Well, the first thing I actually finished was to fix the saddlebags seen on the horses so that they were useable but, seeing as it's already been done, I'm not in a hurry to release my variation on the theme.
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I'm currently working on a player abode located in my favorite place; the shire of Riverwood (actually, right on the edge, just off Riverwood path). As a rule, I'm keeping building profiles below the ridge-line which will save on all the DDT required to make the LOD work - not to mention that the fact that the folks originally connected with the structures aren't exactly local and would be angling for a low profile - no pun intended. For me, the major goals of the mod are:
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- Somewhere pleasant and versatile to return to.
- Something to take care of sorting out all my junk between trade runs
- Realistic acquisition issues - which means there will be a quest or two
- Slightly more realistic maintenance and occupancy issues - which means ... ditto!
- Without tinkering with object meshes, a new faction, some new recipes (smelting & cooking), a new spell or two
- Just a wee bit more complexity:
A.) A mine (or two) at more natural angles
B.) A mine (or two) with three dimensional problems
C.) A mystery based on the genre's defining puzzle archetype (i.e. induction vs. deduction)
D.) Maybe a companion or two (which means yet more quests, both initial and ongoing)
- And I couldn't resist a little irony involving Nocturne's penchant for darkness - and the infrastructure for something more, depending on how it all goes.
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As you can see, there are no new towns or cities, no dazzling new lands; just a droll little tower placed as innocuously as possible - and I'll be exploiting existing infrastructure in the game to the max. Having pointed this out, I'd be willing to bet that I'll have to take a chainsaw to this plan or I'll never finish!
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And if I do ever finish this project to publication standards, it'll be the first plug-in I've ever released.