Sozerius Posted June 1, 2012 Share Posted June 1, 2012 I haven't seen anything like this, oddly. I don't like Real Time Settler because you might as well create a town in the Creation Kit if you just want to plop buildings into place(and you would get better results). In the vanilla game the only real kind of 'investment' option you are given with regards to upgrades or changes to areas is "decorations" for the home. But buying decorations is boring and nothing really happens- you pay gold and the furniture plops into your house. This doesn't even come close to the kind of feel I'd like to see with regards to helping a colony build and grow. Most mods that allow you to 'upgrade' an area with furniture, buildings, npc's, etc- currently use this systerm of paying gold to have everything plop into place. This is incredibly boring and seems pointless once it is finished. I am not invested in anything that got upgraded and I don't really feel a reason as to why it is even in my game, so if it is a mod I typically just remove it. A deep, involving story is something that can be truly immersive and great about Elder Scrolls and modding. And I love the concept of developing a colony- so this idea is the culmination of those two concepts. Skyrim is infested with all manner of horrors on the roads and off the road- so were a small town in an area that is far from the local Hold to be attacked, there would be nothing stopping bandits or monsters from completely destroying everything. So, a small town should be mostly ransacked and torn apart- several of it's inhabitants killed, and those not killed scattered away from the town or in hiding in nearby areas. One of the townfolk who runs away should end up in one of the holds to ask a Jarl for help. The Jarl's guards are tied up mostly due to the civil war and threat of dragons, so the Jarl sends out a notice that an adventurer or brave soul should go out to defeat the bandits and rescue any scattered townsfolk. The notice should be found the same way as Jarl 'jobs' are usually found in the vanilla game- you could ask the Jarl, or find out at a tavern, etc. All very vanilla so far- only once you get to the camp, you find that the town you were sent to help is now barricaded and it seems as though some of the townsfolk have joined up with the bandits. You speak with some of the old townsfolk who became bandits from the outside of the entrance to the barricade about why they joined and they say because of desparation and not being able to make a good living without protection. But some of the people who ran away are still hiding in caves nearby- those who weren't willing to join the bandits. The townsperson-turned bandit won't speak to you anymore, and your quest journal tells you to investigate for the missing people. There is a trail of blood leading away and to a barrow- inside you will find the townspeople huddled up inside with an Arkay priest who seems to be able to calm the Draugr so that noone gets attacked. Some of the people are injured, and the Priest is doing what he can to heal them- but needs you to update him on the state of the town. You fill him in, and he seems surprised that some of the townspeople decided to join the bandits- and notes that some of them may be persuaded to come to the barrow(and leave the bandits) if you can go into the bandit camp under cover- or join the bandits yourself. The Priest can offer you a blessing of Arkay as a reward. He also notes that you shouldn't tell anyone the location of the barrow unless you are certain that they are leaving the bandit clan, otherwise the bandits may go to attack them. The people in the barrow will also ask you to get them some food and various things to help them take care of the wounded. Some of the other townsfolk in the Barrow have information and objects that will help you to convince the townspeople to leave the bandits for the barrow. You should also be able to convert a couple of the bandits who were not townsfolk, who don't really want to ransack, steal, and kill- but do so because there isn't a better way to survive out in the wild areas. Some of the Townspeople may have also lost some things deeper in the barrow where it is more dangerous (due to the traps) that they need you to retrieve. The entire quest should have peaceful, yet complicated solutions to most parts and may even reach a point where the Arkay priest (perhaps aided by some daedric influence) is able to use the Draugr to drive out the remaining bandits. From there, there should be quests allowing you to help the town stockpile resources for building, farming, and trade. You might help some of them hunt- there should be quests related to Arkay as well. You will slowly be able to get craftsmen for the town(performing specific quests to get their support, not by just paying them) to repair buildings and build new ones- most notably building a wall to prevent future attacks. You should also be able to train some of the townspeople and help form a town militia so that the town can better protect itself. Ultimately this should lead to you aiding the militia in patrolling well known danger areas to clear them out and ensure the safety of the town- and to open up routes for trade with caravans. Some of the people may have found a liking to the barrow and may stay there- using the camp and providing a unique quest that involves studying the draugr and learning to better control them (one of these should be a former assistant to the Priest of Arkay). Most of the above is just an example of the kind of quest-line I'm thinking of. I don't expect any of it to be specifically followed or anything by anyone. But it should provide a sense of the kind of story-oriented mod I think would be interesting. Lastly- if there are any player-homes provided please don't flood them with mannequins, make them huge, put in countless trophy areas, etc. I think that cheapens the story element of a home. I would rather there be NPC's related to the home and a storyline surrounding the home, rather than have bloated and glorified storage space. Thats all.. I hope someone is interested in creating something like this. :) Link to comment Share on other sites More sharing options...
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