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VanguardVis

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  1. I'd basically like to have somebody, or rather ask somebody, to take the current fur armor textures for the fully sleeved fur armors and re-texture them to use the pelts gathered from the Vale Deer and the Vale Saber Cats so they have glowing patterns to them. I understand it's a rather large request but if you only want to do the textures I can handle doing the CK stuff and assigning the textures to the armors. I've done a few re-textures myself but would like a skilled artist make an amazing texture for the armor. Reply if interested in taking on this endeavor.
  2. Thanks. I wanted to go for something that had different paths you would follow with your choices. So far in Skyrim they've been rather small choices and didn't impact much except for the Civil War part. It either resulted in getting an item instead of not getting one, or getting a follower as opposed to not getting one. I think if Skyrim's DLC or other works have more, for lack of a better term, dynamic storylines, the game would build on its already great success.
  3. They don't actually work directly under Boethiah but have taken the name in honor of their supposed original ancestor god and use the name as a reflection of them reclaiming their homeland. As for the Beth suggestion I completely forgot about doing that. Thanks!
  4. I apologize. I've just been dealing with a lot of crap right now and it's getting kinda hard to keep it together and be able to deal with it. I don't like calling it a mod because then people assume its going to be made and it probably won't be. I just don't want people confusing them and pestering me why it isn't done or when is it going to be released.
  5. Rather obvious you did not read it at all. This is NOT A MOD! This is an idea for an expansion to Skyrim. Yet again, this is the internet.
  6. So I have been playing Skyrim for awhile and went back and played Morrowind to experience more of the series. I found the two similar in some mechanics and created my idea of what Bethesda could work on for an expansion to the game that would be, in my opinion, very interesting for many people. The following is a long explanation of the main quest so bear with it and leave your opinion on it. Rise of Vvardenfell Nearly 200 years have passed since the destruction happened. Red Mountain’s eruption sent the native Dunmer far from their lands and cast them adrift across Tamriel. Now is the time for change, for the return to the once forsaken isle. Led by a new cult known as Boethiah’s Band, a group of Dunmer have united and travelled to the once barren lands. They found small parts on the coast have survived and have built a settlement called Azura’s Gaze and are repairing the island’s ash wastes with the blessing of their Daedric lord. Yet problems have arisen. Scouts for Boethiah’s Band have found Argonian forts along the isle’s southern coast and some of the band’s people have gone missing leaving only bloody remnants where they were attacked. Now they are asking for aid from adventurers to delve into the island further and find what dangers lurk within its desolate dunes. Do you have the bravery to walk in the footsteps of the forgotten? The journey begins by being given a flyer by a courier tasked with spreading news of Vvardenfell’s resurrection. You journey will lead you to Windhelm’s docks where you’ll board a ship headed to Azura’s Gaze where you’ll meet with the leader of the Band. From here you’re asked to do some menial tasks such as cutting some wood to build the settlement and eradicating a cave of Alit. After that you return to find the camp in frightened and find out a group of scouts has gone missing travelling south along a Guar trail. Your next task is to set out and find what happened to them. As you travel south you find the remains of a camp ransacked and the scene littered with blood and sign of a struggle. As you walk into the ruins of the largest tent you find an Argonian who’s severely hurt. Your choice is to save them or kill them and report back. Save route: You learn that the Argonian is a scout sent from their settlement at the ruins of Vivec named Hist’s Reach. The Argonian tells you to follow them as they are still injured. Your task takes you down through the ruins of Balmora where you find a small Argonian camp who confronts you. Your scout convinces them to stand down and they all tell you stories of what happened to them. They’re people have also been attacked and taken by something none have survived encountering yet. They can tell they’re fast and relentless. The only clue they have is a scrap of finely woven fabric they believed was created by elves. Just as they’re about to tell more one of the Argonians stops them and questions whether they can truly trust you or not. They give you the task of venturing towards the ruins of Red Mountain to slay a wyrm they call Ash-on-Wings and retrieve one of its fangs. The Argonian you saved asks to join you and states that the Histskin has healed him. From here you venture towards the ruins of Red Mountain. Kill route: On killing the Argonian you find a note that needs translating and return to Azura’s Gaze to report back on the events that happened. The leader has asked that you meet with them and they discuss their next course of action. Believing that the Argonians may not be the cause, the leader asks you not to kill any you find on the island while adventuring and has a different task for you to attend to. The band has seen a dragon flying around the remains of Red Mountain and asks that you eliminate the beast and recover a fang as proof. You’re given a scout as a guide to lead you up towards the top of the mountain to find its lair. The Dragon: You follow the advice and guidance of your scout and reach the mouth of the beast’s lair. You and the scout enter to find a camp of Thalmor guarding the cave’s entrance. You fight through them and make your way into the upper chambers of the cavern. At the top you find a Thalmor mage fighting the dragon. Upon seeing you the dragon smashes the top of the chamber and creates a cave-in blocking you and the mage from it. You now fight the Thalmor mage to the death. After winning you find a set of plans on the body detailing the location of a camp they’ve set up on the western shore. You take the map and your scout points to a small tunnel out of the cave towards area where the cave-in happened. As you exit you find the dragon perched on a large stone tablet staring down at you and it speaks to you. It gives you two choices, fight it or speak. If you fight and kill the beast you can collect two fangs from it to deliver. Upon speaking, you learn the history of Vvardenfell since the eruption of Red Mountain. The Thalmor arrived shortly after the Argonians and began creating a base and expanding. The dragon has watched as the Thalmor attacked scouting parties and took prisoners back to their base as slaves. The dragon gifts you with two fangs and promises to honour you saving its life. You return to deliver the fang when you find the bases in dismay. Both camps have been attacked and their leaders’ kidnapped. You show you have the fang of the dragon and the people calm down and listen to you. The chief of their armed forces tells you about the events and gives you advice on where their course of action. Both sides tell you of a rare creature they sighted known as a Chamnol. The beast seems to have a unique ability to blend into its surroundings and that if you could find a nest the hides may be used to create a special armor to infiltrate the enemy’s defenses. You set out and find the nest and return but find that nobody knows how to work with the hides properly while retaining their unique traits. You’re told of stories about a hunter who’s lived on Vvardenfell longer than anyone else who may know how to craft the armor. They send you to Sheogorad to find them. You arrive on the island to find it inhabited by Netch farmers and the hunter in question is the chief. They would assist you but they’re facing a problem of their own. Their netch herds are under attack by a pack of Kagouti nearby who have killed their netch and dragged the bodies back to their dens. The hunter tells you that you need to know how to work netch hide before learning to craft with Chamnol hide. After you visit the den and collect the hides and kill the Kagouti you find another farmer trapped inside and will teach you to craft armor from Kagouti hide as long as you escort them back. After you’ve escorted them back to the farm community you craft the armors (Netch=light, Kagouti=Heavy, Chamnol=2 sets=light and heavy) and they state they will aid you with whatever you need as long as it is to protect Vvardenfell if you complete another task for them. This one is optional but the result can change a few things later. The task is to journey to the ruins of Arkngthunch-Sturdumz to retrieve an ancient Dwemer artifact rumoured to have been created as the ultimate weapon for a long dead king. Journeying into the ruin will have you face off against the ghost of the king in a giant arena. The opponent you face will be determined by your level and your reward for surviving is the weapon. You return with the weapon and are gifted with being its owner and the farmers will give whatever aid they can whenever you need it. You return and hear out the battle plan from the Argonians or the Dunmer. You’re told that there is an old Kwama Egg Mine that leads right behind the enemy’s lines where you could sneak in and rescue the leaders. Upon sneaking into the camp and finding the two leaders locked in a cell you’re confronted by the leader of the Thalmor emissary. He arrogantly releases the leaders and all of the prisoners mocking that nothing you could do would stop their next assault. The leader doesn’t care how you entered the fortress but lets you leave with the prisoners as all the guards stare you down as you exit. The prisoners and yourself journey back to Hist’s Reach and the two leaders speak together. The camp is then attacked by a Dunmer war party and upon entering the gate is told to cease their attack. The Argonian and Dunmer leader having spent some time in prison and both being slaves agree to form an allegiance and will fight together against the Thalmor. The Battle: The leaders will split their forces to attack from the north and south sides of the fortress but will remain hidden until both gates can be opened. The sides agree that you should journey inside with the two scouts or just one now once again and seek out the controls’ for the gates. You enter and find the gates well secured and need to take the guards out quietly. If you saved the Argonian Scout the three of you can sneak up behind the guards and kill them silently but if you kill the scout you are stuck fighting not only the remaining guard after your sneak attack but also a few other guards they call into the room. After the fight you release the gates and exit the keep to find the leader’s whereabouts. Upon exiting you find the settlement under heavy attack and if you gathered the spear then netch riders will aid in the assault. You see the leader walk into a tower on the far side and must travel along the battlements to reach him. Just before reaching the door the general in charge of the military confronts you and you must kill them or incapacitate them. If you kill them, then you walk right in. But if you incapacitate them the general gives you a special ring to wear and lies wounded as you enter the tower. The Final Faceoff: You find yourself in a large room with another object very similar to the Eye of Magnus. You engage in a battle against the mage and two Magicka Atronachs summoned using the sphere. After you get the archmage down to very little health a massive paralysis wave sweeps out and stops everyone except the mage. He stumbles onto his feet and walks towards the sphere. His body is absorbed and the sphere transforms into a giant Dwemer Centurion with teal plates and a blue aura swirling around it. The scout(s) run off and try to find any aid they can for you after the paralysis wears off. This phase requires you to avoid Magicka Meteors it will summon to fall down through the broken tower roof. Occasionally the Centurion will emit a pulse of Sparks which must be avoided without the ring to avoid massive damage or ignored with the ring equipped. After you get the Centurion down to very little health the arch mage’s twisted voice begins saying the weapon is unstable and will explode but it will at least take out all of the East Coast of Vvardenfell with it. If you spared the dragon back on Red Mountain it will arrive and grab the Centurion and carry it far off and the explosion can be seen from the tower. If the dragon was killed the scout(s) return with a device found in the Dwemer ruins and order you to leave while they run towards the Centurion. As you exit the tower explodes and you are set flying away from it. You awake in Azura’s Gaze and learn that the scouts sacrificed their lives in order to control the explosion’s damage and the statues of the scout(s) fighting against the now stone centurion stand in the centre of Azura’s Gaze. The leader’s approach you and ask if you have the dragon fangs gathered form long ago. Depending on whether you saved the Argonian or not you will receive an amulet with only one or both fangs. With one fang the amulet gives one enchantment but with two you are given two enchantments. You are also gifted two player homes, a tent in Hirst’s Reach and a home in Azura’s Gaze. If the dragon carried the Centurion away you fill find a statue dedicated to it in Azura’s Gaze and given an amulet with two or three fangs. Two for killing the Argonian Scout and three for saving them. The two fang amulet gives the same enchantment plus another one from the dragon’s fang while the three gives the two enchantments from the scout’s two fang amulet and the dragon’s fang. The leaders will say they do not know what happened to the dragon after it carried away the Centurion but hold it as a lord of Vvardenfell and revere it. If you choose to travel back to where you first found the dragon you will find him sitting at his perch with a blue aura around it. He states he now knows what it is like to be a guardian of others and will watch over the island and protect the residents of Vvardenfell should anything happen. If you read all that congrats to you and hope it sounds interesting.
  7. To determine Alduin's intent on destroying Hlegen we need to look at what happened overall leading to the event. First, we all know the prophecy that tells of Alduin's fate. "When the sons of Skyrim spill their own blood." We know Ulfric Stormcloak is captured by the Imperials and is about to be executed before General Tullius. The prophecy would seem to imply all Nord are at eahc others throats but simple feuds between Nords would have occured before. The 'sons' mentioned may be the ones looking towards what is best for Skyrim. That would mean that as Tullius has captured Ulfric and is about to be executed the blood of another son would be spilled. This could be what fulfills this line of the prophecy. Next, we know Alduin was hurled into the timestream but we don't know how he emerged. Was it an instant event and he had no idea time had passed at all until later, or had he been watching the world the entire time and waiting for the time to strike? I focus more on the instant emergence which does aid in explanation. After being weakened by the mortal heroes and sent thorugh the stream, Alduin would emrege weaker, which is stated by Paarthunax even after Alduin would have had time to recover. A weakened Alduin would seek a place to recover and would flee from Paarthunax if he emerged and found himself confronting the old dragon. Fleeing Alduin would have flown down the mountain to gain speed and instead of flying around Paarthunax he would more likely have flown south towards Helgen. Considering the humans and dragons were at war at the time Alduin may attempt to devestate Helgen as to create a diversion for the mortal forces and he could easily flee while the mortals attempted to help the victims. It's plausible that as he lands in Helgen he feels the soul of another dragon and without him seeing another dragon, believes the Dovahkiin is somewhere in the town but has no idea as to where because the dovahkiin's 'soul strength' (if you will) is so weak without any training. This is why he rampages in the hope to kill one of the mortals, one he can't identify as the dovahkiin. He probably loses the sense of the 'kiin's' soul and flies off believing he has been triumphant. From there he would try to find aid from his brethren. This would lead into the 'world-eater' part. After learning what has happened by raising the dragon near Whiterun Alduin plans to wage the war once again. So, to wage a war, you need an army. Alduin would raise the most powerful first to ensure everything will continue with his plans for world conquest, or rather enslavement of the mortals. His plans were to enslave the world just as he had before being sent into the stream which would greatly change the world. This change could be referened as 'the world being eaten' to fulfill that section of the prophecy. As Alduin began to raise his generals he would come across 'kiin' and Delphine near Kynesgrove. Granted 'kiin' would be stronger Alduin would still need to have somebody guard the Songarde entrance where he would go to fully recover and instead would create distractions to divert the dragonborn. Alduin would also feel relatively safe as the only way he could be threatned was by Dragonrend and explains why he would intervene at the Thorat of the World in order to try and kill the kiin. Unable to Alduin has to flee to Sovngarde and we know the rest. The best explanation we can get of why Helgen was destroyed would only really be filled by Bethesda when they release official reasons for it, but until then we're left to wonder and make informed guesses at the reasons.
  8. The mod I'm working on is basically just to give a bow I've created a new and unique model. This idea was what originally started me into modding Skyrim even if the mods are only simple retextures at their best so far. I've uploaded all of my progress on the model only to this page here: http://skyrim.nexusmods.com/downloads/file.php?id=12238. I have the technical details of getting the model in-game and its stats already completed, but things have come up so I unfortunately cannot get the model to its proper working point. If a modeller has the time all I would need is the mesh working with proper animations and the UV maps so that I could make the textures for the bow. I'm more than willing to give whoever can assist me credit and if they like the concept I have another they may be interested in helping with. I'm mainly just hoping to finally have my first mod idea reach what I hoped would be made eventually.
  9. A simple idea to add to a hunter's/huntress's arsenal using animal parts to craft a weapon. Put simply this would have approxiametly the same strength as a Hunting Bow but with a different model. I have a craft recipe for it as well which is as follows: Horker Tusk Bow 4 Horker Tusks, 2 Firewood, 4 Leather Strips Weight: 10 (1 firewood = 5, + 4 Tusks=4, 4 Strips=Let's Say 1, Total =5+4+1=10) Damage/Strength/Attack/Whatever=8 Tempered using Horker Tusks and Leather Strips. 1 each per temper. This would be a general crafting recipe to start the game wbut I have more ideas if someone really likes the idea and is looking for something to work on. I'm sure people will be yeling at me to create it myself using the new CK but it isn't easy to do! I ca't even copy at existing item, rename it, and see it in-game. And I have no modelling experience which brings me to the model of the bow. I was thinking the modelling would be fairly simple from a theoretical not physical standpoint. Take two horker tusks, flip one horizontally, position in the air above the other tusk and add a handle of wood or leather or the modder's choice if this is picked up. One last note is that I thank anyone for taking the time to read this and if a modder needs any ideas I can give them plenty to work with. Thanks once again for reading.
  10. I think people should be able to do more things with items they collect like tusks and pelts so I compiled a list of items to aid hunters and also should help with rping as a hunter in Skyrim. I just think hunter's should be able to make and customize their equipment to their favoured or primary prey. Hunter's Update Bows: Antler Bow -Materials=4 Small Antlers, 2 Leather, 4 Leather Strips OR -Materials= 2 Large Antlers, 2 Leather Strips, 4 Leather Strips Damage probably close to a Hunting Bow Horker Tusk Bow -Materials= 4 Horker Tusks, 2 Leather, 4 Leather Straps Damage probably between a Hunting Bow on low end and an Imperial Bow on high side. Mammoth Tusk Bow -Materials=2 Mammoth Tusks, 2 Mammoth Pelts, 4 Leather Straps Damage probably between a Dwarven Bow on low end and a Glass Bow on high end. Armors: Bear Armor -Weaker Version of Stormcloak Officer Armor Requirements: Helmet: 2 Bear Pelts, 3 Leather Strips Armor: 4 Bear Pelts, 2 Leather, 4 Leather Strips Gloves: 2 Bear Pelts, 2 Leather Strips Boots: 2 Bear Pelts, 4 Leather Strips Cave Bear Armor -Weaker Version of Stormcloak Officer Armor, stronger than Bear Armor -Retexture to Brighter Brown Colour Requirements: Helmet: 3 Cave Bear Pelts, 3 Leather Strips Armor: 5 Cave Bear Pelts, 2 Leather, 4 Leather Strips Gloves: 3 Cave Bear Pelts, 2 Leather Strips Boots: 2 Cave Bear Pelts, 4 Leather Strips Snow Bear Armor -Slightly Stronger Version of Stormcloak Officer Armor, Retexture to White Requirements: Helmet: 4 Snow Bear Pelts, 2 Leather, 3 Leather Strips Armor: 6 Snow Bear Pelts, 4 Leather, 4 Leather Strips Gloves: 3 Snow Bear Pelts, 2 Leather Strips Boots: 2 Snow Bear Pelts, 2 Leather, 4 Leather Strips Wolf Armor -Weaker version of armor Companions Wear Requirements: Helmet:3 Wolf Pelt, 2 Leather Strips Armor: 5 Wolf Pelt, 4 Leather, 3 Leather Strips Gloves: 2 Wolf Pelts, 2 Leather Strips Boots: 3 Wolf Pelts: 4 Leather Strips Snow Wolf Armor - Retexture of Wolf Armor from Companions and only slightly weaker than Companions Wolf Armor Requirements: Helmet:3 Snow Wolf Pelt, 2 Leather Strips Armor: 5 Snow Wolf Pelt, 4 Leather, 3 Leather Strips Gloves: 2 Snow Wolf Pelts, 2 Leather Strips Boots: 3 Snow Wolf Pelts: 4 Leather Strips Sabre Cat Armor Requirements: Helmet: 2 Sabre Cat Pelts, 2 Sabre Cat Teeth, 3 Leather Strips Armor: 6 Sabre Cat Pelts, 6 Leather, 6 Leather Strips Gloves: 3 Sabre Cats Pelts, 1 Leather, 2 Leather Strips Boots: 4 Sabre Cat Pelts, 4 Leather, 2 Leather Strips Snow Sabre Cat Armor Requirements: Helmet: 2 Sabre Cat Snow Pelts, 2 Sabre Cat Teeth 3 Leather Strips Armor: 6 Sabre Cat Snow Pelts, 6 Leather, 6 Leather Strips Gloves: 3 Sabre Cats Snow Pelts, 1 Leather, 2 Leather Strips Boots: 4 Sabre Cat Snow Pelts, 4 Leather, 2 Leather Strips Mammoth Armor Requirements: Helmet: 2 Mammoth Pelts, 4 Leather Strips Armor: 6 Mammoth Pelts, 2 Mammoth Tusks, 2 Leather, 8 Leather Strips Gloves: 3 Mammoth Pelts, 2 Leather, 6 Leather Strips Boots: 4 Mammoth Pelts, 2 Mammoth Tusks, 4 Leather Strips Axes: Sabre Cat Tooth Axe -A one-handed axe with three sabre cat teeth acting as saw teeth to rip through flesh. Requirements: 4 Steel Ingots, 3 Sabre Cat Teeth, 4 Leather Strips Shields: Troll Skull Shield -A shield crafted with Troll Skulls to create a durable but heavy shield and also to intimidate enemies. Requirements: 5 Steel Ingots, 4 Troll Skulls, 3 Leather Skulls, 4 Leather Strips Armor: Equivalent of a Dwarven Shield in Armor and Weight. Fisher's Armory Update Spell Tome: Conjure Ice Wraith Requirements: 4 Ice Wraith Teeth, 8 Ice Wraith Essence, 2 Rolls of Paper, The title is as simple as it sounds. There could probably be more reagents but I'm not sure which ones should be added. Slaughterfish Scale Armor Set Rather weak set mainly for RP styling or decoration. Right now I'm imgaining a retextured hide armor set to appear to have a scaled quality to it with the same colour as the Slaughterfish. Slaughterfish Scale Helmet 15 Slaughterfish Scales, 3 Leather, 2 Leather Strips Slaughterfish Scale Armour 20 Slaughterfish Scales, 5 Leather, 4 Leather Strips Slaughterfish Scale Gloves 12 Slaughterfish Scales, 4 Leather, 6 Leather Strips Slaughterfish Scale Boots 14 Slaughterfish Scales, 6 Leather, 6 Leather Strips Slaughterfish Scale Shield 20 Slaughterfish Scales, 4 Leather, 4 Iron Ingots, 6 Leather Strips The stats would probably be very similar to the Hide Armor set and the Hide Shield. This would be a light weight shield. Mudcrab Chitin Shield 20 Mudcrab Chitin, 4 Leather, 2 Iron Ingots, 4 Leather Strips This shield would probably be close in stats to the Iron Shield but if possible I think it should have an enchant to better block against arrows. The reason for this enchant is because if you actually shoot mudcrabs with arrows the arrows bounce off their shells which could serve as a good shield material. Warhammers: Major difference is that the head of the warhammers are tusks wrapped around a central axis pointing outwards to serve as the attacking surface. Horker Tusk Warhammer 6 Horker Tusk, 2 Iron Ingots, 4 Leather, 3 Leather Strips Equivalent of the Iron Warhammer in stats. Mammoth Tusk Warhammer 4 Mammoth Tusks, 2 Steel Ingots, 4 Leather, 12 Leather Strips Equivalent to the Dwarven Warhammer in stats, uses a lot of leather to hold the tusks in place. Tytanis Survivalist Update Basically the addition of items others have suggested to be implemented which would be useful for hunters/outdoorspeople/survivalists/etc. This includes ideas of others and my own and I think this post may aid in bringing them into a future update with more info added on how to craft them. Tent with Bedroll 15 Leather, 20 Leather Strips, 8 Iron Ingots Extra Requirements: 1 Hammer (Required in Inventory, Not used in Crafting but used in placing) Weight=10 Acts as a portable tent with bedroll inside of it which is commonly found at camps around Skyrim. Can be placed and removed only when there are no nearby enemies and only usable without any enemies in the area. The Iron Ingots are used for nailing the tent to the ground and also used as poles to support the sides of the tent. Tent requires a Hammer in the inventory to be erected in the world. Does not require a Hammer to dismantle. Portable Cooking Spit 10 Iron Ingots, 1 Cast Iron Pot, 1 Kettle Weight=5 Can only be placed on an open fire without any other cooking spits occupying the same fire. The same rules apply for this which also apply for the Tent with Bedroll item. Portable Fire Kit 10 Firewood, 4 Lanterns, 2 Charcoal Extra Requirements: 1 Torch (Required in Inventory, Not used in Crafting but used in placing) Weight=10 Same rules apply as the previous two for placing and removing. The lanterns are used by removing the oils to keep the fire lit for a prolonged amount of time. Needs torch to be placed and can have Portable Cooking Spit placed on campfire. I also have a new perk on the smithing tree to start before the initial perk to unlock these items as well. The idea is as follows: Hunting Smithing Skill Perk Adds new perk at Smithing Skill 20 for making leather, scale, and any other huntereqsue style item to the smithing tree. I know this is a longshot to see happen but a true hunter should be able to create their own gear from what they hunt.
  11. Basically I'd like to see a mod in which you can conjure an Ice Wraith to aid you as any of the atronachs do currently. I'm not sure why you cannot summon one already considering they seem to be some kind of element-spawned creature and hve an idea how to add this mod. I think if it is added you should make a spell tome basically called 'Spell Tome: Conjure Ice Wraith' which would sit on a small bench at the Serpent guardian stone, the location of what is probably the first definitive ice wraith encounter and the best place to put the tome due to the connection of Ice Wraiths liking the stone referenced in-game.
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