Is this a project even worth carrying out?
Posted: Wed Jan 13, 2016 5:57 am
I have an idea for a big quest mod, but I have no idea if the idea is even worth carrying out. First of all, my current mental state makes it almost impossible for me to care about doing anything or have any motivation. Second of all, I'm currently juggling so many game responsibilities it's mind boggling. Third of all, some if the ideas could be considered ..... controversial... to some sects of the fandom. Fourth, it's rather ambitious and and I plan to work on it alone.
Well, here we go with the mod idea itself:
Premise:The player joins forces with a hypercompetent Imperial Legion special forces unit. The player, the leader of the unit Zeebeetum-Zei, the other members of the unit, and other unaffiliated characters work together to take down a terrorist cult that has high pull somewhere. Barring Zeebeetum (who has an Oblivion-esque Essential-esque script at all times and respawns), the player can kill anyone they want and the plot will adapt if they're named. Generic NPCs can respawn if I allow it and killing them doesn't necessarily do anything. Another gimick I want is to give the player at least two ways to handle a current problem and for the questline to be mostly unbreakable unless they are exceptionally stupid. I have lore and plot things made up that I can extrapolate if asked. I already decided I have to go back to the drawing board to redo certain things.
I figure that this mod will be controversial mostly due to my intention to the questline unbreakable and me having essentially an always Essential NPC in the game and mod (I know Essential NPCs are loathed in the fanbase, though I don't really mind them in low quantities). Feel free to give me feedback, ask questions, and determine if this project is even worth going for.
Well, here we go with the mod idea itself:
Premise:The player joins forces with a hypercompetent Imperial Legion special forces unit. The player, the leader of the unit Zeebeetum-Zei, the other members of the unit, and other unaffiliated characters work together to take down a terrorist cult that has high pull somewhere. Barring Zeebeetum (who has an Oblivion-esque Essential-esque script at all times and respawns), the player can kill anyone they want and the plot will adapt if they're named. Generic NPCs can respawn if I allow it and killing them doesn't necessarily do anything. Another gimick I want is to give the player at least two ways to handle a current problem and for the questline to be mostly unbreakable unless they are exceptionally stupid. I have lore and plot things made up that I can extrapolate if asked. I already decided I have to go back to the drawing board to redo certain things.
I figure that this mod will be controversial mostly due to my intention to the questline unbreakable and me having essentially an always Essential NPC in the game and mod (I know Essential NPCs are loathed in the fanbase, though I don't really mind them in low quantities). Feel free to give me feedback, ask questions, and determine if this project is even worth going for.