Could you.... make like a s#*! load of these? lol Just unique little caves all across Skyrim and have them set up as radiant locations. I'd actually prefer you just use predator spawn markers instead of hand picking creature spawns like you did with bears here but thats personal preference. There are F***king like no slay beast locations in Skyrim for Notice Board and Missive. I think the most a hold has is 4 and most holds have 1 maybe 2 which makes it supppper tedious and boring if you focus on killing creatures and not bandits. I really liked this little cave, it was simple, small, nothing extra. Could use with a bit more story telling in the decoration but all in all, a solid addition. Like I said though... please make a f***king a** load of these all around Skyrim pleaasse lmao.
Just FYI, since you add a location to the DeadMansRefugeExterior cell, I'd recommend adding the C.Location Bash Tag to the description of the main plugin. You can do so within Wrye Bash or by adding this line to it:
Tried this mod today on the Xbox, nicely done! Small cave but good little story, it felt to me as if it belonged to the vanilla game. Looking forward for more mods from yours :)
I love mods like these! Great job! The cave flowed naturally, the journals were well-written and simple, and the intent of the mod comes across clearly. It would be awesome to see a mod featuring tons of these new areas that can act as radiant quest locations, each with their own little story. Vanilla+ content at the level of quality of the vanilla game is always welcome. I did have two questions about the mod, if that's alright: first, the merchant's journal mentions guards however we only see the body of one guard. Are the multiple bones supposed to be the other guards? And second, the guard's journal mentions that the merchant barricaded himself in the room with all the supplies, however there seems to be no evidence of a barricade, besides that wooden waist-high fence. I was just wondering. Endorsed!
Thank you for your kind words. To answer your first question - yes, the bones are supposed to be the remains of the other unfortunate guards. The only (story) reason for why the two corpses have not been eaten is that they are in areas that the bears can't reach. As for your second question, I agree that the whole barricade part could use some work. I really only put the fence there to stop the bears from glitching out in the doorway but tried to work it into the story anyway. But yes, the fence is supposed to represent a barricade.
Aha, I see. My first thought when I read about the barricade was that the merchant probably used all the supply boxes and barrels to barricade himself in there, so I was expecting to see toppled over boxes and barrels at the entrance to his little antechamber, and was just a little confused. Interesting! Are you planning to make any more mods like these (or at all, really)?
I'm quite busy at the moment but I would like to make more mods like this, yes. I quite enjoyed the dungeon-building process and I'd like to make more vanilla-style self-contained stories like this one. Without saying too much I did recently throw together a larger dungeon using the ice cave tileset. No guarantees but my next mod will probably be something like that.
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{{BASH:C.Location}}