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LockOs

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Everything posted by LockOs

  1. Thanks everyone for you input. I see a large demand for more quests. Well, So far in my mod I've just added a few re-spawning supply crates full of armor and weapons as well as a chest full of re-spawning potions, repair hammers, and arrows for your character to use. Next I plan to go back and clean the mod up a bit. I'm thinking oh also adding locks to the supply chests as well, just to make it that much more interesting for thief-type characters how plan on raiding the chests as well as boosting the requirement for the better quallity arms and armor from Journeyman to Swordsman. After that, I want to make quests in the form of a small board of jobs that you can go to and read. Most of them will be similar to the black bow bandit quest were you go and raid bandits or kill animals for an item and then go to the Fighter's guild porter or the head of the guild and receive a bounty on that item. Most likely the bounty will be or at least near the value of the item in question. I'm not sure though if I could add requirements to each stage of the guild though, I could check on that though. Still, It would be limited to something like having a skill of 40 or above in one of the weapon styles. I don't want to go crazy with requirements for advancement though, as I feel that would detract from the overall game value, and besides, I really think it is odd to have unspoken lines for characters in Oblivion, it's just a bit creepy. Also, the fighters guild does kinda have a history, it doesn't really present it's self in the game, but their is an in-game skill book for heavy armor called History of the Fighters Guild that contains the history of the guild. Still, I see your point. Maybe their could be a quest to retrieve an artifact from the guild's past? That would be cool. Anyways here is the link to the book online at the UESP wiki for all those interested. As for my mod, it is called 'Fighters Guild Plus' and the link for it is here.
  2. Actually, I could add in some quest were you bring in the shields of defeated bandits and receive a bounty on them. That would be an interesting idea.
  3. Hey everyone, It's been a long while since I finished the Fighter's Guild line of quests, and I was thinking, compared to the Thieves guild or the Dark Brotherhood, the Fighters guild doesn't seem to offer up too much in the way of services for it's members and other benefits. So, I was thinking of making a mod to add some improvements to the guild. So far, I've added a re-spawning chest that contains some supplies like the Fighters Guild had in Morrowind. Arrows, potions, and repair hammers to be exact. The other improvement I'm planing on is to replace all the Iron Weapons with Steel and Sliver ones, with the Silver weapons only allowed for use by Journeyman. In addition to weapons, I was also thinking about free steel and leather, and chain mail Armor Also, I might have a thing where you can sell animal pelts and some animal based Alchemy ingredients to the fighter's guild potter or some other member for full price. So, what is all your opinion on all these ideas? I'm looking for ideas for other improvements as well. So post away!
  4. As far as the houses are concerned, Hlallu has the best right in between Balmora, the bitter coast, and Peligad. Redoran is good too though, as I like the shell style of the homes quite a bit and it's nice to have a place to stop at during your treks though the Ashlands. The Telvanni on the other hand aren't exactly my favorites as far as housing is concerned. Really out their in the middle of Molag Amur... odd construction. Too bad the other factions don't give you a house. It would be interesting to have a small guild hall set up in a town of your choice that you could run.
  5. We're watching you... Scum. -Ordinators. It's how they pause before saying Scum and their general matter of fact tone that makes me crack up. Also, 'I'm not amused.' Makes me crack up as well.
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