Mattiewagg Posted March 20, 2015 Share Posted March 20, 2015 (edited) My mod Immersive Quests is NOT dead, but I've gotten really busy. All these big quests are hard to coordinate, esp. as the team got bigger and I had to get assets from all of them. (It's harder to make a mod with a team.) As such, I'd like to implement several smaller quests while I try to pull the team together and get at least several quests for release. I can get voice acting for them - as much as necessary (though unvoiced quests can be really fun). Using current dungeons is preferable, though I may be able to get some smaller ones made. But please - suggest your ideas. Smaller ideas are things like a collection quests for bug jars involving an awesome potion being made or something like that. Nothing grandiose, but it should NOT be something like the stupid little fetch or bounty radiant Quests from vanilla. It needs a story. So. Post, and be specific! ;) Edited March 20, 2015 by Matthiaswagg Link to comment Share on other sites More sharing options...
TheBawb Posted March 20, 2015 Share Posted March 20, 2015 I tend to get carried away with quests, but I'll try to keep this brief. NPCs: 1.Bob, 2.Tom, 3.George (names can obviously be altered, but this way I'm not calling them 1, 2 and 3.) The player walks to the end of a standard vanilla dungeon, where three men stand arguing amongst themselves. (Bob, Tom and George) George asks the player to solve a slight mystery, it appears a crook has stolen George's precious amethyst, and George thinks it's one of his friends. Tom and Bob both blame each other for the theft. And so The player interrogates them. Tom and Bob tell similar tales, both extremely believable, and neither stretching too far from the truth. The player has to decide which one is the thief. This quest could be solved in numerous ways, the player could attempt a pickpocket on both suspects, clever use of intimidation or persuading, or simply just guessing. Even if George doesn't find his amethyst, whoever the player accuses is the one George deals with. And then the player is rewarded and sent on his way. I'm not sure how specific you wanted this, like if you wanted the suspects stories included, but I'd imagine that would be easier when you pick a dungeon (And right now I can't think of a good one) Hope this helps, tried to make it not resemble anything vanilla. Link to comment Share on other sites More sharing options...
Mattiewagg Posted March 21, 2015 Author Share Posted March 21, 2015 I tend to get carried away with quests, but I'll try to keep this brief. NPCs: 1.Bob, 2.Tom, 3.George (names can obviously be altered, but this way I'm not calling them 1, 2 and 3.) The player walks to the end of a standard vanilla dungeon, where three men stand arguing amongst themselves. (Bob, Tom and George) George asks the player to solve a slight mystery, it appears a crook has stolen George's precious amethyst, and George thinks it's one of his friends. Tom and Bob both blame each other for the theft. And so The player interrogates them. Tom and Bob tell similar tales, both extremely believable, and neither stretching too far from the truth. The player has to decide which one is the thief. This quest could be solved in numerous ways, the player could attempt a pickpocket on both suspects, clever use of intimidation or persuading, or simply just guessing. Even if George doesn't find his amethyst, whoever the player accuses is the one George deals with. And then the player is rewarded and sent on his way. I'm not sure how specific you wanted this, like if you wanted the suspects stories included, but I'd imagine that would be easier when you pick a dungeon (And right now I can't think of a good one) Hope this helps, tried to make it not resemble anything vanilla.Thanks, I like it! Question - would the investigation take place IN the dungeon? Or maybe in a city since I'm not sure why they were in the dungeon? Adventurers? Treasure hunters? Link to comment Share on other sites More sharing options...
TheBawb Posted March 21, 2015 Share Posted March 21, 2015 (edited) I tend to get carried away with quests, but I'll try to keep this brief. NPCs: 1.Bob, 2.Tom, 3.George (names can obviously be altered, but this way I'm not calling them 1, 2 and 3.) The player walks to the end of a standard vanilla dungeon, where three men stand arguing amongst themselves. (Bob, Tom and George) George asks the player to solve a slight mystery, it appears a crook has stolen George's precious amethyst, and George thinks it's one of his friends. Tom and Bob both blame each other for the theft. And so The player interrogates them. Tom and Bob tell similar tales, both extremely believable, and neither stretching too far from the truth. The player has to decide which one is the thief. This quest could be solved in numerous ways, the player could attempt a pickpocket on both suspects, clever use of intimidation or persuading, or simply just guessing. Even if George doesn't find his amethyst, whoever the player accuses is the one George deals with. And then the player is rewarded and sent on his way. I'm not sure how specific you wanted this, like if you wanted the suspects stories included, but I'd imagine that would be easier when you pick a dungeon (And right now I can't think of a good one) Hope this helps, tried to make it not resemble anything vanilla.Thanks, I like it! Question - would the investigation take place IN the dungeon? Or maybe in a city since I'm not sure why they were in the dungeon? Adventurers? Treasure hunters? I picked a dungeon because I thought if it were in the city it'd be a job for the guards, not the Dragonborn. So adventurers would probably be the best fit. Edited March 21, 2015 by TheBawb Link to comment Share on other sites More sharing options...
atsned Posted March 21, 2015 Share Posted March 21, 2015 (edited) Maybe get punished for choosing the wrong one, like getting attacked or a bounty. or maybe they tell you they saw the thief with (a specific feature : e.g. an enchanted sword) and you have to look at them and guess who is lying to try and identify the culprit. Edited March 21, 2015 by atsned Link to comment Share on other sites More sharing options...
MrWillis Posted March 22, 2015 Share Posted March 22, 2015 A Son Divided The idea behind this quest is a farmer’s son wants to join the war, yet cannot decide which side he wants to join. He wants to ask his parents but is afraid because he might hurt one of their feelings. His mother is Stormcloak supporter because her family is from Windhelm while her husband was a former soldier of the Imperial army and is pro-imperial. You can talk to both parents in search of arguments that would help the young man find an answer or you can use persuasion to convince him. There could be three options:1) Convince him to join the Imperials. Convince him to join the Imperials based off the fact that the Imperials are most likely to stand up against the Thalmor when war between the two factions rises again. 2) Convince him to join the Stormcloaks: Appeal to his sense of morality and Kantian philosophy, saying that the Stormcloaks must fight for what is right, even though it may seem like a lost cause.3) Become an adventurer. If you have high enough persuasion, you could convince that he does not to join either side instead that he would Skyrim better in the longer run by becoming an adventurer and protecting the travelers of the road. The reward would be the fact that you helped a young man decide his fate and what he wants out of life. Consequences: If the mod developers want to extend this ques via having consequences in the world, he could be patrolling with fellow Stormcloak/Imperial soldiers and/or be in a major battles of the Civil War quest line much like Rolaf/Hadvar and if he becomes an adventurer the PC would see travelling the roads of Skyrim with a fellow archer and mage as companions. That is what I came up within a few minutes. Link to comment Share on other sites More sharing options...
Mattiewagg Posted March 23, 2015 Author Share Posted March 23, 2015 A Son Divided The idea behind this quest is a farmers son wants to join the war, yet cannot decide which side he wants to join. He wants to ask his parents but is afraid because he might hurt one of their feelings. His mother is Stormcloak supporter because her family is from Windhelm while her husband was a former soldier of the Imperial army and is pro-imperial. You can talk to both parents in search of arguments that would help the young man find an answer or you can use persuasion to convince him. There could be three options:1) Convince him to join the Imperials. Convince him to join the Imperials based off the fact that the Imperials are most likely to stand up against the Thalmor when war between the two factions rises again. 2) Convince him to join the Stormcloaks: Appeal to his sense of morality and Kantian philosophy, saying that the Stormcloaks must fight for what is right, even though it may seem like a lost cause.3) Become an adventurer. If you have high enough persuasion, you could convince that he does not to join either side instead that he would Skyrim better in the longer run by becoming an adventurer and protecting the travelers of the road. The reward would be the fact that you helped a young man decide his fate and what he wants out of life. Consequences: If the mod developers want to extend this ques via having consequences in the world, he could be patrolling with fellow Stormcloak/Imperial soldiers and/or be in a major battles of the Civil War quest line much like Rolaf/Hadvar and if he becomes an adventurer the PC would see travelling the roads of Skyrim with a fellow archer and mage as companions. That is what I came up within a few minutes.I like it! I'll add it. Link to comment Share on other sites More sharing options...
kevkiev Posted March 23, 2015 Share Posted March 23, 2015 Something, anything, to give the "Destroy the Dark Brotherhood" quest some meat. Before my current game, I always played the DB questline, mainly just to get the most our of the game, and my char felt dirty throughout. Felt a lot better in my current game taking the destroy route but, geez, there's just nothing there. And, considering the result, the reward is utterly lame. I haven't thought of specifics but something along the line of a courier intercepting your char right after initiating the quest from Commander Maro, leading to a meeting with a shadowy character who represents a group of concerned citizens who also want the DB destroyed and reveals that Maro doesn't have all the information necessary to complete the task. He's reluctant to contact Maro directly as the people behind him all have their own skeletons in the closet. (Perhaps also including some dialogue addressing the char having killed Grelod the Kind. Something about understanding that the char knows he/she made a mistake and wants to right that wrong.) Anyways, he sends your char to eliminate various other DB assassins around Tamriel before the final assault on the sanctuary, in order to ensure that the entire organization is destroyed. After clearing the Sanctuary, your char reports back to the shadowy representative and collects a nice bounty before wrapping things up with Commander Maro. Maybe not the most creative scenario (but, at least, it would fit in nicely with the vanilla "destroy the DB" quest line), and someone with more imagination could probably flesh it out a bit better than I have, but, yeah, anything to give not doing the DB quest a bit of life and a more reasonable reward. Link to comment Share on other sites More sharing options...
Xander9009 Posted March 25, 2015 Share Posted March 25, 2015 For the stolen amethyst, you could stick them on the road and make them travelers, too. Just a thought. If they were only in the dungeon be away from guards, the side of the road in the middle of nowhere (some route between two settlements or something) makes just as much sense. For my idea, I've intended for awhile to make a quest involving sets of unique items. For this simpler version, I'd go for maybe a dungeon (any irrelevant one or a new one) that was locked long ago by a dragon priest, and daedra, and a great mage. Which daedra isn't really relevant, but you'd need something containing their power, and thus you'd need their particular daedric artifact. The dragon priest could probably have his lock opened with the power inside any of the masks, rather than a specific one, but using a specific one would make it a little more difficult. To make it really difficult, you could make it Kohnariik or however it's spelled. If you do go with a specific one, you might require his claw as well. The mage will have used a special spell to bar the way, and there would be a task to research and obtain the details of the spell, so either the player (with a high enough alteration magic level) or the alteration college wizard or maybe the alteration court wizard, though less likely, could create a counter for it. The details of the spell would probably just be a special book or two included in a couple of locations where the player may happen across them. Probably make sure they appear at a valid merchant sometime shortly afterward. With the three locks opened, grant some very special item, though preferably not special because it's powerful. My preference (which is in no way the only option) would be that it be something with utility. One really off-the-wall idea for what's behind the door would be a strange creature (could be a vanilla creature that's been bewitched or something) that was locked away because even the powerful beings who locked it away could (or didn't want to) kill it. Not because it's powerful, but simply because no matter what they do, it doesn't stay dead. Any time it stops existing (I'm referring to the game engine-ceased to exist rather than from an in-game RP perspective) or dies, it reappears or comes back to life a few seconds later. (This would have the added effect of completely breaking enchanting...) The final bit would be a way to kill it (or find a use for it, maybe take a morally gray route and drop it off at the DB or the College of Winterhold in a cage). This seems like a lot more work than it would actually be. A couple spells, a couple books, a dungeon (of any size, really), a locked door, and a few pedestals, plus something behind the door, be it an unkillable creature or an interesting (but necessarily 'powerful') item that a dragon priest and a daedra and a mage would have wanted to lock up. The books would be the main story driver. Whether the initial book that starts the quest is a book or a journal from someone who's heard of it isn't really relevant. Though, if you go with journals, you're getting a bit close to the circlet thing that was broken into 3 pieces. (That actually wasn't an inspiration for this, despite the similarities.) Just an idea I mostly came up with on the spot. If you decide to use it, feel free to morph it into whatever you think would be most worth the effort :) (Having written it out, I now want to make the mod myself. If only I had the time.) Link to comment Share on other sites More sharing options...
Mattiewagg Posted March 26, 2015 Author Share Posted March 26, 2015 Nice, thanks Xander! I'm low on time too w/ a broken wifi for my computer right now, but I'm excited to make some time to do this. Link to comment Share on other sites More sharing options...
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