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What you like in your quest mod...


ArchMageMatt

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Hi! While making my Quest-Chain mod, I'd like to see some opinions on what you'd like to see in a large quest mod. I'm at that stage where I can still modify and add several things so give all of your opinions! Give serious ones, though. This is a serious non-adult mod that I'm making. It also adds a town, so anything you'd like to see in the town would be good too.

 

(Unique) Features I already have: You are visited by a mage from the future, and he takes you to the future, and to the past... / The main antagonist is a Daedric Lord, and you get to meet other gods while you are playing.

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I think fast travel is fake and immersion-breaking, but on the other hand I don't like having to walk all the way across Cyrodiil and then all the way back only to be told I need to do it again by some lame NPC who ought to go do his own quest. I thought the vanilla Oblivion Fighters Guild quests were bad in this respect.

 

So in your mod a bit of travel would be nice, but don't overdo it.

 

A good big mod might have most of these things:

 

dungeons

interesting dialog

a quest

books or notes

a puzzle or riddle (not too hard)

persuasion

sneaking

tough battles

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Well, you go into the future and past, and obviously I can't make a duplicate Tamriel with new people and places, so a bit of teleportation is present there. (Story connected - 'You can't interact with people of the past/future or else horrible paradoxing things will happen)

 

 

dungeons - Yes, some.

interesting dialog - With may turns and twists. :turned:

a quest - Over 30, in fact

books or notes - Check

a puzzle or riddle (not too hard) - One fairly large chain of decisions you must make

persuasion- Mainly one, at the very end

sneaking - None yet

tough battles - Several 'boss' fights

 

I guess it's pretty much covered in that area already. :biggrin:

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Sorry if this is five days after my last post, but does anyone else have suggestions to what I can add to to add to my Town-Quest-Mod, or what you'd like to see in a quest mod, ow what would make you play it? I feel like, as my username implies, I focus on magic and don't have many "Slash-Slash-Hack" quests.
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I answered a similar post not long ago but I'll cover a few things I look for. New creatures and unique looking environments are a big deal for me but I favor thought provoking puzzle and exploration mods over combat any day. I like mods with bizzare otherworldly sections too like the dead world from Heart of the Dead and warlock portals in Lost Spires. Other than that I'm open to anything that has had thought and effort put into it.
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I think fast travel is fake and immersion-breaking, but on the other hand I don't like having to walk all the way across Cyrodiil and then all the way back only to be told I need to do it again by some lame NPC who ought to go do his own quest. I thought the vanilla Oblivion Fighters Guild quests were bad in this respect.

 

So in your mod a bit of travel would be nice, but don't overdo it.

 

 

Have you tried Arthmoor's Cyrodiil Travel Service?Clicky

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I tend to go both ways. Sometimes I just like to stop and walk jog or ride from town to town, especially through unexplored areas. When I'm in business mode, sometimes I travel for realism but allow fast travel. I mix roleplaying with my normal play style but when my kid is taking a short nap and have limited time, fast travel matters.
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I do the same thing. It's nice to explore the country side, and all that, but when there's someplace you need to be, I prefer to just get there. I mean within reason.

 

Anyway, an idea for the mod:

 

On some of the quest, you could make them "marker-free", but don't do what most people do, and not only is there no marker, but everyone is clueless where the place is. Instead, make it so the closer you get to the place, the more likely it is someone will know where it is.

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