Flexibility

Talk about the mods you'd like to see in Daggerfall Unity. Give mod creators some ideas!
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Healer2022
Posts: 14
Joined: Thu Mar 17, 2022 6:22 pm

Flexibility

Post by Healer2022 »

Hello.

Is it possible to make quests out of the blue. For instance you go somewhere something happens, you see it, you can interact.

You enter a town. A man takes a boy that is crying and runs away. You see the mother trying to get his boy back, in vain.
Then you can talk to the mother or she asks you for help.

Or you see a wizard running into a tavern. You can follow him and he tries to fight you. You can remain peaceful and he
stops and you talk to him. He then heals the damage he did and you can join a quest with him.

Right now it's always: you go to a person and that person gives you instructions and you come back. A bit inflexible and
boring.

Regards.

Healer

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Jay_H
Posts: 4072
Joined: Tue Aug 25, 2015 1:54 am
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Re: Flexibility

Post by Jay_H »

These things have been done in quest mods to date. Kamer started working on a Banditry quest pack where you can meet people in the wilderness, and they interact with you and give you quests in civilizations. Magicono has started a quest system using object generation outdoors that you can click on and make choices with.

A lesser, but still viable, example is Random Little Quests and its predecessor Warm Ashes Cities, which randomly generate events within cities without requiring the use of static NPCs.

Healer2022
Posts: 14
Joined: Thu Mar 17, 2022 6:22 pm

Re: Flexibility

Post by Healer2022 »

Awesome. Thanks.

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