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The Dragonborn Legacy


Galacticat42

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@Draco856

 

Now don't be so silly. There is no such thing as 'full potential' as when you do one thing, that cuts off a whole area of potential-ness in another area. So theoretically the only way to enjoy the full potential is if you create several characters and seek out every aspect of outcome that the mod will have to offer. Also, reading your post that gave me an idea to be able to resurrect Alduin as a thrall or something. :shrug:

Edited by Budz42
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By full-potential, I mean we can use an existing character who has all ready done the main quest, and just basically restart the main quest from scratch.

 

Example:

 

We load up the game with the mod, we've all ready completed the main quest, so we get a dialogue box that gives us some choices on how we want to start off, the options would be for the battle at Helgen, which side we went with, Imperials or Stormcloaks, we then get the quest to go talk to so-and-so, which leads us to the next quest in the line, until we get to the part where we have to go to Whiterun, where the mod really begins, after that, it's all reset so we can play normally, just with a brand new spin on the main quest. We'll have all our current progress.

 

Another way we could do this is just reset the last few quests in the line and go from there. I want to play this so bad, but I'm so far into my current game it's a daunting prospect to start as a brand new character...

 

 

Edit:

 

What if, this was a brand new main quest all together? It could be run alongside the basic mainquest, maybe even have some tie ins even if it's all ready been completed, but it could be a whole brand new quest line. Since we didn't absorb Alduins soul, we can only surmise that he may return one day, maybe these fallen Greybeards have found a way to bring him back faster then normal, he could start the whole crisis all over again, this time he'd be better prepared, and stronger. A whole new way to play for new and old alike. And another avenue we could explore is if we killed Paarthurnax, these fallen Greybeards can help us find Words of Power like the other ones, only we have to kill Paarthurnax for them to help us in this way. After all, Paarthurnax helped the humans against Alduin in the first place, so it only makes sense they'd want him dead.

Edited by Draco856
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Well, it's possible...you never know...we never did take his soul like we do with every other dragon we encounter and kill, so he could come back...what's wrong with wanting a little more time kicking an evil dragons tail? I would say they can only do this once because the method of speeding this process up destroys the items used, and these are likely one of a kind items...say like the Elder Scroll...it's been used to go through time before, why not again? Sure it caused a time wound and all, but I doubt these Greybeards would care about that. But it's probably just me, I just really want to experience the mod without having to remake everything
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Here is a breakdown of the different chapters that will be in the mod. Try not to think of it as a linear chapter sequence like in a book, but rather each title replaces one another depending on how the player completes each chapter.

 

Chapter 1

The Fallen

 

 

Chapter 2

Path of the Dovah, Crypt of the Dovahkiir, The Escape

 

 

Chapter 3

Order Rising, The Dov Dilonkrasaar, Dovah Feyn, Alduin's Reign, Strike from fin Vokun, The Blade's Showdown, The March, Kein of the Magicks

Edited by Budz42
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We've been planning a lot with this mod so far. My own idea, Path of the Dovah, is incorporated for maximum playability. And even so, I am sure there will be many surprises to keep the player on edge. Its not going to be like Oblivion where you are an evil character helping the Empire, it would instead be something where the story occurs depending on your actions; much like how people wanted it to be I guess.
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@ Neo Hikato

 

Indeed, it will be dynamically driven based on player actions.

 

One thing I would like to mention here though. A few chapter deviations that are planned will require other mods to work. So for example the questline 'The Dov Dilonkrasaar' will require something like Werewolves: The Dark Ages since that mod will be adding corrupted wyrms and that aspect will play directly into that quest option. I also have a few other ideas not put up there that would require a vampire mod, a necromancy mod or something else, etc.

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