[IDEA] Radiance: A Simple Immersion-Booster

Post » Mon May 21, 2012 7:13 am

Before I begin, a quick preface: If the CK were out, I'd be working on this right now. The only reason I'm marking it as [IDEA] and not [WIPz] is that I don't know how busy I'll be come January, and I don't want these ideas to go to waste if I don't have time to implement this myself.

Also, not all of these are my own. A big thanks goes to everyone in the thread for throwing in their 2 cents!

The Big Idea

This mod aims to address a common complaint in Skyrim: The game doesn't seem to react to many of the world-changing actions the player takes. That this is the case is baffling to me, as Skyrim introduces the fantastic Radiant Story system, in which many of the random events the player encounters are direct results of previous actions (Steal from that shopkeeper? Maybe they'll hire someone to rough you up!). What I'd like to do here is to make Skyrim just a little bit real by adding more Radiant events that are triggered by your actions in the various questlines.

This isn't intended to be a major overhaul project, as I simply don't have the time. I think more random world events will be relatively easy to implement and give us the most bang for our buck, so to speak. For a list of the random encounters in vanilla Skyrim, check out the http://www.uesp.net/wiki/Skyrim:World_Interactions.

Below is a list of encounter ideas, grouped by category. I've put each section in spoiler tags, in case you haven't done that content yet--I haven't finished the Thieves Guild, Bards College, or Imperial Legion quests myself, so I won't be including them at this time. This is an open discussion, so if you have any random encounters you'd love to see in-game, please post them here!

(Note that in all the examples, I use the masculine pronoun; in implementation, any radiant character could be male or female.)

Skills

Encounters based on your character's current skills:
Spoiler

Smithing Commission: A courier delivers a letter from an Aspiring Knight staying at an inn in a major city. He hears that you are a smith who rivals even Eorlund Gray-Mane, and wants to commission a Legendary from you. Go to him to either deliver the item or turn him down. Requires 80+ Smithing.

Enchanting Commission: Similar to the above, but the client wants an item with a specific enchantment. Requires 80+ Enchanting.

Injured Adventurer/Sick Farmer: While in the wilderness, encounter someone who needs healing. If you can't provide them with X amount of HP worth of healing, they will die. You can either use magic or provide potions.

Vampire

Encounters that only occur as a vampire:
Spoiler

Vampire Hunters: Vigilants of Stendarr attack you while you're in the wilderness. Their leader carries a note naming you as a suspected vampire.

Vampire Thrall: A youth approaches you, a self-proclaimed vampire expert (i.e., a fanatic) who claims to know what you are and demands that you turn him. You can deny it, turn him, or kill him (and replenish your feeding level). Turning him makes him a temporary companion, similar to the stray dog in vanilla Skyrim.

Civil War

Encounters related to the Civil War quests:
Spoiler

Skirmish: Until you complete the Civil War, have a chance to encounter a squad of 3-5 Stormcloaks fighting 3-5 Imperials.

Elite Agents: Agents of the other side will sometimes attempt to assassinate you. Only happens after you complete the battle of Whiterun, but before you finish the final battle.

Deserters: After the Battle of Whiterun, have a small chance to encounter deserters for either side. You can let them go, try to convince them to return to their side, try to convince them to defect, or outright kill them. After the final battle, only deserters from the enemy's side appear.

Fleeing from War: Chance to encounter Imperial civilians on their way back to Cyrodiil, trying to escape the hostility of the Nords. Only appears if Solitude falls to the Stormcloaks.

Affirmative Action: Chance to encounter Argonians and Dunmer on their way to Windhelm to rejoin their families. Only appears if Windhelm falls to the Imperials.

Dark Brotherhood

Encounters related to the Dark Brotherhood quests:
Spoiler

Deserters: With the death of the emperor, some Imperial Legionnaires will panic and leave the army, turning instead to lives of banditry.

Agents of Penitus Oculatus: With the death of the emperor, one of the Penitus Oculatus's new concerns is tracking down his murderer. Chance to be ambushed by their assassins.

Remnants of the Morag Tong: After joining the Dark Brotherhood, the player might be ambushed by members of the former Morag Tong. Searching these assassins reveals a note promising to destroy the remnants of the Dark Brotherhood before reforming the Morag Tong and restoring it to its former glory. (See the last paragraph of the http://www.uesp.net/wiki/Lore:Morag_Tong on the UESP.)

Reinforcing the Center: With the death of the emperor, you can now find squadrons of Imperial Legionnaires on their way back to Cyrodiil to secure the Imperial City against riots and political unrest.

Companions/Werewolves

Encounters related to the Companions quests:
Spoiler

Werewolf Hunters: Vigilants of Stendarr attack you while you're in the wilderness. Their leader carries a note naming you as a suspected werewolf.

The Silver Hand: After becoming a werewolf, members of the Silver Hand begin to hunt you. After the quest Purity of Revenge, they may carry notes ordering them to take revenge for the near destruction of their order. Because of this, they will continue to hunt you even if you're cured.

In Search of a Cure: If you cure yourself of lycanthropy, you might receive a letter from a Wandering Hunter who is in search of a cure for himself. If you decide to help him, you have to find him in the wilderness and bring him to Ysgramor's Tomb and help him defeat his wolf spirit.

Werewolf Skirmish: Have a chance to encounter a small group of werewolves fighting the Silver Hand. If you're a werewolf yourself, they may be friendly towards you.

Main Quest

Encounters related to the Main Quest:
Spoiler

Infighting: After defeating Alduin, you may encounter two dragons fighting each other for dominance.

The End Times: After defeating Mirmulnir, you have a chance to encounter a Dragon Fanatic in any city or town, who attacks you. He carries a note explaining that all hope is lost, and his only chance of survival is to side with the dragons.

Blade Initiates: After completing Alduin's Wall, you may encounter Blade Initiates fighting a dragon in the wild.

A Quick Breather: If you've defeated Alduin and spared Paarthurnax, you may encounter Paarthurnax taking a rest in the wild. He will change your meditation bonus for you if you ask him to.

Old Grudges: After completing Alduin's Wall, you may encounter Blade Initiates fighting Thalmor in the wild.

College of Winterhold

Encounters related to the College of Winterhold:
Spoiler

Synod Zealots: After completing Revealing the Unseen, you may be attacked by Synod agents who are convinced the College is up to no good.

Become a Skill Trainer: After becoming Arch-Mage, you may meet novice mages in settlements who want you to train them in a specific school of magic. You can accept and have a skill check against that school of magic, or decline and have a skill check against Speech. Failing the skill check will cause the student to slander the College; successfully training him nets you some gold.

Down with the Fraud: For each time you fail Become a Skill Trainer, you may be ambushed in the wilderness by rogue mages trying to dethrone the fraud Arch-Mage of the College of Winterhold.

Guardians of the Dead: After the Sarthaal quest, have a chance to be ambushed by angry Nords when leaving a barrow. They're sick of you College mages defiling their burial grounds!


Thieves Guild

Encounters related to the Thieves Guild:
Spoiler

Defend the Sepulcher: After completing Darkness Returns, have a chance to encounter a ghostly Nightingale Sentinel in the wilderness. The Sentinel will warn you that the Twilight Sepulcher is under attack by bandits, and must be defended. Return to the Sepulcher to defeat the bandits.

Miscellaneous

Encounters related to the various side quests:
Spoiler

Enemy of Stendarr: If you have collected more than 5 Daedric artifacts, have a chance to be attacked by Vigilants of Stendarr as a suspected Daedra worshipper.

Tavern Brawls: Have a chance to walk in on a brawl between Drunken Revelers when entering a tavern. Depending on how the game handles brawling, you may even be able to join in!

Vigilance: Have a chance to encounter a lone Vigilant of Stendarr traveling through the wilderness. You can persuade him to tell you where he's headed: A vampire/werewolf/conjurer's nest that he's planning to clear out. Doing so adds the location and a marker to your map.

Framed: If you are a character type that is unwelcome in a particular city (mage in Winterhold, Argonian/Dunmer in Windhold, Khajiit just about anywhere), have a chance of being approached by a guard just outside of town. The guard will claim that someone reported you for a crime, that they don't like your kind around here, and demand you pay a fine. You can use Speech to get out of it, or, if you're a VIP (town-friendly faction leader, Dovahkiin, etc.), you can turn it around on him and humiliate the guard for picking his target so poorly.


There's more to add, but I my train of thought was interrupted and I can't remember all of the encounters I had planned. Also, I couldn't think of anything related to the College of Winterhold that makes sense. I'm curious to see what else anyone has to add!
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Andrea Pratt
 
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Post » Mon May 21, 2012 5:04 am

Along with Vigilants, Silverhand should attack weres.
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Josh Sabatini
 
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Post » Sun May 20, 2012 10:11 pm

I was going to add them, but according to the UESP (Companions spoiler):
Spoiler
You destroy the Silverhands as part of the quest.

Perhaps they could hunt you up until that point, though. And the UESP could be mistaken; I can't remember myself, and frankly, the other guild quests I've done completely overshadowed the Companions to the point that it's a distant memory.

[Edited for clarity]
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Travis
 
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Post » Mon May 21, 2012 12:39 am

I guess you do. I haven't actually gotten that far yet. :blush:
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Matthew Barrows
 
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Post » Mon May 21, 2012 7:26 am

Overall I like the ideas. Just one quick thought:

I was going to add them, but according to the UESP (Companions spoiler):
Spoiler
You destroy the Silverhands as part of the quest.

Perhaps they could hunt you up until that point, though. And the UESP could be mistaken; I can't remember myself, and frankly, the other guild quests I've done completely overshadowed the Companions to the point that it's a distant memory.

[Edited for clarity]

Just because you "destroy" a faction doesn't mean every single person belonging to that faction is dead, it just means you destroyed the central leadership that was holding it together. So you can still logically get random encounters, just no more quests to kill Leaders, as they're all dead or missing. We could even change their name to "Former Member of [Faction]" or "[Faction] Survivor", etc.
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Scarlet Devil
 
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Post » Sun May 20, 2012 10:07 pm

That reasoning works for me. Added.
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James Shaw
 
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Post » Sun May 20, 2012 9:46 pm

Overall I like the ideas. Just one quick thought:



Just because you "destroy" a faction doesn't mean every single person belonging to that faction is dead, it just means you destroyed the central leadership that was holding it together. So you can still logically get random encounters, just no more quests to kill Leaders, as they're all dead or missing. We could even change their name to "Former Member of [Faction]" or "[Faction] Survivor", etc.
What about "Remnant" has a better ring to me. :shrug:

We have these in the real world btw.
Spoiler
Neo-nazis, for example
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Bryanna Vacchiano
 
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Post » Mon May 21, 2012 7:16 am

What about "Remnant" has a better ring to me. :shrug:

We have these in the real world btw.
Spoiler
Neo-nazis, for example
You just spoiled the real world for me!
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Michelle Smith
 
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Post » Mon May 21, 2012 4:59 am

Funny, a goodly number of these I was actually planning out for post CK work along with something else I'm working on... and a few things I hadn't thought of. :)

Great minds and all that. ;)

If not you, me, if not me, then someone else... most likely it'll be a ton of people doing something along these lines... I hope! The more the merrier! :D

Before I begin, a quick preface: If the CK were out, I'd be working on this right now. The only reason I'm marking it as [IDEA] and not [WIPz] is that I don't know how busy I'll be come January, and I don't want these ideas to go to waste if I don't have time to implement this myself.

The Big Idea

This mod aims to address a common complaint in Skyrim: The game doesn't seem to react to many of the world-changing actions the player takes. That this is the case is baffling to me, as Skyrim introduces the fantastic Radiant Story system, in which many of the random events the player encounters are direct results of previous actions (Steal from that shopkeeper? Maybe they'll hire someone to rough you up!). What I'd like to do here is to make Skyrim just a little bit real by adding more Radiant events that are triggered by your actions in the various questlines.

This isn't intended to be a major overhaul project, as I simply don't have the time. I think more random world events will be relatively easy to implement and give us the most bang for our buck, so to speak. For a list of the random encounters in vanilla Skyrim, check out the http://www.uesp.net/wiki/Skyrim:World_Interactions.

>snip<
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james tait
 
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Post » Mon May 21, 2012 6:10 am

This is exactly what skyrim needs; especially when traveling on foot. I fast travel because foot travel is often so uneventful and dull. I'd love to see the world with more substance and react more to what you've done. Very excited about the prospect of this mod!
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Alberto Aguilera
 
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Post » Mon May 21, 2012 6:34 am

I definitely like this idea. I'd like to suggest encounters that depend on you having a leadership position, such as for the Mages College, etc. Novice mages could approach you with gifts in exchange for some pointers, or perhaps some cocky mages could challenge your leadership. This should also require high skills in the relevant area, otherwise it would only serve to break down immersion even more.
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Quick draw II
 
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Post » Mon May 21, 2012 5:05 am

I definitely like this idea. I'd like to suggest encounters that depend on you having a leadership position, such as for the Mages College, etc. Novice mages could approach you with gifts in exchange for some pointers, or perhaps some cocky mages could challenge your leadership. This should also require high skills in the relevant area, otherwise it would only serve to break down immersion even more.
Yes! There was a request for giving different members of the Companions advice (and assigning shield siblings) once you've finished that questline.
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Scott Clemmons
 
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Post » Mon May 21, 2012 3:08 am

These are all awesome ideas!
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Eileen Müller
 
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Post » Sun May 20, 2012 10:21 pm

Good ideas!

Perhaps new members for the blades are recruited every now and then and they hunt dragons without you.
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Kitana Lucas
 
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Post » Mon May 21, 2012 1:34 am

These are all awesome ideas!

Agreed. I would love to have any/all of these added to the game.
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Anne marie
 
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Post » Sun May 20, 2012 9:05 pm

Very good idea. I'd love to see this in-game.

If I can throw a suggestion, specifically to the Deserters section of the civil war.

I don't think it should be limited to post war.

My brain-wave for the day: at some point during the war (after the Battle of Whiterun maybe?) you have a chance to encounter the deserters (on either side). If they're on your side, you have the opportunity to convince them to stay, kill them, or let them escape. If they're on the other side, you can let them go, convince them to outright betray their faction, and/or kill them. No need to make them all hostile. Just a thought! :smile:
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*Chloe*
 
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Post » Mon May 21, 2012 5:00 am

This...this I like
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ILy- Forver
 
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Post » Sun May 20, 2012 6:08 pm

I'd like to suggest encounters that depend on you having a leadership position, such as for the Mages College, etc. Novice mages could approach you with gifts in exchange for some pointers, or perhaps some cocky mages could challenge your leadership. This should also require high skills in the relevant area, otherwise it would only serve to break down immersion even more.
I like these, but I'm going to think on them to flesh out the details (or you can suggest the details, either way) before I add it to the first post. However, I personally think it's better for there to be no skill check in this case. In vanilla Skyrim, it's possible to become Arch-Mage with only the most basic understanding of magic; this is akin to faking it to the top, so to speak. If you're an Arch-Mage with no talent, why shouldn't cocky mages challenge your leadership, and maybe humiliate you in public? Bonus points if there's an option for persuasive characters to talk their way out of it without losing face.

Perhaps new members for the blades are recruited every now and then and they hunt dragons without you.
Added this one to the first post. After you complete the quest Alduin's Wall, you may encounter this.

If I can throw a suggestion, specifically to the Deserters section of the civil war.

I don't think it should be limited to post war.

My brain-wave for the day: at some point during the war (after the Battle of Whiterun maybe?) you have a chance to encounter the deserters (on either side). If they're on your side, you have the opportunity to convince them to stay, kill them, or let them escape. If they're on the other side, you can let them go, convince them to outright betray their faction, and/or kill them. No need to make them all hostile. Just a thought! :smile:
Modified the Deserters section based on your input. They start appearing after Battle of Whiterun for both sides, and you can try reasoning with them. After the final battle, though, deserters from your own side stop spawning or become very rare.

Hmm. I wonder how silent dialogue is handled in the CK...
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Tai Scott
 
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Post » Mon May 21, 2012 5:50 am

These ideas are fantastic! Maybe encounters like these will finally make it seem like the choices your character makes have an actual impact on the game world.
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john palmer
 
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Post » Mon May 21, 2012 2:46 am

I like these, but I'm going to think on them to flesh out the details (or you can suggest the details, either way) before I add it to the first post. However, I personally think it's better for there to be no skill check in this case. In vanilla Skyrim, it's possible to become Arch-Mage with only the most basic understanding of magic; this is akin to faking it to the top, so to speak. If you're an Arch-Mage with no talent, why shouldn't cocky mages challenge your leadership, and maybe humiliate you in public? Bonus points if there's an option for persuasive characters to talk their way out of it without losing face.

Good point! There should be separate dialog for a skilled and unskilled Arch-mage. Probably fewer students and more challengers that way. And of course, having Speech options to bluff is always good.
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Tyler F
 
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Post » Mon May 21, 2012 1:09 am

Man, I like this a lot! In fact I'd thought of some of these ideas, but some of them hadn't occured to me, mostly because I need to finish the quests first.
At OP: If you find the time to do this, drop me a PM if you need help with scripting and whatnot. If you don't have the time, I mighrt be tempted to do it myself.
Btw, you've motivated me to go and do the Thieves guild quests, haha.

Added this one to the first post. After you complete the quest Alduin's Wall, you may encounter this.
Spoiler
Or after you bring the 3 recruits to Delphine\or refuse to kill Paarth?

Oh, and another thing, if you win the Civil War as Stormcloak, Thalmor should become really rare, as well as increased Stormcloak patrols on the roads, and maybe some Imperial\Thalmor incursions at the border?
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Shaylee Shaw
 
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Post » Sun May 20, 2012 10:28 pm

I've already seen Legion/Stormcloak skirmishes.

I've also seen Thalmor/Stormcloak skirmishes.
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Izzy Coleman
 
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Post » Mon May 21, 2012 8:17 am

If you refuse to kill Paarthurnax, how about random encounters where you could find him sitting about in the world, taking a rest. I'm sure even dragons need to rest sometimes, especially when they're trying to start a new movement within dragonkind. You could talk to him to change your shout buff, and/or have him offer to take you somewhere (eg, the Throat of the World, various places in the different holds away from people).

Another idea: after being inducted into the Circle, you'll occasionally run into skirmishes between one or two werewolves and Silver Hand members. While you still have lycanthropy, there'd be a chance for the werewolves to be passive to you. Maybe you could also sometimes run into Aela hunting in beast form.

Also, personally, I don't think you should need to cure yourself to get requests to help cure random people. As long as you've already cured Farkas and Vilkas, I wouldn't see an issue with rumors spreading that you know of a cure. Though I think the cure should probably be changed, because running out to the middle of nowhere to get to Ysgramor's Tomb and fight a ghost wolf* will get old fast. This is also backed up in game, because using Ysgramor's Tomb was supposed to be a last-ditch effort in case Kodlak was dead before getting cured. For living people, the cure was supposed to be different.

Maybe after curing Farkas and Vilkas, you get an anonymous letter mentioning another way to cure lycanthropy, and after you check it out to see it's true (without having to cure yourself), then you start getting random requests for help.

* I also have to wonder why it's a ghost wolf you fight, and not a ghost werewolf. A werewolf is a daedra unto itself, which you take the form of during your transformation.
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Laura Tempel
 
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Post » Sun May 20, 2012 6:41 pm

Man, this all sounds awesome. I hope we get to see it made down the road, as Skyrim definitely could use more of these types of things. :D
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luis dejesus
 
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Post » Sun May 20, 2012 8:34 pm

Oh and I had another idea. How about Blade and Thalmor skirmishes? Or Thalmor attacking Sky Haven? Hmm, there's so much that could be done with the Blades, that it should be a seperate mod. Which maybe could be integrated into this.
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Angus Poole
 
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