[REQ/Idea] Bounty Board!

Post » Fri Feb 04, 2011 10:38 pm

As I was clearing some caves and smacking goblins, I realized how much better would it be if I had a quest to clean this cave instead of just going in randomly and reducing goblin population. After a while that spark transformed to much larger idea: Bounty Boards!
Many games have bounty boards, and I feel that they would fit perfectly in Oblivion. Every city would have it's own board with it's own quests.
Quests would be of simple nature, for example: "Town alchemist insert-name-here requires 10 goblin hearts urgently! Please deliver them to me as soon as possible. Reward: 100 gold.".
No need for voice acting or complex scripts, just one board and lots and lots of quests.
Board would be a container which would have 3-5 letters(quests) at a time and it respawns like regular containers with 3-5 different letters from, let's say, 250 possible ones.
Quests can include either bringing ingredients, killing specific creature, delivery, acquiring certain item/artifact and so on.
While I have the idea, I do not have necessary skills to create this mod so I'm looking for a modder who has enough time to make this. As I have limited knowledge of coding and my CS skills are rusty, I would be more then happy to support modder with ideas and texts for quests.
Chewu
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Hayley Bristow
 
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Post » Fri Feb 04, 2011 8:07 pm

This is a good idea because it would help the player maintain interest in the game because it would add something new each time you play.
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Lyndsey Bird
 
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Post » Fri Feb 04, 2011 3:37 pm

Perhaps something like this?

http://www.tesnexus.com/downloads/file.php?id=23278

Little known, but it never leaves my load order, even though I seldom play the mod.

Edit: Upon reading some comments on the mod, I seems as of the author has given permission to anyone to edit and alter it. Perhaps someone wants to expand on this, say, adding boards to all major towns.
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maya papps
 
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Post » Fri Feb 04, 2011 7:02 pm

Perhaps something like this?

http://www.tesnexus.com/downloads/file.php?id=23278

Little known, but it never leaves my load order, even though I seldom play the mod.

Edit: Upon reading some comments on the mod, I seems as of the author has given permission to anyone to edit and alter it. Perhaps someone wants to expand on this, say, adding boards to all major towns.

This looks great, I wonder why it isn't more popular. Let's hope someone picks it up and expands it, but for now I'm more then happy with this.
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Ella Loapaga
 
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Post » Fri Feb 04, 2011 3:14 pm

This looks great, I wonder why it isn't more popular.



You are right, one would expect this to be more known. I got to try that mod next time...yeah i wrote next time, it would not fit my current char. (She would not bother with jobs like this. She is more :chaos: )
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Anthony Santillan
 
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Post » Fri Feb 04, 2011 2:10 pm

I honestly just use it for the ambiance, along with gecko merging it with some others so it doesn't waste space.

I'm sure it's fun down the road though, or perhaps with a new character in an ultra deadly set up.
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Mel E
 
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Post » Fri Feb 04, 2011 5:21 pm

I definitely like the idea; this was one of the more "fun" aspects, I thought, of Final Fantasy XII. I'll have to check that mod out :)

I really like any mods that add super-challenging enemies...with my current character, no current enemies are much of a challenge even on 3-5x difficulty :)
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Mandi Norton
 
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Post » Fri Feb 04, 2011 6:01 pm

As I was clearing some caves and smacking goblins, I realized how much better would it be if I had a quest to clean this cave instead of just going in randomly and reducing goblin population.
Not exactly what you're thinking of, but my http://www.gamesas.com/index.php?/topic/1138371-relz-enhanced-economy/ mod has Merchant Quests. In each city you'll find 4 or more merchants that will give you a quest each, and the quest is to search for a missing item in one of 2-3 of the vanilla dungeons that otherwise see no quest action. The actual placement of the quest item for each merchant is randomly determined between the possible dungeons and between the possible containers in the dungeons, though containers further in has a larger chance of holding the item.

So with Enhanced Economy's merchant quests you get a good reason to search those dungeons.
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Lily Evans
 
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Post » Fri Feb 04, 2011 5:45 pm

Not exactly what you're thinking of, but my http://www.gamesas.com/index.php?/topic/1138371-relz-enhanced-economy/ mod has Merchant Quests. In each city you'll find 4 or more merchants that will give you a quest each, and the quest is to search for a missing item in one of 2-3 of the vanilla dungeons that otherwise see no quest action. The actual placement of the quest item for each merchant is randomly determined between the possible dungeons and between the possible containers in the dungeons, though containers further in has a larger chance of holding the item.

So with Enhanced Economy's merchant quests you get a good reason to search those dungeons.

I already have that and it's great. With Merchant Quests and Random Tasks, I pretty much got what I wanted but there's always room for improvement ^^.
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hannaH
 
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Post » Fri Feb 04, 2011 9:46 am

Your original post is great. But I can see some conflicts with that idea. OOO, MMM, Anything that changes the default IDs of creatures, or alters the areas where you'd complete these quests. Ya know? I'd love something like this. But I can see compatibility patches being needed.

I'd love something like this. And something to be thought out this well. Random tasks does look good. But purrhaps the original post describes what would be best. I like the idea of each town needing requests fulfilled. I can see the counts of the town thinking up and posting these on a board. Like caves becoming a threat, or goblin clans advancing in power or something. I'd do this if I actually knew how to mod/had the time.
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Danii Brown
 
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Post » Fri Feb 04, 2011 12:18 pm

Thanks for giving that link...I had never even known this mod existed.
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Daniel Brown
 
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Post » Fri Feb 04, 2011 6:34 pm

Your original post is great. But I can see some conflicts with that idea. OOO, MMM, Anything that changes the default IDs of creatures, or alters the areas where you'd complete these quests. Ya know? I'd love something like this. But I can see compatibility patches being needed.

I'd love something like this. And something to be thought out this well. Random tasks does look good. But purrhaps the original post describes what would be best. I like the idea of each town needing requests fulfilled. I can see the counts of the town thinking up and posting these on a board. Like caves becoming a threat, or goblin clans advancing in power or something. I'd do this if I actually knew how to mod/had the time.

I don't think original ID changes, for example you can use player.additem vanillaid and get that item with stats of OOO/FCOM or whatever mod changed it. The problem would be making it work with new items, but even if it's still with just vanilla stuff it would be great. There's enough misc items and ingredients for hundreds of quests so support for new items might not be needed for long time.
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Danielle Brown
 
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Post » Fri Feb 04, 2011 1:29 pm

Your original post is great. But I can see some conflicts with that idea. OOO, MMM, Anything that changes the default IDs of creatures, or alters the areas where you'd complete these quests. Ya know? I'd love something like this. But I can see compatibility patches being needed.
If done in creative ways through scripting, it can be done without having any conflicts with other mods. My Merchant Quest feature in Enhanced Economy randomly decides to add the quest item to a container the moment you activate the container, thus it does not at all modify the area or anything inside it. It would similarly be possible to move creatures/bandits to specific locations in cells the moment you enter the cell, without at all modifying the cell.
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Emily Rose
 
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Post » Fri Feb 04, 2011 11:36 pm

I found that mod using this nicely compiled list, though it's a little old now, and some links no longer work, or the mods have been taken down.

Still a ton of gems in it though that I found can really flesh out those otherwise little thought of areas in the game.

http://www.gamesas.com/?showtopic=931523&hl
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GLOW...
 
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