samv96UK Posted July 7, 2012 Author Share Posted July 7, 2012 If you want you could PM me and i would be able to help you with this, i love the idea and am very bored with modding atm. I am constantly starting a mod and thinking its crap and starting a new one. My skills are cluttering, room designing and mostly interiors. I can do voice acting and have a wonderful idea on a unique crafting skill that I know is possible.It's good you like the idea, thanks! I'll PM you if I need a hand. I can also drop you a message when I start getting the NPC's lines together. Link to comment Share on other sites More sharing options...
HomerY Posted July 7, 2012 Share Posted July 7, 2012 I can also do schedules and pretty much anything except scripting (which i can do minorly) Link to comment Share on other sites More sharing options...
samv96UK Posted July 7, 2012 Author Share Posted July 7, 2012 (edited) I can also do schedules and pretty much anything except scripting (which i can do minorly) Great, in actual fact, do you think you would be able to help me out with a little problem I'm having about NPC's not locking their doors correctly? I have pretty much explained the whole thing in this thread but got no replies. It would be great if you knew a solution. Edited July 7, 2012 by samv96UK Link to comment Share on other sites More sharing options...
samv96UK Posted July 8, 2012 Author Share Posted July 8, 2012 (edited) Eigth update: It's finally here, as promised, a sneak preview of the Player Home Abode! The video shows all the rooms before and after the player has purchased renovations. Most of the room renovations cost around 400 gold. Also, the music used in the video is the music which I have decided to use for the main areas of the city, what do you think? Anyways, without further ado, here is the Player Home Abode Trailer! Edited July 8, 2012 by samv96UK Link to comment Share on other sites More sharing options...
samv96UK Posted July 11, 2012 Author Share Posted July 11, 2012 Ninth Update: Main Questline is almost fully planned with extensive dialogue scripts written out for the characters. Here is one of the latest features to do with the storyline... Rochebere can change drastically depending on your choice during the final quest. You'll have to wait and see for youself how this change happens... http://static.skyrim.nexusmods.com/images/4286516-1342034646.jpg Link to comment Share on other sites More sharing options...
AlexanderJVelicky Posted July 11, 2012 Share Posted July 11, 2012 Get to know the townsfolk more by running small quests and errands. That just kind of makes it sound like insignificant fetch quests... Will there be any meaningful larger quests? A new city is awesome and all, but if it's just a bunch of new buildings and people it will get old pretty fast. Link to comment Share on other sites More sharing options...
samv96UK Posted July 11, 2012 Author Share Posted July 11, 2012 Get to know the townsfolk more by running small quests and errands. That just kind of makes it sound like insignificant fetch quests... Will there be any meaningful larger quests? A new city is awesome and all, but if it's just a bunch of new buildings and people it will get old pretty fast. I have planned a large(ish) main storyline for the city with 8 quests, which will each be approxmately 30-40 minutes. I have also planned 10 side-quests (not including the small miscellaneous/fetch quests etc.) So yes, the answer to you question is there are larger quests. :wink: Link to comment Share on other sites More sharing options...
AlexanderJVelicky Posted July 11, 2012 Share Posted July 11, 2012 I have planned a large(ish) main storyline for the city with 8 quests, which will each be approxmately 30-40 minutes. I have also planned 10 side-quests (not including the small miscellaneous/fetch quests etc.) So yes, the answer to you question is there are larger quests. :wink:Awesome. Just a tip; Try to get rid of those fetch quests. I had originally planned Falskaar to have 9 main quests, and 14 side things. About 4 of which were full side quests, the other ~10 being fetch quests. However I quickly discovered that they weren't much fun and basically just wasted the players time. So I'm not turning all 10 'fetch quests' into full blown side quests. I urge you to do the same. Not only will it add more content to the mod, but it will leave the player feeling far more fulfilled. Link to comment Share on other sites More sharing options...
DwemerHunter Posted July 11, 2012 Share Posted July 11, 2012 This mod looks like it's coming along great, keep up the good work! Link to comment Share on other sites More sharing options...
samv96UK Posted July 11, 2012 Author Share Posted July 11, 2012 Awesome. Just a tip; Try to get rid of those fetch quests. I had originally planned Falskaar to have 9 main quests, and 14 side things. About 4 of which were full side quests, the other ~10 being fetch quests. However I quickly discovered that they weren't much fun and basically just wasted the players time. So I'm not turning all 10 'fetch quests' into full blown side quests. I urge you to do the same. Not only will it add more content to the mod, but it will leave the player feeling far more fulfilled. I'll probably try to make as many of the side quests unique and not just boring stuff. I may just add 1 or 2 fetch quests, but a bit more lengthy than say give the note from citizen A to citizen B, and instead find the treasure for Citizen A in Cave A, in which there are some puzzles and a high level 'boss' fight at the end. By the way, I must say Falskaar looks like a pretty cool mod, good job. :thumbsup: Link to comment Share on other sites More sharing options...
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