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[WIP] PaladinRider's 'The Island'


PaladinRider

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Cool. Though the high mountains of Skyrim would be a perfect place for a mages tower.

 

The island is mountainous and rocky much like Skyrim. The wizards tower will be very cool - probably out on a rocky wharf on the water accessible by a bridge (or magical means). This won't be for a while I'm guessing, at least until the player solves the mystery behind the island.

 

 

Sounds awesome. Finally some news of someone doing extended quest work! I'm sure there are quite a few projects on going with it, but good to hear from one of them!

 

Not saying you should expand it, but the moving boat stuff is inspiring. We still don't have a good, even pre-programmed route, moving boat mod for Skryim so far as I know >.< There are a couple goofballs working on it last I heard, but they seem obsessed with player control.

 

Can't wait to see it working!

 

The moving boat is on rails so it won't be drivable but still cool none-the-less. If I put the time in I have no doubt I could make it player-drivable but I'd rather focus on the quest aspect. No doubt someone's making a drivable boat and the dwemer airship.

 

 

that is an awesome idea i would love to beta test it if i can and also i would like to try the voice acting as well

Thanks but I'm still a long way away from voice acting. A very early beta test of the alpha version might soon be available just to give people an idea of where I'm at and to get early criticism.

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  • 1 month later...

First post has been updated.

 

The Proof of concept is available now on both Steam and the Nexus. Be warned, there is no way to return to skyrim without the help of console codes. It is largely incomplete but I'm just looking for some early feedback.

 

Please let me know if it installed without a hitch and any bugs (there are lots!) you may encounter..

 

I hope everything is included.

 

PaladinRider - The Island NEXUS LINK

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Love what you are doing man and good luck on the building.

 

Maybe it can help a bit, maybe not but here some ideas about random quests.

 

A peasant saw a group of natives near town at spot X, terminate them.

A peasant saw a group of unkonwn ppl wandering the beach (probably dropped by pirates), find them and recruit them.

A peasant found a book telling about a mystery, investigate.

A peasant found a captain's log about a sunken ship.

Some peasants picked up a rumor about some exotic foods they are dying to eat, get the goods or tell them it was just a rumor.

A peasant wants to marry someone and asks for your blessing and is looking for a great gift.

Guards have attacked a group of natives in some sort of ritual, cause of this disturbance something evil has been raised.

The pharmacist is telling ppl are getting sick, and noticed no natives getting sick, try to find an antidote in their camps. Nice sneaking quest.

Gold has been found, some inhabitants all forgot about gold and are struck with the gold disease. They have become bandits.

THe inn-keeper heared of some native drinks he wants to check, find some of it.

Of course these also can be 1 time quests.

 

Buildings you can consider:

 

Wells, prison (to put in some natives also to get even more quests).Barracks To train guards. Granary a place to drop of food to be put in the town supplies. Armory same as granary but then for weapons and armors. Weapons to defend against dragonattacks, think of ballista's the ppl can use.

 

I love ideas like these.

 

If you need help with some quest ideas to be written, I can help for sure.

Stuff as random quests, and bigger quests along with their appropiate lore and dialogue.

Edited by skystormer1
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BTW just to add some basic questions.

 

What will happen with followers once you step on the ship.

Will there be anything to fight besides the natives on the island. (spawnpoints)

 

And this idea got really my interest.

Here some ideas you can use:

 

Random quests:

An NPC wants to challenge you into a duel. Prize become leader and you are exiled, only you are able to get back to challenge the leader again. If you win you can have the challenger be exiled or let him go back to his work (for 1 week he has a lower outcome, he has to lick his wounds :). After that he works 1 month just that bit extra increasing output.

A shopkeeper is having trouble keeping thieves away, if you could train a guard for him to protect his properties.

 

A loyal subject is in peril. He has been a bad boy before he tried to escape with the ship. Assassins are trying to kill him, now the town is flourishing. He begs for protection.

 

A shipment of Skooma has been intercepted at your ports, find the dealer(s) dealing with this illegal substance. On the boxes there were the letters .....

 

An expedition team has send not they need aid, track down the team and see what they need. (they have been attacked, rescue prisoners, bring foods, bring tools, get escort back)

 

Your subjects have been reporting more and more sighting of ghosts, all pointing towards the graveyard. Investigate.

 

1 of your guards has become ill, according to the towns pharmacyst. He will need to see the monster that attacked him. Dead or alive :)

 

 

 

Also rewards will be what? You can't reward money when money isn't in your settlement availeble yet.

 

Actually got to work also :P

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Ehm yes. I think that he is supposed to give me the quest. But there is no dialogue option or anything coming up for me. :/

 

When I get a chance I will look into it. If anyone else has the same problems please let me know asap. I tested it on my machine and it works.. If you want you can try going into the ship and activating one of the cots closest to the jail bars. This might progress the quest skipping over the first part. If it works, the ship captain will appear right beside the cot. Talk to him before he walks away.

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