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(looking for ideas) What player can do in an asylum ?


Delzaron

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I'm sure there has got to be at least one love story where one of the patients is separated from a loved one and as such you must help them escape the asylum or if you are a guard, you can drug them up so much that they forget about their love altogether and make them your personal slave >: D

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Seeing things should be 1 health monsters that deal do no damage - hordes of skeevers everywhere - so you end up punching the air.

 

An ally who the Dragonborn allies themselves with that tells them all the secrets of the place. Help them find secret rooms. Tell them which pills are good. And which should be avoided. An ally who's always making snarky comments about other people. An ally who, when you fight the weird, mind-bending creatures in the aslyum kicks all sorts of ass, but never really helps against the guards. An ally who is completely imaginary.

 

Doors that don't open. Or that do open, but have walls behind them. Exits read "Exit to Skyrim" and just have them return to their cell.

 

Create food items that look like bread, are eaten like bread, but are labelled "your soul".

 

TL;DR make the player question everything.

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Ok, I need to brainstorm the ideas here...

 

I'll finsiht the witch quest soon. The next quest to build is the Asylum!

 

Yay :D

 

 

First, where to place the Asylum ?

 

Second, which king of building ? a Nord ruin, a solitude building ?

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Ok, I need to brainstorm the ideas here...

 

I'll finsiht the witch quest soon. The next quest to build is the Asylum!

 

Yay :D

 

 

First, where to place the Asylum ?

 

Second, which king of building ? a Nord ruin, a solitude building ?

 

 

Dwemer architecture seems the most fitting imo. 

As for the actual location, it could be anywhere, especially if you use dwemer architecture and build it underground. If I had to choose, I would put it directly underneat Solitude, as it is build on a mountain side, at the edge of a large cliff it's theoretically possible to have a Dwemer complex there. Could be cool to have an ancient Dwemer Ruin directly underneat it that has been converted to an Asylum by the nobles of Solitude to get rid of certain "undesirables". 

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Well, if you want a tie into the Mad King of Solitude's pendant, or perhaps lead into the Wolf Queen's return... Then Solitude would fit in as it has both the Blue Palace (Wabbajack gone wrong) or under the temple. Other options would be linking into Dawnstar with it's plagued dreams quest. Most of the screenshots for the DDx development/testing seem to utilize dwemer architecture, so perhaps a lead in or tie into Devious Cidna?

 

Other ideas for your asylum questing would benefit from trying a "Dragonborn in Wonderland" scenario or otherwise incorporate elements of Dorothy's "Return to Oz" movie of 1985. That one had Dorothy being sent to a sanitarium because of her Uncle and Aunt not believing her story.

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Ok, I need to brainstorm the ideas here...

 

I'll finsiht the witch quest soon. The next quest to build is the Asylum!

 

Yay :D

 

 

First, where to place the Asylum ?

 

Second, which king of building ? a Nord ruin, a solitude building ?

 

 

Dwemer architecture seems the most fitting imo. 

As for the actual location, it could be anywhere, especially if you use dwemer architecture and build it underground. If I had to choose, I would put it directly underneat Solitude, as it is build on a mountain side, at the edge of a large cliff it's theoretically possible to have a Dwemer complex there. Could be cool to have an ancient Dwemer Ruin directly underneat it that has been converted to an Asylum by the nobles of Solitude to get rid of certain "undesirables". 

 

 

Hum... I could start by a solitude building, which lead to a dwemer ruin redesigned as a "prison/Asylum".

 

Common cell for most patients, isolement cell, room for therapy and bath...

 

A food stock, a guard room, a nurse room, the captain office... and a tunnel to the dreamlands !

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Ok, I placed the Asylum entry inside the exterior defense wall of Solitude (so, it's close to the city, protected by guards, but not in the city, so no conflict with mods).

In solitudeexterior1 cell, if you want.

 

It will be based on a small solitude building, which lead to the dwemer ruin...

 

People inside are :

- the director

- nurses (2)

- guards (2 or 3)

- patients (maybe 20)

 

If you have ideas about some patients, tell me !

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Ok, I placed the Asylum entry inside the exterior defense wall of Solitude (so, it's close to the city, protected by guards, but not in the city, so no conflict with mods).

In solitudeexterior1 cell, if you want.

 

It will be based on a small solitude building, which lead to the dwemer ruin...

 

People inside are :

- the director

- nurses (2)

- guards (2 or 3)

- patients (maybe 20)

 

If you have ideas about some patients, tell me !

 

there already seems to be a mod that is taking the exact same root maby some teamwork is required? he already finished some good stuff man but he is on pause with the mod cause he needs help and i working on another mod, "a rubber facility" by Farmthat

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Ok, I placed the Asylum entry inside the exterior defense wall of Solitude (so, it's close to the city, protected by guards, but not in the city, so no conflict with mods).

In solitudeexterior1 cell, if you want.

 

It will be based on a small solitude building, which lead to the dwemer ruin...

 

People inside are :

- the director

- nurses (2)

- guards (2 or 3)

- patients (maybe 20)

 

If you have ideas about some patients, tell me !

 

there already seems to be a mod that is taking the exact same root maby some teamwork is required? he already finished some good stuff man but he is on pause with the mod cause he needs help and i working on another mod, "a rubber facility" by Farmthat

 

 

Ok. I still can build the interior, and the radiant quests.

Link to comment

 

 

Ok, I placed the Asylum entry inside the exterior defense wall of Solitude (so, it's close to the city, protected by guards, but not in the city, so no conflict with mods).

In solitudeexterior1 cell, if you want.

 

It will be based on a small solitude building, which lead to the dwemer ruin...

 

People inside are :

- the director

- nurses (2)

- guards (2 or 3)

- patients (maybe 20)

 

If you have ideas about some patients, tell me !

 

there already seems to be a mod that is taking the exact same root maby some teamwork is required? he already finished some good stuff man but he is on pause with the mod cause he needs help and i working on another mod, "a rubber facility" by Farmthat

 

 

Ok. I still can build the interior, and the radiant quests.

 

 

that would be soo sick , and would spare soo much work , since he mentioned it can be used by any modders ;o

 

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Ok, I placed the Asylum entry inside the exterior defense wall of Solitude (so, it's close to the city, protected by guards, but not in the city, so no conflict with mods).

In solitudeexterior1 cell, if you want.

 

It will be based on a small solitude building, which lead to the dwemer ruin...

 

People inside are :

- the director

- nurses (2)

- guards (2 or 3)

- patients (maybe 20)

 

If you have ideas about some patients, tell me !

 

there already seems to be a mod that is taking the exact same root maby some teamwork is required? he already finished some good stuff man but he is on pause with the mod cause he needs help and i working on another mod, "a rubber facility" by Farmthat

 

 

Ok. I still can build the interior, and the radiant quests.

 

 

that would be soo sick , and would spare soo much work , since he mentioned it can be used by any modders ;o

 

 

 

Hum... the asylum is based on a dwemer ruin...

 

It need some restraints for violent patients, and lot of radiant quests and actor events to manage NPCs interaction... (like the nurse who is bringing food every day, the patients interactions, the nurses/guards, nurses/patients, and guards/patients interactions...)

 

 

I need to add also a Mara Priest, who will examine the patients, and make diagnostics.

Cure is simple:

- drugs

- some "treatments" (more tortures, actually...)

- praying to the gods...

Sheogorath is know, so staff could try to counter his influence on patients by praying Aedras...

 

Too violents or "non possible to cure" patients will be send back to the solitude guard for execution.

 

 

too Horny patients or who fear to be raped will wear belts... (of courses, some nurses have the keys...). Violents patients near a straitjacket... and patients who want to feed will be fed by force (so, gag).

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Few simple ideas for patients:

-mage who summons creatures to hunt the player during the night and of course everybody else thinks that player was just hallusinating

-werewolf who does the same as above and sometimes eats other patients

-broken sexslave who masturbates as often as she can

-noble who got staged and only started going mad in the asylum and now hates everybody

-somebody like Narfi (the handicapped beggar in Ivarstead who lost his family) if you want to feel sad

-person with uncurable disease like corprus or maybe parasites

-scooma starved khajiits

-wabbajack victim

 

I think mass murderers just get executed in Skyrim so maybe not those.

I'd recommend to make the dungeon quite large, so there would be plenty of dark corners for your "friends" to stalk you and make you fear all the shadows.

Corridors and sleeping cells should not have lightsources and only guards should carry torches.

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Ok, I placed the Asylum entry inside the exterior defense wall of Solitude (so, it's close to the city, protected by guards, but not in the city, so no conflict with mods).

In solitudeexterior1 cell, if you want.

 

It will be based on a small solitude building, which lead to the dwemer ruin...

 

People inside are :

- the director

- nurses (2)

- guards (2 or 3)

- patients (maybe 20)

 

If you have ideas about some patients, tell me !

 

there already seems to be a mod that is taking the exact same root maby some teamwork is required? he already finished some good stuff man but he is on pause with the mod cause he needs help and i working on another mod, "a rubber facility" by Farmthat

 

 

Ok. I still can build the interior, and the radiant quests.

 

 

that would be soo sick , and would spare soo much work , since he mentioned it can be used by any modders ;o

 

 

 

Hum... the asylum is based on a dwemer ruin...

 

It need some restraints for violent patients, and lot of radiant quests and actor events to manage NPCs interaction... (like the nurse who is bringing food every day, the patients interactions, the nurses/guards, nurses/patients, and guards/patients interactions...)

 

 

I need to add also a Mara Priest, who will examine the patients, and make diagnostics.

Cure is simple:

- drugs

- some "treatments" (more tortures, actually...)

- praying to the gods...

Sheogorath is know, so staff could try to counter his influence on patients by praying Aedras...

 

Too violents or "non possible to cure" patients will be send back to the solitude guard for execution.

 

 

too Horny patients or who fear to be raped will wear belts... (of courses, some nurses have the keys...). Violents patients near a straitjacket... and patients who want to feed will be fed by force (so, gag).

 

 

sounds verry good , also what ways will you make so the person ends up in the asylum? , like kidnap? , sold slavery? , too high off a bounty in city's?

Link to comment

 

 

 

 

 

Ok, I placed the Asylum entry inside the exterior defense wall of Solitude (so, it's close to the city, protected by guards, but not in the city, so no conflict with mods).

In solitudeexterior1 cell, if you want.

 

It will be based on a small solitude building, which lead to the dwemer ruin...

 

People inside are :

- the director

- nurses (2)

- guards (2 or 3)

- patients (maybe 20)

 

If you have ideas about some patients, tell me !

 

there already seems to be a mod that is taking the exact same root maby some teamwork is required? he already finished some good stuff man but he is on pause with the mod cause he needs help and i working on another mod, "a rubber facility" by Farmthat

 

 

Ok. I still can build the interior, and the radiant quests.

 

 

that would be soo sick , and would spare soo much work , since he mentioned it can be used by any modders ;o

 

 

 

Hum... the asylum is based on a dwemer ruin...

 

It need some restraints for violent patients, and lot of radiant quests and actor events to manage NPCs interaction... (like the nurse who is bringing food every day, the patients interactions, the nurses/guards, nurses/patients, and guards/patients interactions...)

 

 

I need to add also a Mara Priest, who will examine the patients, and make diagnostics.

Cure is simple:

- drugs

- some "treatments" (more tortures, actually...)

- praying to the gods...

Sheogorath is know, so staff could try to counter his influence on patients by praying Aedras...

 

Too violents or "non possible to cure" patients will be send back to the solitude guard for execution.

 

 

too Horny patients or who fear to be raped will wear belts... (of courses, some nurses have the keys...). Violents patients near a straitjacket... and patients who want to feed will be fed by force (so, gag).

 

 

sounds verry good , also what ways will you make so the person ends up in the asylum? , like kidnap? , sold slavery? , too high off a bounty in city's?

 

 

three possibilities for player:

- be mad (for example, the Hound's attacks reduce player sanity) and talk to a guard...

- talk to the wandering cultist if player is mad enough...

- get the mad rumor quest : people accuse the player to be mad, so player finish in the Asylum... (and guards are quite rude with no complient future patients !).

 

A quest will follow (player puted in a cart, escorted inside asylum... a guard will bring player to the nurses and asylum core. Nurses will strip player, doctor will examine player (it's here I'll record player madness level, if player is complient or violent, etc....), and player will receive the appropriate outfit, and be send in the asylum with other patients).

If player have followers, I plan to dismiss them, or to make them patients too, same level as player ! (so, they'll quit asylum if player is healed...).

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hmmm I just had an idea

 

if you make the "Dragonborn in dreamland" quest you could give the Dragonborn a new follower (abbreviated NF) (kinda like Renfield from the Draclua movie {the one with Leslie Neilson}) as a "reward" for completing the quest the "wrong" way.

 

the NF is "helpful" to the Dragonborn -

 

      the NF would of course not actually fight for the Dragonborn (but would not be killable either).

      the Dragonborn starts to sneak and the NF runs up and talks to the Dragonborn (breaking their stealth of course).

      during combat the NF runs up and takes the Dragonborn's weapon out of their hand with a comment about how pretty that is.

      during conversations the NF comes up and interrupts with look at what I found (a dead bug with no alchemy ingredients in it).

      upon opening a chest the NF comes up and talks about how pretty that is (some type of restraint which the NF then locks on the Dragonborn).

      upon opening a regular container the NF comments on the nice food or drink it contains (force drugging the Dragonborn).

      upon the Dragonborn lighting a torch (or similar) the NF comments that hurts my eyes (putting out the Dragonborn's light source).

      if the Dragonborn has a bounty on them the NF would instigate dialogue with any passing guard (causing the guard to recognize the Dragonborn has a bounty).

      the Dragonborn walks into a Jarl's Palace (or longhouse) or a Guild's Headquarters and the NF comes up and says let me clean that for you (taking the Dragonborn's clothes/armor and leaving the Dragonborn naked).

      when the Dragonborn talks to any Jarl (or Guildmaster type) the NF could interrupt (with a comment along the lines of how the Dragonborn always wanted to serve the Jarl's needs {take that any way you want} which could tie into all kinds of things).

      any other ideas along the same lines would work too.

 

 

you know a "helpful" follower for the Dragonborn any time or any place ( if the Dragonborn's sanity is to far in the wrong direction)

 

edit

all could be limited to once a day (each type of action) and anything they take the Dragonborn can not get back right off (say 6 hours).

 

and of course the more times this stuff happens the more likely it is for the Dragonborn to be sent to the Aslyum (Dragonborn must be crazy to have someone like this following them right???????)

 

edit 2

 

it would need a special quest to get the NF to no longer follow the Dragonborn. Something the Dragonborn has to do in a certain pattern so that the NF leaves for while (1-6 game months?)

 

I don't know how hard this would be to make ...just an idea I had from reading the other stuff posted in this thread.

 

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hmmm I just had an idea

 

if you make the "Dragonborn in dreamland" quest you could give the Dragonborn a new follower (abbreviated NF) (kinda like Renfield from the Draclua movie {the one with Leslie Neilson}) as a "reward" for completing the quest the "wrong" way.

 

the NF is "helpful" to the Dragonborn -

 

      the NF would of course not actually fight for the Dragonborn (but would not be killable either).

      the Dragonborn starts to sneak and the NF runs up and talks to the Dragonborn (breaking their stealth of course).

      during combat the NF runs up and takes the Dragonborn's weapon out of their hand with a comment about how pretty that is.

      during conversations the NF comes up and interrupts with look at what I found (a dead bug with no alchemy ingredients in it).

      upon opening a chest the NF comes up and talks about how pretty that is (some type of restraint which the NF then locks on the Dragonborn).

      upon opening a regular container the NF comments on the nice food or drink it contains (force drugging the Dragonborn).

      upon the Dragonborn lighting a torch (or similar) the NF comments that hurts my eyes (putting out the Dragonborn's light source).

      if the Dragonborn has a bounty on them the NF would instigate dialogue with any passing guard (causing the guard to recognize the Dragonborn has a bounty).

      the Dragonborn walks into a Jarl's Palace (or longhouse) or a Guild's Headquarters and the NF comes up and says let me clean that for you (taking the Dragonborn's clothes/armor and leaving the Dragonborn naked).

      when the Dragonborn talks to any Jarl (or Guildmaster type) the NF could interrupt (with a comment along the lines of how the Dragonborn always wanted to serve the Jarl's needs {take that any way you want} which could tie into all kinds of things).

      any other ideas along the same lines would work too.

 

 

you know a "helpful" follower for the Dragonborn any time or any place ( if the Dragonborn's sanity is to far in the wrong direction)

 

edit

all could be limited to once a day (each type of action) and anything they take the Dragonborn can not get back right off (say 6 hours).

 

and of course the more times this stuff happens the more likely it is for the Dragonborn to be sent to the Aslyum (Dragonborn must be crazy to have someone like this following them right???????)

 

edit 2

 

it would need a special quest to get the NF to no longer follow the Dragonborn. Something the Dragonborn has to do in a certain pattern so that the NF leaves for while (1-6 game months?)

 

I don't know how hard this would be to make ...just an idea I had from reading the other stuff posted in this thread.

 

These kinds of NPC are the type of people who make me mad and sometimes make me want to kill them.

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hmmm I just had an idea

 

if you make the "Dragonborn in dreamland" quest you could give the Dragonborn a new follower (abbreviated NF) (kinda like Renfield from the Draclua movie {the one with Leslie Neilson}) as a "reward" for completing the quest the "wrong" way.

 

the NF is "helpful" to the Dragonborn -

 

      the NF would of course not actually fight for the Dragonborn (but would not be killable either).

      the Dragonborn starts to sneak and the NF runs up and talks to the Dragonborn (breaking their stealth of course).

      during combat the NF runs up and takes the Dragonborn's weapon out of their hand with a comment about how pretty that is.

      during conversations the NF comes up and interrupts with look at what I found (a dead bug with no alchemy ingredients in it).

      upon opening a chest the NF comes up and talks about how pretty that is (some type of restraint which the NF then locks on the Dragonborn).

      upon opening a regular container the NF comments on the nice food or drink it contains (force drugging the Dragonborn).

      upon the Dragonborn lighting a torch (or similar) the NF comments that hurts my eyes (putting out the Dragonborn's light source).

      if the Dragonborn has a bounty on them the NF would instigate dialogue with any passing guard (causing the guard to recognize the Dragonborn has a bounty).

      the Dragonborn walks into a Jarl's Palace (or longhouse) or a Guild's Headquarters and the NF comes up and says let me clean that for you (taking the Dragonborn's clothes/armor and leaving the Dragonborn naked).

      when the Dragonborn talks to any Jarl (or Guildmaster type) the NF could interrupt (with a comment along the lines of how the Dragonborn always wanted to serve the Jarl's needs {take that any way you want} which could tie into all kinds of things).

      any other ideas along the same lines would work too.

 

 

you know a "helpful" follower for the Dragonborn any time or any place ( if the Dragonborn's sanity is to far in the wrong direction)

 

edit

all could be limited to once a day (each type of action) and anything they take the Dragonborn can not get back right off (say 6 hours).

 

and of course the more times this stuff happens the more likely it is for the Dragonborn to be sent to the Aslyum (Dragonborn must be crazy to have someone like this following them right???????)

 

edit 2

 

it would need a special quest to get the NF to no longer follow the Dragonborn. Something the Dragonborn has to do in a certain pattern so that the NF leaves for while (1-6 game months?)

 

I don't know how hard this would be to make ...just an idea I had from reading the other stuff posted in this thread.

You mean it'd be more a nightmare for the dragonborn than a "helpful" guy  :lol:

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Too complex for me, that follower...

 

The dreamlands quest will need my efforts to make it good and crazy...

 

 

A small world like AFS ones (so, not very big, but it's enough for placing some crazy events !)

 

So, what I have for now :

- the werewolf and his carrots

- the nice falmers camp (the only place where player could buy or sell things).

- the chaurus who says 'none shall pass !" and he's blocking the way to Chaur Tegoth domain.

- the temple of Rametep (it's the exit)

So, player will need to negociate with Rametep, High priest of the man in black !

 

At least, I'll place that music !

 

 

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About hallucination/nightmare, i'd think about the player could have the impression peoples around of her laughing at her or want to hurt her something like that, the sanity could change pc's vision and her environment.

 

I only give ideas.

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