So I've been working on a couple of mods and there's a question that I keep coming back to – what do players actually need in the late game? What's scarce, a quality of life improvement, or helpful for a highish levelled character who's finished a faction questline or two? Especially if they're playing a heavily modded setup?
I know that back when I was playing vanilla, by the time I'd become Guildmaster of Many Things, I was loaded with money, gems, and barely bothered to pick up loot because I just had so much of it. Is there anything more valuable to the player? Carry weight, convenience? Do people actually like/use/need the player homes with the intense amount of crafting stations, displays, and all the bells and whistles? Genuinely asking because it's been quite a while since I've been there and I don't know if mods affect late game play a ton in this context.
I ask because I'm working on mods that often really come into play later in the game. For example, I'm a good part finished on a Dawnstar Sanctuary overhaul. A search shows a common wish for all of the crafting stations to be accessible. Beyond that, what would be actually rewarding/useful and would make you actually come back to the place?
I have an idea for a few gimmicks, but I've been holding off on implementing them because I don't know if they'd actually resonate with people.
If I was a genie that could grant wishes, for the Dawnstar Sanctuary I'd hope to:
Immersively introduce blood potion crafting (mods out there for this so I'd hope to add something a bit different)
Allow Lucien to wander the sanctuary and interact with guild members
Integrate ways to obtain some of the awesome related armour mods or new armour enchantments (for example by recruiting a smith and researching the recipes or obtaining ingredients)
Add a different way to save the dark brotherhood: give the Night Mother a filled black soul gem each to return your friends from the void
Strengthen the brotherhood and be rewarded with the ability to "spar" with sanctuary guardians for training, instead of using the torture room
(I will likely end up making a separate thread for these ideas but I thought I'd mention them to show what I mean.)
Anyway, this turned out longer than intended, so TL;DR what would you want from a mod that looks to give you quality of life improvements at a guild headquarters after you've finished a faction questline, beyond giving you new loot/money?
More about The Elder ScrollsPost: "From an aspiring modder – what is most useful to you mid- to late-game?" specifically for the game The Elder Scrolls. Other useful information about this game:
- Darien Gautier and the great power of Lights of Meridia which cause a small Dragon Break
- Is the Dominion garrison at Northwatch Keep even aware of the spooky Volkihar castle?
- Finally finished my Vanilla plus modlist! What do ya think?
- Maybe you haven’t noticed, but the world of The Elder Scrolls is actually… dying since Morrowind!
- Rewriting and reworking the Dawnguard questline?
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