IVYmk2 Posted February 15 Share Posted February 15 I want a spell in Solstheim that sends NPCs to rocks and forces them into forced labor. And if possible, Build a makerstone for myself (PC), and also a cathedral. Finally, if possible, I would like to pretend that I defeated and rescued Miraak, and rule Solstheim in Miraak's place. I don't follow Hermaeus Mora though! Thanks!! Link to comment Share on other sites More sharing options...
ZeroOblivion27 Posted 3 hours ago Share Posted 3 hours ago I love the ambition behind this idea—it’s definitely an intriguing and immersive way to reshape Solstheim and interact with its NPCs. The concept of a spell that sends NPCs to rocks for forced labor is really interesting and would add a unique dynamic to Solstheim’s atmosphere. Here's how I think you could approach implementing it: 1. Forced Labor Spell (Slave Spell) You could create a new spell that targets NPCs and forces them to move to a specific location (like a rock or mining area). This could be done by scripted magic effects that manipulate NPC pathfinding. Using Papyrus scripting, you could make a spell that essentially “teleports” NPCs to a pre-designated location and forces them to perform a specific animation (like mining) or a "laboring" action. To make it feel more impactful, you could also implement some sort of status effect or buff/debuff system that mimics the "enslavement" effect, reducing the NPC's ability to resist or escape for a certain period, while they work. Morality choices: You could make the spell work with karma-based consequences—where if you use the spell on a certain NPC, it could increase or decrease your reputation in Solstheim, influencing how people view you or how quests unfold. 2. Makerstone for the Player Character The Makerstone could serve as a unique item that allows the player to gain certain powers, or even control over other NPCs or creatures in the area. This could function as a special artifact that grants the player a unique ability like manipulating the environment or ordering NPCs into specific tasks (similar to the forced labor spell). Aesthetic: You could add the Makerstone as a placeable object in your player home or as a stand-alone item that can be used to activate special commands or abilities—maybe granting you control over NPCs or unlocking hidden resources in Solstheim. 3. Cathedral Design Building a cathedral could be accomplished using Skyrim’s existing building tools (like the Creation Kit), or with a modding tool like Hearthfire that lets you design your own space. The Cathedral could serve as a base of operations or a symbol of your control over Solstheim. You could use the Creation Kit to create new structures, custom furniture, and decoration. Adding unique elements, like a shrine to Miraak (even though you’re not following Hermaeus Mora), would make the Cathedral feel like it’s yours and help emphasize your rule. 4. Miraak's Defeat and Rule over Solstheim The idea of pretending that you defeated and rescued Miraak and then ruling in his place is fascinating. This could be achieved by creating a custom questline or modifying the existing Miraak storyline. You could have dialogue options where Miraak, after being "rescued," acknowledges the player as his new ruler of Solstheim, shifting the power dynamic. You could add custom quests where Miraak, now loyal to the player, offers advice or assistance in ruling. Since you don’t follow Hermaeus Mora, you could have Miraak offer alternative motivations or backstories for why he is willing to support the player, even without aligning with the Tentacles. How It Could Be Done: Scripts: All of the core ideas—especially with the forced labor spell and Makerstone abilities—will need to be implemented with Papyrus scripting in the Creation Kit. You’ll need to write scripts that control NPC behavior (pathfinding, animations, and actions). Dialogue & Choices: For Miraak’s involvement and the player’s potential to rule, you’ll need custom dialogue and branching questlines that reflect the player’s actions and status in Solstheim. You could create options for either defeating, rescuing, or even replacing Miraak as the ruler. Building Structures: Use the Creation Kit to create custom buildings (like the cathedral) and place assets in the world. For the Makerstone, you could create a unique artifact item, with specific powers tied to it (using the Skyrim magic system and scripting). Modding Tools: A combination of the Creation Kit, Papyrus scripting, and asset modification (for the Makerstone and Cathedral) will be essential. here is a small look as the script Scriptname ForcedLaborSpellScript extends ActiveMagicEffect {This script will force an NPC to move to a location and perform a labor animation (mining).} Actor Property TargetActor Auto Location Property WorkLocation Auto Float Property LaborTime = 60.0 Auto ; Time to labor in seconds (set to 60 seconds by default) ObjectReference Property WorkSpot Auto ; The specific spot to teleport NPC to Actor Property PlayerRef Auto ; Player reference to check who casts the spell AnimationSequence Property LaborAnimation Auto ; Assign the labor animation sequence in the CK Event OnEffectStart(Actor akTarget, Actor akCaster) ; Set the TargetActor to the NPC affected by the spell TargetActor = akTarget ; Check if the target is an NPC and not the player If TargetActor != PlayerRef ; Teleport the NPC to the designated work location TargetActor.MoveTo(WorkLocation) ; Play the labor animation (set up in the Creation Kit as a custom animation) TargetActor.PlayAnimation(LaborAnimation) ; Start a timer for the labor time Utility.Wait(LaborTime) ; End animation after the time has elapsed TargetActor.StopAnimation(LaborAnimation) ; Optionally, you can add dialogue options here for when the labor is finished, or grant the follower option ; Example: TargetActor.StartDialogue(PlayerRef) (to start a dialogue about the player offering them as a follower) Else Debug.MessageBox("You cannot use this spell on yourself!") EndIf EndEvent Link to comment Share on other sites More sharing options...
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