Skybroom Posted March 21, 2017 Share Posted March 21, 2017 Firstly, I know of existing mods like Time is Everything and Dragonborn Delayed Start. Now I am not speaking of timing, but of rather different things. Have you ever noticed how stupid it looks when you need to fight Cultists searching for a "false" Dragonborn in a crowded place? Those two emerge in cities and towns ever, and it is correct as it is, for where should they start searching for any person. But there is one "but", and this "but" really sucks. The conversation with the Cultists ends with a combat whatever dialogue branch you choose, not mere a combat, but a great battle with a great deal of participants. Guars, citizens, kids, pets - everybody gets involved. There's no option to escape the bloodshed. It's highly difficult to not hurt somebody accidentally. And this has a consequences. Think you all know what I am talking about. Once you win the cultists, you get yourself attacted by the guards, and either sent to prison, or... bad luck. What I suggest is to expand the quest a bit, and change the initial dialogue so that it would be possible to delay the agression and bring the foes to another, more quiet place. The dialogue should look somewhat like this. Variant 1.Cultist: Hey you, you are a person who's called a Dragonborn?PC: Yes, I am.Cultists: You're lying...PC: Keep your voice down. It's not for everybody's ears. Let's find a place for more... private conversation. Variant 2.Cultist: Hey you, are you a person who's called a Dragonborn?PC: What? Me? You must be joking... Oh, I guess I know a person you are looking for. Please follow me. Like I said, both variants are supposed to delay the combat and move it to another place. Cultists follow PC wherever he wants untill he stops and tells them "Here we are", "Here it is", or "There we go" :) When on their way they would ask suspiciously if they are close. PC is free to lead them to a wilderness and try to handle them by himself, or even to a predator's lair and try to escape battlefield stealthily. Yeah, that shold be good. The quest scripts are similar to that of "In my time of need" quest. Dialogues may be reduced to a minimum. Voice tracks taken from already existing dialogues. Looks like that's it. Link to comment Share on other sites More sharing options...
simtam Posted March 21, 2017 Share Posted March 21, 2017 Wouldn't that make the cultist look even more stupid? :) How about we make the cultist encounter happen in wilderness and on roads only. Link to comment Share on other sites More sharing options...
Skybroom Posted March 22, 2017 Author Share Posted March 22, 2017 (edited) You know what? I've changed my mind. It was such a fun yesterday when I fought them in Whiterun, such a mess.I have discovered one far more serious problem: corpses do not want to disappear, eight days have passed. Citizens gone mad: http://imgdepo.com/id/i10436408.jpg Edited March 22, 2017 by Skybroom Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 23, 2017 Share Posted March 23, 2017 If it is the cultists corpses, normally they clean up the next time the cell is loaded after you read the note and start the quest line. If you have a mod that changes part of the process, it may affect how and when the corpses are cleaned up. Link to comment Share on other sites More sharing options...
Skybroom Posted March 23, 2017 Author Share Posted March 23, 2017 Ah, it's a note! I keep delaying reading it. I know the content. Should read it as soon as possible. Thanks. Link to comment Share on other sites More sharing options...
Kiwihine Posted March 31, 2017 Share Posted March 31, 2017 (edited) A amazing point this is, I too felt you could have more options than delaying that talk. I wish you well :) Edited March 31, 2017 by Kiwihine Link to comment Share on other sites More sharing options...
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