LordFisher Posted July 13, 2013 Share Posted July 13, 2013 One of the things that bugs me most about Skyrim is that it is a land with few and far between consequences. As such decisions hold very little weight; cause often shows little effect other than the odd line from a guard "Is that fur...growing out of your ears?". I believe choosing, for example, to become part of a guild, should not only affect your relations with other factions and guilds, but also with Skyrim's varied inhabitants. One way I look at this is, if I were a prominent member of the Thieves guild (i.e. invested heavily in the quest line and related jobs), surely that would put me out of favour with the Companions, who boast honour and bravery etc etc. This could be represented in many ways; depending on your investment with the thieves guild you could be met with flat out refusal upon requesting entry to the Companions, or it would require heavy investment in speech skills to twist their arm. Other investments, like being a wearwolf, should also have long lasting affects. For example, any (bandit like) radom vampires could perhaps attack you on sight, based on their long hatred towards said houndish fiends. Perhaps I'm getting a bit carried away, but in my opinion, adding consequences to guild, factional or other important actions would vastly add to re-playablity, and the tailoring of your character to a certain role, assuming, of course, it is possible. Is there any support for this idea; obviously more of a premise than detailed guidelines, but nonetheless potent in my opinion? Link to comment Share on other sites More sharing options...
Chaophim Posted July 13, 2013 Share Posted July 13, 2013 I know what you mean - in one playthrough, I did the DB questline up till I had to go see Delvin, then did the TG questline until I was told to speak with Maven. Didn't speak to Maven though, went to Delvin and finished out the DB questline, returning to Riften to buy stuff for the new HQ. I then decided to talk to Maven and finish out the TG questline and had a chuckle when she bragged about having the DB in her pocket. Had the mod you wanted existed, she would have had to step down a peg or two since a major source of her fear and respect in that town rested on how she spoke to the Dragonborn, having to follow Brynolf's lesson about keeping the client happy. Link to comment Share on other sites More sharing options...
Kaskuya Posted July 15, 2013 Share Posted July 15, 2013 It would be a nice throw back to how the game was in Morrowind. P.S. Maven pisses me off. Link to comment Share on other sites More sharing options...
DreamKingMods Posted July 15, 2013 Share Posted July 15, 2013 (edited) One way I look at this is, if I were a prominent member of the Thieves guild (i.e. invested heavily in the quest line and related jobs), surely that would put me out of favour with the Companions, who boast honour and bravery etc etc. This could be represented in many ways; depending on your investment with the thieves guild you could be met with flat out refusal upon requesting entry to the Companions, or it would require heavy investment in speech skills to twist their arm. My Enhanced Skyrim Factions: Companions Guild mod does this: members of philosophically-opposed Guilds, or known criminals, may find themselves unable to join the Companions unless they can pass Speech skill checks--the details of which are configurable (screenshot). There are also configurable warrior skill checks required in order to advance in the guild. The Thieves Guild Requirements mod does some of this sort of thing, too--it makes it so that you need to show an interest in thieving before you are invited to join that guild. Edited July 15, 2013 by DreamKingMods Link to comment Share on other sites More sharing options...
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