• Skyrim: New city project
    3,270 replies, posted
I was just looking around the town and I decided to go into "towwefdg" and I have found out that you cant actually reach the top with the staircase cos there is not enough room to walk past the stone wall.
Man quest making is extremely complicated sometimes but getting them to work is so fun. I'm delving deeper and deeper into the complications of quest making. I think I will be able to make some pretty decent quests for this project.
[QUOTE=Wheeze201;35292235]Man quest making is extremely complicated sometimes but getting them to work is so fun. I'm delving deeper and deeper into the complications of quest making. I think I will be able to make some pretty decent quests for this project.[/QUOTE] Are you editing?
[QUOTE=Hidole555;35291874]I am not editing but when I downloaded the mod and tried to install through NMM I noticed some of the custom(?) textures that this mod comes with overwrites textures put in by the Static Mesh Improvement Mod, textures\smim\clutter\metalwork01_brown_n.dds textures\smim\clutter\signage\metalwork01_brown.dds In fact, by examining the file structure, whoever put these in may have downright stole them from SMIM. If these files are necessary, perhaps the mod should require SMIM be installed?[/QUOTE] Can we replace these with vanilla textures in the next edit?
Argh. I really want to contribute but I am feeling so useless (Almost no CK experience). I will try to come up with some ideas at the very least.
[QUOTE=Snoopiethedog;35292340]Are you editing?[/QUOTE] No. Or else I would put a bold "editing" in my post.
[QUOTE=woolio1;35292396]Can we replace these with vanilla textures in the next edit?[/QUOTE] I would imagine just deleting these files from the mod would be enough, seeing as how if it affects a file designed to replace vanilla textures, their removal would already kick in the vanilla textures (or any other replacer the person playing the mod is using)
You should post this on some other websites such as Reddit if you guys want some attention.
[QUOTE=mepwn12;35291418]done editing -added a new shack interior: LuftahraanshackX1 [URL="http://filesmelt.com/dl/Luftahraan.zip"]http://filesmelt.com/dl/Luftahraan.zip[/URL][/QUOTE] It wont let me use the esp from your download :P
So I found a quest tutorial that teaches you to makes the game take over the player. And it got me thinking. We should do some sort of quest where a player has been tricked into drinking a potion or being mind controlled by a warlock(or whatever) in order to do evil things. And we could go so far as to maybe make the player go to jail for doing these bad things and then have him escape somehow. (maybe a character helps him escape or something) Maybe we incorporate this to the main story line or just a sidequest. I dunno.. I just got this idea and thought I would share.
[QUOTE=Wheeze201;35293250]So I found a quest tutorial that teaches you to makes the game take over the player. And it got me thinking. We should do some sort of quest where a player has been tricked into drinking a potion or being mind controlled by a warlock(or whatever) in order to do evil things. And we could go so far as to maybe make the player go to jail for doing these bad things and then have him escape somehow. (maybe a character helps him escape or something) Maybe we incorporate this to the main story line or just a sidequest. I dunno.. I just got this idea and thought I would share.[/QUOTE] Love this idea
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I got an idea for a quest where it starts by talking to this sad (possibly crying) woman. Her father/grandfather (generally an old guy) is dying and you have to get a cure from the local healer/alchemist/whatever. When you visit the healer s/he'll tell you that the only way the man can be cured is through some rare ingredient provided by some mercenary company or something. You get the ingredient through either paying a large sum of money (think ten to thirty thousand), killing your way to it, sneaking (VERY difficult) your way to it, or a successful Speech/Intimidate check (80 speech required without Persuasion perks). After you return to the house and give the cure to the woman, just as she is about to administer the cure, a group of men from the merc company come in and reveal that the reason the man was ill was because he was poisoned by their boss because he owed them money/left them early/whatever plausible reason you can come up with. They may also have additional dialogue revealing they were off on patrol and they saw you walking away from their base if you chose to get the antidote by killing or stealing. You, the woman (essential?), and the man fight the mercs. If the mercs are defeated and the man is dead, you can visit his gravestone later (possibly after a little funeral with a priest talking, the girl crying, the works.) There his ghostly spirit will tell you something along the lines of while his body was weak, his spirit is strong and he will not easily leave this world until he has helped the man who tried so hard to help him. Essentially, you earn a ghost follower. Whether he works like a follower or a Spectral Assassin with his own clothes and dialogue is up to you. I don't know what you'll get if he survives, him as a follower and something else probably. SO, what do you guys think?
[QUOTE=Hidole555;35294167]I got an idea for a quest where it starts by talking to this sad (possibly crying) woman. Her father/grandfather (generally an old guy) is dying and you have to get a cure from the local healer/alchemist/whatever. When you visit the healer s/he'll tell you that the only way the man can be cured is through some rare ingredient provided by some mercenary company or something. You get the ingredient through either paying a large sum of money (think ten to thirty thousand), killing your way to it, sneaking (VERY difficult) your way to it, or a successful Speech/Intimidate check (80 speech required without Persuasion perks). After you return to the house and give the cure to the woman, just as she is about to administer the cure, a group of men from the merc company come in and reveal that the reason the man was ill was because he was poisoned by their boss because he owed them money/left them early/whatever plausible reason you can come up with. They may also have additional dialogue revealing they were off on patrol and they saw you walking away from their base if you chose to get the antidote by killing or stealing. You, the woman (essential?), and the man fight the mercs. If the mercs are defeated and the man is dead, you can visit his gravestone later (possibly after a little funeral with a priest talking, the girl crying, the works.) There his ghostly spirit will tell you something along the lines of while his body was weak, his spirit is strong and he will not easily leave this world until he has helped the man who tried so hard to help him. Essentially, you earn a ghost follower. Whether he works like a follower or a Spectral Assassin with his own clothes and dialogue is up to you. I don't know what you'll get if he survives, him as a follower and something else probably. SO, what do you guys think?[/QUOTE] This is a very well thought out quest and seems fucking awesome. But of course this would be impressive even if bethesda made it. This is going to be insanely difficult to pull off properly and also the crying part is also hard to pull off because: There are no good animations for a person crying in skyrim. We need a good voice actor to voice crying.
[QUOTE=Wheeze201;35294437]This is a very well thought out quest and seems fucking awesome. But of course this would be impressive even if bethesda made it. This is going to be insanely difficult to pull off properly and also the crying part is also hard to pull off because: There are no good animations for a person crying in skyrim. We need a good voice actor to voice crying.[/QUOTE] Then we just don't include it. Maybe just have her give a sad "Goodbye, father/grandpa/etc." The whole thing is really a heavily changeable suggestion to quest and dialogue writers far more skilled than I am.
[QUOTE=Hidole555;35294508]Then we just don't include it. Maybe just have her give a sad "Goodbye, father/grandpa/etc." The whole thing is really a heavily changeable suggestion to quest and dialogue writers far more skilled than I am.[/QUOTE] Yeah I think we'd need to change alot of stuff to get this working properly but I think we should definitely do this.
Sweet, two awesome quest ideas. I'll add a miscellaneous section with these two included, and we can come up with the specifics (names/races) later. Also, wasn't there an idea proposed when the thread was first created about a secretive group of mind controllers or something like that? Perhaps we could incorporate something like that. I'm too lazy to try and find out what name they had though. :v:
My dungeon pack is nearing 10,000 downloads. ( nexus + workshop )
Another quest could be you meet an innocent looking old man and you agree to help him to a very simple task like kill the rats in his basement or something, but when you come back to him he asks if you will sty and eat with him. After you do he reveals that he has poisoned you he will only tell you where the cure is if you do the tasks he requests. (Killing someone, something, innocent people, whatever it may be, stealing stuff for him so he can become rich, what ever people think is necessary).When this is done he tells you where the cure is and flees before you can kill him. You get the cure, and you live. Also there should be an in game time limit like 48 hours or something to do all the stuff. And maybe later on you hear a rumor or find a note hinting where he fled to but it wont give you a quest, you just go to that location, find him, and kill him or whatever.
[QUOTE=Charlie Big Cat;35294902]Another quest could be you meet an innocent looking old man and you agree to help him to a very simple task like kill the rats in his basement or something, but when you come back to him he asks if you will sty and eat with him. After you do he reveals that he has poisoned you he will only tell you where the cure is if you do the tasks he requests. (Killing someone, something, innocent people, whatever it may be, stealing stuff for him so he can become rich, what ever people think is necessary).When this is done he tells you where the cure is and flees before you can kill him. You get the cure, and you live. Also there should be an in game time limit like 48 hours or something to do all the stuff. And maybe later on you hear a rumor or find a note hinting where he fled to but it wont give you a quest, you just go to that location, find him, and kill him or whatever.[/QUOTE] I know of a tutorial just for that actually.
[QUOTE=Charlie Big Cat;35294902]Another quest could be you meet an innocent looking old man and you agree to help him to a very simple task like kill the rats in his basement or something, but when you come back to him he asks if you will sty and eat with him. After you do he reveals that he has poisoned you he will only tell you where the cure is if you do the tasks he requests. (Killing someone, something, innocent people, whatever it may be, stealing stuff for him so he can become rich, what ever people think is necessary).When this is done he tells you where the cure is and flees before you can kill him. You get the cure, and you live. Also there should be an in game time limit like 48 hours or something to do all the stuff. And maybe later on you hear a rumor or find a note hinting where he fled to but it wont give you a quest, you just go to that location, find him, and kill him or whatever.[/QUOTE] The ending reminds me of the non-Quest task at the end of [sp]Red Dead Redemption[/sp] I think it would piss people off if they ran out of time and they kept getting killed by their autosave. Have it be another NPC that's poisoned. Oh now it reminds me of [sp] Heavy Rain[/sp]
[QUOTE=Hidole555;35294940]The ending reminds me of the non-Quest task at the end of [sp]Red Dead Redemption[/sp] I think it would piss people off if they ran out of time and they kept getting killed by their autosave. Have it be another NPC that's poisoned. Oh now it reminds me of [sp] Heavy Rain[/sp][/QUOTE] Hadn't thought of that, and I like the idea of doing this to save someone than save yourself anyway. Edit: Are there going to be any new guilds on Luftahraan?
[QUOTE=Charlie Big Cat;35294977]Hadn't thought of that, and I like the idea of doing this to save someone than save yourself anyway. Edit: Are there going to be any new guilds on Luftahraan?[/QUOTE] there will probably be 'groups' that you can join, but I wouldn't go as far as to call them guilds since if Skyrim doesn't have much in the way of official guilds, how can an outlaw town like Luftahraan have one? That reminds me, is there going to be a fence for stolen goods in the city? (Preferably separate from the Theives' Guild for players who want to play independent of them but still steal)
[QUOTE=Hidole555;35295058]there will probably be 'groups' that you can join, but I wouldn't go as far as to call them guilds since if Skyrim doesn't have much in the way of official guilds, how can outlaw town like Luftahraan have one? That reminds me, is there going to be a fence for stolen goods in the city? (Preferably separate from the Theives' Guild for players who want to play independent of them but still steal)[/QUOTE] There should be one, but if there was would he be living with the poor in the Sewers? Or could we make him rich like he is the head of the mafia or something like that.
How about down by the docks? I'm sure pirates need someone to sell off their stolen booty.
[QUOTE=Charlie Big Cat;35295087]There should be one, but if there was would he be living with the poor in the Sewers? Or could we make him rich like he is the head of the mafia or something like that.[/QUOTE] It all really depends on what everyone else is willing to agree to. I think one of the ultimate end goals should be that the player becomes the ruler of Luftahraan. (Maybe get some sort of crown that gives +30 speech?)
[QUOTE=Hidole555;35295125]It all really depends on what everyone else is willing to agree to. I think one of the ultimate end goals should be that the player becomes the ruler of Luftahraan. (Maybe get some sort of crown that gives +30 speech?)[/QUOTE] And people recognize you as being the ruler and you get benefits, one of the worst thing about Skyrim is saving the world and walking around and no one seems to care at all.
[QUOTE=Charlie Big Cat;35295235]And people recognize you as being the ruler and you get benefits, one of the worst thing about Skyrim is saving the world and walking around and no one seems to care at all.[/QUOTE] Of course, there's also such a thing as too much recognition. "Hey, there's the high roller!"
man if all these quest ideas get done this is gonna be such an amazing mod, i would dare say the best mod for skyrim ever! lol
So I got contact with that awesome voice actor that I found and this is his response: [IMG]http://i.imgur.com/ZDEEY.jpg[/IMG] Can we get an example page of dialogue so we can decide if we(by we I mean I, most likely) estimate how much he costs? Oh and here is a sample if his voice acting: [media]http://soundcloud.com/skyrimaudio/demoreel1[/media]
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