Skyrim

Suggestions and Ideas for Storyline (15 comments)

  1. Sithiel
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    Hello,
    could I maybe audition to be a VA on this mod?
    -Sithiel
  2. BurtFreeman
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    anise cabin cellar
    could be have an hidden access door to an ancient nordic/dwemer underground city or to the hell/oblivion
  3. SedgeWren
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    -
  4. SedgeWren
    SedgeWren
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    Vernim Wood:

    In Cragslane cavern, discover a document showing Estelle Dinelle works as a skooma mule. In the Vernim Wood barracks, defeat the corrupt guards who buy from her.

    2. Upon entering the Thane's hall, thwart an assassin.
  5. SedgeWren
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    You've obviously put a whole lot of work into this mod. Still, why not burn one of the cities down to a charred wreck? Dovahkiin arrives to witness Alduin reduce an entire settlement to ashes? Haven't you ever felt that the world eater should wreck more than just Helgen?

    Also, change point two in the post from Falmer to Vampires. In fact, the vampires could have the cave's original Falmer caged as a food source. If the player uses a stealth character, he would have the option to release the prisoners and precipitate a fight. A variation from the usual 'expedition is slaughtered underground' theme.
    1. TheFirstEnD
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      You...you are serious ?
    2. SedgeWren
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      Yes... ignore any ideas you don't like, of course, but hopefully you'll enjoy some of them.
  6. SedgeWren
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    Pargran Village:

    1. The Thane suspects Redas Valerius of spying for General Tullius. Search the Elf's house and find evidence of a contact in Granite Hall. When investigated, this contact turns out to be an Imperial saboteur. The player has the option of turning Valerius in to the Pargran Thane or covering for him.

    2. Escort Ilfhild to the Atronach stone. She ransoms a kidnapped relative from two bandits. Slay them both.

    3. Collect steel swords and armor to help supply the Thane's men.
  7. SedgeWren
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    Here are a couple ideas you may like.

    1. Expose the thane of Amol City. Remember the quest in the original game where we recover the lost helm of Winterhold from bandits? We could find a note from the thane (possibly on the bandit chief's body) where he offers to buy the helm. The traitor is building up support to usurp his Jarl. Naturally, this could start a several stage quest.

    2. Rent a room at the inn of Granite Hall. As you drift of to sleep, the bookshelf swings open and you are dragged by Falmer down to their lair. Escape captivity, slaughter the abominations and deliver vengeance upon the innkeeper. He was working with the Falmer like those fellows in Blackreach.

    3. Talk to other modders about incorporating their work. Consider the Rescue Bronwen mod. It starts with a chap named Raven Dark muddling in the Drunken Huntsman, Whiterun. Why not give him a house in Darkmoor? The creator might be interested in having a version of his mod that helps build something larger. It's worth asking about any quest mods you particularly like.

    Good luck on the project. The cities look smooth.
  8. DJJynxx
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    I have an idea for an area/story, AND I would like to try voice acting as well. I have never done voice acting for anything like this, but I have worked in the music industry for 20+ years, and have done voice work for commercials and events, DJ mix tapes, studio-produced intros, plus as a DJ and Emcee at concerts and clubs, and have done both recording and editing, as well as production of all forms of audio. And I am good with a lot of different kinds of voices and accents. Its something I always considered getting into, but never really put any effort towards it, because my career was headed in a different direction (I am a professional remixer and producer, with a sprinkling of studio engineer for flavor, and have been a DJ for 24 years). Right now I don't have anything going on, so it is a perfect time for me to branch out.
    If you are interested, just let me know, and let me know what you need me to do. My home studio has full studio quality recording, editing, and production capabilities.


    Also, my idea.
    If the events in TESV are set way after the events in TESA, would there be a chance of making some post-apocalyptic type place? Not just ruins, the vanilla game has plenty of those... no, I mean like a place (or places?) where the sh*t really hit the fan.... where a lot of magic was used, which started creating anomalies after the city/town/village/temple/whatever was destroyed. It could be anything from undead to mutants to bandits to demons - or a combination of all of them - plus some random strange stuff happening all over, like random fireball explosions, or frog rain, or, or.... anything.
    It could be somewhere that people don't dare go because of how unstable it is, but for those who do, the rewards are great.... forgotten magic, unique weapons and items shaped by the anomalies, as well as lost artifacts of untold power.

    Basically, I envision a place that is a mix of Fallout and a city from the Dungeons & Dragons: Forgotten Realms setting called Myth Drannor. Rather than explain what that is, here are some descriptions (edited) that I got from the FR Wiki. In particular I am focusing on the magic, artifacts and treasures, and the city after it fell.
    ------------------------------
    Myth Drannor, formerly known as (the city of) Cormanthor, the City of Song, or the City of Love, as well as many other names, was a city of around 10,000. At its height, it represented the peak of [Elvish] civilization and craftsmanship.
    It fell to demons during the Weeping War and was in ruins, a dangerous place full of monsters and forgotten treasures, for many centuries, until reclaimed by Evermeet's Elven Crusade led by Seiveril Miritar.
    -------------------------------------
    While it was in ruins, the powerful magic of Myth Drannor still leaked out from the ruin, affecting Cormanthor in several ways, such as the weather being milder than it should have been, with cooler summers and warmer winters, and there being far more plant and animal species in Cormanthor than any other woodland of its kind.
    There were pockets of Cormanthor that would cause magic (spells and effects) to behave in unpredictable ways. According to Elminster Aumar these pockets were created as a result of the breakup of the mythal.
    ----------------------------------------
    MYTH DRANNOR, city of glory. We shall not see its like again.
    PERHAPS YOU'VE HEARD ITS SHINING STORY...of a time when elves and dwarves, gnomes and halflings and men lived and loved together, striving to create beauty and right wrongs. Magic was brighter then, in the City of Song. Folk were richer then, in the City of Wonder. Once this proud city stood as the highest jewel in the glittering crown of civilization.
    THERE CAME A DAY when it was overwhelmed by evil, thrown down, despoiled, and left a ruin in the heart of its encircling wood, as all things of beauty are. Evil spawned and crawled there, and the elves kept watch around it, that evil might not spread. Centuries passed, but the tales let few forget the powerful magic, the great treasure – and the deadly horrors that lay waiting within its walls. Now the elves are gone, and adventurers from a hundred lands and cities are rushing to Myth Drannor, to seize what they can of the long-lost glory. If the bards and sages are right, power lies there for the claiming that could change the face of the Realms, rule kingdoms or lay waste to them.
    -----------------------------------


    So yeah, that's my idea. It may be really ambitious, but I think it could be a GREAT addition to Skyrim. I would, of course, help in any way that I can. I have a lot of resources for things like this, so just let me know if/how I can help. I have had this idea rolling around in my head for a long time, but never thought about seriously doing anything about it, so when I saw this project and learned more about it and who is behind it, I figured it would be a great platform for my idea. Hopefully it's not TOO outlandish! lol
    :-)
    1. niceguy
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      The civil war and the dragons are a good reason to have the more mundane version of this. If nothing else, one of this mods locations could be filled up with refugees from Helgen, with a check for them to spawn some time after the unbound quest, for those that use Arthmoor's "Live another life" mod or other alternate start position mods.

      We could look at what happened at the mage collage in Winterhold, the Thalmor could have attempted something similar somewhere else and the result is a crater full of anomalies, or maybe just a dungeon filled with them, possibly with the Thalmor goons still there as ghosts or something. Adding a dungeon entrance are after all so much easier then a whole in world area, thou npc's talking about it could be placed in one of these "Arena" locations.

  9. niceguy
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    I am a big fan of "interesting NPC's". Would it be possible to sort of cooperate with it's developers, to if nothing else place a link here for their many voice actors to use. If some of their voice actors, dialog writers and indeed quest makers get hooked on this then we could really get somewhere.
  10. Arthedimis
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    This isn't a suggestion in regards to storyline, but is instead a suggestion for the mod in general.

    I love this mod, but one of the things that can make me cringe is when I'm looking across the landscape and I know there is a settlement where I am looking but there is no full/distant lod. If this mod (and mods like Expanded Towns and Cities) could implement a distant lod strategy that minimizes the 'surprise' of a settlement popping into existence, I think the immersion and general realism of the awesome content added by this mod would be increased five-fold.

    When I talk about full/distant lod, the mod linked below will give you a general idea if you are unfamiliar. I can't play Skyrim without Grieche's mod. It makes the game look so much better.

    http://www.nexusmods.com/skyrim/mods/19446/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D19446%26preview%3D&pUp=1