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Hackfield

The Notice Board (by MannyGT)

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Looks like a really nice mods, and I think it will add a lot of replay value to Skyrim.

 

What do you think?

 

https://www.nexusmods.com/skyrim/mods/70142/?

 

This mod adds new and alternative radiant (and side) quests. It was inspired from other good games like The Witcher which make use of notice boards in their gameplay.

There are two kinds of notice boards:
•    Quest notes Notice board  – always on a pole with and candles
•    Irrelevant notes Notice board – it’s the one without the pole
These notice boards can be found ouside inns in every town of Skyrim. A patch for Raven Rock in Solstheim is also available.
This notice board contains many different quest notes. Every note starts a quest when it is selected (it immediately show you the quest description once chosen). Most of them are radiant quests. This means that are repeatable (with different characters or locations). A few quests are executed only once.
The titles and texts of every note are customized depending on the items/NPC quest givers. Selection of NPCs, location, items, etc. are all randomly chosen. This may includes NPC/location outside Skyrim like Solstheim. It can also choose NPC/location of other mods like Falskaar, Wyrmstooth, Summerset Isles, etc.

 

Edited by Hackfield

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I read the description of the mod on the Nexus - I think it's a really cool idea.  You should edit your OP to give a brief description of the mod so that someone can understand the basics before clicking on the link.

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I read the description of the mod on the Nexus - I think it's a really cool idea.  You should edit your OP to give a brief description of the mod so that someone can understand the basics before clicking on the link.

Ok, I'll do that

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Hey,

How could it be that an esp file loads before esm files?

e63d6g.jpg

This is, how LOOT ordered this plugin for me. Is is okay?

5kru5g.jpg

I guess, it is an ESM file just accidently got an esp extension.

Thank you!

 

EDITED:

 

Got the answer:

 

"Read the description smile.gif it's a "fake ESM"." by MannyGT

Edited by kranazoli

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It is a false ESM file. False ESM files have the .esp extensions just like the unofficial patches.

Reason that author has chosen this route is explained in mod's description page.

Edited by Astakos

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As much as I love the idea of this mod and its fantastic execution, randomised quests are one of the worst 'filler' things in gaming. They just aren't fun. I see go and collect X is in to start the ball rolling. *shudder* I actually thought this sounded like a natural progress checker before I entered. That would have been cool too. 

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I agree with Sparrowprince, and on top of the randomized quests, it takes the need to interact with NPC quest givers away, which is the one element that made the randomization immersive.

 

I do like the inessential noteboard, though, especially when he updates it with all the notes from the community.

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As much as I love the idea of this mod and its fantastic execution, randomised quests are one of the worst 'filler' things in gaming. They just aren't fun. I see go and collect X is in to start the ball rolling. *shudder* I actually thought this sounded like a natural progress checker before I entered. That would have been cool too. 

Yea I'm not too keen on random fill quests.  However, A notice board framework could have some really cool results for quest design. 

 

Instead of having quests for a newly installed mod just automatically pop into your log, notices could be set up on certain boards to direct the player to pick them up in a more natural way.

 

Say you've cleared one of the unique dungeons.  You normally wouldn't go back there on the same playthrough.  Alot of Skyrim is natural exploration and that's great.  Say a month (in-game) afterwards an archaeological team now goes down there and is able to unlock a new section. Notice boards in major areas could give you a nice way to point the player back to that location.

 

Or there is new work at the Solitude docks, with ships bringing you to new areas/battles (something similar to that pirate mod). After a set period of time, new missions become available, and will be posted on the boards.

 

Overall this could allow easier integration in vanilla areas without having to add new voiced NPC's, or work with the limited voice assets available.

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Sounds like Witcher III style quests are spilling over into the Skyrim mindset.

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Yea I'm not too keen on random fill quests.  However, A notice board framework could have some really cool results for quest design. 

 

Instead of having quests for a newly installed mod just automatically pop into your log, notices could be set up on certain boards to direct the player to pick them up in a more natural way.

 

Say you've cleared one of the unique dungeons.  You normally wouldn't go back there on the same playthrough.  Alot of Skyrim is natural exploration and that's great.  Say a month (in-game) afterwards an archaeological team now goes down there and is able to unlock a new section. Notice boards in major areas could give you a nice way to point the player back to that location.

 

Or there is new work at the Solitude docks, with ships bringing you to new areas/battles (something similar to that pirate mod). After a set period of time, new missions become available, and will be posted on the boards.

 

Overall this could allow easier integration in vanilla areas without having to add new voiced NPC's, or work with the limited voice assets available.

Isn't that the point of the couriers in the base game? I would think if I completed a quest for someone that noone else wanted to do, I'm sure they would try and seek my services again if they wanted something else doing. I doubt they would want anyone else other than the Dragonborn. I also hate the idea of waiting around for X area to unlock. It just means waiting in a menu for me. That is another filler-feature in games that extends your gameplay time artificially.

 

Good quest design should allow you the freedom to run through a dungeon at your own free will, but each area should get harder as you progress. Maybe at level 3 (for example) you could clear the first area, but the next area would be more challenging, and you would most likely die at such a low level. Now a new area found via dig-site isn't a terrible idea, but why should I go away and run back through a mostly empty dungeon now, just to visit an area with randomised loot? It would make more sense in a main quest-line with big set-pieces, but for randomised quests, there is no incentive to return at all. The experience feels hollow no matter what.

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Sounds like Witcher III style quests are spilling over into the Skyrim mindset.

I would disagree, some of W3 side quests actually lead to some really wicked quests.

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I wasn't saying W3 quests were bad, just the opposite. Good quests can be found on notice boards

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This is definitely a good framework mod for Witcher 3 style questing. Find a notice that X NPC needs help with a monster, job, etc. or needs some of X plant then have it kick off the quest for the player to complete at their leisure. No more bothersome courier (which would be relegated to time-sensitive questing only). Nothing says the quest posted on the board has to be small - heck it could kick off a mod like Falskaar instead of having the old dude in Riften have a notice saying reward for clearing the mine, for example.

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I wasn't saying W3 quests were bad, just the opposite. Good quests can be found on notice boards

Ah, I took it the other way :P

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Isn't that the point of the couriers in the base game? I would think if I completed a quest for someone that noone else wanted to do, I'm sure they would try and seek my services again if they wanted something else doing. I doubt they would want anyone else other than the Dragonborn. I also hate the idea of waiting around for X area to unlock. It just means waiting in a menu for me. 

Well, I don't know if you've noticed, but outside from the main quest, no one seems to notice/care that you are in fact the dragonborn. Even if you are the city's thane, no one will recognise you as that.

 

As for the courier thing, I find this way more immersive, just like fast traveling or using carriages. That couriers seems to have a gps tied to your boots, he finds you everywhere, one should suppose that he will wait for you near your house or at least near whiterun,but no, he finds you even at the top of a mountain.

 

Also, life doesn't turn around the dragonborn, no one should know who you are unless you've killed a dragon near them.

Edited by Hackfield

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