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Mercami

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  1. I have a mod that is CTD when entering the cell with a save game where I've already been inside the cell before. It works just fine when I use it with a game where I haven't been into the cell before. I found out later that having deleted objects from the game can cause this. I went back removed all the deleted items, rebuilt the house. And it's still crashing. This is my first mod for Skyrim and also the first I've released for any game. It's given me much more trouble than expected for a simple house mod. I've been working on this almost nonstop and can not figure out what the problem is. :( I've loaded the new version up at http://skyrim.nexusmods.com/downloads/file.php?id=9885 Would someone be willing to take a look at my ESP file and see if they can find what is making this happen? :wallbash: Thanks.
  2. Still working on this, but the whole scripting thing is new to me. I also chose a name for "Bob" his new name is Andril. :) I am having a problem with him though due to my old low res monitor, I can't see all of his face in the Actor window. So I might need someone who can do custom faces for the new actors I'll be adding. At some point I'll be looking for voice actors. Here's a short list of NPC I'll need voices for. Andril - Altmer male with a voice similar to Morrowind (hopefully). Aventus Arentnio - Little boy. Muiri - Breton female. Narfi - Nord male. Betild - Nord female. Ennodius Papius - Imperial male. Lurbuk - Orc male. The worst bard ever. (We might send him to bard college.) Maluril - Dunmer male. There will be more added later, and some may get cut if I can't find the right voice change the story ect. Won't be doing any voice work till all of the mod is finished anyway. It's still fun to look for voice actors though. :) I've also started a blog for this. I'll put up a link once I get more than a few posts on it and can fully focus on DDBI. Off to sleep for now, nighty.
  3. A few people have tried this mod so far, but one person who got it is crashing to desktop when they try to enter. While testing the mod I had a problem with crashing in an earlier version, that I thought I had fixed. Would anyone be willing to test this and see if they can find what might be making it crash? The person with the crashing problem got it from the steam workshop. I don't know if that might be causing it. This is the first mod I've ever released so I'm not experienced at helping people with mod problems.
  4. One thing that has driven me crazy while working with the CK is the BANNERS the box to click on them is HUGE. When ever I'm trying to click on something with a banner nearby I always end up clicking the banner. Another is Navmesh. I once deleted a huge section on the bottom floor while I was working on the top floor. Didn't notice it till it was too late and the undo command for navmesh seems very limited. Another major problem I've had is lighting. All lights with shadows stopped working in my mod and would just show up red. No matter what I do I can't get lights with shadow working in that cell now, it's terrible to find that out after you've spent 5 days building a mod. :wallbash:
  5. When playing my thief in Skyrim I fell in love with the player home in Riften, Honeyside. There were a few things that bothered me about the home though. The biggest being that outside the home in Riften there is open space below the door, yet inside below the entrance there is the enchanting area that couldn't fit there. So the mod started out as a fix for that and a way for me to get a feel for the new CK. As I made it I thought of more things I would like to change so it became a mod that alters nearly everything in Honeyside. The location of every room has changed, but the upgrades function as normal and you will still need to buy them. The decorating guide in game hasn't been altered. Alchemy Lab is now the Enchanting and new additional Smithing room. Kitchen is now the Alchemy Lab. Master bedroom is now the Kitchen. Guest bedroom is now the Master bedroom. Enchanting room is now the Bathroom. (Upgraded with bed room.) The Guest bedroom is in a new location. (Upgrades when you become Thane of Riften.) I've tested the mod as best I can if you find any bugs please let me know. I replaced the Navmesh by hand to fit the new rooms so NPC's should be able to navigate the house. I did run into one problem while modding, no lights with shadows will work. So none of the lights in the home will cast shadows. I hope to fix this later when I find out why the bug is happening. http://skyrim.nexusmods.com/downloads/file.php?id=9885 I learned a lot from this little mod and all the :wallbash: problems I encountered while making it. I also got to work with the new navmesh. Now on to working on my Dark Brotherhood mod! Where I get to learn all the new quest features. :)
  6. I'd love to hear more variations in the voice acting. When playing Skyrim it's a bit jarring to hear an Altmer that sounds exactly as that Breton or Nord you met in another city. I find myself missing the flavor that Morrowind voices had for each race. Also as a modder I'm going to be looking for voice actors myself one day. It will be nice to have a list of people who enjoy and are willing to voice act for modders. So in short yes I'd love this.
  7. I'm working on a mod to do this. It used to be in this thread but I moved it out to http://forums.nexusmods.com/index.php?/topic/549042-wip-destroy-the-dark-brotherhood-improved/ It's still a WIP so any suggestions to improve it would be welcome. :)
  8. I'm not going to be including the Morag Tong in my mod. There is already a WIP that will modify the DB and add a MT faction. Here's a link to that thread http://forums.nexusmods.com/index.php?/topic/486858-make-or-break-the-dark-brotherhood/page__hl__dark+brotherhood. Hope that's what your looking for. :)
  9. I will add brawling in where I can just for you. ;) I was planning on it just haven't made up my mind who it will be yet. There are quite a few faction mods in the works that I know of. Some of them will have the option to do this. I'm avoiding messing too much with the thieves guild in this mod so I can avoid conflicts with other mods. That way someone could play this mod and the thieves guild mod of their choice. Thank you very much for the suggestion of Darkshade. The problem would be that it already has connections to the companions quest and a modder working on that faction might also alter the quest or dungeon. The best possible option I really have is to build something new to avoid almost all conflicts. If I build it the only conflict would be if someone placed something in the exact same spot I will. That type of conflict is easy to fix by just moving things around a bit though. I'm leaning to the Dwemer building set because you could build a very nice place to live but also have caverns and such connected to it as many of the current Dwemer dungeons in Skyrim do. There is also a would be victim of the DB who happens to be a Dwemer researcher, that could provide a lot of interesting options. Thanks to you all again for the wonderful feedback!
  10. For quest #5 I figure Leigelf is a bad guy he's not going to change his mind if you try to persuade him. Though I can add the option for it. It mostly slipped my mind. :) Either way I need him to be a "bad" guy live and escape so his wife would still be in danger so I can move her to the safe haven. She'll be really useful/interesting there with her background as a miner. I do love the feedback one post thinking I'm being too good in the mod and one thinking I might have gone down the evil path with it! That's what I'm going for choices for everyone who doesn't want to be a DB assassin without being forced to just one "good" path. Skyrim already gives us a lot of limitations when it comes to character responses. Some people who play "good" types might feel the best thing they could do is kill the people who would hire an assassin, that's why I added the option. The purely good or law abiding Paladin would turn them in for trial instead of killing, so I added that option. What I'm trying to do is see things from various points of view. Just because someone doesn't want to join the DB and become a murderer doesn't mean they are a goody-two-shoes type. I don't want to force people to play the mod with a strict view of what a "good" character would do. Thanks so much for letting me know what you think. :)
  11. #1 Bob will not be a tear shedding character. He's an Altmer and he is long past the hurt they caused him (if you read about Bob's secret you'll know it happened long ago). I understand it can be hard to imagine the correct tone of voice when you read it in text. It's still in his best interests to see the DB destroyed. Penitus Oculatus doesn't come into play till later on in the DB storyline that's why they haven't been mentioned yet. I also need to avoid doing too much with Penitus Oculatus in case someone else wants to expand that faction, and they are very Imperial and it's possible the player will have joined the Stormcloaks. #2 I will cover almost all of the DB quests you'll talk and interact with the same characters see the same story but from a different side. I thought I was adding shades of grey to the story be giving the player more options than before. Did you read quest #6? There are options there a purely good character wouldn't choose. #3 There is already someone working on a mod to add the Morag Tong into Skyrim who would be opposed to the DB. Someone who wanted to do option 3 would choose that mod over this one.
  12. I've finished moving all of my alternate Destroy the Dark Brotherhood story over to the WIP thread. I've also added a lot more to the story check it out and let me know what you guys think of it. Please leave any comments about it in it's own thread I'll be checking that one much more often. Thanks guys. :)
  13. Thank you very much for your suggestion. I've rewritten most of the first and second quest to make it more personal I hope you like it. However I can't make it part of the story that you are a former assassin since it's up to player to decide the history of their own character. I've also added more of the story line to the post
  14. This mod will give players who don't want to join the Dark Brotherhood a longer and more involved quest line than the current Destroy the Dark Brotherhood quest in Skyrim. It will give players the chance to see the story and earn rewards similar to what you would earn if you did join them, without having to become an assassin. Most of the events that happen during the DB quests will still happen so that this mod will fit into TES lore. This is still very much a work in progress and nothing is set in stone so far. I'd love to hear any ideas or suggestions that you think will improve the story. Without the CK story and quest writing is about all I can do right now. I'll break down my story into bits with spoiler tags so you won't have a massive wall of text to look at. Also if you haven't played the DB quest line there will be spoilers. Quest one. Quest two. Quest three. Safe Haven quest. Quest four. Quest Five. Quest Six. Quest Seven. Bob's Secret.
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