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[WIP] I need your idea for interesting encounters


SetteLisette

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How about creature encounters, which can be solved by either violance, or Kyne's Peace shout?

You can make them available only if the player knows at least one word of Kyne's Peace. Examples:

1 - A Giant took to feeding his two mammoths in a garden of one of the small farms. The farmers are understandably unhappy about it. PC encounters a group of 3 - 4 farmers shaking their torches and pitchforks and yelling at the giant, as the mammoths peacefully munch their cabbages and wheat. PC can agree to help them get rid of the pests. If PC attacks and kills the giant, the quest is over just like that. If PC uses the Kyne's Peace shout, the giant and mammoths start following the PC until they are a reasonable distance from the farm. Then they wander off on their own, and PC can go back for the reward. Quest over.

2 - High in the mountains (preferably in a blizzard) a travelling family is running away from a pack of hungry wolves. PC can:
a) kill the wolves

b) shout Kyne's Peace and lead the family away while the wolves are calm;

c) drop any raw/cooked meat they happen to have in the inventory, and lead the family away while the wolves are fighting each other for the morsel.

3 - in a dungeon the draugr caught a grave robber and, for their own reasons, put the thief in a cage instead of killing them. PC can:

a) kill the draugr and free the robber for free or in exchange for everything they looted or in exchange for becoming PC's follower for a while.

b) use Kyne's Peace, and free the robber while draugr are peacefull (again, for free or not for free).

4 - variation of the above - the grave robber is not in a cage, but tied down to an altar, and screaming for help because they're about to be killed and turned into a new draugr. Solutions to the situation same as above.

5 - A bear and a wolf are walking peacefully side by side along a stream. If PC follows them, they eventually find a dead deer, eat it, then lie down to sleep side by side. Nothing else happens, no action by the PC is necessary (can you tell that I adored "Nomads of the North" when I was a kid? :wink:.

6 - A young couple in a marriage outfit (you know the one - that pretty red dress) approach the PC in the middle of the woods. They say how happy they are to finally be married, and how they want to share their love with as many people as possible, and they invite PC for their wedding feast. If PC agrees and follows them, they lead PC to the nearby clearing/cave/other suitable place, transform into werewolves and try to eat PC. If PC refuses, they say, "well too bad, we'll just eat here" - then transform into werewolves and try to eat PC. Killing them is the only solution, I'm afraid. Unless PC can run very, very fast...

7 - A sabrecat is caught in one of those nasty beartraps. (I'm not sure if it's actually possible to do. If not, maybe it's stuck in a cage?). PC then can:

a) kill it

b) calm it with Kyne's Peace and release it from the trap/cage.

8 - In a deep cave somewhere there live two herds of vile creatures: the Spiders and the Chaurus. While exploring the cave, PC stumbles right in the middle of their turf war. PC can
a) use the fact that the creatures are too busy fighting each other to notice PC, and just walk by and leave them to their squabbles.

b) try to use the distraction to kill them all, although it might prove risky, as the moment they notice PC, they will call a temporary truce and attack PC en masse!

c) shout Kyne's Peace at them; they will stop fighting and wander off, each group to their own corner of the cave system.

9 - Falmer ride. We've seen plenty of proof that Falmer sometime come outside to steal livestock and kidnap people, but as far as I know we haven't seen them in action. So... in the middle of the night, at a little isolated homestead/farm/inn, the PC comes across a group of falmer gathered around a tied up human lying on the ground. A moment later there's a scream from inside the house, and another human (wife/husband/child of the first one) runs out, pursued by another falmer or two.
Killing the falmers seems like the best course of action...

10 - In the Reach, a Forsworn woman is lying on an altar. A hagraven is walking around her, putting flowers and potions around her. If PC remains unnoticed and waits long enough, the Hagraven starts a ritual to turn the woman into Hagraven. If PC waits even longer, the woman is killed. If PC waits even longer, she comes back to life in a blast of magic, but not as human, but as a newborn Hagraven.

If PC interferes at any time, the Hagraven will attack and must be killed. The Forsworn woman might be either gratefull to the PC for the rescue, because she didn't really want to go through with the stupid custom anyway, or royalling pissed that PC ruined her chance to become the sacred Hagraven.

11 - As PC is nearing one of the smaller towns, a bard in colorfull clothes comes down the road the opposite way, playing a flute and being followed by a group of 4 - 6 skeevers. The bard ignores PC and walks off into the distance. If PC walks into the town, the locals will mention a horrible plague of skeevers they only just survived, and complain that they had to pay so much to the piper to get rid of them. This happens several times, in different towns, until one day PC comes across the piper spending a nigth in a camp in the wilds somewhere, eating a supper and chatting amiably with the herd of his pet skeevers.

When confronted, the piper tries to bribe PC to hold his secret. If PC agrees, piper pays up and everyone's happy. If PC threatens to expose the con, or to kill the skeevers, the piper plays a note so high, that PC nearly faints. Before PC gets their bearings, the piper and the skeevers disappear, never to be seen again.

12 - a bear runs past PC, roaring and groaning in pain, surrounded by a swarm of bees (bees can be only heard, not seen). If PC walks in the direction it came from, they'll find a beehive surrounded by scattered dead bees and honeycombs.

13 - a saddled horse runs up to the PC, rears up, then runs away. (It can't be mounted). If PC ignores it, it does it again and again, until PC follows it. The horse leads the PC to its rider, who has fallen down and can't get up broken their leg. The rider is very relieved to see PC, because they thought they'd die out here with no help.

14 - a dog is running around a well, barking. A child standing nearby will, when asked, sheepishly admit that they 'accidentally' dropped the dog's dinner into the well. PC can:

a) kill the dog (but why? everyone would get upset!)

b) drop a piece of meat to feed/calm the dog

c) shout Kyne's peace; the dog will calm down and follow the child when they promise that there's a meal waiting form them both at home.

 

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And for purely human encounters:

1 - A freshly married young couple invites PC to share the remains of their wedding feast, in exchange for anything they could use at their new home (a bucket, a broom, a pot, a plate, etc - in my experience PC will always have some kind of useless clutter in their inventory, it's near impossible to avoid picking things by accident).

2 - A sailor approaches PC, asking for help. He was sent ashore to gather supplies for the ships next voyage, but he hurt his leg/back/arm and cannot carry the supplies back. If PC tells him to get lost, he walks away, muttering curses. If PC agrees, they are given a creatfull of supplies and are told to bring it to a nearby ship (on their own, or following the sailor). Once aboard the ship, PC is ambushed and knocked out by the crew. PC wakes up in a cage on the deck, or in a cell belowdeck. The sailors are actually pirates, and want to ransom PC for cash or for freedom of their comrades who'd been recently captured and put in jail. PC can wait for their follower to come to the rescue, or for the local Jarl to send ransom, or try to sweet-talk one of pirates to let them go, or try to pick a lock (if there's a lockpick handy in the cell anywhere, or if PC has the Tower Stone blessing), or try to pickpocket the pirate guarding them for a key to the cell.

3 - when walking through poorer parts of any of the capital cities, there's a chance the PC will be ambushed by local tugs, who demand money for the right to walk through 'their' territory. If PC refuses, they become hostile. Any nearby guard will react and come to the PC's aid (except in Riften - there the chances are 50/50 that the guards will help the thugs instead).

4 - in a tavern a very drunk NPC starts flirting with PC, much to that NPC's spouse's annoyance... PC can either brawl it out with the spouse, or sweettalk them into getting over it - it's just drunk flirting, doesn't mean anything, does it?

 

... and I'm out of ideas for now. :)

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At one point I was going to make a tavern brawl mod but left it be, but I made wieldable tankards for them to fight with, not the best models but if you're interested let me know (pic are on my profile, "When Mead Is Life")

As far as idea's, maybe a Riften encounter where you see a corrupt guard hassling other npcs for a tax, just like he did with you.

For Solsteim, maybe some Rieklings attacking that mead hall(assuming the player didn't let the rieklings take it over), another idea, maybe revelers, except ones that are dark elves, and give the player drinks native to Solstiem.

 

I stole your cocept for the revelers in Solstheim! :tongue: I'm in the process of making 2 different reveler encounters in Solstheim, one with Dunmers with their Sujamma and another with Nords from Thirsk. Thanks for the idea.

Edited by SetteLisette
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So far you seem to have a really cool mod.

 

If your interested I've been able to create standalone, non-scripted bards that actually play new music. It just uses packages and a magic effect on the NPC. Maybe you can have a random bard walk throughout the town playing music.

 

 

Perhaps when the player is in the castle you can have a random mercenary walk up to the jarl or steward, the jarl/steward then says "thank you, you've done us a great service, here is your reward". mercenary then sandboxes at the inn until he's cleaned up.

 

A random priest that walks in the hold's "market square" area and the NPC would have the same voicetype as Heimskr then starts preaching the same lines of dialogue as Heimskr. Actually this would be difficult and possibly annoying.

 

A random NPC runs into town or from the inn, has the drunk voicetype, wears no clothes and just starts randomly running around until the guards capture and arrest him, then cart him off to jail.

 

The first one sounds like a doable and interesting idea. Noted it!

I've been also suggested in my reddit thread that I should make a hilarious encounters like the one you mentioned. So something like that will be likely made as well.

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And for purely human encounters:

1 - A freshly married young couple invites PC to share the remains of their wedding feast, in exchange for anything they could use at their new home (a bucket, a broom, a pot, a plate, etc - in my experience PC will always have some kind of useless clutter in their inventory, it's near impossible to avoid picking things by accident).

2 - A sailor approaches PC, asking for help. He was sent ashore to gather supplies for the ships next voyage, but he hurt his leg/back/arm and cannot carry the supplies back. If PC tells him to get lost, he walks away, muttering curses. If PC agrees, they are given a creatfull of supplies and are told to bring it to a nearby ship (on their own, or following the sailor). Once aboard the ship, PC is ambushed and knocked out by the crew. PC wakes up in a cage on the deck, or in a cell belowdeck. The sailors are actually pirates, and want to ransom PC for cash or for freedom of their comrades who'd been recently captured and put in jail. PC can wait for their follower to come to the rescue, or for the local Jarl to send ransom, or try to sweet-talk one of pirates to let them go, or try to pick a lock (if there's a lockpick handy in the cell anywhere, or if PC has the Tower Stone blessing), or try to pickpocket the pirate guarding them for a key to the cell.

3 - when walking through poorer parts of any of the capital cities, there's a chance the PC will be ambushed by local tugs, who demand money for the right to walk through 'their' territory. If PC refuses, they become hostile. Any nearby guard will react and come to the PC's aid (except in Riften - there the chances are 50/50 that the guards will help the thugs instead).

4 - in a tavern a very drunk NPC starts flirting with PC, much to that NPC's spouse's annoyance... PC can either brawl it out with the spouse, or sweettalk them into getting over it - it's just drunk flirting, doesn't mean anything, does it?

 

... and I'm out of ideas for now. :smile:

 

 

 

Syntia13, thank you so much for these creative ideas. Based on your suggestions I have been making several new encounters and bellow is my feedback to your creature encounter ideas, as to whether they're likely included in my mod.

 

1. A giant and his mammoth

You've suggested that there'd be 2 mammoths, but due to the space of the farm there can only be 1 mammoth and 1 giant. I have already finished making and testing this encounter and it's going to be almost exactly as you suggested. But one notable difference is that it's Animal Allegiance shout instead of Kyne's Peace that player will be using in order to tame the beast. In my view it'd make more sense this way, as the mammoth is calm to begin with, it just needs to be relocated outside the farm. Also, player will have an option to make a bargain with the giant using dialogues, as an alternative to using the shout to finish this quest peacefully.

 

2. A pack of wolf attacking a family

I haven't decided whether to make this one but I'm considering. :smile:

 

3&4. Grave robbers

Very difficult, this one. I may work on this after the mod is released, though.

 

5. Wolf and Bear being bros

We'd need to figure out a way to not alarm the player when these 2 get spawned, wouldn't we? :smile:

 

6. Wedding feast

Very interesting! I'd love to see this in action so I'll see what I can do!

 

7. Caught in a trap

A wolf or sabrecat caught in a beartrap is, in my view, very much doable. Getting them locked up in a cage is actually a little more tricky. :smile:

 

8. Chaurus and Spiders in cave

Very difficult and will likely cause some performance issues when the swarm of beasts get spawned.

 

9. Falmer raid

I've always thought this should be in game, too! It'll be a very simple encounter where, at night, you have a chance of encountering a group of Falmers taking a prisoner to their nearby lair.

 

10. Reborn as Hagraven

Enthusiastic! Again it'll be simpler and "cut to the chase" type encounter, where we see a Hagraven casting a spell at a dead body, transforming it into a new Hagraven.

 

11. Piper

What an interesting idea! But it maybe too complex for an encounter mod. It'd make a great sub quest for a quest mod for sure!

 

12. Honey Bear

I will definitely make this one! Love it!

 

13. Horse without a rider

This is interesting too, as I will certainly make a few wounded-person-in-need type situations.

 

14. Dog and boy

Might be doable but shouting in a settlement will cause quite a commotion, so I'm not sure.

 

 

 

And here is my feedback to your human encounter ideas. :smile:

 

1. We're just married!

I'd love to make this!

 

2. Sailor quest

Again it's a little bit too complex, although a superb idea. An encounter with a quest-giver of a rather lengthy quest is not exactly in the scope of my mod. There will be, however, an encounter with hostile sailors/pirates along the northern shoreline.

 

3. Thugs in cities

This will be fun, and it's very much doable but I will probably not make it. The reason is quite simple; cities in Skyrim are small. Encounters like this will be interesting in a city with the size of Novigrad or Beauclair in Witcher 3, but putting hostile thugs in Riften might put the whole city in chaos.

 

4. Flirting in taverns

This would spice up the night life in Skyrim, I really like it:)

Edited by SetteLisette
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  • 2 weeks later...

If i could sugest, would be to expand one time events bandit encounters.

 

(Bandit asking for gold for "road" owneship)

(Bandit disguise itself as victim)

(Bandit bully victim)

 

that happen once in a unique location (need to remenber the name of each. the fist is near whiterun if i'm not wrong)

 

 

as for others, what i miss in the game are dark elements.

 

Smith slaved by bandits working at craft

Miner digging in mines

Wench/bard or maid working for crimanals entertainament

Farmer in a cage. etc.

 

sorry for bad english

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