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[WIP] Thirsk Saga


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TODAY'S PROGRESS REPORT:

- Wrapped up Ristaag quest.

- Inserted a new quest in the main questline that deals with Fryse Hags (or more specifically, their absence in Dragonborn).

- Gloomy Cave is back (part of the Fryse Hag quest).

- Touched up a few sidequests in the design doc. There will be scripted encounters aplenty in this mod. PREPARE FOR CONSEQUENCES!

- Not much else, as I spent most of my time working on a small dungeon (Legge) with some scripted content.

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Sounds like you're making pretty solid progress. I have never played oblivion so I look foreword to visiting all of these locations for the first time.

Thanks! I'm also hoping to include a minor questline for the Fighters Guild from Morrowind.

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TODAY'S PROGRESS REPORT:

- Continued work on the Fryse Hag questline (yes, it's a string of quests now - blessed be the feature creep)

- Gloomy Cave is finished. It will undergo upgrades as the player completes various stages of the aforementioned questline.

- The Fryse Hag quest largely involves re-invigorating the flora and fauna of Solstheim, including the re-introduction of certain animals (with mixed consequences)

- There is going to be a good amount of content in this mod. It's comparable to The Inheritance in terms of side-quests and scripted encounters.

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TODAY'S PROGRESS REPORT:

- Expanded Fryse Hag quest (it could be its own mod at this point!) to include another dungeon, Sjobal.

- Scripted several of the dungeons to "evolve" after the player clears them. New NPC's and/or monsters may pop up over time.

- Once the Fryse Hag quest is wrapped up (within a few days), I'll begin work on the side-quests in earnest.

- I'd really, really like to include opposing Fighters Guild and Thieves Guild questlines. They might be the first sidequests I start on.

 

Thanks for the support!

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Late to the party here but great to see you modding again, someguy2000!

 

Seems like Thirsk Saga is shaping up to be one heck of mod, looking forward to it.

 

Scripted encounters you say? Got to give us completionists something fret over, huh? :tongue: Like I recently said in the NVBIII comments section I appreciate the extra work you put in by adding scripted encounters and dungeon evolutions to your mods, to me they make the game world feel more alive.

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Late to the party here but great to see you modding again, someguy2000!

 

Seems like Thirsk Saga is shaping up to be one heck of mod, looking forward to it.

 

Scripted encounters you say? Got to give us completionists something fret over, huh? :tongue: Like I recently said in the NVBIII comments section I appreciate the extra work you put in by adding scripted encounters and dungeon evolutions to your mods, to me they make the game world feel more alive.

Thanks! Hopefully too many people aren't put off by the mod requirements (siding with the Nords), since there will be substantial content in this mod. I may even make some of the sidequests available regardless of your affiliation with Thirsk, but rather tie them to DLC quest progression (Raven Rock, Karstaag, etc.).

 

I will also try to include a readme file that details requirements for side-quests and scripted encounters so as not to torment completionists indefinitely.

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TODAY'S PROGRESS REPORT:

- *Almost* finished Fryse Hag questline. There will be yet another "new" dungeon, Domme.

- Player choices can help to restore wildlife on Solstheim, e.g., new packs of wolves.

- Wrote more journal entries for certain characters, specifically a master of Illusion who beguiles adventurers into repeating the same quests over and over...

- Generic Fryse Hags may return to Solstheim, depending on player choices.

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