Rebuilding Skyrim
#1
Posted 15 March 2012 - 01:55 AM
Here's how it would work ingame: After becoming a Hold's Thane, you go to the Steward and find a new dialogue option, something obviously infrastructure-related. Then you scroll through the list of (non-natural, non-Dwemer, maybe non-tomb as well) properties in that hold that you've already cleared, then another list of possible renovations for that property. The least expensive individual renovation should still cost at least as much as buying Proudspire - on the other end, Labyrinthian and Winterhold should each cost at least half a million Septims, probably closer to two [million], because they're huge and nobody alive knows wtf they originally looked like. Renovated properties should replace hostile spawns with new NPCs of appropriate social classes (residents, artisans, merchants...). Furthermore, with each renovation in a hold, the available funds and stock for every merchant in that hold, as well as the number of NPCs and buildings in the hold capital and any villages, should increase, reflecting the increase in overall prosperity. (Maybe after becoming Thane you have to wait a bit longer: until the hold is both captured by your side of the civil war and no longer threatened by either the opposing side or, you know, dragons.)
The script is already there, for the player houses and Ragged Flagon and Dawnstar Sanctuary - it would just need to be found and repurposed. The other difficulty I see is of course the textures and meshes for each stage of renovation - for each combination of stages - for each property, but I'm not crazy enough to ask anyone to do that all at once. Also all the new NPCs would have be created and named and given dialogue and and and OK this would have to be a multi-year collaborative effort. But it would be awesome and (more importantly) we could start playing it as soon as the first building is done.
#2
Posted 15 March 2012 - 07:59 PM
Additionally, the player's experience in this pseudo-questline should differ depending on an Imperial or Stormcloak victory. The Empire is obviously modeled on Rome, and the Romans are known for being amazing engineers, so the startup cost for each renovation would be noticeably less and construction would progress more quickly and with fewer issues. Stormcloak characters instead get a larger cut of the new tax revenue produced by each renovation. After reaching a certain % of the total possible tax revenue from each hold, the player can use their economic power as leverage against the local Jarl and replace them with individuals who are less corrupt or more competent or both. Yes, that means Imperial players won't have to tolerate Siddgeir or Idgrod or Maven; the same goes for Stormcloaks and Skald, Korir, and the Silver-Bloods. Stormcloaks can go one farther, however. After renovations across Skyrim are about 80% completed or 7 holds are completely renovated, the player can choose whether or not to directly challenge Ulfric the same way he challenged Torygg - better for him to die a martyr IMO, or insert TDK reference here - and become High King/Queen him/herself.
#3
Posted 16 March 2012 - 01:29 PM
I would also like to be ableto rebuild winterhold (4 house...?) and have the courier drop off the rent, or maybe a college bookstore.
#4
Posted 16 March 2012 - 01:45 PM
#5
Posted 16 March 2012 - 05:06 PM
This idea is almost entirely macromanagement, more like the restorations in AssCreed 2 and its expansions (I was really disappointed at not being able to do this to the Roman landmarks in Brotherhood) than Minecraft. It's about time the Dovahkiin gets to be in charge of something without having to do all of the groundwork him/herself. Besides, why else do peasants exist if not for doing stuff like this?How about some small mining tool sheds, a vendor that sells pick axes and has a "camp style" forge work table, and grind stone at some of those remote mining outpost.
I would also like to be able to rebuild winterhold (4 houses...?) and have the courier drop off the rent, or maybe a college bookstore.
I'm gonna try to work out an outline of everything that needs to be done over the weekend. Almost all of my modding experience before now is in Paradox games, and always just small-scale edits. (Their games all use text files for the vast majority of their data... it's just as great for modders as it sounds.) And since I've had Skyrim itself for less than a month, right now I'm not really good for anything more than ideas. The obvious first tasks though after initial organization are a) locating the script the game uses for decorating places one area at a time and b) sorting every dungeon by type (natural/Dwemer/tomb/fort/mine/other) and Hold.I'm very interested in this idea. I suggest putting together a short list of what you'd need in a mod team, specific roles etc... personally, I'm willing to do anything I can to help - though my capabilities are limited to basic scripting and AI, I'm pretty good at level design and organization. I'll keep checking in to see if there's anyone else interested.
#6
Posted 17 March 2012 - 03:45 AM
No input on the disabling of respawn from ingame. Never tried to access a location via script in game... I suspect it can't really be directly messed with. Who knows. But if all the associated baddies (boss etc...) are 'disabled' by your disable parent when they do respawn, it's not like they could get at you anyways lol.
Look forward to seeing a bunch of rebuild-able places soon!
#7
Posted 17 March 2012 - 04:05 AM
LOL no I'm not at that point yet. I haven't even opened the CK yet (felt like an idiot trying to find it on Steam). I haven't even beaten the main quest or completed either civil war yet. Even if this mod was completed and installed I couldn't actually take advantage of it for at least 20 more gameplay-hours, and I abuse fast traveling like, uh, something that gets abused a lot.(If it's not what you're already doing, it doesn't sound like it is):
Not that your post wasn't incredibly helpful though. (Er, will be, once this gets to the "I'm actually making this right now" phase.)
#8
Posted 17 March 2012 - 04:22 AM
model1321.jpg 47.26K
4 downloads
Edited by Shadowfoxx, 17 March 2012 - 04:22 AM.
#9
Posted 17 March 2012 - 04:24 AM
#10
Posted 17 March 2012 - 04:58 AM
I do recognize however that with a lot of areas (caved-in ruins, Winterhold, Ilinalta's Deep, Whiterun's walls...) the layout is so far removed from the in-story original design that whoever has to work out what they look like after renovations will have to simply make stuff up instead of "merely" extrapolating. Which does fit with lore, I mean it's not like the in-story archaeologists, architects, and engineers would have any idea either.
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