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4. Requests/Demands


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#31
CJ2311

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In response to post #15510675.

The problem with livestock is that they count as NPCs, which means more load for the CPU even though they're just standing around doing nothing.

Also, there's already a plethora of mods that add livestock to cities and farms on the nexus, and they're compatible with ETaC, so that could be a decent alternative without making ETaC even more performance-hungry.

#32
thordir

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In response to post #15510675. #15515550 is also a reply to the same post.

I didn't say quantity over quality.
Just one more type of animal in each town, for the sake of domestic livestock diversity: a pig, a duck, geese, etc.

edit: by one type of animal in each town I mean: pigs in the colder regions, one pig per town, ducks and geese in the warmer, milder regions.


Edited by thordir, 12 June 2014 - 07:08 AM.


#33
rightfuture

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Thank you for adding the Merging files section. It is exactly what I hoped for. I appreciate your personal kindness. Please keep dreaming big and caring! You are quite awesome.

#34
missjennabee

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In response to post #15510675. #15515550, #15516950 are all replies on the same post.

ETaC actually does add farm animals to almost all of the towns, although it's only adding vanilla type animals (cow, goat, chicken) and it sounds like you're looking for NEW animals. Oddly enough, I actually did just add ducks to Morthal lol. As for pigs and the like, I'd first have to find and get permission to use the meshes for them, since making them myself is just not going to happen (me + blender = not on speaking terms.)

BUT. I'll see what I can do :) In the meantime though, as CJ said, there are other mods out there that do this.

#35
missjennabee

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In response to post #15529080.

You are most welcome :) :) Hope it helps!

#36
Insig198

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Would you add some sort of hideout when playing as a thief in select few small settlements? There is a book which mentions shadowmark, any places mark by the symbols can either hold stash for thief or as a thief's hideout for them to rest.
Speaking of which, I would like to suggest adding shadowmarks on some of the buildings you added in the settlements. Really fits in the lore very well to show the presence of the thieves guild.

#37
thordir

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In response to post #15577715.

Riverwood already has a hideout, so does Morthal.

#38
thordir

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In response to post #15507425.

So, any thoughts?
What will you do to the DBS house?

#39
missjennabee

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In response to post #15577715. #15588295 is also a reply to the same post.

I would like to suggest adding shadowmarks on some of the buildings you added in the settlements.

I'm actually already in the process of going back through and doing this. They've been added to new Morthal, and I'm hoping to get them in the rest of the towns prior to the next release.

As for hideouts, as Thordir said there is already one in Riverwood :) I'll see what I can do about adding a couple more.

#40
missjennabee

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In response to post #15507425. #15593035 is also a reply to the same post.

These are good ideas :) and I probably will use some variation on a combination. I THINK (although to be honest, I can't recall off the top of my head lol) that I've got a hunter in there already... so probably the father as a fisherman, with ...

The young boy can be the blacksmiths apprentice, and have the same blacksmith AI as Alvor's daughter, or help his mother at the stall/shop.

^^ I like this a lot so will definitely enact it for the kid. Just need to double check on what other sorts of people I've got in there relative to what the parents will do.

Thanks !!

Edited by missjennabee, 14 June 2014 - 02:10 PM.





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