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My forts


Zahel

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Alternate sub-title: "In the middle of the street"

 

How about a mod that would allow one to claim and renovate unclaimed/cleared out forts/structures.

 

For example after you find a place filled by bandits and you've killed them all, what do you now do? Take the loot and walk away? No! You keep what you kill! You have earned that structure through blood. So why not be able to officially claim it in the name of the dragonborn? Store your items without fear of them being stolen/disappearing? (going forward this may be a bit ambitious, but roll with it) Why not be able to hire your own guards for your place? If you've claimed an abandoned fort, rebuild it, and perhaps build a small army for yourself! Become a jarl of your own city that your raised from ruin!

 

Just an idea.

Edited by Zahel
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If you could do that, then it would be nice to have scripted random attacks as various factions attempted to retake it from you. After all, forts are valuable real estate. Then you would be under some pressure to staff it with guards and mercenaries to protect your property. And if you are off adventuring, a courier or carrier pigeon could deliver a note informing you that your fort is under attack. Otherwise, it's just a fancy player house mod at that point.
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@falloutperson416 This is the exact reason I posted here, so others could take a crack at it. I'll be trying to work on this as well, but I'd like to see what others make of, as well as where they take it.
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@Blitzen and Zahel,

 

I was actually putting together a fort for a home, picture here, before I saw this topic. And now that this is here I'm certainly going to try scritped attack events, and the initial few quests to claim this place as a home. Should be fun to mess around with, and if you want to get involved or have ideas feel free to pm me :P

Edited by falloutperson416
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It looks like it's on an iceberg. That would make if difficult to attack. I don't think the game engine supports npc's riding in on boats yet. So an attack-able fort would have to be somewhere that could actually be attacked. If you put it in a tricky place, there might be navmesh issues, unless you spawned the attackers right at the main gate. Does the engine support siegeing? I only went through the main quest once, and that part of it was months ago, but I think I remember siege weapons in use. It's actually a lot of fun attacking and defending forts. I've been doing it with Fort Greymoor and the "More NPCs" mod, which seems to endlessly spawn both Stormcloaks and Imperials at regular intervals in that area. One group defends while the other attacks.
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