[RELzWIPz] Hunting in Skyrim - Thread #2

Post » Tue Oct 23, 2012 5:10 am

There is still a mod working on Solstheim, so not sure about that....

the only i know that is not of the link i posted in on the dark creations team that is rebuilding all of Tamriel in Skyrim's engine, maybe join them to populate the island and the rest of tamriel with hunting quests? :biggrin: *a man can dream right?*
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Ray
 
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Post » Tue Oct 23, 2012 12:36 pm

Thanks for the thoughts, but I'm going to go with somewhere that A hasn't been done yet, and B something I make myself :)
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Rex Help
 
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Post » Tue Oct 23, 2012 9:49 am

Thanks for the thoughts, but I'm going to go with somewhere that A hasn't been done yet, and B something I make myself :smile:

That`s the spirit, me boyo!

Haldir
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Roberta Obrien
 
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Post » Tue Oct 23, 2012 6:13 am

Lol thanks :P

Let's talk quest requests people. What sort of quests are we looking to see for the Guild? :)
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Alister Scott
 
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Post » Tue Oct 23, 2012 2:42 am

Me personally I would love to see something along the same lines as phoenix1213's Integration: The Stranded Light where nothing is at all obvious and one hase to use his own brain to work and figure things out but obviously converted to the world of hunting...I never did finish that mod come to think of it :dry:

No quest markers, no map markers no nothing, just hints and clues on how to reach and succeed in your task. Having to talk to NPCs to gather information and they can give directions referring to land marks and POI that way you the player would be forced to use your hunters instinct and knowledge of the terrain :)

Another thing that would be nice is if you could go out with hunting parties but you are the follower and not the leader, would be quite a good way to build up on experience.

Again all sounded good in my head so thought I'd share :)
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Avril Churchill
 
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Post » Tue Oct 23, 2012 12:41 pm

Hi Da,

well, you have a request/idea above... To flesh it out:

- hunters are stealth specialists. So a mission type could be to gather intelligence(inclusive of infiltrating the baddies) for the jarls re big scale illegal activities concerning natural resources/other suitable offences like vampirism and the like. And participation on voluntary individual basis in putting an end to those in collaboration with the hold guards. The Guild should remain neutral re Civil War as I see it though, they being an all Skyrim organization.

- actually intelligence gathering is something singularly suited for such a guild, come to think of it. Private eye jobs seem OK, something like disclose cheating spouses, find someone or something(like a vampire/with sanctuary/coven whatever) and similar...
And not necassarily participating in the elimination part if such is called for. There could be cutscenes where a bunch of baddies are carted off to execution with the populace jeering and throwing poo at them, while praising the intrepid Hunters Guild and Town Guard.

Rgds, Haldir
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Kristian Perez
 
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Post » Tue Oct 23, 2012 10:21 am

So actual quests that aren't the expected "Hunter" type quests? That's an interesting spin on it. The Guild could become much more than what I originally envisaged I suppose.
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Francesca
 
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Post » Mon Oct 22, 2012 9:02 pm

Lol thanks :tongue:

Let's talk quest requests people. What sort of quests are we looking to see for the Guild? :smile:

In Nehrim at fates edge, when you reach the first village and enter the chapel (the hometown of your character who was an acolyte in the chapel) you are approached by another acolyte that says he hears a monstrous boar roaring close to the village every night and no one believes him, and that this boar is making him crazy, than he ask you to come hunt the boar with him, if you accept, when you leave the chapel you are approached by a local hunter who says that the acolyte is just crazy and he made sure that there is no boar close to the village, he then ask you to come with him if the PC want a real hunt, to hunt and kill goblins who are really threatening the village and had established themselves in a old mine/ warehouse by a riverbank close to the village, i have only did the hunter side of the quest, when you approach the riverbank with him he give you a explosive and tell you to place it inside the warehouse to collapse it and trap the goblins to death inside or you can just go there and kill them all (which is allot harder), if you succeed he teach you a few tricks about hunting and shooting with bows, it's an unusual and funny quest with a nice conversation along the way but too short, we should have more interaction with the hunter after it (he just becomes available to buy and sell hunting items, bows/arrows and hunting books), in Skyrim, this kind of quests with various choices, creativity and with an mentor from the guild that the player get attached throughout the storyline would be awesome :biggrin:
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bonita mathews
 
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Post » Tue Oct 23, 2012 12:50 pm

Well the first quest for the Guild (1st real quest, in Whiterun) is complete. Let's just say it pays homage to the Fighters Guild of the past ;)

So I'm working on the initial quests to gain Jarl approval and commission. That idea from Nehrim sounds really interesting, and is similar to something else I'm working on, so maybe I can take some inspiration from that quest :)

Somehow I've started this Hunting Guild as a series of quests, it's just the way it's worked out. The first being called Guild Beginnings. These are the first 4 quests you do for the Guild, currently featured in 1.2.1. The second phase, which I'm working on now, is currently unnamed, but will follow suit. These will be the quests that give the Guild it's feet, if you get what I mean.
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Bek Rideout
 
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Post » Tue Oct 23, 2012 12:33 pm

What I'm also planning on doing is having some low-level quests available, for a player who hasn't gotten far in Skyrim yet. These will be conditioned to only show for that reason. That way, hopefully, a new-game player will have the opportunity to increase their skills etc, whilst not giving a character who's done a lot in the game quests that are too boring.

Not for every quest or Guild stage, just a few parts. I think that's a good idea.
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Markie Mark
 
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Post » Tue Oct 23, 2012 8:59 am

So actual quests that aren't the expected "Hunter" type quests? That's an interesting spin on it. The Guild could become much more than what I originally envisaged I suppose.

Hi,

these are very much "Hunter" quests only the prey is not what might be expected first hand. Not everyone likes, or rather wants to know what or who you are hunting see...

Rgds, Haldir
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Mizz.Jayy
 
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Post » Tue Oct 23, 2012 3:54 am

Hi,

these are very much "Hunter" quests only the prey is not what might be expected first hand. Not everyone likes, or rather wants to know what or who you are hunting see...

Rgds, Haldir

Yea I see :) I'm going to write out some quests this weekend, and then start making them.
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Steve Smith
 
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Post » Tue Oct 23, 2012 3:09 am

How does this sound for a legendary creature quest?

The animal is very large, and so it's skin is too thick for regular weapons/spells to be effective. So you need to obtain a special poison only a master alchemist can create. When you have it, you force it down the animal's throat, and moments later, it's insides explode, ripping it apart from the inside. It's risky getting so close to it, with the damage it can cause you have to be quick.

Sound fun? :)
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Matthew Barrows
 
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Post » Mon Oct 22, 2012 11:16 pm

That sounds good to me, anything other than HIT IT TILL IT DIES is good.

Can I make a suggestion for the first quest - now that's the only one I've done so far, but it took me friggin forever to find what I needed to activate to trigger the spawn. Shouldn't the wolf appear as soon as the quest activates? I ran around the whole area (bandit camp to embershard mine) looking for that damn wolf to no avail.
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Chad Holloway
 
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Post » Tue Oct 23, 2012 2:13 am

One thing that I'd like to throw in the ideas mix: http://www.uesp.net/wiki/Lore:Hircine

Not got any details yet on how you could include him exactly, but the daedric prince of the hunt surely deserves a mention at one point?

- Hypno
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Claire Jackson
 
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Post » Mon Oct 22, 2012 11:04 pm

That sounds good to me, anything other than HIT IT TILL IT DIES is good.

Can I make a suggestion for the first quest - now that's the only one I've done so far, but it took me friggin forever to find what I needed to activate to trigger the spawn. Shouldn't the wolf appear as soon as the quest activates? I ran around the whole area (bandit camp to embershard mine) looking for that damn wolf to no avail.

Spoiler

The quest marker points to the animals recent kill, and then blood trails lead up the hill. At the final one on the path, to the right is a dead farmer. That's where the wolf is, in that near vicinity.

I thought it was pretty easy to follow, like bread crumbs.


One thing that I'd like to throw in the ideas mix: http://www.uesp.net/wiki/Lore:Hircine

Not got any details yet on how you could include him exactly, but the daedric prince of the hunt surely deserves a mention at one point?

- Hypno

Yea I'm going to do something with him :) with it being part of real lore I'm waiting until something comes to mind that's actually really good :)
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Alan Cutler
 
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Post » Tue Oct 23, 2012 12:03 am

Sounds good, although what would you think of instead of forcing the poison down it's throat (because if this creature is as large and powerful as you say they we shouldn't be able to get close to it) it's skin can only be pierced with a "legendary" arrow? The master alchemist would still be required bit this time creating a potion giving you the strength to fire the arrow with enough force behind it to give it that extra umpth. As for the arrow itself, that could involve the college of Winterhold seen as they have knowledge on pretty much everything and maybe also having to be crafted at a special forge, perhaps the one under the college (though that's not a proper forge) but yeah something along them lines?
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Wayne W
 
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Post » Tue Oct 23, 2012 2:55 am

How does this sound for a legendary creature quest?

The animal is very large, and so it's skin is too thick for regular weapons/spells to be effective. So you need to obtain a special poison only a master alchemist can create. When you have it, you force it down the animal's throat, and moments later, it's insides explode, ripping it apart from the inside. It's risky getting so close to it, with the damage it can cause you have to be quick.

Sound fun? :smile:

Hi Da,

yes it sounds fun. However I`m not a suicidal hunter so I`d suggest baiting the creature to eat the poison. We can`t have another touch the bait so the mission might be to enter the lair of the victim to be and place the thing there undiscovered. If discovered the suspicious no longer victim won`t touch what`s served.
So in case of being discovered the player must run away and try again.

Rgds, Haldir
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Taylah Haines
 
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Post » Tue Oct 23, 2012 11:34 am

What if I have more than one way to complete the quest, give the player some choice, depending on how they want to play. For example, going off Haldir's idea, you could give the poison to say a dog, as a sort of live bait. Animal eats dog, win. Also, the option to use an alchemist, or have the college create an enchanted arrow like oxide said (taking inspiration from the Thieves Guild quest in Oblivion, fantastic quest by the way).

I love talking ideas like this, they're always welcome guys :biggrin:
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Amy Siebenhaar
 
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Post » Tue Oct 23, 2012 10:30 am

Thieves guild quest is another one I didn't finish in oblivion...think I might have to go back come to think of it...still got Morrowing installed and waiting as well :dry:
But yes multiple choices is always a good thing, not sure how much extra work it would give you though but is there any chance on the possibility of consequences depending on your choices?
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Len swann
 
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Post » Tue Oct 23, 2012 2:32 am

Thieves guild quest is another one I didn't finish in oblivion...think I might have to go back come to think of it...still got Morrowing installed and waiting as well :dry:
But yes multiple choices is always a good thing, not sure how much extra work it would give you though but is there any chance on the possibility of consequences depending on your choices?

Ah you see mate, there wouldn't be much point of choice without consequence ;)

For example, a small one may be if the player involved the college, maybe that opens up some quests for those guys. Or something bigger perhaps. I'll have a think, but post any other suggestions you may have :)
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Honey Suckle
 
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Post » Mon Oct 22, 2012 9:49 pm

...For example, a small one may be if the player involved the college, maybe that opens up some quests for those guys. Or something bigger perhaps...

I like that. Makes sense that the new guild on the block would try and craft a relationship with the more established guilds. Perhaps at a later stage, the companions make contact to use the hunting guild's tracking expertise for [reasons not yet thought of]?

- Hypno
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Sammie LM
 
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Post » Tue Oct 23, 2012 9:43 am



I like that. Makes sense that the new guild on the block would try and craft a relationship with the more established guilds. Perhaps at a later stage, the companions make contact to use the hunting guild's tracking expertise for [reasons not yet thought of]?

- Hypno

Yea I like that to mate. There may even be magic abilities or weapons etc available as rewards if you do some stuff for the other Guilds. Could open up some dynamic content which is a focus of mine, again tailoring the experience to each player.
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Jinx Sykes
 
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Post » Tue Oct 23, 2012 8:22 am

Video showing a cool kill tracking system I've created for a quest I'm working on - http://www.youtube.com/watch?v=lvepV5IIUlI
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abi
 
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Post » Tue Oct 23, 2012 10:37 am

Hi Da,

abt. building relations with other guilds/factions it′s best to realize that these might be or become hostile...
And the other way round too of course.

Rgds, Haldir
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Daramis McGee
 
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