Places in the North unhidden, here are my plans for it.

Mod unhidden

Slightly clickbait-y title, my apologies.

I've been on a bit of a hiatus from Skyrim after some... unfortunate events between me and the Beyond Skyrim team which resulted in my parting ways with them. I've got nothing on them though, they're a neat bunch and they've got some cool shit cooking. But I digress.

Places in the North was my first project ever. I really like designing locations and exterior level design. So I'm reopening the case, as it were, and this time I'm armed with easily three times the skill level I had when I started originally. Places being my first mod and all, it's a bit shoddy, especially in the presentation department.

So I'm going to rebuild the mod from scratch, and redo every location I had by hand. I'm going to make use of some custom assets on the Nexus, and also navmesh everything right. I also want to include more NPCs and maybe even some small quests. My "mission statement" and premise is on the mod page: http://www.nexusmods.com/skyrim/mods/64151/?

And as I did the first time, I'm going to throw things out to r/skyrimmods. What do you guys want to see? What sorts of locations, NPCs, content? I've got a lot of interesting ideas myself, but I'm always open to new ones, and feedback of any kind. And if you want to maybe help me take screenshots or get into quest scripting, shoot me a PM, I could use your help. :)

Posted May 6, 2017, 4:17 AM UTC

10967
KraahkanWinterhold•

I'd love to see some "ordinary" locations. Maybe a solitary Nord living out in the barrens of skyrim. Or a criminal trying to make a new life away from the guards of a hold.

My favorite locations are those with more than meets the eye. Understated details, with just enough for a player to imagine a past to a place. It's rewarding for the player to to notice connections in the world. Implied or inferred, not overstated or ever directly referenced.

For example, maybe two Nords, one a deserter Stormclock, the other an Imperial, with the same last name, living on opposite sides of Skyrim because of a family fued. Or, in one hold - a burned down shack - with skeletal remains. Then, maybe imprisoned in a bandit camp nearby, the sole survivors, imprisoned or worse.

Whatever you decide, I'm looking forward to it and am sure it'll be super. 😁

43
Lord-PrometheusOPWhiterun•

Ordinary locations? Yeah, I'm definitely going to do quite a few of those. There will be NPCs with dialogue and stuff too, with unique backstories. The criminal idea is a pretty good one!

And yeah, the whole "more than meets the eye" is something I want to do more of in the new iteration. Short of doing actual quests, some of the best storytelling is just actually storyshowing. For instance, there's "Troll's Ford" in the current mod which is referenced by the Legate in the Imperial Legion camp nearby, Fort Pinemoth. Once you go there, there's a small story to uncover. (It'll be better in the new version though!)

As for connections, there's some of that as well, both implied and told. I like to actually do this a lot with in-game books, which rewards the player for actually reading. There'll be a wide variety of books in-game that connect my locations both to each other and to existing places in Skyrim, and detail the history behind them as well.

18
KraahkanWinterhold•

You're already ahead of me! For mods, I prefer "storyshowing" to full blown quests. I'm a writer myself, and I've often been overambitious in my stories. Past pieces would have been greatly improved with smaller scope and more love on the small details. With the number of mods ending like Lufthraan did, I hope more creators eventually shift to the amazing type of work you're doing. Seems more rewarding and achievable.

Edit: The books sound sweet

11
Lord-PrometheusOPWhiterun•

My other project is a small-scale quest mod that's kind of taking the Places idea and upping the ante a bit. It adds effectively a new region to the game, with new places to visit and dungeons to explore, but also a small (3-4 quests) story that's not too expansive and is pretty self-contained into the area in question.

4
KraahkanWinterhold•

That's super neat. Is it difficult to create a new region?

1
dr_crispinWhiterun•

storyshowing

Not related, but have you ever looked at how Dark Souls presents its story and such?

3
KraahkanWinterhold•

I still have to play it! Could never get the first working on my PC, so I'll likely skip to DSII.

I've heard good things of the story, I gather it has the vigentte style encounters I described?

2
KraahkanWinterhold•

Oh, and it would be great to have a modular version when it's all finished. Whiterun crossroads unfortunately conflicts with some of the skyrim "bridge mods"

2
Lord-PrometheusOPWhiterun•

I'll attempt to do that, but I've no idea how to do that nor how worthwhile it is. It is in consideration though.

3
PlocktonNLVA•

Regarding modular versions, as an author I feel it's more important to make the mod the way I want, then let the community patch accordingly. Split it up if it suits you but really don't stress it if not. I feel it's more important to get your whole mod out the door, functioning as you intended, and if that means one esp, so be it. Having said all that, modular setups that can be easily merged are a godsend, but then you will likely need a master file and the plugin count is already plus 1.

Re your actual mod, I really enjoyed your original and I also really liked how you took rarely used vanilla encounters and brought them into skyrim. e.g. The rocket man stone in the marshes - The broken cart near Falkreath. Small touches like that, love it and mods that add points of interest in the overworld, great stuff.

However, if you really want your mod to gain traction towards the upper echelons of the Nexus, imo, quests are the way forward. Eye candy is one thing, wrapping a story around it that adds extra hours of gameplay, that really is top drawer material. Think of Moon and Star for example - not a massive mod but it's done really well and I'm confident you easily have the ability to create stuff of the same calibre.

Whatever you decide, good luck.

4
Lord-PrometheusOPWhiterun•

Yeah, that was pretty much my thinking as well, regarding modular versions/MCM toggles and stuff. I want to get some locations, quests, and VO finished before I try to add the ability to turn certain locations on or off, or make it modular.

Places will have quests, at some point, but I have another project in the works that's more like a traditional quest mod.

1
EtherDynamicsFalkreath•

'Sup!

If you wanted to put some Organic Factions in there, I'd be happy to discuss.

19
ravenquothe•

Oh hell yeah!

6
PapaSteel•

oh my god this

5
Lord-PrometheusOPWhiterun•

This is also another thing I'd love to do!

However, I'm not quite sure how well it fits into the scope of Places, but my other mod project may be able to make better use of it. I'd have to talk with you and see what is/isn't possible. But first, before anything, I want to get the redone version out. Then... we'll have a chat. :)

4
EtherDynamicsFalkreath•

Oh cool -- happy to chat whenever! :)

5
TeaMistress•

Places I want to see:

  • Small Khajiit trading village - a place the caravans would theoretically use as a supply hub. Optimal locations would be in Eastmarch hotsprings (where the sands are actually warm) or in the Rift near a border gate.
  • Small Argonian refugee settlement. Somewhere on Lake Honrich would be good because it's in the south where it's warmer...though I wouldn't put it too close to the Dunmer farm near Riften.
  • Hermit shacks for various loners - Orcs shamans, alchemists, solitary mages, rugged mountain folk, etc. There are a few small player homes that really make me wish I could just run across them in game and say hello to whoever is living there. If you're interested, I can give you some ideas about which house templates I'm talking about.
  • Another small Vigilant of Stendarr outpost, perhaps up in Haafingar or in The Reach. Lots of deadric activity in The Reach that needs their attention.
  • If you want to throw out an Easter egg for Fallout 3, a small campsite or shantytown populated by only children would be creepy/cool.

Encounters I want to have:

  • A smuggler or two in rowboats along the navigable rivers, especially the Hjaalmarch swamp. Doubles as a fence merchant.
  • Stormcloak/Imperial deserters (not hostile). Might be willing to trade scavenged odds and ends.
  • Daedric cultists worshipping at some of the daedric shrines.
  • More crazy people wandering the wild who spout off random lines of nonsense.

I'll add more if I think of any.

6
Lord-PrometheusOPWhiterun•

Trading villages/refugee camps are on the cards, but probably not for the first version of the new iteration. The difficulty is finding appropriate locations for these things, and also tediously laying out each unique NPC - which means hell for voice acting later on...

There's a couple places planned for the first version that are just homes with one or two people. I definitely want to look into adding more though, and I would absolutely welcome templates for houses! :)

There's a Vigilant of Stendarr outpost of sorts in the coming version.

I could easily do a village only inhabited by children, heh. I'll mull that one over and see where it ends up...

All of those encounters are great ideas too, and I'll try and fit them in if I can!

2
TeaMistress•
3
Lord-PrometheusOPWhiterun•

I'll look into the Orcish hut kit.

I wanted to avoid using the Phitt resources as there's some great stuff coming in Beyond Skyrim with some of them, but I might end up playing around with some it, who knows.

1
TeaMistress•

Oh yes, I know what you mean about finding appropriate locations. There's only so much real estate, and some of its very very popular. As far as VA goes, I'd recommend just using vanilla lines to start with. At this point Skyrim is so lacking in beast race anything that just making an effort to add them would be really something remarkable.

I'll see what I can find for inspiration for you for hermit or single family homes.

2
Flareprime•

Nothing really to add, sounds ambitious and welcome back to modding. I look forward to seeing what you come up with.

5
Lord-PrometheusOPWhiterun•

Thanks! :)

1
Ps_ILoveU•

I'd like to see some locations with well-designed puzzles. In vanilla Skyrim it's mostly just rotating those stones with animal icons.

5
Lord-PrometheusOPWhiterun•

I will give this a shot as well. Not sure how easy puzzles are to implement, but I'll definitely look into it. I have a couple locations where some tricky puzzles or riddles would be appropriate.

3
trinityfangFalkreath•

along with whatever anyone else suggests add journals detailing stuff it adds more to a story than a random voice acted npc

4
Lord-PrometheusOPWhiterun•

Already planned! ;)

Journals and books are fun to write.

2
sunshinesasparilla•

I don't have any suggestions at the moment, I'll have to check your mod out some more first. But I just want to say from the bottom of my heart thank you so much for continuing to contribute to this wonderful community. Without people like you learning and working like mad and then sharing the fruits of your labour, Skyrim would be a much smaller experience.

And I can't wait for this mod to come out, from the sound of it it'll be an essential part of my load order

4
Lord-PrometheusOPWhiterun•

Thank you! :)

It's people like you that I think support mod authors enough to keep them going. ;)

2

An engaging quest with a unique location that further adds to the story. Take Forgotten City, for example.

I'd also love something that harkens back to previous Elder Scrolls games. Something from Oblivion, perhaps (since Morrowind already gets lots of love). Easter eggs are great, but if it could even be something more that that, cool beans.

And if end up having any VO work... Do it right or not at all. :)

Looking forward to it!

3
Lord-PrometheusOPWhiterun•

VO work is something I would LOVE to do but is not only daunting to me personally but also something I have no experience with at all. I do want to look into it eventually though!

If you want a small-scale engaging quest, you'll be excited for my other project. It's exactly what you described.

Easter eggs/references and locations based on Oblivion and Morrowind will be in, definitely. There's a border inn near the Cyrodiil gate that will use assets from Beyond Skyrim: Cyrodiil and have a bit of an Oblivion/Cyrodiilic theme to it.

3

Nice! Looking forward to it then!!!

2
CompletetheCircuitSolitude•

When you do get to the stage that you start looking into VO, would you mind letting me know?

You can see some of my samples here, and I can recommend some other people as well.

1
Lord-PrometheusOPWhiterun•

Oh, thanks!

I'll definitely be in touch when that time comes. Nice samples, btw.

1
CompletetheCircuitSolitude•

No problem, and thank you!

1
Wall09•

I also need to look a little more at your Mod but I liked your idea. Things I would like to see is to find more references to the nordic pantheon. Small temples dedicated to Kyne or Jhunal with Npcs as Froki Whetted-Blade. You mention inspiration in The Witcher and I loved the way the game explored the folklore of Central Europe. Such a place is a bad omen to go because there is something attached to Herma Mora or Orkey there. More non-automatically hostile encounters would also be interesting. Find a coven of witches who praise Kyne or Hircine (as in bloodmoon with the Fryse Hags)

3
Lord-PrometheusOPWhiterun•

Oooh, yes, the Nordic pantheon is something I've really wanted to explore for a while now. There'll be some Nordic pantheon stuff in Places as well as my other project.

4
DrunkenGnomeWriter•

I think choices with consequences would be awesome (=.

3
Lord-PrometheusOPWhiterun•

Definitely going to happen. :)

3
HellraiserMachina•

Are you doing this for Skyrim or Special Edition?

2
opusGlassDiverse Dragons Collection•

If it's for oldrim then he can easily port it forward, unless he plans to use SKSE.

2
Lord-PrometheusOPWhiterun•

This is accurate. For the first few versions, I'm going to keep it strictly Classic, but I will eventually port it to SSE.

4
enderdestiny•

and once you port it to SSE, would you consider bringing it to xbox for us :)

1
Lord-PrometheusOPWhiterun•

Perhaps, but I'm unsure as of yet. I wouldn't be able to support it as much (don't have a console to test it on either) and I definitely don't want to deal with the nightmare that is Bethesda.net.

Oh, and the last thing I want to deal with is a torrent of Xbox users asking for X or Y.

2
HellraiserMachina•

Fair enough.

2
ProfsrRandus•

I would love more content like that of the Interesting NPCs mod. Obviously not on that scale, but just some in depth characters, they don't even need quests. Just give me interesting encounters. Like when I met the ex-brotherhood assassin in mixwater mill and had an intense conversation trying to learn his story without making him angry. Or the frequent encounters with WanderLust as she explores Skyrim.

2
Lord-PrometheusOPWhiterun•

In-depth characters are definitely a goal of mine.

2
Zmxm•

More farmers and large farms. Perhaps using the wheat as grass mesh in one of the mesh mods. I mean, how do you have 100 guards for every one farmer? That's what Skyrim seems like! Maybe make a seven samurai like scenerio of peaceful farmers plagued by bandits and you protect them with your followers and get the farmers to form their own militia to defend themselves.

Also what I have always wanted to see was you have your banner and you gather followers to conquer your own kingdom. You gather a small band. The small band conquers a village. Then you conquer a castle. Then you conquer the other castles. Make a sense of conquest, rather than one dude doing things here and there.your castle has a map laid out with your flag, showing your territory and the enemy territory. Your trusted captains stand around the map. Castles you conquer have your banner fluttering high. There are large field battles and sieges taking advantage of SSE 64bit capabilities.

2
Lord-PrometheusOPWhiterun•

There might be one or two farms away from towns, but I'm not going to add large scale farms right outside cities. That's a bit out of the scope of Places.

However, I've always wanted to overhaul Whiterun... (yes, I know, there's a billion other mods out there, so what)

EDIT: Also, while having your own banner and such is a really cool idea - that's not going to happen, sorry, not in this mod. Places is first and foremost a location and exploration mod.

2
rightfuture•

I'd love to see some random stuff happening in different places across the landscape in wilder locations.

1
Lord-PrometheusOPWhiterun•

There will be random stuff happening in different places, rest assured.

1
Secretary_of_hateSolitude•

Honestly, i kept corners of skyrim on for a lokg time just because I liked seeing people roughing it. Hand made looking shacks in the wilderness and people just doing their thing withouy being in the city like eveyone else. Skyrim just seems kinda...dead in vanilla

1
Lord-PrometheusOPWhiterun•

Corners of Skyrim is neat, and I do want to do a couple shacks that replicate that feeling.

1
Drafonni•

I would like to see you use the Falkreath Hold Extended mod. It has well done landscaping, but the mod doesn't have any actual content as in quests n stuff. A plus is that you could change it anyway you want as you wouldn't have to worry about compatibility issues.

www.nexusmods.com/skyrim/mods/73309/

1
Lord-PrometheusOPWhiterun•

I've got my own plans for Falkreath, coming in my other project. I would also like to keep both that project and Places in the North within the Skyrim worldspace, so I'll have to say no to that. Apologies.

However, I'm not ruling out worldspace mods in the future ;) Even though Beyond Skyrim has kind of a monopoly on them...

1
Drafonni•

The mod doesn't add a worldspace, it extends Skyrim's worldspace akin to Joopvandie's mods. Btw Falkreath Hold Extended isn't compatible with Folkstead and the Border of Hammerfell. Looking forward to your work regardless.

http://www.nexusmods.com/skyrim/users/6616512/?tb=mods&pUp=1

1
Lord-PrometheusOPWhiterun•

Ah, you mean Ro84's work. I'd be reluctant to ask him to work on his stuff because we were in Beyond Skyrim together and I'd prefer to keep my interactions with them minimal. Not that I don't like them, because they're a cool bunch, just for... reasons.

Regardless of whether it's a worldspace or not I won't be leaving the borders of Skyrim anytime soon, I'm afraid. I have plenty of neat stuff coming though. ;)

1
Karl-TheFookenLegendWindhelm•

Great. This mod somehow escaped my field of view until now. Looks pretty neat.

I'll give some input, hopefully, once I get home and have the chance to delve deeper into the mod. Fairly limited here at workstation.

One thing would be nice is to take into consideration some mod compatibility with other mods. Like, not add stuff on places where popular mods add villages/hamlets such as the Blackthorn, Ebonvale, Skyrim Frontier, Riverhelm etc.

There's a wonderfull mod that adds taverns/inns all over the Skyrim realm, but I can't use it since it's absolutely incompatible with many popular mods that add buildings/towns.

Also, I see you aim a little higher than just adding locations etc. Perhaps it would be possible for you to collaborate with EtherealCoder/TherDynamics with some sort of faction expansion within one of your newly added locations? His Forsword expansion is top notch and I bet some simple to advanced faction related things could be done with a new fort perhaps or such.

Sorry, I'm getting way ahead of myself.

1
Lord-PrometheusOPWhiterun•

Aiming higher than locations will largely be saved for my other project which I'll give details on at a later date.

However, Organic Factions is something I'm considering for Places. Once I'm further along in re-development, I'll contact Ether, see if I can't look into the possibility of adding one or two. Buuuut we'll have to wait and see. :)

Compatibility with a lot of more popular town/inn mods is a priority for me. I'll look at major town/village mods before I release the next update to give a full compatibility report. There might be some smaller location mods impacted, or maybe bridge mods, but again, I have to double check everything. If it's an issue, I'll look into patching and stuff, but it's not an idea I'm big on until Places is more-or-less "done" - so not for a long time.

2
Karl-TheFookenLegendWindhelm•

Nice!

Why I said that you aim higher than just locations is because you mentioned you add also NPCs with backstories and similar content - that's already higher than just locations right there, heh

It's good to know that your mod is made with compatibility in mind, definitely something worth using then, for sure

1
Lord-PrometheusOPWhiterun•

Nah, in my mind locations mean actual locations with substance to them as opposed to the fairly insignificant ones you find in vanilla.

I want to do something slightly more meaningful than vanilla, because Bethesda obviously didn't have time to fill the world with interesting stuff.

And also, I'd like to reiterate that I'm redoing the mod from top to bottom. I consider the versions that are up right now to be really old and outdated. They're only there so there's a file on the modpage, lel.

1
Karl-TheFookenLegendWindhelm•

So what yer saying, I ought to wait for an updated version of the mod?

1
Insane_Artist•

Thank you for working on this again! One of my favorite mods. Is it safe to use at this point? I checked it in xEdit and I don't see any deleted navmesh errors.

1
Lord-PrometheusOPWhiterun•

Oh, huh, weird.

I deleted quite a few. It should be safe to use, I never noticed excessive crashing with it installed, so...

The issue with using it is that it'll be totally different when the next update hits. I'm redoing every location by hand.

1