artyjnrii Posted April 11, 2015 Share Posted April 11, 2015 (edited) I had a pretty good idea for a mod (in my opinion) and it goes as follows: The quests you take/ignore and quest people you meet change as time progresses. I found it a bit immersion breaking to find Valdr (the injured hunter outside Falkreath) early on in my playthrough, but still see him crying for help several months later. The basic premise of this mod is that instead of things remaining unchanged, the world would be affected by time. Using the Valdr example, if the player chose to ignore him, then he would either die after a few dies or return to town. If he dies, you can loot him for his lucky dagger. Should he survive and return to town, he would confront the player for leaving him for dead. Valdr would then suggest returning to Moss Mother Cavern to bury his friends. The player could then offer to help or decline. If the player helps, things would continue as normal, but if they decline then after a day or so, Valdr would be missing from town and could be found dead in the cavern alongside his dead friends. Another example would be during the quest Dragon Rising in the main quest. The player is asked by Jarl Balgruuf to assist Irileth in killing the dragon at the Western Watchtower. The player can then choose to accompany Irileth, or let her go on her own. If the player follows her, things would continue as normal, but if the player chooses not to, then after a few days, they can pass the watchtower to find a mass of dead soldiers and a shaken up Irileth hiding in the tower. They can then talk to her and the dragon would arrive. The main goal of the mod is to add more options to quests and make the player less of an all encompassing hero. It would add a sense of urgency and make the world less centred around the player. It would also punish the player for laziness of digressing from quests, but also add the dilemma of which quests are more important. The player can also see consequences for their actions, such as leaving Valdr for dead or not being generous to beggars. Other Ideas include: - Civil War - It may be resolved without the players help and the battles would take place without including the player.- Laid to Rest - Leaving the quest unfinished would result in Morthal being overrun with vampires.- Dawnguard - The vampires or the Dawnguard will change and will be noticable different when the player joins depending on how long they took, however will not be completed till the player has some role in the quest.- House of Horrors - The Vigilant outside will go inside after first talking to him, and if the player enters later, they will hear the voice of Molag Bal and be attacked by a crazed Vigilant.- Hail Sithis - Not completing the quest will result in the Emperor escaping and the quest failed. This will then get you to report you failure to Motierre. The Dark Brotherhood can then continue similarly from there, but with no reward for the quest.- The Forsworn Conspiracy - After a few days of Weylin attacking Whiterun, Eltrys can be seen going to each of the targets in the quest e.g. Margaret, Nepos. He can then be seen killed at the statue of Talos, with all his money and the notes/diaries. Within a few days the player can witness the Forsworn escaping Cidhna mine as happens in the vanilla quest.- Beggars - After a player has first met a particular beggar e.g. Snilf, not being generous to him and giving him money could cause him to die after a fortnight. This would not affect any other beggars though. There are many more possibilities and almost every quest can be changed. Edited April 11, 2015 by artyjnrii Link to comment Share on other sites More sharing options...
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