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Improving the Blades


Logiwink

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I would totally cooperate and help with the idea of making this compatible and maybe combine certain aspects of the stories. But this thread should continue to produce story idea's for recruitment quests IMO, that will be in the Blades whatever the outcome of this idea. After that is done, we can see from there.

 

I would like to ask what people think about the idea of hidden quests. Meaning, the quests involve possible recruitments, but don't start at a rumor or conversation with either Delphine or Esbern.The idea is that this quest only starts if a certain job is free and recruit-able and you do something to start the quest, for instance, read a specific book. You'll can find those quests, rather then start. But if you want to play through the Blades part after part, your probably going to get the other none-hidden quests and get other recruitments.

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I know I've read it, still, no matter the precautions taken, there will likely be incompatibilities that will have to be addressed, something as simple as a shared leveled list or shop could cause a problem, but we are getting ahead of ourselves, we should think about locking down the story aspect, maybe start making some basic dialogue scripts for the voice actors to get ahead of the curve, we can deal with the compatibility when the first version of each mod comes out, see what's been changed in each one, then work on which one needs to have dominance on the conflict.

 

Hidden quests sound good, but they souldn't be for recruitments I think, we need to have that small bit of background to choose the best candidate (for our play-style) for the positon. If there are hidden recruitment quests, we need more non-specific jobs, like assistants.

 

Example:

 

We recruit a smith, we then find out about another smith from a book, this smith might be better at doing some tasks that are beyond the skill of the current smith, we can then go on a quest to recruit this new smith who can either take over as the main smith, or be the current smiths apprentice.

 

With these apprentices for the crafting positions, one of them could be turned into a runner, or a companion for the player. It's a bit of redundancy for when potential attacks on the temple occur. Should the Smith die without an apprentice, anything they might know would die with them, the apprentice would be the backup, so their knowledge doesn't die with them.

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I like the idea of hidden or "free-floating" quests that you stumble upon, perhaps by doing something like reading a book in the new library of SHT. The current conception I have of these sorts of missions would be something like this:

 

1) Read a book about ancient blades repository

2) Go check out the repository

3) Find a Blades relic

4) Bring it back to Delphine and it goes into the Armory/Museum (like special objects from Thieves Guild Quests)

5) Secondary rewards like cash, equipment, whatever found at the quest site (dungeon)

 

I think that if they are hidden quests then the results should be a bonus, and would like to keep the recruit-able NPCs out of them. This I think that optional add-on quests to NPC recruits are bad, but if you're going to be able to upgrade the smith's work, for example, then you should probably get the quest start from the blacksmith, or from some book lying around the forge (so not a hidden quest).

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I support this ideas. But whatever you do, please make this mod in different main languages (english, german, spanish, french). I am german and i would really like to play this. :thumbsup:

 

Would you be willing to translate it into German?

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Also, as far as Paarthurnax being dead and still being able to do future Dragon Ally quests - I think this is a legit concern because not everyone wants to start a new playthrough to check this mod out. It should be fairly easy to script the ability to do this into an NPC interaction. The script would check the stage/status of the Paarthurnax quest, then you would have the chance to either continue killing dragons, or to try and work with them.

 

I think what Jibstaman said is right, we definitely want to add a "convince the Blades to work with Paarthurnax" option, but we don't plan on making any future Dragon ally quests contingent on having Paarthurnax alive (so you could kill them and then decide to bring the other dragons into your service as allies/vassals). If you haven't killed Paarthurnax yet, killing him will start you down the Dragon Kill quests but a simple conversation option will remain available allowing you to switch over to Dragon Allies. Something like "I know Paarthurnax had to die for his crimes, but Odahving has proven to be a valuable servant. I could defeat other dragons and make them serve us in our fight against the Thalmor."

 

Alternatively, if you decided not to kil Paarthurnax you should still be allowed to take Dragon Kill instead of Dragon Ally quests. Right now the Dragon Kill quests will probably be a lot like the ones that Esbern will give you if you kill Paarthurnax.

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Answerme - the total amount of text will probably be 10-20 pages of double spaced dialog for the Stage Two version of the mod (all the recruit-able NPCs for Sky Haven Temple) but that's just a guess. If we're going to do foreign language versions of the mod they will most likely keep the english audio from our voice actors but have German subtitles, would that work for you? Edited by Logiwink
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10-20 Pages.. Hm, im not yet sure, my time will be limited because i will start playing SW:toR on dec 20th. Maybe i do it, but it could take about a week or two till everything is translated. I will leave you my email via PM, so you can tell me informations about how much dialogues you wrote and when they are ready for translation. Please just answer me on my email then, since i will be kinda inactive on these forums. :wink:
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