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HexLife - A (hopefully) Large Quest Mod


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HexLife - A (hopefully) Large Quest Mod

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Firstly, as of now this is basically a player home. I am still learning how to mod but I am proud of myself for making this, even though its just a house "in the woods"

 

For future plans I do plan to have a highly player controlled experience with lots of choice options, not just a bunch of fetch quests.  the story will start out when the PC returns to their grandmothers home to find her grandmother and father dead. The player then has to decide on what to do. this heavily revolves around the player deciding to continue on her families legacy as a witch.


Choices are a large part of this mod leading the character further and further down the chosen path 

Spoiler

 

 

596164635_Skyrimmodlayout(1).jpg.e11d2cbae25f45be12680e5b06cd04dc.jpg

 

 

While some choices have a permanent effect on the game play and relation with the NPCs disposition

Spoiler

 

1583745763_Skyrimmodlayout(2).jpg.cf2ec7c52b81d17754444b111076fddb.jpg

 

 

all in all the end goal would be to craft a separate section of Skyrim for the player but that's above my ability now so I will instead try to expand the town and focus on a story that goes with the majority of the mods we know and love here - starting with Live another life. if only I can figure out how to do that.

 

Any who I will try to flush out the first "Good Ending" and create a mod around that while trying to keep it lore friendly. 


  • Submitter
  • Submitted
    08/10/2020
  • Category
  • Requires
  • Special Edition Compatible
    No

 

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2 hours ago, 43deadwood said:

Really like the look of the player home - gonna DL just for that ? Good luck with the mod.

Cool, Ill leave that file alone then if people want to just get a shifty house in the middle of "nowhere"

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20 hours ago, Highborn said:

Regarding the update, I'd just suggest that the new buildings to be located out of Ivarstead town because they conflict with popular mods like JK Ivarstead and the Great City of Ivarstead. They also add stuff like an apothecary too.

Can I get a Link to that mod?

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18 hours ago, rcy68 said:

That`s the crazy guys place you renovated, right? So what happens to him and his quest?

He still lives there, just a little more homeless, I think its still Lore Friendly for a few reasons. Plus I am planning on having him "Steal" food from ARY, (he has to eat) allowing for another way to kill him when the player accepts her quest (Pending) and brings her and makes a bottle of Poison.  After that they leave poison soup on the counter for him to nick. Quest Pending. like the mod... hehehe

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Friendly Greetings, (don't worry about the knife in my hands... i'm cooking?)

 

TL;DR - MOD is on a PAUSE

 

FYSA: Because I don't wanna go a week without updating (because I know myself and that will definitely be the first step in the long road to ruin (its actually pretty short road for me... more like a driveway) and without forcing a commitment Ill stop entirely.) Ill just go ahead and leave a shout out to the post.

 

I don't want to step on other peoples toes (like trying to fk around w/ Iverystead or w/e and find out 3 minutes later that someone has already done that and added an apy to the mix) so I'm taking a step back from this "MOD" to create another island off the coast of... somewhere. I will try and release it in parts as well (as soon as I figure out how to set sail to said island) as I develop this ISLAND.

 

image.png.cfb29e410dad2ecbb5c5947586bde5fd.png

 

The first part is the town of Graywater! (Please feel free to mock at will, I'll allow it) this will be the largest settlement on the Rising Island (that's right! i'm making the fact that this island is a WIP a part of the fan far, you can expect such idle chat as "Are you sure that was there before?", "I've grown up with %NPC% but I feel like %She/He& just showed up one day", and "How did i get here?" to pop up as soon as I figure that sh* out!) and it will be up to the player to discover the reason why the island seems to be developing and yet already has a history! (SPOLIER, its because the mod creator is a lazy POS)

 

I will expand the Island and the Main Quest with every "Section", adding to the mystery as well as to the plot that thickens like a warm blanket in cold water... *sin est er, laughter*

 

But like I said, I have to create a way to get to the island first. apparently "(Game.getplayer().moveto( Graywater ))" dosn't work. (14,18): type mismatch on parameter 1 (did you forget a cast?) - CAST WHAT! GOOGLE, god of all search creation why, why hast thou forsaken me! (prolly due to all the porn... nah.)

 

any who,

Pythus, Pretending to know what they are doing cents birth.

 

 

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28 minutes ago, Highborn said:

Looking nice.

 

So, that island is a totally different mod? Or are you going to use it as location for the quest you intended to do, instead of Ivarstead?

Yes,

 

The island is going to be its own mod AND i will be using it for the location of the Quest. this will give me complete control over all aspects of the world within my mod. the disposition of the characters and the going on in between. I already have a plan that will enable to "Ferryman" to sell the player on a roll or other ways for him to take advantage of the player (stealing gold/items, refusing to ferry the player back before they do X, other) cents the trip is on a ship and it will take "days" to reach the island. I am no longer using Ivarstead because I don't want to risk manipulating items already manipulated.

 

That being said I will still be manipulating real Tamriel objects (hehe) and link it to Tamriel.

Spoiler Alert for Mod (if anyone axy cares?)

Spoiler

The idea is to have a Dadric prince create the "island" as a soul farm (idea in progress)

 

Pythus, The exitable.

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