hallo, i've been trying out this mod, and the few quests of it i've done so far have been enjoyable, but very easy to get distracted from due to the total lack of in game info. i realize you quite intentionally avoid the quest log/quest marker parts, and i am entirely okay with that, but i really wish these npcs could like, hand me a note with what they want, or have a miscellaneous quest objective with "npc name asked me to do something" so i don't completely lose track of the quest cause i got sidetracked fleeing from a giant or something. honestly, i might not be the target audience, since my ideal level of quest log is somewhere around that of morrowind or fallout 2. rarely enough in the log to do the quest just from that without paying attention to the npcs, but generally enough to find the npc again if i need them to remind me what they wanted when i come back to the game after a few days. anyway, a relatively small frustration, and one i can push through as long as i'm careful not to get too distracted mid quest. and i really have been enjoying it so far despite that.
I mostly feel the same way. A lot of my difficulty in enjoying this mod comes down to I'm not quite at the level that some guy telling me to do some crap and the game expecting me to keep my own notes for all of it is where I'm having fun. If I wanted to sound pretentious I would say that it assumes a level of incompetence on my character's part to make note taking something they'd have to manually make sure to do instead of it being on the same level as eating and wiping their butt in terms of basic tasks you don't need to make the player see to. (Part of why I'm no great fan of survival mods most of the time)
A bit of what I think is actual criticism I can level at the mod's quest design is a lot of time where you're expected to go is still very reliant on fast travel and the quest design that arose from knowing players can just teleport between discovered locations. This was first noticeable with the Vigilant quest line where the locations you're pointed at aren't easily accessed by following roads or connecting to transit hubs and taking carriage or ship to shorten the walk.
The mod is designed for no fast travel except the additional CFTO boats/carriage destinations and the falion spell. Eg. in vigilant everything is relatively near one of CFTO's locations (or the hall itself) except for stendarr's beacon which is explicitly to force the player to have their first combat encounters with fixed wolf and spider spawns.
The thing I can't get is the comment in each Questline that says something like "designed to be started at level 1"... this means that if I reach the initial point of that questline at level 25 it's not available anymore or that it's not worth to begin with? Skyrim is huge and I have tons of mods, maybe some questlines start in Riften and my way drives me to Solitude, visiting Riften after so much hours of gameplay and my char at high level... Idk if I explained myself...
Mechanically it will work fine, though some rewards may be lackluster. The target level is mainly a roleplay thing. There is some variation in length and there are a couple of much longer ones (eg. mageblight, bloodcourt) but basically all the quests have the same 4 core aims and finish as soon as they complete them: -give player some method of magical healing and damage dealing to account for their ability to handle multiple bandits etc. -push the player into their first murder of a single bandit/etc -provide enough lore to set up the build/situation -link into an ongoing "career" and/or point at things you as a player want to do but wouldn't be able to justify your character knowing/wanting So if you are already playing a level 25 guildmaster there just isn't much reason for the CHARACTER to do any of the content but you as the PLAYER can if you want
The only exceptions are the vigilant hall being destroyed at 10 and the the cult of the return/north jerall coven hating you if you cleared various specific content on your way to 25
I understand now. But in fact, I'm interested in your mod for the roleplaying thing, not the rewards (some of the vanilla Skyrim are ridiculous). I like to give a role-playing touch to the characters I create and imagine a background for their motivations and actions, although that is not reflected in practically any way in Skyrim.
I've read your article about the roleplay in the game (or Bethesda in general) and I couldn't agree more: as sandbox it's a marvelous world free to explore, but the role part it's linear missions in a non-linear map, guided by the hand with the Tamriel GPS System, with hardly any options, and without restrictions so that the player can do EVERYTHING even though the character SHOULD NOT BE ABLE TO.
I'm about start a new playthrough and I'll give a try to your mod, I'm sure it will be very different from usual and I like that.
First of all: thanks for the great mod, loads of content to fiddle with! Question: I've noticed that, in the recent versions (I've been playing with an older one for now), a chunk of Cult of Flesh content gets removed. Are there any plans for new content for this faction, or is this gonna be it for now? Just asking, since I really enjoyed this faction and its "scientist-in-a-magic-world" leader in the earlier version I was playing...
Most of the old content got reworked into repeatable tasks instead of straight up removed, except for the link to the brethren minigame. In exchange, I added restoration training to give flesh extract more use and the Bring me that black book/elixir of life act as semi-connected extensions
There's a problem with a quest of witch-hermit. Maybe russian translator translated it wrongly and that's why I don't understand what I should do. Or maybe there's a bug.
I've made ritual candles and come to witch with a russian phrase: "Я собрал все купоны" ("I have the coupons"?.. Maybe a wrong translation of your mod). Then she told me to "собрать комплект" ("assemble the kit") on a table using the instructions. And I don't understand what she's talking about. She didn't give me any instructions, I don't understand what table should I use (all tables in a cave aren'r usable) and what complect I need to create.
That particular version of the quest was phased out a very, very long time ago and I do not remember exactly how it worked. Which version of the mod are you using?
I use this actual 9.02 version. I think I've just solved this problem few minutes before. I've found here an information that this witch needs 20 sault and 20 lavender. I didn't remember her talking about it before. The phrase about "the coupons" is still available but at least the witch gave me a quest about sigyl stone after having sault and lavender
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honestly, i might not be the target audience, since my ideal level of quest log is somewhere around that of morrowind or fallout 2. rarely enough in the log to do the quest just from that without paying attention to the npcs, but generally enough to find the npc again if i need them to remind me what they wanted when i come back to the game after a few days.
anyway, a relatively small frustration, and one i can push through as long as i'm careful not to get too distracted mid quest. and i really have been enjoying it so far despite that.
A bit of what I think is actual criticism I can level at the mod's quest design is a lot of time where you're expected to go is still very reliant on fast travel and the quest design that arose from knowing players can just teleport between discovered locations. This was first noticeable with the Vigilant quest line where the locations you're pointed at aren't easily accessed by following roads or connecting to transit hubs and taking carriage or ship to shorten the walk.
It's both a mechanical safety net and lore appropriate
The thing I can't get is the comment in each Questline that says something like "designed to be started at level 1"... this means that if I reach the initial point of that questline at level 25 it's not available anymore or that it's not worth to begin with? Skyrim is huge and I have tons of mods, maybe some questlines start in Riften and my way drives me to Solitude, visiting Riften after so much hours of gameplay and my char at high level... Idk if I explained myself...
Thank you so much!
-give player some method of magical healing and damage dealing to account for their ability to handle multiple bandits etc.
-push the player into their first murder of a single bandit/etc
-provide enough lore to set up the build/situation
-link into an ongoing "career" and/or point at things you as a player want to do but wouldn't be able to justify your character knowing/wanting
So if you are already playing a level 25 guildmaster there just isn't much reason for the CHARACTER to do any of the content but you as the PLAYER can if you want
The only exceptions are the vigilant hall being destroyed at 10 and the the cult of the return/north jerall coven hating you if you cleared various specific content on your way to 25
I understand now. But in fact, I'm interested in your mod for the roleplaying thing, not the rewards (some of the vanilla Skyrim are ridiculous). I like to give a role-playing touch to the characters I create and imagine a background for their motivations and actions, although that is not reflected in practically any way in Skyrim.
I've read your article about the roleplay in the game (or Bethesda in general) and I couldn't agree more: as sandbox it's a marvelous world free to explore, but the role part it's linear missions in a non-linear map, guided by the hand with the Tamriel GPS System, with hardly any options, and without restrictions so that the player can do EVERYTHING even though the character SHOULD NOT BE ABLE TO.
I'm about start a new playthrough and I'll give a try to your mod, I'm sure it will be very different from usual and I like that.
I've made ritual candles and come to witch with a russian phrase: "Я собрал все купоны" ("I have the coupons"?.. Maybe a wrong translation of your mod). Then she told me to "собрать комплект" ("assemble the kit") on a table using the instructions.
And I don't understand what she's talking about. She didn't give me any instructions, I don't understand what table should I use (all tables in a cave aren'r usable) and what complect I need to create.