[MOD] Pilgrimages

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imsobadatnicknames
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[MOD] Pilgrimages

Post by imsobadatnicknames »

Pilgrimage to shrines, and pray to the divines to receive their advice, blessings, and curses
Inspired by the Divination mechanic in Dwarf Fortress

This mod lets you use wilderness shrines as places to pray to the Divines and attempt to ask for their guidance and their help. It's heavily based on the divination mechanics introduced in Dwarf Fortress 0.47 (http://dwarffortresswiki.org/index.php/DF2014:Die , https://www.youtube.com/watch?v=TFn0KbAHAnk )

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How does it work?

When the PG0 quest is started, you will receive a talisman. Activating this talisman at a wilderness shrine (the darker blue temples on your travel map) will let you pray for the divines, and your prayers will be answered by the region's patron deity. While most of the time they will only give you some words of advice, there is a small chance that some more interesting effect will happen. I don't wanna spoil all possible effects, but some of them are:

-Getting a random weapon, armor, potion, or magic item
-Getting a temporary summonable companion for a week
-Being teleported to a random dungeon
-Being assigned a quest

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You can only do one of these pilgrimages once a week, and trying to do it again too early might end up with regrettable consequences.

Update 1.1:
added a chance to encounter other pilgrims when visiting a shrine, to make it seem like you're not the only one who visits these places

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1.1.1: Fixed a couple typos and a mistake in the summonable companion quests.

1.2: Quite a big update! Here's everything that's new
Spoiler!
The divines can now assing you two new tasks:

-Test of faith: To test your faith, the divines might now send you on a pilgrimage to three different temples in the region with a time limit. Doing so will grant you a small reputation bonus with every divine, failing to do it will carry a small reputation pentalty with every divine.

-Preaching: A specific divine might send you to preach their word at a specific city. When you get this task, you'll be given a random religious item. To start preaching, you have to activate this item while you're at the requested city and during daytime. If you preach at the requested town within the time limit requested, you'll get a mdoerate reputation boost with the divine that sent you, otherwise you'll get a reputation penalty. Preaching will start gathering a small crowd arond you.(Note that if you use VIO the crowd that gathers to hear you preach will get attacked by the city guards. There's no way around it, just ignore it)

Other pilgrims you find at shrines might now assign you quests
There will now be an npc at shrines who will let you do a 500 gold offering to a specific divine for a small reputation boost

Daedra slaying: Help the divines rid this world of daedra. At higher levels, this mod will soemtimes spawn daedra in the willderness. Killing these daedra and bringin their hearts to a shrine as an offering will grant you a big reputation boost with a random divine. (Sadly, this doesn't work with any daedra heart, only the ones you get from the daedra spawned by this mod. This is a limtiation of working with the quest system)
Installation:

Unzip the file inside StreamingAssets/Questpacks. If you're starting a new game, that's all you need to do. If you're using it on an existing game, you'll have to manually initialize the quest PG0 through the console. You might have to move the quests to StreamingAssets/Quests to be able to initialize them through the console if you're using a non-Windows computer.

To uninstall, simply delete the Questpack.

You can get this mod from the Nexus: https://www.nexusmods.com/daggerfallunity/mods/148

Or from this post
Attachments
Pilgrimages Fix.rar
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Last edited by imsobadatnicknames on Fri Apr 02, 2021 2:10 am, edited 10 times in total.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Pilgrimages

Post by imsobadatnicknames »

Btw, I'd appreciate if a moderator could move this to the Released Mods section. I might update it with more messages or effects as I get more ideas, but mechanically I don't think there's gonna be any big changes.

Also, here's a more detailed description of how it works, in case you don't mind spoiling all the effects for yourself.
Spoiler!
When you pray at a shrine, there will be a 5/6 chance of getting some "advice" flavor text, and 1/6 chance of getting an effect (might tweak later to make effects less frequent). If you get an effect, it will then be chosen randomly. The effects are:

-You get a random weapon, armor, potion or magic item
-Your legal reputation is modified (either positively or negatively) by 10
-You get infected with a random disease
-You get a bell which can be used to summon either a Grizzley Bear or a Ghost once a day for a week (might add more possible companions later, considered it unnecesary for now)
-You get teleported to a random dungeon and a magic item is placed somewhere inside.
-An enemy (Iron atronach/lich/gargoyle/wereboar/wraith) is spawned, and you get rewarded with a magic item for defeating it.
-You get a wand that can be used to cure any disease, but can only be used once.
-You get assigned one of three quests (might add more later) by one of the Divines.

If you attemp to pray again before a week passes, you will get a warning ("You already know the will of the divines, mortal. Attemping to negotiate now would be madness") If you attemp it AGAIN you will get one of the following effects:

-Random disease
-Enemy is spawned (same selection as above, no reward for killing it)
-Nothing ("The divines have chosen to ignore your hubris... for now")

I originally wanted to keep the punishment for hubris more in line with what happens in Dwarf Fortress (you get cursed with either Vampirism or Lycanthropy), but Vampirism and Lycanthropy don't seem to be among the diseases you can infect the player with through the quest system.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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haloterm
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Re: [MOD] Pilgrimages

Post by haloterm »

Nice. Praying is very common in classic roguelikes :)

Btw, working on a pilgrimage quest in my BHC mod, too. But in another way, very story-heavy.

imsobadatnicknames
Posts: 371
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Location: Colombia

Re: [MOD] Pilgrimages

Post by imsobadatnicknames »

haloterm wrote: Thu Oct 08, 2020 8:12 am Btw, working on a pilgrimage quest in my BHC mod, too. But in another way, very story-heavy.
That's cool! They could play very nicelly off each other then, if a player is doing your pilgrimage quest and they also have this installed they might also decide they might as well say a little prayer when they're at the shrine :)

Also, small update: I added a chance to encounter other pilgrims when visiting a shrine, to make it seem like you're not the only one who visits these places :)
Spoiler!
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Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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haloterm
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Re: [MOD] Pilgrimages

Post by haloterm »

The idea with your other pilgrims is a very nice touch! :)

I'm afraid my pilgrim will not visit shrines, but temples of the main gods. In fact I first started with shrines, too, but there exists not as much lore about them (there IS some, but I would need to study that first), so it's much harder to create fitting stories. So I decided to send the player to the main god's temples (to which exactly, has first to be solved in riddles). There, some side quests will start, which add a bit to the challenge, since the pilgrimage has to be done in not more than 222 days (that's because it is in the tradition of some Tulune noble who did that 500 years ago).

But I will keep your mod in mind, because I definitely want to do something with the shrine gods at one day, too.

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Pilgrimages

Post by imsobadatnicknames »

haloterm wrote: Thu Oct 08, 2020 5:40 pm The idea with your other pilgrims is a very nice touch! :)

I'm afraid my pilgrim will not visit shrines, but temples of the main gods. In fact I first started with shrines, too, but there exists not as much lore about them (there IS some, but I would need to study that first), so it's much harder to create fitting stories. So I decided to send the player to the main god's temples (to which exactly, has first to be solved in riddles). There, some side quests will start, which add a bit to the challenge, since the pilgrimage has to be done in not more than 222 days (that's because it is in the tradition of some Tulune noble who did that 500 years ago).

But I will keep your mod in mind, because I definitely want to do something with the shrine gods at one day, too.
That's cool, that's cool. Tbh, I don't know much about the lore of the shrines. I just picked them as the sites to implement this mechanic because, since they're exterior locations, I can use the quest system to check when the player enters any shrine, while I can't really do the same with temples.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Pilgrimages

Post by imsobadatnicknames »

Gave every quest in this mod a second look to iron out any remaining kinks. The stolen relic quest had a mistake in its description and a couple typos, and the summonable companion effects weren't working correctly (I had tested them out previously but it seems like at some point AFTER I had already tested them I fucked up the quest that was supposed to initialize them and I didn't notice. I was a Tab press in the wrong place that was preventing the whole thing from initializing :lol: )
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

ZerioctheTank
Posts: 51
Joined: Mon Sep 16, 2019 2:06 am

Re: [MOD] Pilgrimages

Post by ZerioctheTank »

This is absolutely awesome! I love playing religious characters in game, so something like this is right up my alley.

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Pilgrimages

Post by imsobadatnicknames »

ZerioctheTank wrote: Mon Oct 12, 2020 12:57 am This is absolutely awesome! I love playing religious characters in game, so something like this is right up my alley.
Thank you for the feedback! I'mglad you like the concept.
In the future I plan to make it so that the odds of getting a favorable effect will somewhat depend on the reputation you have with each god (althought probably not as dependant that you can just eliminate the possibility of negative effects by maxing out your reputation with each god), so that would just be more incentive to play as a religios character.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

N_Molson
Posts: 76
Joined: Sat Sep 05, 2020 11:14 pm

Re: [MOD] Pilgrimages

Post by N_Molson »

The roads in "Basic Roads" often use shrines as waypoints, so I think those two mods will work very well together 8-)

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