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Mod Idea | Smithing with a school / storyline


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I got an idea which I kinda want to get another person's opinion on it:

 

Smithing is cool, but not quite developed in skyrim. Ofc there are great mods which tweaks it, but I feel like it's not quite the grasp of what it could be.

 

How about a mod which kinda make you run around skyrim, looking for rare materials to make greater gear and also progressing you in the smithing tree?

 

I haven't exactly thought it through yet, but maybe you get a note from a courier, or hear a rumour about a secret group name (for instance "children of the forge") and then you go exploring, falling into one of their rituals which you get inflicted by some sort of curse / disease that the only way of curing it is using some kind of rare item that could only be forged by a master smith. unlucky you, as you two speak he gets a heart attack and dies, or dies while trying to make you a one.

 

from here to there you're on a long quest that makes you go from "forging for dummies" to "Sir forge-a-lot", looking for rare materials and crafting powerful weapons (maybe even have a choice of which will it be like with the aetherial forge quest) and in the end you make the item that cures you.

 

 

I just made it up so it probably sounds ridiculous, but hey, mods should be fun, not boring or well predicted.

 

suggestions, improvements, everything is welcomed

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I've toyed with doing something like this for adding an item to the game in a more lore-friendly manner. The snag I hit is I like doing the coding stuff and less doing the voice acting stuff.

 

FIrst you need to use what your teacher made you use in sixth grade english ALL THE STINKING TIME. Outlines.

 

Quest 1

-Objective 1

-Objective 2

-Objective 3

Quest 2

ect.

 

Adding a rumor to innkeepers or guards would mean adding unvoiced or differently voiced dialogue to native NPCs. Add a random note/book that has a chance to show up in loot tables is random and may not occur in a playthrough. Adding a static book in various or only single parts of the world edits some unnecessary things and could lead to conflicts with other mods editing the same space. Adding a scripted encounter with a new NPC means you have to get someone to voice it 'cause we don't do things halfway when we mod! Adding a trigger that gives you an objective to learn more... say after the smithing tutorial that whathisface in Riverwoods gives you...

That's what I would do.

Then rather than adding a buncha random new stuff... maybe see about collaborating with your favorite armor/weapon mod that does not overwrite vanilla files.

 

I know there's a mod that makes vanilla clothing craftable. You could incorporate that as part of your mod, maybe have different schools of smithing the player can specialize in or add to their repertoire.

 

Create a quest to unlock each new material for smithing instead of spending a skill point to unlock them. Don't remove the ability to spend the skillpoint but make it an either/or. Spend the skill point and quest auto completes or do the quest and have an extra skill point.

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