Hey guys, a bit hesitant to post as I have made had several other WIP not pan out through the years due to my inability to manage my projects and a tendency to go over the top with planning, conceptualization and ideas, yet coming up short using the tools to execute most of my plans. The result is several incomplete mods and nothing to show for many hours of work. This is my first project in some time and already the progress towards a complete and well-integrated mod is much further along with the framework for the mod mostly complete I am busy fleshing out scripts to include the content i want to add.
Here are the core aspects of this mod:
Vampire Dust / Trophies as currency -
Rewards for this are centered around the supplies I feel are most critical to DG's content and will aid players of every level when progressing through the quest line.
As of Now
3 Vendor NPC accepting -
Vampire Dust x2 - 5 Steel Bolts x5 - Permanent Smithing XP Potion( +200xp) , x10 - Potion of Cure Disease
1 Vendor NPC accepting -
Corrupted Vampire Talisman ( Stendarrs Amulet w/ a Resist Fire Enchant) - These have a chance to be equipped/dropped by Master Vampires and "Boss" Level Vampires.
1x - 5x Exploding Bolts
Now I am working on adding other "vendors" to offer bigger rewards for larger quantities. Also, I would like to give each vendor 2-3 more amounts, with the vendor determining the type of reward and the number of dust that you choose to hand in will be responsible for determining the value/quantity of the reward. Possible rewards include Archery, Destruction, Illusion and Light/Heavy Armor XP Potions, Leveled Scrolls, Leveled Spell Tomes, Potions, Ammo, Ingots, and pieces of Enchanted Leveled Dawnguard Armor. Pretty much every DG NPC will offer a reward for returning with either Vampire Dust , a talisman or any other possible "trophy" items that seem appropriate.
Dawnguard Training Arena
I've got the concept all planned out and the arena interior cell completed, as of now its a door leading off of the main hall of the DG HQ. Having trouble spawning the npcs but the logic for what I want to include is all there. Essentially it breaks down to this....
- Pull Chain 1 - 1/Leveled Vampire/ Medium Difficulty Modifier
- Pull Chain 2 - 4/Leveled Vampires/ Easy Difficulty Modifier
- Pull Chain 3 - 6/Leveled Skeletons/ Easy Difficulty Modifier
- Pull Chain 4 - 1/Level +5 Master Vampire
- Pull Chain 5 - 2/Level +5 Gargoyles
Pulling multiple chains will unleash the associated combination.
1st Pull- Spawn the enemies behind a closed gate, after a delay(will have to determine this through testing) , the gate will open and the enemies will attack you. To end combat you must defeat the enemies or...
2nd Pull - Will disable the spawned enemies, either cleaning up the dead bodies or despawning the active enemies allowing. Resets and all enemies are available once more.
Minor Headquarters Improvements
- Changing up some of the lighting
- Added Weapon Racks
- Lore Friendly Decor
- Added a Library/Research Area
- Added Bookshelves
- Added and Armory w/ More Player Friendly Storage - Named Chests, better layout, more containers. (Basically what I'm saying is I added some new containers, they are named accordingly and the container is appropriately sized and place for what it should contain) . This new room is an appropriate last stop for the adventurer preparing to leave on a quest or venturing out for an extended patrol.
Not in Progress/Future Planning---
In Service of the Dawnguard
These are basically smaller planned enhancements with aims to make the DG HQ and the Vampire Hunter experience more interactive and involving.
-Night Watch
Phase 1 - Place an activator called Guard Post at defensable areas around the fortress, when activated it forces the player to wait 6 hrs.
Phase 2 - Following the scripts and concept used in the mod "Sands of Time", when the player is at one of these guard posts it will allow for the possibility of a vampire attack.
-Fishing
Taking advantage of the small fishing pool near the HQ and the Fish Barrel, the plan would be to manage the fish barrel the way one would manage the player in a basic needs mod. If the barrel is not kept full of fish, you and your fellow DG members will suffer from attrition and a decrease in their health pool.
-Meal Preparation
I've noticed that there are specific times when DG NPCs will gather in the main dining hall and eat a meal "together" the same way that the KotN would sit around and interact with one another. My idea is to determine this time and create a lore friendly activator which would work similar to the way the blessings shrines work but with some additional parameters. This would act as preparing a meal for your allies and give you and your enemies a buff similar to the one granted by the spells which increase health and reduce the chance that they run away. When the buff is active on the player and a nearby NPC the NPC will let you know that they enjoyed the hot meal.
-Spread the Word
Traveling around to inns and keeps to activate a signpost, serving as a way to spread word of the fight against the vampires. This one is waaaay down the line but, I could also see utilizing the quest design behind recruiting in the first few DG quests, to add new NPCs or give currents NPCs a new purpose as a Vampire Hunter.
Thats enough with ideas, I dont want to get carried away, but once I've gotten each stage of the mod to where I want it then I have some direction with where to take it next.
Please let me know if you have any ideas or any feedback to what I've got so far. I know its not much to look at =P.