Ridonk Posted November 22, 2011 Share Posted November 22, 2011 (edited) Although I can't start working on this until the CS has been released, I figured I'd make my plans public so I could gather opinion and suggestion early on :) Mod Name: Expanded Guilds Goal: To improve guild questlines by expanding on the content already available to include a Morrowind/Oblivion style of ranking up (rather than 5 missions in you become the leader). How? 1. To expand the quest lines, a system of ranks should be devised for each guild. This would allow for a realistic amount of work before you're handed the leadership and told to have fun. 2. Make each position worth having by adding some sort of "perk" system to the ranks. For instance... each rank might give you access to a new vendor/area/home/etc. This would make getting ranked up even more desirable. 3. Make leadership actually worth having. In order to achieve this, I'm thinking that I'll try to make it so that any guild members can be ordered to join you like companions. I also think I will plan to make quarters available exclusively to the leader of the guild. 4. Inclusion of "secret" or "special" questlines that take place outside of the ranking system. This would add variety to the questing and break the mundane drudge upward. What are your thoughts? What would like to see/not see? Let me know :) Integration: To properly integrate the new quests I think I will use a set of new NPCs (I know several people capable of voice acting) to distribute the quests. My plan is for each new quest to be hand crafted and interesting in its own way. If you have any ideas, feel free to either leave them in a comment or PM them to me! It was mentioned by Lachdonin that the Companions present a unique challenge due to the less linear progression. For now, I am suspending any idea work on them until I can come up with a way to properly expand their questline without breaking the cohesion that Beth intended there. Edited November 22, 2011 by Ridonk Link to comment Share on other sites More sharing options...
bdf1992 Posted November 22, 2011 Share Posted November 22, 2011 sounds like an awesome plan...what would one do if they were already the leader though...would there be an option to start over with the same char or would you need a whole new game? Link to comment Share on other sites More sharing options...
Lachdonin Posted November 22, 2011 Share Posted November 22, 2011 I'd like to point out that the Companions are not a guild. Nor do they really have a Leader. As such, i'd say they shouldn't be included in this little project, despite their problems. I also think you'll run into problems with the quest because of voicing... As of yet, we don't know how the speach interface will work. If you're planning on expanding quests, it'll break the cohesion of the quests because of the lack of spoken dialogue... Link to comment Share on other sites More sharing options...
bdf1992 Posted November 22, 2011 Share Posted November 22, 2011 there is always the option of computer generated speech Link to comment Share on other sites More sharing options...
Ridonk Posted November 22, 2011 Author Share Posted November 22, 2011 there is always the option of computer generated speech Well, I'm definitely planning a Microsoft Sam quest now. As for speech, I know a couple voice actors so I was thinking about using new NPCs (with the option to complete them separately somehow if you are already the leader/finished). As for the companions, I haven't quite decided how/if I will include them yet. I plan on starting with the College of Mages and going from there one guild at a time. I might save The Companions for last, due to the slightly different setup. Link to comment Share on other sites More sharing options...
ThomasQ Posted November 23, 2011 Share Posted November 23, 2011 Great mod idea! I for one, didn't like the start of the guild quests.. You're in the thieves guild 5 minutes after reaching Riften and a quick lockpicking tutorial, and to enter the Mages College you' either need a certain spell, or pay her 30 gold... The first thing that came to mind for this mod is: Start them somewhat in the style of Oblvion: For the thieves guild, you'll have to do some serious stealing, in multpile cities, and fence that stuff, before anyone will even talk to you.. For the Mages Guild; A bigger test, one that you can actually fail, just to set foot in the door. After that the player can be selected for the Juniot class, the advanced class, or get kicked out of the college... I'm not done playing through both these questlines, but I don't feel I do / did any work to join their factions.. I think that should be the overall theme of the mod; an initial amount of Work -> doing the stuff the guild does, but on your own, at your own chocie. After this the player could get more "linear" quests, and so on.. Link to comment Share on other sites More sharing options...
everybodysop Posted November 23, 2011 Share Posted November 23, 2011 I figure the most important content to add would be more challenging entrances and more content after you lead the guild. Link to comment Share on other sites More sharing options...
deamonata Posted November 24, 2011 Share Posted November 24, 2011 I am working on expanding the mage guild, the is a link here if you want to look at it., I would be willing in working together, two heads are better than one after all.Deam Link to comment Share on other sites More sharing options...
Slpy Posted November 24, 2011 Share Posted November 24, 2011 Thinking back on Oblivion and the mod 'The Lost Spires', which I really enjoyed I welcome your Idea(s). As far as I know it's impossible to 'complete' every single quest in Skyrim, due to 'Radiant Story' and the ongoing newly generated quests for some factions, so for the sake of original, new content, well done mods containing new Quests are a must. Back in Oblivion I tried to create some mods myself, but sadly due to the lack of talent and spare time I failed miserably. :rolleyes: Apart from expanding the quest line that leads up to becoming a factions head, what I think would really improve some factions would be added quests that start after you finished the main quest line, some benefits would be that there's the reduced chance to mess up other quests within the main quest line and usage of already existing NPCs. Something like a small group forming within a faction rebelling against you as their leader, plotting to take your position of power.Drama, blood, magic and steel.There's also the prospect of reintroducing the Psijic Order for new quests concerning the College of Winterhold. I'm actually somewhat excited to see those mods, especially if there are voice actors involved, as that makes a mod so much more immersive. My head is full of ideas, so if you're interested in some help/ideas story wise I would be glad to help you out with that. Link to comment Share on other sites More sharing options...
HaikenEdge Posted November 24, 2011 Share Posted November 24, 2011 I think it'd be nice if you could react to what people say, when your guild status changes. For example, when you become the head of the Dark Brotherhood, then choose to join the Thieves' Guild, both Morgan Frey and Maven Black-Briar wil tell the player that they have ties to the Dark Brotherhood; surely, as the Listener, the player should have the choice of saying something like, "Let's continue our partnership", "That's the first time I've heard of it", or even, "Not anymore, you don't." Also, if the guards come up to you and say they know you're with the Dark Brotherhood, surely they'd attempt to arrest you; after all, if they know the player is with the Dark Brotherhood, they're essentially saying they know the player is a murderer. Or say when you become the leader of the companions; that people even continue to mock the player, "What do you do, fetch the mead", surely the player should have the ability to react in some sort of negative way. Link to comment Share on other sites More sharing options...
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