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Post by ghastley on Aug 14, 2017 14:13:11 GMT
I have a number of pieces that I've developed for a character that all have a related theme. Short spears that act as long blades (biased to thrust damage) but increase Spear skill, via stat swap script. Clothing items for the spear-wielder. The shield is scripted to allow Block use, but be neutral to the Unarmored skill, even though it's technically an Armor item. A home in the grazelands. What I'm looking for is ideas on how to tie these together. Companion mod? Player home and NPC that sells the gear? Quest?
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Post by keving on Aug 14, 2017 19:10:00 GMT
I like the idea of the short spear and shield arrangement. If you wanted to introduce the items early in the game for use, add a companion, but not make the companion too powerful and still delay a quest, you could have a child companion with limited belongings meet the PC in Seyda Neen. The child could have gone in search of help with his/her parent, but the parent died and no one will help.
That way you have a quest, a not too powerful companion, and access to the items early on. The child could be willing to follow the PC for as long as necessary because there isn't any other option.
If you wanted the quest to be isolated, you could put it on a tropical island, with a volcano, shipwrecks, cannibals, pirates, a temple, whatever.
Just an idea. If possible, I would recommend a new area, new NPCs, a weaker companion (young, old, or someway enfeebled) who needs protection, a quest, and the new items.
Anyway, good luck! I wish I knew how to mod! I am starting to read up on the topic, but it is slow going!
Thanks!
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Post by jgf on Aug 14, 2017 23:08:19 GMT
There is a mod - "Travel Tent", I believe (maybe "Portable Yurt", I've used both) - which gives you a tent like that which can be carried in inventory, set up almost anywhere, has storage, a working bedroll, and protection from wandering enemies. Coupled with NOM - for campfires and cooking - it's a nice addition (I just wish companions were NOM compatible).
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