Bards, Beauties and Bodies

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Lately as part of the NPC overhaul, I’ve been playing a lot more Skyrim than I ever have before, seeing what works and what doesn’t. Along the way I’ve taken a few screenshots, so I may make this a monthly thing provided the photos are worth sharing.

In our first photo, we have Ange set to sandbox around an invisible Xmarker, which is basically to avoid making chairs and benches persistent. The problem is this sometimes leaves her standing in place as opposed to using the furniture around her. In this case, however, it kind of worked out well. Having her and Ingarte stand back to back was just pure serendipity.

2014-01-29_00012Out of all the vanilla followers, I personally like to take Serana with me because she done taken one too many radscorpion stings to the head. Seriously, the woman is fucking nuts. Here she is stroking Alva’s thigh while glancing over at the player for approval. Does it turn you on when I pet the dead woman? Why yes, it kind of does, but only because I’m a pervert. Never change, Serana. You’re the best.

2014-01-27_00003The last couple of times I’ve tested this quest, Renni has suffered from a serious case of gigantism. It only happens when she sits down at the table, but given that’s where the majority of the conversation happens, it can be rather distracting (although given the tenor of the quest, it might be a net positive). Anyhow, I’m used to child NPCs turning adult size at the table but at this rate Renni might have better luck playing power forward for the Portland Trailblazers than tag with the local children.

2014-01-17_00009Yes, Meresine, that’s your bow. You put arrows in them and shoot them at your enemy. The thing on your back, the thing that’s on fire? That’s what we use to light the dark places. Incidentally it also seems to have burned off half your clothes. On second thought, forget what I just said.

2014-01-29_00006What’s going on here? I don’t even…No, Serana! Shoo! Bad vampire!

2014-01-28_00007Anyhow, that’s it for this episode. I probably spend way too much time playing with corpses instead of talking to NPCs and doing quests, but that’s probably Serana’s influence more than anything. After a bit of hacky sack I eventually decided to throw this one into the fire but that didn’t stop old grabby hands from pawing at its boot.

Fan Art – Anum-La and Dalum-Ei by Kayla Marquez

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Not that I don’t love Zora and Rumarin, but there’s over 200 NPCs and counting so you’d think some of the others would get some love. This is the talented Kayla Marquez drawing everyone’s favorite Swamp Knight. I really like the art style and the coloring, it gives them that animated feel that’s a good change of pace from the dark, hyper-realistic atmosphere in the game itself.  As Honor’s Calling has always been a fan favorite, perhaps Kayla will one day do a scene with all eight members of the party, with Indrel ensconced firmly in a tree.

tumblr_mwfkc2Z7Sz1rrm90jo1_1280Since there are two pictures in this post, now I have to fill this bottom area with text as well. Did you know Dalum-Ei‘s favorite system is the honor one? Bet you didn’t. Although a strict, Draconian rule would come in a close second. In any case, here are Kayla’s links. Be sure to click on them, bookmark them, and tattoo them on your buttocks.

Kayla’s Tumblr
Kayla’s Deviant Art Page

Creation Kit – Writing Quests After the Fact

Anum-La Ambushed by SellswordsOne of the reasons I don’t like the narrative of the Mass Effect Trilogy is because I don’t think it was designed to be one.  While I wasn’t in those early production meetings – I was more likely washing the windows – it seems as if ME1 was a finished product that sold well enough to produce two sequels.  That is to say, there was never a plan to write the story in three segments, just as there was never a plan to write quests for the NPCs in the mod.

Fortunately, I did have enough foresight to consider the possibility that a scripter would arrive, although never in my wildest dreams did I expect it to be me.  The point is, the NPCs have enough loose ends to where tying them makes narrative sense, even if – due to the nature of the game – that narrative is not altogether linear.  In other words, there will be no god babies showing up and telling you to jump into the Matrix.  The quests were parts of the story I always had in mind.

At the same time, I also have no qualms about the majority of NPCs being left as is, because it fits the overall motif of Skyrim – cold and gloom, doom and thu’um.  In fact, the one thing I do not want is to have the player solve every problem and create some sort of twisted suburban utopia where everyone owns sport utility horses and their happiness is completely reliant on your ability to fight, fuss, and fetch.  When making any type of immersion based game, it’s a fine line.  You want to avoid the parts of reality that are dull and tedious, while at the same time not straying too far from reality that it ceases to be real.

Either way, I have my reservations about making such large alterations after the fact.  The struggling writer, Jaspar Gaerston, is a perfect example.  As he is, the character works well as a symbol.  He represents everything that’s depressing about winter.  So while there’s a loose end that needs to be tied(Adonato’s odd critique), it was hard devising a quest for him knowing he would derive some sort of happiness and achievement from it.  Jaspar as a metaphor would cease to exist.  In the end, Jaspar the growing, maturing writer took precedent.

Of course, it wouldn’t be much of a quest if it turned out Jaspar was some under-appreciated uber-genius that Adonato ignored.  However, I also didn’t want to diminish that original conversation, and how much the inspiration of his Orc muse meant to him.  Thus, when you play the quest, the conflict addresses Jaspar’s confidence and his technical ability as a writer, as opposed to the emotional epiphany and growth he achieved when he met Gromash.  There’s even a line in his older dialogue that hints at how he will improve.  When time travel is invented, I must thank my past self for putting it there on my way to kill Hitler.

With other quests, like Anum-La‘s, the difficulty comes in the sheer number of lines Lila Paws has already recorded.  Fashioning a quest for her is like playing reverse Jenga; you’re basically sticking a new block in the middle of the tower in a way you hope contributes to its stability as opposed to toppling it.

Again, it helped that I had a plan, albeit a murky one.  The same is true for Zora, were I to write something that involved her sister.  The fact that much of her random commentary would fit in before or after a hypothetical quest will make it so I don’t have to tear my hair out re-writing or conditioning every line.

However, even if something doesn’t make complete sense, the beauty of the Creation Kit is in the power to condition.   With Anum-La, I made a specific string of dialogue a prerequisite to the entire quest.  Other dialogue can be conditioned in the same way.  In that sense, it isn’t like a Jenga tower at all.  If, while playing the mod, you find a block doesn’t belong on the top of tower, it can be easily moved to the bottom, even after the fact.