Jump to content

Malanity333

Members
  • Posts

    15
  • Joined

  • Last visited

Nexus Mods Profile

About Malanity333

Profile Fields

  • Country
    None
  • Favourite Game
    favorite has a u?! since when!

Malanity333's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. I want... - Search Ahead: followers are able to wait at a location you point to with the dialogue "I need you to do something". One thing that always bothered me is I was unable to do the same exact thing yet have them return to following me after they reached the destination. Because for example, as a stealth character I always thought about how a big brute following me should grab an enemies attention by leaving stealth and broaching combat and while the enemies are fighting my follower I can get better positioning for melee stealth attacks. - Guard NPC: like you use a spell to "mark" a npc by casting it on them, enter dialogue with a follower and select "Guard my current mark" or something, and that follower will follow that npc anywhere until you ask them to stop. (Previous post regarding followers) I have not come across mods that allow you to have multiple spouses or the ability to tell followers where to stay/live. I like to jump around in a way and when I part ways with a follower who has an editor-loc sandbox and they leave where I left them it is a bummer for me, kills immersion I suppose. But I also don't want to use followers can relax as they still are considered following me. I also use Multiple Followers and no I do not carry around 10 followers, I would still like a different feature though. some mechanic so we can tell companions where to live (perhaps a spell or dialogue topic that changes their editor location from in-game?) or perhaps another part-ways topic that tells them to stay within a sandbox of their current location when the dialogue topic is broached? A similar concept to Spouses Can Live Everywhere but for followers. Even more so once an interior cell has been deemed that NPC's "home" I would love to see a mod develop from there to a new life for that NPC. Specifically they leave that cell and go outside within only a short distance from the portal (which leads to the interior cell of their deemed home) based on a completely arbitrary (spontaneous) schedule. While they are outside they interact just as they would from inside like the default master pack; they greet friendly NPCs that are near, they tend to a garden if their is one, they sweep the deck, they sit on a bench sipping a mug as the sun sets yada yada yada. perhaps depending on the NPC they may even go hunting if there is game in the area. mm. how cool would that mod be? and compatible with the 3 mods linked in this forum. I duno, I'm looking for something I have not found yet.
  2. I have not come across mods that allow you to have multiple spouses or the ability to tell followers where to stay/live. I like to jump around in a way and when I part ways with a follower who has an editor-loc sandbox and they leave where I left them it is a bummer for me, kills immersion I suppose. But I also don't want to use followers can relax as they still are considered following me. I also use Multiple Followers and no I do not carry around 10 followers, I would still like a different feature though. some mechanic so we can tell companions where to live (perhaps a spell or dialogue topic that changes their editor location from in-game?) or perhaps another part-ways topic that tells them to stay within a sandbox of their current location when the dialogue topic is broached? A similar concept to Spouses Can Live Everywhere but for followers. Even more so once an interior cell has been deemed that NPC's "home" I would love to see a mod develop from there to a new life for that NPC. Specifically they leave that cell and go outside within only a short distance from the portal (which leads to the interior cell of their deemed home) based on a completely arbitrary (spontaneous) schedule. While they are outside they interact just as they would from inside like the default master pack; they greet friendly NPCs that are near, they tend to a garden if their is one, they sweep the deck, they sit on a bench sipping a mug as the sun sets yada yada yada. perhaps depending on the NPC they may even go hunting if there is game in the area. mm. how cool would that mod be? and compatible with the 3 mods linked in this forum. I duno, I'm looking for something I have not found yet.
  3. bah. sat night of spring break was a dumb decision for release. should have gone with sunday
  4. thats strange I noticed that as well tonight, I can't figure out how though as I dont believe I have loaded both this and frostfall's esm at the same time in the CK. I fixed mine by loading frostfall after this mod in load order
  5. Released: 04/07/12 Nexus: http://skyrim.nexusm...le.php?id=14619 Steam: http://steamcommunit...tails/?id=21485
  6. [Reserved Post] And Nexus.. dudes. yall are too swell. Was so far from the awareness of how in depth the Nexus forums are until this post. I have picture, videos, links. A forum post on Nexus is like a site of its own. too cool too cool
  7. This weekend sometime after a 6:00p.m. ET night I will be releasing my 2nd mod "Imperial Faction Pack - ArbitraryFA-Imperial" The file will be uploaded and available on both Steam and Nexus. Released: 04/07/12 Nexus: http://skyrim.nexusm...le.php?id=14619 Steam: http://steamcommunit...tails/?id=21485 The following concerns information for the Arbitrary Faction Additions. Keep an eye out for the mod; please broach conversation regarding your opinions or if you would like/feel you could collaborate with me or aid in the progress of my ArbitraryFA mods. ArbitraryFA - Imperial.esm : Portable consumables used from inventory such as a hammer for tempering or bellows for smelting; new recipes to condense crafting materials and lighten your inventory. Portable camp gear such as a Cot to sleep in and a Utility Bench for crafting; and new traps. Imperial followers and better stat Armors/Weapons. Imperial Faction Pack Premonish Video Link: http://www.youtube.com/watch?v=n6WkQ5pzXOU Be sure to check out my mod - Forsworn Faction Pack Nexus: http://skyrim.nexusmods.com/downloads/file.php?id=12436 Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=15401 PromoVid: http://www.youtube.com/watch?v=jCbD7UY5NOU --- MOD ADDS/CHANGES SYNOPSIS --- 1) Imperial Scout, Mage, and Soldier Auxiliary followers in the entrance of Castle Dour. 2) Castle Dour changed to CWImperialFaction. Changes a bed downstairs to player owned with a chest next to it named Imperial Scout Chest. Adds a Cooking Pot to the stove. 3) Adds Temper-able Imperial weapons with Elven stats and Penitus Oculatus armor with Scaled stats. Req. Advanced Armors Perk. Set Name: Imperial Regalia 4) Adds crafted [Camp] recipes, dropped from inventory -> enter sneak mode & activate. 5) Adds 1 use consumable [Kit] recipes used (activated) from inventory. 6) Adds 1 use consumable [Condensed] recipes used (activated) from inventory. 7) Adds crafted [Trap] recipes, dropped from inventory -> enter sneak mode & activate. --- ADDED BY THIS MOD --- --- (1) Camp Gear - drop from inventory -> enter sneak mode & activate. - "[Camp] Imperial Cot” - Bed - "[Camp] Stool” - - "[Camp] Utility Bench” - Tanning Rack + Utility Pack - "[Camp] Utility Pack” - Unique Workbench used exclusively to make “[Condensed] Raw …” & “[Trap] …” recipes in the field (can be used directly from inventory as well, but is not a consumable) --- (2) Crafted Field Kits - 1 time use (Activate the item from inventory, exit inventory menu, craft away wherever you are; once you activate one of the [Kit] used is removed like a consumable) Forge or [Camp] Utility Bench: - "[Kit] Arms Hammer" (Temper Weapons/Grindstone) 1.3 lb - "[Kit] Armor Tongs" (Temper Armor/Workbench) 0.7 lb - "[Kit] Bellows" (Smelter) 3.0 lb - “[Kit] Saw” - weigh 0.3 pounds ea, upon equipping/activating the player receives 7 firewood and 1 “[Kit] Saw” is removed from inventory. The idea is rather than carrying around 7 heavy logs, you only carry a light saw which can be used to gather the logs around you in the wilderness. --- (3) Crafted Condensed Packs - 1 time use consumables to consolidate weight Tanning Rack - “[Condensed] Ingots - Basic” 3.0LB : 2xLeather Strips, 9xIron Ingot, 9xSteel Ingot - “[Condensed] Ingots - Aesthetic” 0.3LB : 2xLeather Strips, 3xSilver Ingot, 3xGold Ingot - “[Condensed] Leather” 1.0LB : 2xLeather Strips, 21xLeather, 21xLeather Strips - “[Condensed] Field Kit” 3.0LB : 2xLeather Strips, 1x[Kit] Bellows, 3x[Kit] Armor Tongs, 3x[Kit] Arms Hammer, 1x[Kit] Saw [Camp] Utility Pack - “[Condensed] Raw Iron” 0.7LB : 1xLeather Strips, 9xIron Ore - “[Condensed] Raw Leather” 0.3LB : 1xLeather Strips, 13xLeather - “[Condensed] Raw Strips” 0.1LB : 1xLeather Strips, 13xLeather Strips During the CW Questline the player does not really have a fix/convenient domicile, rather the PC travels between the Hold’s Camps, Forts, Capitals, and HQ. To combat this I introduce recipes with the concept the PC consolidates or redistributes his/her inventory (pack/backpack). If you have ever been hiking you may have made a few adjustments to belts, harnesses, distribution of weight, etc. and this simple rearrangement may help to lift some burden and give the sense of a lighter load; Of course the weight of the Condensed items added is greatly exaggerated. So for instance: “[Condensed] Ingots - Basic” recipe requires 9-Iron Ingots, 9-Steel Ingots, and 2-Leather Strips (for the adjustments). Upon activating the misc sack item “[Condensed] Ingots - Basic” from your inventory you will receive 9xIron Ingots, 9xSteel Ingots and the misc item “[Condensed] Ingots - Basic” representing the adjustments to your inventory bag will disappear. So you gain everything you put into the recipe when you use it aside from a few leather strips *yet* rather than carrying around the weight of those 18 ingots you only have to carry around the misc item “[Condensed] Ingots - Basic” which weighs next to nothing and you will only need to take the ingots from the consolidated pack when you need them. --- (4) Traps - Crafted with “[Camp] Utility Pack”; drop from inventory -> enter sneak mode & activate - “[Trap] Imperial Tripwire” - Knocks down actors who walk through the trap (Not triggered by PlayerFaction) - “[Trap] Packed Tripwire” - ! Please do not have more than 1 “[Trap] Imperial Tripwire” in your inventory or in the same cell at a time! Use a “[Camp] Utility Pack” or “[Camp] Utility Bench” to create a “[Trap] Packed Tripwire” which is opened thru inventory by activating the item, just like [Condensed] pouches. This will avoid many issues and bugs. --- NOTES --- 1) If misc items added by this mod stop working for whatever reason when you attempt to activate/equip them from inventory try dropping all of that item from your inventory, pick them up, and then try to activate them again. 2) All items are crafted from a Forge, Tanning Rack, or [Camp] Utility under the “Imperial” category. --- FUTURE PLANS --- --- (1) Similar to the “[Condensed]” packs, I will introduce “[Voucher]”s which will be made from a much larger sum of crafting materials (Ingots, Ore, Leather) and weigh 0. You will be able to redeem a “[Voucher]” from an Imperial Quartermaster (Which I plan to station at every Fort as well, just like they are at the camps). --- (2) [Kit] Saw - I would like to make it so while in an exterior cell the screen will dim and after an in-game hour passes the player receives 7 firewood. --- (3) Craftable cooking fire that burns out after 3 hours, will also try to make something (if not this item) compatible with Hypothermia (Having issues with the fire not changing meshes each hour as I want it to) --- --- --- I am actually in the process of mapping out other factions, beginning with the Imperial Legion. That is the reason the name of my first file is "ArbitraryFA - Forsworn" (Arbitrary Faction Additions - Forsworn). Because I intended, or perhaps anticipated, ArbitraryFA - ... to be a theme of a mod series I release. The Forsworn to be honest, aside from being my fav faction, was the faction I wished to play at the time and having no experience with the CK the Forsworn Faction Pack mod was my experiment and orientation to modding. ArbitraryFA - Forsworn was my first mod. I expect future mod releases concerning arbitrary faction additions like Forsworn Faction Pack; most however will likely be much lighter mods than my first (I really went all out with the word arbitrary), like the Imperial Legion, because they already have a vanilla/initial foundation in the game. The Forsworn did not, and I built it essentially from scratch. --- --- --- The mod will be based around how I play; and have similar adaptations/aspects to and stems from my mod Forsworn Faction Pack Nexus: http://skyrim.nexusmods.com/downloads/file.php?id=12436 Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=15401 Some of the ardent and prevalent mods I will be using in conjunction with my game-play as an Imperial include… WARZONES - Civil Unrest by MyGoodEye: Wars in Skyrim IV by Alexandrox: Imp's More Complex Needs: Frostfall - Hypothermia, Camping, Survival: Camping Kit of the Northern Ranger:
  8. I have not found a mod that allows you to block or bash without a weapon drawn, I feel this would be useful when you are taken by surprise
  9. I was simply using the "Destruction Data" on the item, havnt spent much focus on that yet as I am jumping around amped up about the mod as a whole haha. But I suspected I would have to end up making a script for the specific item when it came down to it, silly silly Beth. I tell ya what, going from 1 class of Visual Basic I half-assed my way thru over 9 months ago to all the scripts I have researched into, had issue after complication after error after issue with, and completed & implemented into my mod; I tell ya what... I'd ay I am growing a bit-o resentment towards scripts my friend. hahaha. A disdain really. And Sinder. Dude, you have to be the most active individual on Nexus lol
  10. ArbitraryFA – Imperial Soon to come. I am actually in the process of mapping out other factions, beginning with the Imperial Legion. That is the reason the name of the file is "ArbitraryFA - Forsworn" (Arbitrary Faction Additions - Forsworn). Because I intended, or perhaps anticipated, ArbitraryFA - ... to be a theme of a mod series I release. The Forsworn to be honest, aside from being my fav faction, was the faction I wished to play at the time and having no experience with the CK the Forsworn Faction Pack mod was my experiment and orientation to modding. ArbitraryFA - Forsworn was my first mod. I expect future mod releases concerning arbitrary faction additions; most however will likely be much lighter mods, like the Imperial Legion, because they already have a vanilla/initial foundation in the game. The Forsworn did not, and I built it essentially from scratch. --- --- --- The mod will be based around how I play; and have similar adaptations/aspects to and stems from my Forsworn Faction Pack mod Nexus: http://skyrim.nexusmods.com/downloads/file.php?id=12436 Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=15401 Some of the ardent and prevalent mods I will be using in conjunction with my gameplay as an Inperial Soldier include… WARZONES - Civil Unrest by MyGoodEye: http://skyrim.nexusmods.com/downloads/file.php?id=9494 Wars in Skyrim IV by Alexandrox: http://skyrim.nexusmods.com/downloads/file.php?id=6176 Imp's More Complex Needs: http://steamcommunity.com/sharedfiles/filedetails/?id=13056 Frostfall - Hypothermia, Camping, Survival: http://steamcommunity.com/sharedfiles/filedetails/?id=13685 Camping Kit of the Northern Ranger: http://steamcommunity.com/sharedfiles/filedetails/?id=12982 --- --- --- I became bombarded with ideas for this Imperial Legion Pack mod and started it up, can't wait to release a solid core of the mod. --- (1) During the CW Questline the player does not really have a fix/convenient domicile, rather the PC travels between the Hold’s Camps, Forts, Capitals, and HQ. To combat this I will introduce recipes with the concept the PC consolidates or redistributes his/her inventory (pack/backpack). If you have ever been hiking you may have made a few adjustments to belts, harnesses, distribution of weight, etc. and this simple rearrangement may help to lift some burden and give the sense of a lighter load. So for instance: - “[Condensed] Ingots – Basic” recipe may require 13-Iron Ingots, 13-Steel Ingots, and 3-Leather Strips (for the adjustments). Upon activating the misc sack item “[Condensed] Ingots – Basic” from your inventory you will receive 13xIron Ingots and 13xSteel Ingots and the misc item “[Condensed] Ingots – Basic” representing the adjustments to your inventory bag will disappear. So you gain everything you put into the recipe when you use it aside from a few leather strips *BUT* rather than carrying around the weight of those 26 ingots you only have to carry around the misc item “[Condensed] Ingots – Basic” which will weigh next to nothing and you will only need to take the ingots from the consolidated pack when you need them. --- (2) Similar to the “[Condensed]” packs, I will introduce “[Voucher]”s which will be made from a much larger sum of crafting materials (Ingots, Ore, Leather) and weigh 0. You will be able to redeem a “[Voucher]” from an Imperial Quartermaster (Which I plan to station at every Fort as well, just like they are at the camps). --- (3) Craftable “[Kit] Saw” – weigh .3 pounds ea, upon equipping/activating while in an exterior cell the screen will dim and after an in-game hour passes the player receives 7 firewood. The idea is rather than carrying around 7 heavy logs, you only carry a light saw which can be used to gather the logs in the wilderness. --- (4) Craftable Field Kits - One time use (Activate the item from inventory, exit inventory menu, craft away wherever you are; once you exit the crafting menu the [Kit] used is removed like a consumable) So far I have: - "[Kit] Arms Hammer" (Temper Weapons/Grindstone) - "[Kit] Armor Tongs" (Temper Armor/Workbench) - "[Kit] Bellows" (Smelter) --- (5) Craftable cooking fire that burns out after 3 hours, will also try to make something (if not this item) compatable with Hypothermia (Having issues with the fire not changing meshes each hour as I want it to)
  11. I appreciate the reply man. I took into consideration and implemented your idea for multiple paths you can take to join the Forsworn, including a few no quest quick join by reading a book or using a scroll I added. Ya not really sure where its going, Id really like to join or create a mod crew though, ha. I could use some help (broad), or am willing to help. I may begin an Imperial Legion Faction Pack pretty soon, have a few ideas and I am more comfortable with CK now, should be more composed, ardent, and organized.
  12. I feel like my mod has progressed and has the potential for higher DL numbers, ratings, and comments; but I believe it is in the shadows behind other mods and those who would download it if they saw it simply do not come across it. I searched a bit, but I did not quite find any particular manner which to promote my mod aside from the mods pages on Steam and Nex. Steam - http://steamcommunity.com/sharedfiles/filedetails/?id=15401 Nexus - http://skyrim.nexusmods.com/downloads/file.php?id=12436 Can anyone direct me to methods to promote or direct attention to my mod, perhaps get a review?
  13. Follower Ambush Script-AI-Quest Help Request I have wanted to implement this concept since I began my Forsworn Faction Pack mod, but every time I sit down and attempt to figure it all out I get in over my head and scratch any progress. The basic idea is to have an extra Dialogue topic with followers that tell them to prepare for an ambush. They leave follow state, but instead of going into a wait state they enter a find and guard state. The item they are attempting to find is one the PC drops from inventory, like a beacon/marker telling the follower where they need to be. Once they locate the “beacon” item they go into a heightened state of aggression, attacking anything that does not belong to their faction that comes within a certain distance of the “beacon” item (as well as the follower in “ambush” state, as they should be within a couple feet of the “beacon” item.) Hints to the “Ambush” state, this will allow a coordinated strike without the followers and PC getting in one another’s way; especially efficient for AoE oriented spells/effects and perhaps traps. Divide and conquer. I was thinking the “beacon” item you drop should be a unique recipe, and there should be several beacons. To help explain I will just go with a color code to distinguish items. The way a follower knows which “beacon” item they are to search for, each beacon type will be linked to an item, the “linked” item is traded to the follower. Once a follower has a “linked” item in their inventory, only then do they give the PC the ambush dialogue option. So you give Follower1 “Linked Red” item, they then know only to search for the nearest “Beacon Red” item the PC drops from their inventory. Give Follower2 “Linked Green” item, they then know only to search for the nearest “Beacon Green” item. I am just kind of dazed at this point, don't quite know where to start.
×
×
  • Create New...