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Fighters Guild Quests Project


David Brasher

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A modding team is forming for the purpose of creating Fighters Guild quests. So far we have two quest-coders and a play-tester. We are looking for more quest-coders, but if modders from other specialties wanted to add work to the mod and could make it playable, or find someone to help them make it playable, than they could help with the project.

 

This is a project of short duration meant to fill the time between now and when Skyrim is released on 11-11-11.

 

The focus of the project is building small Fighters Guild quests. These will be additional quests, that are not part of the main Fighters Guild quest-line. The quests can be available before, during, and after completing the Fighters Guild main quest-line. The quests will be available for members of the Fighters Guild or will be in other ways closely tied to the Fighters Guild. In the past there has been a remarkable lack of Fighters Guild quests uploaded. This mod will attempt to fill that void.

 

Individual modders are free to chose what their quests contain. They build their quests and then submit them for play-testing, feedback, debugging help, and merging.

 

The intent is to avoid mod dependencies to make the mod easy to download and install. The mod will depend on Shivering Isles, so resources from it may be used. Otherwise, the added content should usually be contained within the mod itself. If there is a desire to make the mod dependent on a vastly popular mod that most people use, this issue could be discussed further.

 

Modders are only to build things that they know how to build. They are also allowed to learn how to build new things and then build them. (This paragraph sounds really really stupid when you read it. But you would be surprised how many noob modders try to build things that are way beyond their skill level and then get frustrated and quit.)

 

This project does not want to accept any unreliable people who do not submit their work and then disappear. This project is not interested in people who are really slow at modding or do not have ample time to devote to it. There are three weeks left before the project ends. The expectation is that a modder building small quests ought to be able to build one quest in one week. If this modder was slow, or busy with other things, or building a large quest, then the expectation is that one quest must be completed by the deadline on 11-11-11.

 

To deal with the problem of unreliable, slow, and disappearing people, there are rules:

 

(1) If you sign up for the project, you are under contract and may not quit the project until you have submitted at least one quest.

(2) You are required to submit whatever work you have completed once a week every week. In this way it can be verified that you are not being slow and unreliable, and that you have not disappeared. If you fail to make your weekly submission, you are considered to be in breach of contract and will face the penalty.

(3) The penalty for breach of contract: Your user name will be posted here advertising to the world that you are unreliable and a disappearing person.

(4) You have the right to quit the project at any time without being in breach of contract. You do this by submitting your quest, as complete as you can make it, and stating that you wish to quit.

 

This project is open to people of various skill levels. For a new modder, working toward the goal and making progress is considered satisfactory performance.

 

To meet with success, it is good to think small. A quest can be fun and challenging even if it is comparatively simple. If you don't have a lot of time, then you can still participate if you plan accordingly and think up a small and simple quest that you can build in the time allotted.

 

Quality control is important to this project. A quality product must be released, and if bugs are later found, updates will correct them. But this should not scare people off. The key is to just make your own part of the mod as bug-free and clean as possible. Then play-testers and the final modcleaner will help find and fix issues that were missed.

 

The quests could be about all sorts of subjects and involve all sorts of skills or challenges. It is up to the imagination of the individual modders who will not be told exactly what they have to do. For inspiration and to see what has worked for other people in the past, you might examine the Oblivion or Morrowind Fighters Guild quests. Vanilla Oblivion really does not adequately utilize the Bravil, Bruma, Leyawiin, and Skingrad guildhalls. There isn't even a guild hall in the Imperial City! These are possible areas for expansion. Modders may add new NPCs and use them as questgivers and actors in their quests. Vanilla Oblivion actors that already exist may also be used, although they are more conflict-prone.

 

Contributors to the mod will be given full credit for their work. There are some advantages to being on a modding team:

Tech support

In-house play-testing and feedback

Mod-cleaning assistance

Debugging assistance

Mod-merging, documentation, packaging, and uploading do not fall entirely on your shoulders.

 

If you want to have your work debugged, polished, uploaded, played, and enjoyed by the community, but have had trouble doing it on your own, perhaps working with a modding team could help you accomplish your goal.

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  • 3 weeks later...
Aside from Giskard's Fighters Guild Contracts (and I don't really want to install however many megs of CURP resource pack just for the quests), there aren't really any Fighters Guild expansions. I've found a little something for every other vanilla guild. So I hope this gets off the ground, its just what I'm looking for.
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Bah I'm already including 2 additional contracts I made in Vanilla Drops. Otherwise I'd be all over this. I edit NPCs and resources directly in Vanilla Drops but I will see what I can do to keep things compatible on my end.

 

EDIT:::

 

Just FYI, one is a lengthy quest involving taking out a marauder stronghold. The other is an NPC escort quest to a dangerous area (hint: spiders).

 

Since my marauder NPCs are unique I don't think that anything you guys make regarding taking out marauders will interfere or overlap (although location might, I have everything set up except for where the final showdown takes place). The spider location is new to my mod as well (as well as the tileset) so again, I don't think there should be any problems there.

Edited by jamochawoke
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The project is proceeding nicely. The planned release date is 11-11-11. Something to help ease the pain if you can't get your copy of Skyrim on that date.

 

The mod currently has 12 quests play-tested, debugged, merged, and packaged in the closed beta file. There are more than 15 other quests built which are still being processed, and more quests are being built all the time.

Edited by David Brasher
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The mod now contains 49 quests and has been released to the public: Fighters Guild Quests 1_0 Beta

 

There are 12 additional quests that have been built which will be added to the mod soon. Work to fine-tune and polish the mod continues.

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