stebbinsd Posted January 18, 2014 Share Posted January 18, 2014 You know, for a franchise that prides itself on giving the player the freedom to do whatever he wants, there are surprisingly very factions you can join. Bandit camps, for example, will attack you on site. Even if you approach select bandit camps with your weapons sheathed, they still demand money, so it may as well be attacking you on site. This is immersive for the first, oh, hour or so of gameplay. But it gets old quick. Not only that, but it doesn't make any sense; if they attack anything that moves, how do they recruit new members? I'd like someone to make a mod that allows you to approach any bandit camp with your weapon sheathed, the bandit will initiate some dialogue (either the shakedown dialogue, or merely the "that's close enough" dialogue, except in an actual conversation). You are given a few choices: "I'll be leaving now." (If they're not shakedown bandits, they'll let you pass for free)."Here, take this; just leave me aloe!" (pay 50 gold; you'll get speech XP for a bribe)."By the word of the Jarl, you're under arrest!") (only if you have a bounty quest; they will always resist, but this is just for immersion's sake)."Actually, I was hoping to join you." If the last one is selected, the bandit you spoke to will tell you to follow him, and he'll take you to the chief. The Chief will either automatically let you in if you're a high enough level, or he'll tell you to prove your worth in combat by fighting one of his underlings in a battle in which both characters are temporarily made essential. When you finally join, all the bandits will be randomly assigned new names, from a pool of about 100 or so names. This way, even if one of your comrades dies, his replacement will not be named the same guy. As a member of the bandit clan, you'll be given such radiant quests as... 1. Highway Robbery - wait in the bushes with a few of your comrades and wait for an unarmed traveler to pass, so you can take his stuff. 2. Rival Bandits - Attack a rival bandit clan (for example, Halted Stream and Silent Moons Camps would be in fierce rivalry with each other, since they both want a monopoly on banditing in the area). In order for this quest to work, you'd need to make a new faction for each bandit camp, with disposition modifiers to match. But, I don't think that's going to be a problem for adept mod-makers. 3. Guard Duty - For ten in-game hours, you're meant to stand guard at the front gate and make sure no bounty hunters or rival bandits get inside. Just for the sake of comedy, other comrades could walk by and say "Let me guess: You're cousin's out fighting dragons?" And a variety of other radiant quests. Any takers? Link to comment Share on other sites More sharing options...
mprep Posted January 18, 2014 Share Posted January 18, 2014 (edited) Seems like a great idea. I was actually thinking of this after a few months of playing the game. Didn't think to request it though. I have a few ideas for more radiant quests : 1. Raiding cities, towns, villages - you'd have to attack a settlement with several other bandits (5-12 bandits) and:a) take items from shops, while killing guards that attack you. b) (Optional - if you have Populated Cities Towns Villages) Kidnap the generic town folk for later ransom . Simply create a weapon named like a wooden stick that'd knock out NPCs once they're out of health, instead if killing them. Once knocked, out interacting with them would give you the choice to kidnap. If selected, a heavy item named unconscious person that would look like a bag would be added to your inventory. Once back at the camp, you'd have to either talk with the chief and he'd take it from you, rewarding you or if the camp has prison cells, interract with the cell door of an empty cell, choose put down the person and it would place him/her already conscious in the cell. After a certain amount of time, he'd disappear and once you'd talk to the chief, he'd reward you. Of course, the feature should be made not to mess up the Populated Cities Towns Villages, as in once the people are kidnapped, they should be marked as killed, so'd they respawn and the one placed in a cell would be just a new spawned NPC. c) (Optional - Better with Populated Prison cells) Rescue jailed bandits. 2. Raiding caravans - Attack a newly generated caravan. Fight off the guards, kidnap or kill the others, loot the goods and carry them back to the camp. 3. Defend the camp - Defend a camp from an incoming force of rival bandits or guards. Quest initiated randomly once talking with the bandit chief. He'd mention, he heard that some guards/rival bandits were planning a raid. He'd tell you to stay here for some time to help defend. 4. Smuggler jobs - escort a caravan until it reaches a random border point. Have to protect the cart driver from bandits. The moving cart could work similarly to the Touring carriages cart, just a bit slower. 5. Rival smugglers - Similiar to caravans, however the defenders are bandits and you can destroy the goods. Attack a smugler's cart of a rival clan before it reaches the border. Destroy or steal the goods (destroying could be done by activating the cart and choosing destroy once everyone is dead). 6. Punish raids - Attack a settlement/specific shop/other building and torch it (activate the door with a torch in your inventory and select Torch the building). Stay and fend off the guards for some time until the house is all up in flames (a random number determined once the quest started (user doesn't know the number) of real time minutes). Once done get back to the camp. 7. Prevent ambush - Wait for and ambush the troops of bandits/guards heading towards the camp. Will post more if I think up more. Edited January 18, 2014 by mprep Link to comment Share on other sites More sharing options...
Indigoblade Posted January 18, 2014 Share Posted January 18, 2014 This a lot of work, but a bunch of these are half set up already by the current radiant quests in game... Always wanted to make this Link to comment Share on other sites More sharing options...
mprep Posted January 18, 2014 Share Posted January 18, 2014 This a lot of work, but a bunch of these are half set up already by the current radiant quests in game... Always wanted to make thisOf course it would be a lot of work, though the end result would be overwhelming, in a good way. I already imagine raiding cities, robbing travellers and burning down houses. Probably have to start a new character with some mods to make the character non dragonborn for immersion. Link to comment Share on other sites More sharing options...
Ainulindale Posted January 18, 2014 Share Posted January 18, 2014 I'm working on something similar:http://forums.nexusmods.com/index.php?/topic/1335683-wip-mod-bandits-expanded/ The first stages are just overhauling some bandit camps, that are friendly to the player, with merchants and followers for hire, but eventually I'll be tying it together with mini-quests to gain leadership etc, plus radiant quests similar to how the thieves guild operates. A lot of work, but the first location is coming along nicely. I like some of your ideas. Link to comment Share on other sites More sharing options...
glowbow11 Posted January 18, 2014 Share Posted January 18, 2014 (edited) You can be a bandit in alternate start so that's a beginning Edited January 18, 2014 by glowbow11 Link to comment Share on other sites More sharing options...
Abraxastaroth Posted January 18, 2014 Share Posted January 18, 2014 This would be lovely... I was thinking the same thing for covens of witches in the game... or Necromancers and the like. I've always thought it was a shame that a character role playing as one of these evil types can't actually join up with the evil groups and gain them as allies! Link to comment Share on other sites More sharing options...
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