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 So, the Creation Kit is out

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Algerin
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PostSubject: So, the Creation Kit is out   Sat Feb 11, 2012 5:09 am

What mods would you guys like to see? Right now I'm going through the tutorials Bethesda is putting up on Youtube and trying to get a hang of it. After that, I think I'm going to make a "Flavor Mod" focusing around unique locations. So far I'm thinking a giant camp somewhere with friendly giants that you can talk to and a chance to earn a scaled-down giants club(Basically a high power, reskinned mace probably). Another idea I had was a mud crab nest with a few different types of Mudcrabs and some interesting caves to explore. A final idea I had was a dungeon with only a single boss(A dragon, possibly) at the end but a massive dungeon leading up to it, with plenty of dead ends and unique traps( A spike trap that knocks you into a pit of water that you have to find an alternate way out of for example). Clever use of shouts, magic and such will also allow you to take alternate routes or skip parts of it depending on your specialty as well.

Finally, I want to expand the cities. Whiterun for example is a center of trade and commerce yet it only has three shops, two inns and some stalls. My plan is to make it much bigger, with shops and warehouses built into the walls, stalls taking up ever available inch of space, vendors that have rented a table at the inns to display their wares, lots of boxes and crate and carts scattered about. I also plan to maybe add a faction or two(Smugglers and the Trade Guild). The Smugglers would be all about smuggling rare/magical items into and out of the city to various shady merchants both in Whiterun and to other spots around the map. To accomodate them, most shops along the walls will have acsess large, sneaky warehouses, the wall, back alleyways, and to two new levels beneath Whiterun: The Aquaducts and the Whiterun Caverns. If you're skilled at stealth you could sneak in and out of the city through these routes without being spotted by anyone.
The Trade guild would be much different then that. It would be more Speech skill/Dialogue based. Missions would revolve around Finding investors, picking out what goods to sell and where to import them from to make profit, finding guards to protect your caravans and stores and such. Joining the Trade Guild is a good way to earn money, and you could even choose to support or crack down on the Smugglers. I would make each questline rather long though, simply because I felt most guilds in Skyrim were far too short.
Finally, to make the city really feel alive I would add dozens of NPC's wandering the city. Drunks, Stormcloaks, Imperials, Regular citizens, mercanaries, Merchants, Thieves, Fortune-tellers, shop keepers, and more would all make the city appear much more alive and inhabited, even if many didn't have lines.

What do you guys think? Ideas? Suggestions for other cities?
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PostSubject: Re: So, the Creation Kit is out   Sat Feb 11, 2012 8:48 pm

I remember one of my all time favorite mods in Oblivion made NPC's dance while the song 'What is Love' played, and there was smoke and lights and other nifty things going on. The other was a mod that allowed alternate entrances to cities using epic parkour skills.

So the Smugglers Guild is basically right up my alley. Heh. I think you'd definitely have to take advantage of Dawnstar. It isn't very populated, and an excellent port. Or even a little ways away from Dawnstar [looking at my map there's a nice nook along the coast to the west of it would seem like a good place for smugglers to hide out in.] For the inner cities another good base seems to be Lake Inilalta [just north of Falkreath].

I do like the idea of the Trade Guild too, cities like Markarth and Solitude seem to fit for it, with all the awesome business opportunities happening around them.

But yeah, your ideas are totally awesome. ^^

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PostSubject: Re: So, the Creation Kit is out   Thu Feb 16, 2012 2:00 am

I want to see some kind of mod that lets you run a shop. Random thieves come to steal your goods right under your nose. Employ people to run the shop when your off adventuring, watch suspicious people, or just to talk too. And the employed people can also be the thieves like in the quest for Oblivion, in Anvil.
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PostSubject: Re: So, the Creation Kit is out   Mon Feb 20, 2012 6:09 pm

I also think a gallows would be interesting to see throughout cities. If they have executioners they should have gallows.

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PostSubject: Re: So, the Creation Kit is out   Sun Feb 26, 2012 2:30 am

ashxombie wrote:
I also think a gallows would be interesting to see throughout cities. If they have executioners they should have gallows.

Maybe they should...... Still want to be able to run a shop Razz. I would like to see something to do with building. Remember in Oblivion where you help these group of people with their problems and come back in a week or two they finished building a home. I want to see them do the building and actually help them also.
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