Fireshiata Posted December 14, 2016 Share Posted December 14, 2016 Okay. So I have this idea for an elaborate mod. It would be the continuation of a major vanilla questline, very rich in lore, but with numerous different aspects to it. There would be new dungeons, forts, dwemer undergrounds, but also a new 'area' in the present, a new land with npcs in the past (accessed through flashbacks), all building to a cataclysmic event that would change an area of Skyrim. It would also result in vanilla npcs having new dialog to reflect the change. I was impressed with the mod "Rigmor of Bruma" in that it kept the DLC-sized questline continually fresh. There wasn't the feeling of being a pingpong ball, like there was in the Vilja follower quests. You know... "go here...now come back...now go back again... rinse, lather, repeat." And the idea I have would certainly support a lot of unique variables. Especially considering all the existing lore I've been able to 'puzzle' together. Both my Oblivion and Skyrim builds have used over 200 mods on any given profile, so I have a good Idea what can be accomplished. My question is simple.... where to start? Do i build dungeons, or learn how to incorporate quest triggers? Do I work on npcs, including resurrecting unused vanilla dialogue, or start assembling the new land mass? I plan to read and watch as many videos as I can access, but is there any particular area that will help me understand the important basics more than another? Where would you start? Link to comment Share on other sites More sharing options...
NinjaWarriorPoet Posted December 14, 2016 Share Posted December 14, 2016 Do the smallest part that you're the most excited about. As you build momentum start moving onto larger/less fun tasks. Link to comment Share on other sites More sharing options...
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