I’ve been working with several editors – notably the Electron Toolset for NWN2 – but TESCS is my first one that actually implements content into a whole Vanilla world, ready to collide with lots of things in many ways, which is a little intimidating.
Therefore the top priority of my first mod is, that the content bonds clean and bugfree with Vanilla and that it is actually useful for the player.
What I dearly missed throughout the first run myself, where places to sleep (for levelling up) and store my booty (so I could go back into that Ayleid Ruin without having immersion-breaking fast-travels every 15 minutes). And now it took me a whole hour to find a player home mod, that just offers a bed and safe containers without any other (uber)features - so I decided to make a small mod for both.
After doing the “First Dungeon Tutorial” my head is already spinning and before I decide to reserve the next 10 weekends for modding, I would like to present my technical concept and ask for some feedbacks about any flaws or no-gos.
General idea:
Derelict huts, caves and other small interiors strawn across the map for the player to stumble across, which can be used as his house. The design makes it clear, that someone had been living there, but the place is long derelict. None of these places will make the player say “Wow – a free superduperhouse!!!” but rather “I’ve seen worse….but not often. Anyway, its good enough for a few days while I explore these nearby ruins”
Features:
All places have a usable bed and at least one safe container. There are only a few items to be found, which are logical and convenient. A few coins, arrows, ingredients (but no fresh food) and junk items that are either worth 0 gold (so the player is not going to burden himself with a used pickaxe) or weigh 0.0 to 0.1.
Placement:
Not in sight of any roads and not to be seen from other map markers. No old overgrown paths will be created to avoid mod conflicts. Instead “breadcrumbs” will be used to lead the player there, like harvestable plants or larger junk items (where appropriate). An occasional grave or broken wagon maybe, but no cluttering the landscape with skeletons and bodies.
Informing the player, that this actually IS a usable house with a safe container:
Keys are generally avoided, because imo there are already too many of them for the player to carry around. Also NPCs telling each the story of one of those places would clutter up the landscape (and be a lot of work if done properly). Instead instant quests are used.
Example: The player comes across a small shack. When he approaches the door he walks into a trigger that starts a quest called “The Derelict Shack” and gives a pop-up saying something like “The door is not locked and no sounds are coming from inside. Maybe I should have a look.” Inside is another trigger in a far corner of the room which solves the quest and gives a pop-up saying something like “This place has not been used for a very long time. I can claim it my own and stay here for a while (This is your house now, you can sleep here and use the containers to store items)”
After finishing this, the next step will be to create another bunch of derelict places, that are tied together by a story that creates a single quest and another bunch of slightly better-looking places that can be earned through individual quests.
Any feedback is appreciated (and thanks allready if you actually did read through the whole bunch of text)
Edith thought I should try to adapt my word.doc copy/pasted text into something more similar to the standard font & colour and that I also should tell you this->
DISCLAIMER: I posted exactly the same on another TES CS forum too, because I don't think the registered members are identical everywhere - and I need all the feedback I can get, before I decide to put every other hobby aside for a couple of months. I hope this is not frowned upon in the Oblivion community.