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Changes to OBH and status Update

🕑 Added 2023-07-31 17:21:47 +0000 UTC

Comments

Bob

Sounds amazing - one of the things that appeals to me about the direction you're taking PA in is the shift away from immersion-breaking events to allowing for a continuity in narrative. It allows for a long playthrough even with PA and its add-ons installed, and instead of providing breaks in the narrative, even adds to it. For example, in a recent playthrough, I set up a character that stole to survive and was arrested and eventually sent to be hanged in Whiterun through PA. The struggle/escape mechanic allowed said character to escape, and provided a narrative element to the playthrough - this was a character that cheated death, who would later go on to join the Thieves Guild so as to not be alone facing the short end of the law a second time. Had it just been a straight death sequence, that option wouldn't have been available. This change in direction sounds similar - if the character is caught travelling and loses, say, Lydia or Vorstag or another companion as a result, that adds a lot of narrative heft and PC backstory - perhaps they're motivated to avenge their companion and join the Dark Brotherhood, or swear off crime to honor their memory, etc. It allows the PC to choose a lot of off-rails for their character and progress their development. The best mods allow for a continuity with existing game content, and your recent additions to PA really help that happen. Hats off to you! :)

Flying Leaf

Happy to hear the things went well with the previous update. In regards to the outcome events I do have thoughts: If there's one thing I've learned is that everyone plays Skyrim (and games in general) differently. For people who want a singular and unbroken experience the quickload might be a dreaded button; for people who play to explore all content including the different varieties and options quickload might be a close friend. And then you have weirdos like me: I play Skyrim about once a year for a few weeks, doing a couple of runs: hardcore on legendary. Most of these end really quickly but a few go the distance. And two of those have now been cut short by a very sudden, and very a memorable end via your PA events. So I'm a big fan of lethal events for the player, they make things stick out for me in terms of risk, tension, and possible conclusion. I also don't use followers at all, I find they get in the way so all content with them is kinda lost on me. Because of the above I'm a big proponent of customizability, putting thresholds and chance based sliders into the MCM so players can adjust to their liking and tastes (with your own preference serving as the default settings). The settings I like might be awful to a more singular oriented player, or frustrating to a content exploring player, while I might find their settings boring as I like a lot of risky unpredictability. You work has been pretty modular and fairly customizable so far and personally I hope that trend continues.

SkatingJesus

Good luck for this next update!


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