Category:Abode implementation

For those of you that have a player house, a sanctuary or any building, here are some ideas of how you can implement your work.

Your level of effort can be from nothing to giving your place a little extra personality.

Here are some examples how you can make you abode more enjoyable.

I would like to make my abode part of the real estate concept.
What is the "real estate concept"? A method for a system of purchase, selling and renting with all the abodes that are part of SNAP. A "real estate agent" is added to each of the major cities, who gives you a catalogue of places to look at within the Hold. Each could be priced, more or less scaled to one another. Big castles cost a fortune! Small huts not so much.

How lore-friendly is your place? Does it have loot?

Most of the places that I have seen have been chosen mainly because they are athestically pleasing as well as fitting in with the general lore of Skyrim. So there are not really many places that would need to be changed.

Lets say that you decide that you do want have a place that is more lore-friendly and so want to remove some mannequins, chests filled with gold, teleportation systems, etc. What you could do is create another version of the abode in your download section, maybe as an optional file.

I would like to add NPC(s) to the abode to make it more interesting.
Even better. These NPCs may have a story to tell. Why did the move to Skyrim? Some dark secret? Good wholesome family unit just living off the land?

Dosen't really matter, but it does make abodes more immersive when they have residents.

I would like my abode to be part of a quest.
Here is where you can think about how your bit of real estate might be part of a story. Doesn't need to be a big part. Just a little incentive for the gamer to visit your part of the world.

That sounds good, but I have no context in which to think about how my abode might be part of any story yet?

Thats true. But over time as people get there characters (NPCs) and abodes on the WIKI, people can get an idea of whats going on around their location and this might help. Remember to use the interactive map to find out what buildings are around your abodes.

For example you might have an abode around Falkreath and find that there is another home close to yours. So you decide that your NPC residents will be related to the house close by. Lets extend that by having a family feud between the two wives of each house hold. The poor husbands unable to keep the peace. Hear is where a few little quest objectives can be devised. Maybe get the gamer to solve the feud by calling a meeting between the two families and is the moderator.

It's a small quest but adds value to what you have done. Now you can suggest that when the player visits Falkreath, that one of the family members, say the husband will be there and will start the side quest when you talk to him and he tells you his woes.

Whats the reward for doing the quest? Solving peoples problems not enough, how about offering the player that when they visit they will always have a celebratory family get together and put a meal on for you and a warm bed for you to sleep in. A flirty twenty something daughter or son seems to dote on your every word?

I don't know how to script NPCs so can't do any of this or I don't have the time to implement it?

Don't let that put you off writing down your concepts on the WIKI and/or forums.

This is a community project so you will have help or maybe the whole quest will be done for you. It's more important that your plans are visible so that other people can start seeing how things can tie together. Let your imagine go freely with ideas.

At the very least you will give other people a notion of what they can do.

To summarise:

Your abode and NPCs will be on the WIKI, with a bit of backstory on each person. This can be what you already have, or more realistically what you would like to have.

This will help people in discovering your concepts and how it might relate to their work.