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Controable Fortress Mod? (CFM for short)


curim2

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all it really is, is landscaping and adding in the fort, making npc's as followers and making the quest completion system (all it takes is a few dialogue options, scripting and poof!)

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You have to create a new or edit an existing fortress, this will take a lot of work to get it right because you need to set paths for all the custom guard npcs and have them do them right. Then you obviously need to make the guards and their AI. Then the NPC that has to do the quest for you is either going to be oversimplified (as in the mod will not actually let him do the quest but just lets you talk to him, he will walk to a designated location and hide for a day then come back and the mod will set the stage for the quest to complete) or over complicated.

And then after all that is done what do you have? A fortress with some guards that walk the way you want and a guy that completes quests for you and gives you free gold.

It not only doesn't add very much gameplay, it actually removes gameplay...

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well that is the perks of being commander. I have a mod that lets time pass as I read books in the world of skyrim so I can just wait for the guard to comeback. and the guard will not actually do the quest yes, he will hide as you said and when he comes back and talks to you he will give you the reward to that quest weather it be 1000 gold or a Daedric artifact and the quest will be set to complete.

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  • 2 weeks later...

Do you think of something similar to this: www.nexusmods.com/skyrim/mods/51633, only as a castle/fort instead of Ivarstead.

We could transform Castle Volkihar into a human fort and then have draugr, Thalmor etc attack them.This would at least give the player something to do.

And seriously that castle is abondonned anyways, why does no human faction claim it!!

 

It is already a player home right?

There are mods to have many followers aka guards and housecarls at the same time.

The job of the commander would be to recruit followers en mass.

Quest mods so the player would have to work for the upkeep of the troops aka followers, for example he has to invite a merchant to live at Castle Volkihar, this merchant than provides goods to the castle the player then has to purchase, similar to how houses are upgraded. So the player could buy catapults, ramparts, forges, etc. That way the player has to take care of the economics.

 

And finally respawning enemies. Defensive structures aka catapults, ramparts etc added to Castle Volkihar. The sieges themselves should be similar to the civil war sieges where the player has to perform strategic important deeds.

The UFO mechanics would allow to rudimentarily set guardposts for the followers through the player himself.

 

Have fun!

 

Aren´t there already several mods that let you have forts to yourself, rather than commanding the guards around it would be more necessary to think of what the player will do with his time. The many follower mods should have the guard functions covered, though not the dialogues.

Edited by monganfinn
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