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Skyrim - The Exodus [unofficial DLC]


brolol404

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You still looking for ambient Horror/Suspense Music..?

 

I am. If you are willing to share some, I would love to use it.

 

This, I made yesterday after reading that you are looking for ambient music. I made this with the mind that it was supposed to be eerie/creepy. Like something you would hear when walking into a ghost town... Maybe it will fit, maybe it won't...

 

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You still looking for ambient Horror/Suspense Music..?

 

I am. If you are willing to share some, I would love to use it.

 

This, I made yesterday after reading that you are looking for ambient music. I made this with the mind that it was supposed to be eerie/creepy. Like something you would hear when walking into a ghost town... Maybe it will fit, maybe it won't...

 

 

 

Awesome. PM sent.

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Is this going to be incorporated to the rest of Skyrim or just the island you are creating? Not mad either way, love the idea.

 

-TIPS-

 

BIG ISN'T ALWAYS SCARY

 

PEOPLE FEAR THE UNKNOWN. Randomized spawns will get you somewhere, I suppose, but messing with what the player knows to be true is the best way to induce a fear environment. What I mean is that, monsters, surroundings, etc. should mess with player controls and other sort of things if possible. For example, a enemy that adds visual effects like darkness or warps the screen when it is within a certain range or a roaming passive creature that makes the character randomly sheath his weapon, use his equipped power/shout and crouch. Preferably invisible or hard to see. This will make the player think twice about attacking. If the player doesn't fear one enemy. Make two of them together untouchable.

 

UNTOUCHABLE ENEMIES. In too many games (EVEN HORROR GAMES) the player has no reason to fear anything. At all. Especially in Skyrim. The Dragonborn would never run from a fight! It's not even an option. Change that. (If you want every enemy to be killable, make them die through unique circumstances. Not to be unoriginal, but make silver arrows insta-kill a werewolf, but everything else useless. That sort of thing.)

 

ENEMIES ARE WEAK TO ONE CLASS, BUT NOT ANOTHER. A archer should be able to kill and enemy that is practically invincible and terrifying to a warrior and vice versa. This will make the best use of all enemies. You won't have any enemy that isn't special. 1. Playthroughs will be different depending on character. 2. One enemy will strike fear in the player, but the next time you play that same enemy will be pathetic. Why did you ever fear them? This will make players have to readjust to what they knew on their second, third, etc. playthroughs.

 

ENEMIES ARE NOT THE ONLY THING YOU SHOULD FEAR. Things such as poisonous fog, traps, that sort of thing should be placed around. Preferably as random as possible. Roaming fog, and effects would be nice. This will create unique situations, which I will go into now.

 

HORROR ISN'T ABOUT MONSTERS OR ATMOSPHERE, IT'S ABOUT UNIQUE SITUATIONS. A monster is scary, sure. A poison fog is scary, too. But if the monster is invincible unless hit with a (sorry) silver arrow and there is a poison fog slowly surrounding you and you suddenly remember the silver arrow in the building behind the monster, you are probably about to do something unforgettable.

 

SCRIPTED SITUATIONS ARE ONLY FUN ONCE. Maybe twice if they are good. Sometimes they are unavoidable, though or for the best so I forgive you of that. However, your mod should include aspects that bring together their own situations.

 

I have thought a lot about horror and I love it. My favorite genre. I even have a horror game idea that is gold, if I only knew how to create games. So, if you want any ideas, I am happy to help!

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To add to the above.

Making something scary not be dangerous and vice versa works, too.
It's why the little girl demon became popular.

Maybe make a type of friendly, haunting spirit that follows and protects you. Like a flash of light that kills enemies (and itself) but blinds the player. Just a "WTF was that?!" moment, not knowing what could happen next (the scariest thing, the unknown).

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Thanks for the feedback. I appreciate the suggestions and will definitly use them.

 

Is this going to be incorporated to the rest of Skyrim or just the island you are creating? Not mad either way, love the idea.

 

I just updated the first post of this discussion to explain this:

 

The content of this mod will ONLY add new elements to the added worldspace(s) and not replace anything in Skyrim, which should allow for complete compatibility with other mods.

  • Exception 1: I am planning on adding a few OPTIONAL esp files that will change some gameplay aspects, such as leveling sound effects.
  • Exception 2: There will be a ship and sea traders added to the Tamriel worldspace, to bring the player to these islands.

 


BIG ISN'T ALWAYS SCARY

 

 

I agree. I am planning on having a mixture of both large and small creatures (see rats in creature screenshots above).

 

 

PEOPLE FEAR THE UNKNOWN. Randomized spawns will get you somewhere, I suppose, but messing with what the player knows to be true is the best way to induce a fear environment. What I mean is that, monsters, surroundings, etc. should mess with player controls and other sort of things if possible. For example, a enemy that adds visual effects like darkness or warps the screen when it is within a certain range or a roaming passive creature that makes the character randomly sheath his weapon, use his equipped power/shout and crouch. Preferably invisible or hard to see. This will make the player think twice about attacking. If the player doesn't fear one enemy. Make two of them together untouchable.

 

I like these ideas and will attempt to incorporate them, when possible.

 

I also believe that the unkown is a major aspect of good horror and will be used extensively in the mod extensively.

 

 

UNTOUCHABLE ENEMIES. In too many games (EVEN HORROR GAMES) the player has no reason to fear anything. At all. Especially in Skyrim. The Dragonborn would never run from a fight! It's not even an option. Change that. (If you want every enemy to be killable, make them die through unique circumstances. Not to be unoriginal, but make silver arrows insta-kill a werewolf, but everything else useless. That sort of thing.)

 

I completely agree with this, and I may make some enemies practically invicible (e.g. sea monsters).

 

I also like the idea of forcing the player to figure out and exploit certain enemy weaknesses.

 

 

ENEMIES ARE WEAK TO ONE CLASS, BUT NOT ANOTHER. A archer should be able to kill and enemy that is practically invincible and terrifying to a warrior and vice versa. This will make the best use of all enemies. You won't have any enemy that isn't special. 1. Playthroughs will be different depending on character. 2. One enemy will strike fear in the player, but the next time you play that same enemy will be pathetic. Why did you ever fear them? This will make players have to readjust to what they knew on their second, third, etc. playthroughs.

 

I do like this idea; however, its hard to pull off in Skyrim, becuase the game is designed to allow every player to excel in everything. So, if a player is having trouble with one tactic, he/she can easily switch tactics, without recieving penalties. I will however use a diverse set of enemies that are unique and better suited against certain combat styles.

 

 

 

ENEMIES ARE NOT THE ONLY THING YOU SHOULD FEAR. Things such as poisonous fog, traps, that sort of thing should be placed around. Preferably as random as possible. Roaming fog, and effects would be nice. This will create unique situations, which I will go into now.

 

 

This is a good suggestion. I will be adding additional dangers, such as traps and diseases.

 

 

HORROR ISN'T ABOUT MONSTERS OR ATMOSPHERE, IT'S ABOUT UNIQUE SITUATIONS. A monster is scary, sure. A poison fog is scary, too. But if the monster is invincible unless hit with a (sorry) silver arrow and there is a poison fog slowly surrounding you and you suddenly remember the silver arrow in the building behind the monster, you are probably about to do something unforgettable.

 

I will keep this in mind while building the world.

 

 

SCRIPTED SITUATIONS ARE ONLY FUN ONCE. Maybe twice if they are good. Sometimes they are unavoidable, though or for the best so I forgive you of that. However, your mod should include aspects that bring together their own situations.

 

I will also keep this in mind while building the world. I plan to have a main questline that can guide the player, but will not be mandatory to explore every aspect of the world.

 


I have thought a lot about horror and I love it. My favorite genre. I even have a horror game idea that is gold, if I only knew how to create games. So, if you want any ideas, I am happy to help!

 

Thanks for the feedback. Let me know if you have any other suggestions.

 

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To add to the above.

 

Making something scary not be dangerous and vice versa works, too.

It's why the little girl demon became popular.

 

Maybe make a type of friendly, haunting spirit that follows and protects you. Like a flash of light that kills enemies (and itself) but blinds the player. Just a "WTF was that?!" moment, not knowing what could happen next (the scariest thing, the unknown).

 

I like this idea and will maybe make a spirit follower... or something along those lines

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