budcat Posted September 4, 2012 Share Posted September 4, 2012 (edited) I have been developing the idea of incorporating a whole new slew of side quests regarding two opposing factions. I was inspired by Bolund, everybody's favorite racist from Falkreath (Why do they let provincials like you wander Skyrim?) as well as a friend of mine who hates all things elves and dwarves and only plays humans in role-playing games. It got me thinking about Jacob the Chemist, a small NPC in Fallout 2 who was the leader of a nebulous group collectively referred to as "the anti-mutant conspiracy." Fallout 2, which famously allowed the player to truly be as despicable and evil as possible, interestingly raised the idea of racial supremacists in the face of mutated humanoids and allowed the player to assist them in their race war against mutants and ghouls. So combine all those ideas and you get a human-centric racist organization (of which Bolund is a member and your introduction to the group) which seeks to harass and attack the non-human inhabitants of Skyrim. Racism is already a large part of the Argonian and Khajiit lifestyle, so I felt it fit perfectly. And the presence of an already racist character makes it easy to build off of. So my idea is Bolund checks whether you are human or not, if you are he asks your opinion on non-humans, of which he expresses his distaste. The player then either: 1) agrees with Bolund and is offered a chance to join an unsanctioned (criminal), fascist, (particularly nord-centric) human-nationalist off shoot of the Stormcloaks faction which dispenses a handful of shock and terror quests against elves, orcs, argonians and khajiit, or 2) disagree with Bolund and a Dark Elf over-hearing the exchange would slip you a pamphlet regarding joining a leftist, anarchist (also criminal), pan-racial organization that is at war with the fascist faction, the imperials, and the stormcloaks; they'd dole out sabotage missions against camps and hit contracts on high profile imperials and nord stormcloaks who are secretly members of or aids to the fascist faction. There would be about five to eight quests for either faction. So far I have a story and mythos hammered out, majority of the script (dialogue) worked out, how the quests would operate, and ideas on how to keep it simple. I want to focus on already existing NPCs that have no special significance, giving them some, as well as adding lots of story, things to read, humorous dialogue, intriguing characters, all that good stuff. I have a couple custom textures planned for faction robes and armor, logos and banners, two new locations (just basement meeting places, nothing epic), a few new characters, some end-of-the-quest reward items, and lots of books and notes to explain a great deal of back story and add a novelette of sorts to the mod. I am confident about getting new items made, locations built, characters added, idle behaviors and such worked out, as I've created such already (I have a dojo with vendor in retextured robes in my unarmed combat mod), but the questing is new to me. I am going to really invest some time into figuring it out, but if this project excites people I think Skyrim is overdue for some great mods made through collaboration. I would be very willing to share my thoughts and ideas with an experienced scripter and quest-builder if they would like to invest some time in a joint project. I have every intention of getting it done myself though. A story of political extremes; a Skyrim History X mod if you will. What do you think? Edited September 4, 2012 by budcat Link to comment Share on other sites More sharing options...
littleork Posted September 6, 2012 Share Posted September 6, 2012 I am working on a mod that adds jobs into Skyrim, such as courier,delivery man, barman, blacksmith etc. It pretty much adds a bunch of npcs that will give you different jobs to do, I have 10 jobs done so far and got 15 or so more to go. Link to comment Share on other sites More sharing options...
pickel5857 Posted September 6, 2012 Share Posted September 6, 2012 (edited) I'm working on expanding the Aethernautics mod, but I'm having some trouble since I'm new to modding and am learning as I go. I've got a mod out right now that tweaks the meshes, volume, and damage of the harquebuses (rifles) added by Aethernautics (which are variants of mahty's Dwemer Rifle)At the moment I'm trying to start expanding by adding a few new guns but I'm having trouble importing .obj files of clutter into a rifle .nif. If anyone has any tips or know any tutorials that would be awesome. Anywho, if I can learn the skills / get help, I'd love to start expanding on Aethernautics by continuing the quest with the Pearlescent Cronographers, a faction of fabricants (former servants of Sotha Sil who are part mer, part machine) who patrol time, interfering occasionally to protect the integrity of the time stream. ------------- Once you acquire the Dwarven spaceship, low ranking agents of the Cronographers start pursuing and attacking you. This is because their team sent to recover the ship never reported back and you now have the ship. It is assumed you've assassinated the team and stolen it.On the bodies of those sent after you, you find a scrap of paper detailing their orders, and where to receive supplies in the current Era. This leads you to an ancient Dwemer ruin, where you find a control panel in a room the specified by the note. Upon pressing the button, a strange portal appears, out of which drop a new harquebus and ammo, as well as other essential goodies.One more item drops out, a strange glowing key. A note reveals that it is a key to the front gate of the Cronographer's fortress, in a dimension created by Sotha Sil deep within the Clockwork City, before his death. The key was meant for an incompetent agent who had lost his original key to a Sabrecat. You transport back to your ship and calibrate the navigation to transport you to Sotha Sil. You then use the key to get past the front gate to the Cronographer's fortress and are immediately met by a group of angry fabricants. Since there's no air to breathe in this dimension, that also means no air for sound to travel through, no way to speak. It is clear, though, that they are wondering who it is you are, why you've come, and how you got the spaceship they were searching for. So far you had been able to read the notes their team had left behind, so you hoped they would be able to decipher a note of yours explaining the situation. After doing so, the fabricant in charge at the gate takes you into their fortress (followed by a healthy amount of guards) to speak with their highest ranking Cronographer, the Eternity. After your escort introduces you and briefly explains your situation, the Eternity asks you why you have come to them, and after interrogating you a bit, offers a place with them provided you complete an initiation task. All Cronographers must be implanted with an Aetherial Manipulation Module, which at it's first rank creates an Aetherial link that absorbs a large amount of spell damage for a short time. This is upgradeable, and there are also other implants available that can only be unlocked with enough Aetherium Crystals, which the Cronographers use as currency (gold coins being irrelevant in Eras in which there is no Empire, or generally outside of Tamriel at any time). Once you get the implant, they proceed to show you to their armory, which includes new harquebuses and a prototype model of Dwemer Power Armor (if I could get permission to include it...). This is kind of as far as I've thought out, after this you would presumably be sent on your first mission. Could be to reclaim Masser, could be an Era in the distant future or past, could be another new dimension or plane, perhaps an Aedric realm (do the gods have their own realms? I need to read up on my lore). --------- This WHOLE THING is just a giant brainstorm at the moment, probably getting way ahead of myself since I don't have the tools or knowledge to make quests, do voiceacting, make buildings, retexture, etc etc. bascially 99% of what I would need to complete this project is completely unknown to me. But I like to dream. Especially about designing an expansive universe in Skyrim you can travel around. Probably filled with some plot holes at the moment but this post itself was a brainstorm too. Edited September 6, 2012 by pickel5857 Link to comment Share on other sites More sharing options...
eltucu Posted September 7, 2012 Share Posted September 7, 2012 (edited) Nothing. I was going to navmesh my mod but no one seems to know how to copy a navmesh from one .esp to another. Anyway, right now Im far from home, far from Skyrim and even far from a PC with Windows on it. @pickel, a recommendation (gathered from my little experience with quest design), draw a diagram of your quest stages like a flow chart, it will help to sort things out before you mess up with the editor, which isnt the nicest thing on earth so better to not to have to fiddle with it too much. Edited September 7, 2012 by eltucu Link to comment Share on other sites More sharing options...
Ironman5000 Posted September 8, 2012 Share Posted September 8, 2012 After a break from modding i'm back to work on a daedric home for evil characters, working on the usual things like display halls and crafting areas plus some bonus features. I've got some nice decor ready to add already and planning to add a unique monster follower, new armour and a weapon, a teleportation room using sigil stones, a battle/challenge area, maybe a torture room if I can rig it up, and whatever else I can think of. :devil: Link to comment Share on other sites More sharing options...
Joolander Posted September 8, 2012 Share Posted September 8, 2012 I am working on getting Torch Arrows to work more intuitively currently, they set fires and light up a good area or 15 seconds, which is great and useful I have two problems right now - they will still set fires underwater and on water- after the arrow hits, there are no arrows to recover or look at (only the fire) other than those two things, the work great, and I am pretty close to dialing in the balance Link to comment Share on other sites More sharing options...
maniczombie Posted September 9, 2012 Share Posted September 9, 2012 Although it could be considered a bug. It could work in the favor of immersion as a fire would render the arrows useless anyway. Link to comment Share on other sites More sharing options...
Carah Posted October 2, 2012 Share Posted October 2, 2012 I have so many unfinished projects... I think I have modding ADD. http://forums.nexusmods.com/public/style_emoticons/dark/tongue.gif I have a home on the back burner, but as of now helping friends with their projects. In the near future I need to learn Papyrus... which scares the crap out of me, because the last time I did any kind of scripting was for Oblivion. Papyrus seems alien to me. Link to comment Share on other sites More sharing options...
turbosnowy Posted October 4, 2012 Share Posted October 4, 2012 Working on a shop finally for my clothing mods - learning as I go as last time I did any real worldspace/quest type stuff was in Morrowind and things have changed a bit since then... Preview of pre-alpha dev, brainstorming, getting stuff together vid is here - final version will look much different, but the nuts and bolts are there: https://www.youtube.com/watch?v=IHEXI37kCZg Main problem I am having at the moment is that Skyrim the game won't update properly when I want to check out in game the changes I have made in CK - the savegame wont show all the changes, so each time I have to find yet another earlier save and coc to the new shop cell so it loads the shop cell afresh - this is really really annoying - does anyone know a way to force skyrim to reload a cell as opposed to loading from cache or from any data held in the save file? Any help appreciated - will speed things up instead of me checking a change, thinking it has not worked, when it fact it has but the game is just using a pre-fix cache version seemingly which does not show the fix/change in action. Link to comment Share on other sites More sharing options...
Korodic Posted October 5, 2012 Author Share Posted October 5, 2012 Just finished updating my werewolf mod. It will re-equip your gear! Shameless plug: http://skyrim.nexusmods.com/mods/13905 Link to comment Share on other sites More sharing options...
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