I will take this moment to say that while I AM adding some pretty involved stuff to the museum itself, the MAIN goal of Odyssey is the quests and the settings, but then again when have I ever gone small?
Requests and Suggestions
Started by
icecreamassassin
, Sep 04 2014 03:59 AM
315 replies to this topic
#261
Posted 25 November 2014 - 02:06 AM
trophy room might be possible, but will be integrated into the natural science museum upgrade. I have ALWAYS wanted to have unique 'world boss' style monsters that are a giant pain in the butt to kill but might be neutral unless you attack them or get too close which have trophies. I am really bad at setting up creatures from raw models, it's an absurdly involved process that I have never fully gotten down, otherwise I'd make some unique monsters from the Vicn monster resource. I am planning a display for each dragon type, but probably not a unique drop item. I had a slaughterfish in the aquarium, but he kept getting out and flying around the room, he doesn't like observing collision bounds for some reason lol. Plus when he did stay in the tank he attacked the glass every time you walked by lol, which would be great if he would stay inside like a good fishy. Planning to integrate mastersteve's momentos as an addon space in the hall of oddities when he's all done with it assuming it's up to scratch with uniqueness
I will take this moment to say that while I AM adding some pretty involved stuff to the museum itself, the MAIN goal of Odyssey is the quests and the settings, but then again when have I ever gone small?
I will take this moment to say that while I AM adding some pretty involved stuff to the museum itself, the MAIN goal of Odyssey is the quests and the settings, but then again when have I ever gone small?
#262
Posted 25 November 2014 - 02:08 AM
I'm picturing more like the temple in last crusade, halls of colossus will be more like the temple of doom; the jungle and all
#263
Posted 25 November 2014 - 05:59 AM
While we're talking Natural Sciences, let's say I install the seashell mod separately and then down the road install Odyssey with that integrated. There should be no issues if I just remove the seashell mod, right? (other than probably losing previously-collected shells?)
#264
Posted 25 November 2014 - 01:43 PM
Correct, just remove the sea shell mod, and all shells you have will go away because they are different form ID's but the locations will all be the same
#265
Posted 25 November 2014 - 08:41 PM
Yo !
http://www.nexusmods.com/skyrim/mods/37645/?
The Honnor blade of Chorrol !
http://www.nexusmods.com/skyrim/mods/37645/?
The Honnor blade of Chorrol !
#266
Posted 25 November 2014 - 08:55 PM
Oooh that would be nice, but definitely a pain in the butt to have to repeat it 3 times though. Looking forward to what you do with it regardless
#267
Posted 25 November 2014 - 08:57 PM
In response to post #20331714. #20332279, #20336304, #20339714, #20345739 are all replies on the same post.
You could always have a chat to this author http://www.nexusmods.com/skyrim/users/10469835/?tb=mods&pUp=1
They have a really cool mod that adds unique skulls to the item lists of the named dragons so you have a skull commemorating their death and it works really well. The mod in question is only on the workshop, but they are looking into maybe uploading it onto nexus along with their others soon if there is enough interest and that could work REALLY well in a trophy style room.
#268
Posted 25 November 2014 - 11:33 PM
yeah luckily I can just copy all the references and paste them in place and fine position them, then open up the open cities mod and copy it again to the exterior city. Not like I have to literally build everything 3 times
that would suck
#269
Posted 25 November 2014 - 11:33 PM
#270
Posted 25 November 2014 - 11:52 PM
there... implemented. Ebony greatsword-like stats, with a drain stamina over time enchant, placed in Castle Dour, owned by the legion... you happy now you damned awesome-looking item pusher you



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