Ideas & Suggestions
#181
Posted 08 October 2014 - 04:40 PM
#182
Posted 10 October 2014 - 06:19 PM
Here's some more idea's for what the "special items" in the Hercine Trials & Rewards questline could be (* includes some that were already mentioned)
1. Bow of the Serpent - Contains an enchantment that causes there to be deadly poison damage with every arrow shot.
2. The Jaws of Hircine - an unbreakable hunting trap. *
3. The White Stag mount *
4. The Eagle's Eye - An item that give's the player the ability to use the Archery zoom ability without loosing any Stamina.
5. Chameleon's Cuirass - Contains an active enchantment that makes the player invisible while sneaking...but when standing normal or attacking the player becomes visible again.
6. Hircine's Flame - A flaming dagger that does fire damage & causes all predators to fear and flee the dragonborn. Similar to what this mod does for torches - Primal Fear
7. The Predators Edge - A blade that causes extra damage to all creatures, captures their soul, and 20% increased speed of strike. *
8. Panthera's Headpiece - a helmet/hood made out of a large cat or lions head and gives it's wearer an ability to reflect 50% of all physical damage.
9. Hunter's Sigil - A unique stone that give's it's owner an ability to Teleport between 5 different remote Skyrim locations (one in each hunting region).
10. WereBane - A one handed Sword that powers up from kills and can still be wielded in Beast form.
#183
Posted 10 October 2014 - 08:26 PM
Quest Theme: Ghosts in the Dark
(a Legendary lion hunt) Guess which movie I watched recently
I thought it would be a cool and different if one of the legendary hunts was given to the player as a contract quest to track down and eliminate "Whatever" is terrorizing a small mining settlement. "Whatever" in this case just happens to be 2 very large and dangerous man-eating Lions.
So at the start of this quest, the player receives a contract detailing that there has been some troubling news coming from the settlement of lets say Darkwater Crossing (sounded good with the name of the quest). Recently the town has been under attack and some livestock and now Settlers have started to go missing in the night. Many of the citizens are living in fear and so they have desperatley reached out to the hunting guild for help. It's then up to the Dragonborn to go there, ask questions, and figure out what is causing all of this. Sort of like a murder mystery case (similar to the "Blood on the Ice" quest).
At one point I think it would be cool if the Dragonborn is supposed to wait in hiding at night to get the jump on the beast. Then at the moment just when he/she sees a creature walking up to the settlement something get's the jump on him/her instead from behind and then the screen goes black. Then when the player awakens, they find themselves in the middle of a Lions den w/ two very large and very angry lions ready to pounce on them.
Edit:
P.S. If you haven't seen the movie, The Ghost and the Darkness I highly recommend it, based on a true story.
Edited by phellen, 11 October 2014 - 01:23 AM.
#184
Posted 13 October 2014 - 05:01 PM
1. An idea for the location of the last trail/ last legendary hunt.
A cave/temple hidden beneath or nearby the main hunting guild outpost. The reason for this is because it would give Engar a good motive to want to build the main outpost in that area so he could be in close proximity to Hircine's temple where he can perform his rituals and be ready for when the merge happens between Skyrim and the "hunting grounds."
2. Remnants of Suspicious activity/clues to what is causing the legendary creatures to appear
The idea here is to provide some clues to the player along the way to make him/her think that maybe it's not an accident that so many legendary creatures are all appearing in Skyrim at around the same time. This could be used as an interesting way to connect, or at least make it feel like all the legendary hunts are connected as different parts of one main mission, which is to try and figure out who or what is responsible for causing all of these legendary beasts to appear.
Some of these clues could include strange symbols, relics, remnants left over from some kind of rituals that had recently taken place, NPC witnesses of suspicious activity, etc...
Edit: 10/30/14
more ideas to go along with #1 (above)- instead of a temple as the last location for a legendary hunt, this could also be an ancient wolf den or beasts layer of some sort.
Edited by phellen, 30 October 2014 - 02:25 PM.
#185
Posted 13 October 2014 - 08:33 PM
One thing I would like to suggest is:
Allow for alchemy ingredients to be obtainable when skinning carcasses (as of right now if you skin a deer carcass, you only get the pelt, no chance to get any antlers).
This feature would be great so I don't have to balance between leveling up skinning and collecting alchemy ingredients.
Keep up the awesome work!
#186
Posted 21 October 2014 - 07:42 PM
#187
Posted 29 October 2014 - 05:35 PM
I have several followers, and many times I'll be running along and suddenly receive credit for killing some animal because one of my followers killed it. Is it possible to distinguish between the PC and my followers so that I don't get credit for their kills?
#188
Posted 02 November 2014 - 12:22 PM
Follower kills count towards this in the game, due to the hard-coded system.
#189
Posted 03 November 2014 - 03:33 AM
The Prey
So like I said before, “the Prey” are those whom the daedric lord Hircine deems unworthy or no longer fit to wield his weapons/trophies or “tokens” (Hircine's tokens sounds a little bit better). Why does Hircine think this? Well one reason/idea could be...
At one time they (the prey) were, like the dragonborn, also skillful hunters & adventurers. They were those whom Hircine took notice of and eventually persuaded into hunting after the legendary beasts in return for his rewards. They were charged with the task of collecting Hircine’s tokens, however they have all either given up on their quest and since retired or grown weary of questing after the beasts. This could be for a variety of reasons: maybe because of age or a desire to settle down and raise a family, or maybe even because some were killed during midst of a hunt by a group of beasts or bandits. Some may even have purposefully defied Hircine’s will out of fear or pride. Whatever the case may be, in Hircine’s mind they are no longer serving a purpose and therefore are unworthy of wielding his relics/tokens, so he will find and if necessary eliminate them in order take now back what he once gave.
So in order for the Dragonborn to agree to hunt “the prey” Hircine will promise to reward him/her any with his gifts that he/she may comes across and also the dragonborn will be told by Hircine that despite how things may appear, do not be fooled, these people are thieves, deceivers, and ruthless killers with no remorse for there victims, and that they all have stolen what rightfully belongs to Hircine and that now he wants the Dragonborn to help him take it back.
Edited by phellen, 03 November 2014 - 09:15 PM.
#190
Posted 03 November 2014 - 02:44 PM
abt. Hircine trapping "Dragonborn", I`d like to change "Dragonborn" to "Player" as I`m not playing as the "Dragonborn". And you know, I`m not alone in that.
Rgds, Dan Hubert



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