scarycave Posted June 14, 2012 Share Posted June 14, 2012 (edited) Okay so I've posted a few topics a while ago about this mod I'm working. The current version is the wanderers dog, which adds a dog and an Npc called the wanderer.I'm happy with how the dog is turning out but I feel that the wanderer won't get as much love....(he's dead), so I've decided to make a "mini-quest" where players can find his secret stashes hidden all across the game. How it works:If the player has the dog following him, the chests will display a message box and become enabled. In said chest their is a custom enchanted weapon and a "relic".The relics are quest items that I'm going to use to activate a chest containing a powerful weapon once they have 50. Although I might make more for like say every 10 or so.The whole things based on the Golden Skullawatas from Zelda, if you've owned an N64 you might know what i'm talking about. ;) So what you think? If you have any ideas for weapons or armor (they must be enchanted and not be overpowered, generally speaking I won't put a 12 damage sword in Weye, their has to be a balance depending on the area.) You can post them hear and see if we can add it. Edited June 14, 2012 by scarycave Link to comment Share on other sites More sharing options...
cfh85 Posted June 16, 2012 Share Posted June 16, 2012 sounds like a pretty sweet idea. Some people use open cities and other large scale mods that alter landscapes, so how would this mod work with any of those? Link to comment Share on other sites More sharing options...
scarycave Posted June 16, 2012 Author Share Posted June 16, 2012 (edited) Not really sure....I've never really used those mods. I hid some chests already as a practice test in my Wanderers Dog mod (They don't have any weapons yet). Their all hidden in places where houses wouldn't fit, ponds, waterways, Houses, On the side of a church. I guess as long as the town isn't rearranged it should work. Edited June 16, 2012 by scarycave Link to comment Share on other sites More sharing options...
cfh85 Posted June 16, 2012 Share Posted June 16, 2012 open cities moves all of the towns into the world space, so anything placed inside of towns wouldn't work. Nothing really to worry about. It's just worth mentioning when you upload your mod that it probably wont be compatible Link to comment Share on other sites More sharing options...
scarycave Posted June 17, 2012 Author Share Posted June 17, 2012 I see. That could cause problems. Especially if it's a really popular mod. I tend to not touch the games already made locations (or at least alter them drastically) but I can understand the need to do so (Manifest Destiny and all). Do you know which towns are completely moved? I wish to make this compatible with as many mods as possible. Although if it's to much I might have to just move them out in the wilderness. Link to comment Share on other sites More sharing options...
cfh85 Posted June 17, 2012 Share Posted June 17, 2012 all cities, except the IC and Kvatch, are moved into the wilderness. some are quite extensively altered. Easy fix. Make it as you like and PM me when it's finished, I'll download it and move all the chests into the corresponding positions in open cities, send you then new esp and you can just host the two versions. As long as the chests have a unique name in the CS it should only take about 20 minutes, if that. Link to comment Share on other sites More sharing options...
scarycave Posted June 20, 2012 Author Share Posted June 20, 2012 Nah, don't worry about it. Thanks for the gesture though. :)I've decided to hide them in the wilderness near certain areas. I have about three hidden so far, I left some hints in the message topic of the mod, they lack the "tokens", but each hold a custom enchanted weapon. Link to comment Share on other sites More sharing options...
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