It's a fun mod, essentially adding a Nordic barrow with a quest. Be aware that by current standards it's rather short but it was still fun to play. While I don't think it was intended to be played after the main quest was done, it fit my post-main quest storyline pretty well anyway.
Just be warned that, unless I missed a part (which is always possible), it ends kind of abruptly.
I like the idea to grant player some powers for the last battle. Here is my idea. 1) A powerful enemy This can be Alduin or something new. 2) Unique armors and weapons Each item is scattered in Skyrim and sealed by strong enemies. Player needs to find all of them. These items are not for the player but for the ancient hero (mentioned below). 3) Ancient hero/heroine He or she is alive but has been sealed for many years (like Serana). Some powerful enemies protect the prison. Player needs to find and save him or her. 4) Player gives his/her the armor and weapon that were collected 5) Player and the hero/heroine fight the last enemy 6) The ancient hero is called to Sovngarde giving back the outfits to the player 7) Player gains the ability to summon the ancient hero after the quest
I started a new game with Alternate start. I get the letter from the Courier immediately. Which isn't a problem really, but it is kind of funny that the letter is addressed to " Dragonborn". I can just imagine my character reading it and thinking "Maybe I'm the Dragonborn, and I just don't know it yet..."
pimpomancer wrote: I started a new game with Alternate start. I get the letter from the Courier immediately. Which isn't a problem really, but it is kind of funny that the letter is addressed to " Dragonborn". I can just imagine my character reading it and thinking "Maybe I'm the Dragonborn, and I just don't know it yet..."
1. Make a dungeon that can also function as a player home (kinda like Embershard mine, the place in between Helgen and Riverwood) an extension to this idea would be you unlock more areas by clearing out enemies. So something like a hub area, which has the bare necessities, but if you clear out the sorcerer's tower, you can use the enchanting items there. Basically, you earn your house.
2. Have a potential follower for one of the dungeons (perhaps after you cleared the dungeon) There's a quest in which this happens in vanilla Skyrim, and I loved that idea. To avoid voice acting, you could make the follower a mute. Or something not human, like an Atronach, or maybe something strange like a mannequin or a skeleton.
3. I kinda like the idea of multi leveled dungeons, like a labyrinth, The Rabbit Hole dungeon mod is a good example of this. To be fair, it wouldn't need to be like the rabbit hole which is randomly generated, but a dungeon that gets progressively harder, and gives progressively better rewards is pretty cool.
4. Mess with people. I have had an idea for a while now for a dungeon mod, in which a message tells you that you'll get something as a reward, but it's been so long that it's no longer any use. For example, the message says that you'll have 5 beautiful brides for making it so far, but instead all you find are 5 skeletons(with a few skeevers suspiciously close). Basically, make people expect something, then mess with it. Though make sure you make up for it. So maybe instead of 5 beautiful brides, they get 5 gold ingots, or something along those lines. Find a balance between messing with people, and legitimately rewarding them.
So those are my ideas. Feel free to use them, or just leave them. Though the ideas you should use also depend on the feel you want the mod to have. I have attempted to flesh them out a bit to make it easier to follow, and I look forward to your thoughts.
Honestly, I find the new dungeon idea to be really interesting. After playing through all of the unique dungeons in Skyrim itself, I feel like I haven't seen that in a while on the Nexus, and hence I would welcome it- as long as the passives aren't overpowered.
The story you created reminds me of the kind of stuff that I played through in Solstheim in the DB dlc, kind of pirate like and ancient- I really liked it tbh. Though a little bit more direction would be nice.
I went quest, I really enjoyed it. I give 7 out of 10. The location is very little of the interior, and the quest for the continuation of such a capacity. I look forward to updates!
We are currently assembling a team that will add new content quests more immersion we hope in the near future and I think that is very likely that the red dragons tomb mod to have a new name given by all the members of the team.
Stay tuned for updates on this subject, on Monday.
I don't really recommend the new worldspace ideea. There's plenty of that already . Skyrim itself though is pretty empty in comparison. People training the Dovahkiin for the Alduin battle poses two problems: People that have already done the battle and people like me, that don't really want anything to do with the main story. I usually try to play as much as I can with the ideea that my character isn't the dovahkiin, but a simple adventurer, for a more sandboxy experience. I honestly have no opinion on daedric quests. They ARE lackluster in vanilla Skyrim, but they never interested me in any TES game. Also, I would reccomend not giving passive abilities as rewards. These tend to stack up an OP the player. I'd focus more on the story, having some sort of cohesion between these dungeons. Shiny baubles are aplenty in TESV. Good stories are not. Alas, I can't really mod myself. I'm willing to help with design (and, why not, the story), but CK work is out of reach for me. Edit:Why not use these dungeons to implement some armor mod from the nexus? Seems like a reward enough.
Your suggestion is a very good one and, I think I will create a special version of all the dungeons that will implement the armor reward for players that adopt your style of play.
I sadly can't play it. My actual save file is a level 3 mage on requiem, and when i tried making a separate profile, almost vanilla, with a downloaded save file, it crashed soon after. Conclusions: 1. Need a playthrough or written description to experience the story 2. Vanilla Skyrim is a piece of trash (Untill now i never actually played without mods) 3. I can't make a MO mod-testing profile worth a F*** XD
We have some options to help you experience the mod:
- I create a new playthrough with only skyrim and the mod and make the player a level 30 focused on magic or warrior perks(immersive the courier will approach you and give you the letter the quest will start). - I teach you the console commands and guide you not lore friendly or immersive
Just tell me the console commands for starting the quest. I would have looked at them myself, but since the mod doesn't have a .esp TESVEdit can't help me.
I believe an idea along the lines of "Include dungeons that give the player a balanced passive-ability as a reward for completion" should be the focus of this mod, and other ideas (such as your Alduin one) should be focused down a separate mod.
While we're here, if you have any desire to do so, please take a look at my mod "Invasion of Skyrim", as I'm always open for adding dungeons from community authors when possible. A few authors, such as Morogoth, BaurusCZ and others have already contributed.
I looked over your mod and it's great but I would like to keep my dungeon unique and create it's own story. I hope you won't mind. Oh and congrats your mod really looks awesome with those effects and enemies
31 comments
Just be warned that, unless I missed a part (which is always possible), it ends kind of abruptly.
Here is my idea.
1) A powerful enemy
This can be Alduin or something new.
2) Unique armors and weapons
Each item is scattered in Skyrim and sealed by strong enemies.
Player needs to find all of them.
These items are not for the player but for the ancient hero (mentioned below).
3) Ancient hero/heroine
He or she is alive but has been sealed for many years (like Serana).
Some powerful enemies protect the prison.
Player needs to find and save him or her.
4) Player gives his/her the armor and weapon that were collected
5) Player and the hero/heroine fight the last enemy
6) The ancient hero is called to Sovngarde giving back the outfits to the player
7) Player gains the ability to summon the ancient hero after the quest
You are right, I didin't added a script to deal with that.I am working on a new mod with other modders we formed a team, so this was my first mod now we have a dlc planned for our new mod.You can find more here http://www.darkcreations.org/forums/topic/10902-the-hunt-for-daoris-free-positions-in-our-team/
Have a nice day and thank you for the comment, hope that you enjoyed the mod
https://forums.nexusmods.com/index.php?/topic/4977255-daoris-the-path-of-light-wip-thread/
1. Make a dungeon that can also function as a player home (kinda like Embershard mine, the place in between Helgen and Riverwood)
an extension to this idea would be you unlock more areas by clearing out enemies. So something like a hub area, which has the bare necessities, but if you clear out the sorcerer's tower, you can use the enchanting items there. Basically, you earn your house.
2. Have a potential follower for one of the dungeons (perhaps after you cleared the dungeon)
There's a quest in which this happens in vanilla Skyrim, and I loved that idea. To avoid voice acting, you could make the follower a mute. Or something not human, like an Atronach, or maybe something strange like a mannequin or a skeleton.
3. I kinda like the idea of multi leveled dungeons, like a labyrinth, The Rabbit Hole dungeon mod is a good example of this. To be fair, it wouldn't need to be like the rabbit hole which is randomly generated, but a dungeon that gets progressively harder, and gives progressively better rewards is pretty cool.
4. Mess with people. I have had an idea for a while now for a dungeon mod, in which a message tells you that you'll get something as a reward, but it's been so long that it's no longer any use. For example, the message says that you'll have 5 beautiful brides for making it so far, but instead all you find are 5 skeletons(with a few skeevers suspiciously close). Basically, make people expect something, then mess with it. Though make sure you make up for it. So maybe instead of 5 beautiful brides, they get 5 gold ingots, or something along those lines. Find a balance between messing with people, and legitimately rewarding them.
So those are my ideas. Feel free to use them, or just leave them. Though the ideas you should use also depend on the feel you want the mod to have. I have attempted to flesh them out a bit to make it easier to follow, and I look forward to your thoughts.
We have a new team that will help me to build a new mod and add new ideas based on the story The Red Dragon's Tomb.
All that I can say as a teaser is:
- a lot more immersion
- voice acting
- characters
- stories
- unique locations
- puzzles (scripted not like in vanilla,challenges,rewards,decisions)
Enjoy
I am glad you like the idea of my unique dungeons in skyrim.
What do you think about the story that I created?
We are currently assembling a team that will add new content quests more immersion we hope in the near future and I think that is very likely that the red dragons tomb mod to have a new name given by all the members of the team.
Stay tuned for updates on this subject, on Monday.
I honestly have no opinion on daedric quests. They ARE lackluster in vanilla Skyrim, but they never interested me in any TES game.
Also, I would reccomend not giving passive abilities as rewards. These tend to stack up an OP the player. I'd focus more on the story, having some sort of cohesion between these dungeons. Shiny baubles are aplenty in TESV. Good stories are not.
Alas, I can't really mod myself. I'm willing to help with design (and, why not, the story), but CK work is out of reach for me.
Edit:Why not use these dungeons to implement some armor mod from the nexus? Seems like a reward enough.
Your suggestion is a very good one and, I think I will create a special version of all the dungeons that will implement the armor reward for players that adopt your style of play.
Did you like my story in the actual dungeon?
Conclusions:
1. Need a playthrough or written description to experience the story
2. Vanilla Skyrim is a piece of trash (Untill now i never actually played without mods)
3. I can't make a MO mod-testing profile worth a F*** XD
- I create a new playthrough with only skyrim and the mod and make the player a level 30 focused on magic or warrior perks(immersive the courier will approach you and give you the letter the quest will start).
- I teach you the console commands and guide you not lore friendly or immersive
What option do you prefer?
setStage RRTheRedDragonsTombQst01 10
The bsa is an archive of the esp and scripts that I used in my mod
It is not heavy on performance enjoy
I think you are right each idea deserves it's own mod
While we're here, if you have any desire to do so, please take a look at my mod "Invasion of Skyrim", as I'm always open for adding dungeons from community authors when possible. A few authors, such as Morogoth, BaurusCZ and others have already contributed.
I hope you won't mind.
Oh and congrats your mod really looks awesome with those effects and enemies