I like Option #3, looks the least intrusive. Having hunters wandering your backyard is kinda creepy, just as creepy as the necromancer. Why are those stone monoliths there? Who carved them, what did they make them for? Are my kids going to split their heads on them while playing in the backyard, or when walking down to the lake? Not if Mama SC has anything to say about it. Now it's just a clean, natural looking unsuspecting patch of grass. AS IT SHOULD BE.. Unless you don't have kids, then you know, hunt, or monolith dance as much as you like.
It would be cool to add some kind of simple quest to get rid of it. Say, you talk to the Jarl of Falkreath and say something like "Necromancers frequent near my home. I want them gone." And the Jarl would give you a bounty letter to kill a den of necromancers in a random cave or ruin like a radiant quest. After you clear them out, you can tell the Jarl "I want the necromancer's altar removed from my property" and he will have it removed for a fee.
Alternatively you could ask to remove the necromancer's alter and either pay to have it removed or clear out a den of necromancers in exchange for having it removed. Something like that. Then you could somehow choose to have one of the 3 options to replace it, like have it be part of building the house there. You could leave it blank, make the alchemy garden thingy, or sort of "invite" hunters to camp near your land.
The quest integration is a good idea but it may break immersion due to the absence of dialogue (voices). I think it's more appropriate to make something like after building enough parts of the house you may receive a letter from the jarl's steward about the conjurer's altar. Then asking your own steward to remove the altar for xx gold.
However, I think it's not possible to add all propositions in a same mod because the landscape would need to be the same for the 3 options. (The dialogue option could only enable physical objects, but cannot enable different landscape, grass & ground textures for example.) And between the 3 options, the landscape is drastically different.
Hmm I'm not sure I understand but I guess you're saying that changes the game can make to itself via dialogue is limited compared to a full-blown esp change?
As for the dialogue I was thinking you could repurpose existing dialogue with basic phrases or something. I'm not sure how quest or script mods work so I was just spitting out ideas.
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This should help
Alternatively you could ask to remove the necromancer's alter and either pay to have it removed or clear out a den of necromancers in exchange for having it removed. Something like that. Then you could somehow choose to have one of the 3 options to replace it, like have it be part of building the house there. You could leave it blank, make the alchemy garden thingy, or sort of "invite" hunters to camp near your land.
However, I think it's not possible to add all propositions in a same mod because the landscape would need to be the same for the 3 options. (The dialogue option could only enable physical objects, but cannot enable different landscape, grass & ground textures for example.) And between the 3 options, the landscape is drastically different.
As for the dialogue I was thinking you could repurpose existing dialogue with basic phrases or something. I'm not sure how quest or script mods work so I was just spitting out ideas.