port from 11/29/21

Scripts:
  • Fixed a script where the initial task did not appear upon reaching a certain level;
  • Fixed a script where the letter was not given to the player by the messenger;
  • Fixed a bug in which the player received a notification about the receipt of a letter, but it was not in the inventory;
  • Fixed script, in which reading the letter did not give the quest to the player.
Textures, models and performance:
  • Fixed skin textures for unique NPCs;
  • Fixed seams on the neck of NPCs;
  • Fixed crash when trying to start the game;
  • Fixed dialogs with NPCs about recruiting and trading;
  • Removed third-party resources from other mods;
  • Removed extra races for unique NPCs.
  • Fixed display of text from the initial letter;
  • Fixed missing text for Russian laguage.


Description:
Mod for those who like to play as orcs.
Mod adds to the game a quest to capture a fortress and become a real Orcish leader!
The fortress will appear on the site of the Bilegulch Mine. Recommended character level 10-15
(since the quest itself will start if the player has such a level).
There are Dwemer ruins near the orc camp, which can be cleaned and equipped.
The orc camp itself can be improved. The mod has its own voiced dialogues.

The port has Full Russian Localization (text + voice), details can be found on my Russian-language page.
Порт имеет Полную Русскую Локализацию (текст + звук), детали можно найти на моей Русскоязычной странице.



Mod features:
  • Your own fortress. Vosh Krazak is a small but defensive and self-sufficient fortress. There is a chief's hut, a sage's hut, a hunting camp, a forge, a stable, watchtower, palisade and mine. After recruiting recruits, you will receive two additional huts.
  • Expand your tribe. After completing the quest, you can go to other orc strongholds and try to recruit other orcs. Some will go right away while others will disagree, until you complete the quests of their fortress or become famous for your exploits in Skyrim (get Volendrag and complete the main story).
  • Lor-friendly. The author of the mod tried to fit his work into the local lore as organically as possible. In practice, this is expressed in the fact that the quest to capture the fortress will begin only if you are an orc. If this is not the case, then you can start the quest using the console command, or change your race using the same console.
  • Conquer your lands! As a chieftain, you can collect ores, skins, and other gems from time to time. Just go to your subjects and send them to one of the types of work (hunting, mine, patrol). Loot can be collected from them later. The number and rarity of loot depends on the number of subjects.
  • Friendship with the Empire. When you recruit all possible orcs (there will be a special task) and complete the battle for Whiterun on the side of the Imperials, a new quest for alliance with the Empire will appear. During the quest, a new companion will appear with its own story and riddle that you will have to solve.

How to start a quest?
At some point in your journey (around level ten), if you are an orc, and somewhere in the southwestern region of Skyrim, you will receive a quest indicating
that you sent a summons for the chiefdom to a small citadel called Vosh. Krazak, known to the Nords as the Bilegulch Mine. Passing as a female character has a slightly different moment, but the result is similar. Wait for a response from the courier while passing through one of the settlements in Skyrim. If you complete this quest (no spoilers),you will become a leader with three wives, one blood brother and a personal home.



What if you are not an orc:
  • Change race using the showracemenu console command.
  • Run the quest through the console (bugs are possible):

Commands for the console:
Walkthrough for Male Orc (Become Chieftain): setstage OrcWarChiefQuest 1
Walkthrough for Orc Woman (Becoming the Chief's Wife): setstage OrcMarryChiefQuest 1



Author's words:

ORCS!

There's actually more features than you see here but I need to update the description. See changelogs for the most up-to-date information. There's also lots of other good info in the comments section.



It was my intent since the very start that the title of this be "ORCS!" one word, bold, all caps and with and exclamation point. You know, kind of like AIRPLANE! if you've ever seen that movie. Well nexus policy prevents me from using punctuation in my title. So that's why it has a long boring descriptive title instead. Bleh.



The Start

At some point in your travels (about level ten or so) if you are an orc, and somewhere in the southwestern region of skyrim, you'll get a quest indicating that you've sent a challenge for chiefdom to a small stronghold called Vosh Krazak, known to the Nords as bilgulch mine. A female orc playthrough has a slightly different hook, but the outcome is similar. Wait for his reply by courier. If you follow this quest (no spoilers) you'll become chief with three wives, one blood brother, two peons, and a home. The wives and blood brother are high-quality standalone followers with high res skins, good-looking face geometry, etc. Half of them even have high-poly heads, but to be honest I can barely tell the difference. Tell me if you can spot which one is which without peeking at the game files.


The Quest

Anyway. The quest is all about becoming either an orc chief or high-ranking orc-wife and as such is restricted to ORC PLAYERS ONLY for lore reasons. There is also an optional questline for female orc players to upgrade to chief if they want that role instead.

It's possible to bypass this requirement in the console if you really want, but I do not recommend this. The entire quest and plot and everything work on the assumption that you are an Orc challenging another Orc in accordance with Orc customs. None of it makes any sense if you're a poncy little elf. That said here's how you do it:

If you are not an orc and want to play the Orc-Chief story open the console and type setstage OrcWarChiefQuest 1
If you are not an orc and want to play the Orc-Wife story open the console and type setstage OrcMarryChiefQuest 1

I'm providing instructions on how to do this for those that really REALLY want to experience the content this way, but I can provide no support beyond those console commands. I will still listen to any feedback, but I cannot spend time testing and adjusting a hack. You may need to switch your race to orc using racemenu to get the quest started, but you can switch back once it triggers. There is only one check.


One other note about the quest. There is one really fun pitched battle but it is adjusted to be hard. Around level 10 is the earliest that I've allowed players to try to attempt it but the truth is that it might be too much at that level. There's minimum levels on most of the leveled enemies and on all of the bosses, so be forewarned that rushing through on a new save to see the content as soon as possible will probably make things harder. My recommendation is to install and let it play out naturally. You know -- roleplay it.



Uglaush

Tribe Position: Wise-woman.
Class: Battle-Mage
Skills: Heavy Armor, Destruction, Conjuration, and Restoration
Vendor items: Potions, Cures, Ingredients, Staffs, and Select Spells

Sloza

Tribe Position: Forge-Wife
Class: Two-Handed Orc Guard
Skills: Two-handed,  Heavy Armor, Archery, Sneak (like Borgakh, but two handed)
Vendor items: Standard Blacksmith list

Rulrza
Tribe Position: HuntsWife
Class: Ranger
Skills: Archery, One-handed, block, light armor, sneak
vendor items: Fletching, and Wild game meat

Gnob
Tribe Position: Blood-Brother or Chief depending on playthrough
Class: Barbarian
Skills: Two-handed, Light Armor, Archery, block
vendor items: Standard Blacksmith list.
 


The Stronghold

Vosh Krazak is a small stronghold, but still defensible and self-sufficient. There's a Chieftain's hut, a Wise-Woman's hut, a hunter's camp, a forge, stable, guard tower, stockade, and mine. After maxing out your recruits, you will get two additional cabins. All the NPCs that come with the mod have unique and fairly detailed AI packages and work schedules. They'll share patrol and guard duties in shifts, sleep at different times, sandbox in different areas. Some like to get up early, some like to sleep in. Some work more than others. I've tried to make them feel as lifelike as possible. I've also included a built-in feature where you can recruit all five of the vanilla orc followers and have them join your tribe. Control their sleeping arrangements and work duties. Custom packages and schedules for all of them, just like the included followers.


Resource Economy

The chief or first-wife gets a daily share of what get's dug out of the mine deposited into a barrel in the chief's hut, as well as a share of the meat and skins from hunting. Your output will increase by assigning more hunters/miners.


Growing the Tribe

There is a recruitment and re-homing mechanic for the five vanilla orc followers to have them join your stronghold. I did not include the dawnguard orc followers.
  • Borgakh the Steel-Heart from Mor Khazgur
  • Ugor from Largashbur
  • Ghorbash the Iron-Hand from Dushnik Yal
  • Lob from Largashbur
  • Ogol from Largashbur
Conditions are slightly different depending on if you're doing a Male Chief, or Female wife playthrough. If you're female, Borgakh can be recruited immediately. If you're a male chief, she'll need more convincing before she marries into your tribe. In both playthroughs the orcs at Largashbur need you to complete their quest first. Ghorbash the Iron-Hand is always willing to join up, so long as you can convince him to follow you (persuade, bribe, or brawl)
Once recruited or married, these orcs become members of your faction and re-home at Vosh Krazak. You can give them sleeping arrangements or work assignments. Your options are
  • Spend your Work-Shift on Patrol
  • Spend your Work-Shift Mining
  • Spend your Work-Shift Hunting
and
  • Sleep in the Mines
  • Sleep in the Hunter's Cabin
  • Sleep in in the Chief's Hut
My home scheduling works a little bit differently from what you might be used to in NFF or MHIYH. The timing of the schedules is preset. They choose when they sleep and work (it varies somewhat between followers to keep things from being too 'synchronized') But you get to choose where they sleep and what the work is. Work shifts are between 4 and 8 hours long, and the orcs still have extensive 'relax' packages when they're not working or sleeping. I was going to include an option to clear work assignments but forgot for this version. Stay tuned for a patch. All dialogue for recruitment and assignments is fully voiced using vanilla assets. One line was spliced, the rest exist same as vanilla.

The Lore

I've tried my best to keep it lore friendly and where there were no sources or lore, I wrote things that seemed to fit. I also tried to make this a somewhat grounded and fair depiction of a tribalistic polygamist culture. It's not meant to be a waifu mod,  (though you can totally make it a waifu mod if you really want). It's supposed to be appropriate for all sorts of playstyles and all sorts of people. I've also tried to depict the women in this as having agency and strength and not just be mindless slaves. But at the end of the day, I am depicting a tribalistic polygamist society, so their social situation is still far away from what most people today consider normal. I've also tried to keep things relatively light hearted and comedic for a story about a guy that kills another guy and takes his house.


Compatibility

This makes extensive and intensive edits to the four cells that comprise the bilegulch mine location. I chose bilegulch mine because it's a poor excuse for a dungeon (in vanilla there are literally only four bandits and a boss) with only radiant quests. Pretty much nothing uses it well enough for the very nice location. But if your other mod uses bilegulch mine, chances are it's incompatible. When my quest finishes, it starts a dummy quest to reserve bilegulch mine location so that radiant quests cant use it anymore, and it also disables the leveled bandits that spawn there. There are edits to surrounding cells touching the four bilegulch cells but they're just from finalizing navmeshes and that should be harmless. I actually play with the very excellent mod Thruk'Tahar right next door and have no issues with navmeshes. If you've got interesting NPCs installed, you probably notice the bilegulch tower location next door. It's harmless and doesn't conflict.

I've just received a report of landscape issues with Creation Club house Hendraheim which is just on the other side of the mountain. I can see the problems myself in-game but not in CK, so I'll have to investigate further. I'm going to flag Hendraheim as incompatible for now. If it's possible to patch these issues, I will, but tere are other priorities right now.