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PrinceJonathan

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  1. Yeah I probably won't be satisfied unless I do it myself. Every house mod I've tried seems to have 1-2 little details that irk me. Like the Better Rosethorn Hall mod. In the basement are several chests stacked on top of each other where originally there were a couple crates and shelves. I think it looks silly. And then there's display cases. I bloody hate display cases. You try to put anything in them and when you close the door, everything goes flying across the room. Any mod that adds a display case to a house is an automatic NOPE! So thanks, I'll check out the tutorial and just make a house myself.
  2. All of the ones I've tried so far have too many bells and whistles that cause the framerate to go down the toilet, or are bugged and glitchy. Although I did like the Hall of Blissful Dreams, the framerate was so bad trying to move around caused the camera to have an epileptic seizure. I just want a high-class home fit for a Madgod, that's beautifully furnished with plenty of storage space, and won't cause my computer's processor to jump out of it's tower, run across the floor screaming, and then burst into flames. Yes my computer is a piece of s***. Does anyone have any suggestions?
  3. Ooo! Thought of another one. Is there a mod that makes every container in every Guild Hall safe for storage? I know most halls have at least 1 safe container. The two chests on the 3rd floor of the Anvil Mages Guild, and a chest on the 2nd floor of the Skingrad Mages Guild (it's in the first bedroom, right infront of you as you come up the stairs, ends up behind the door when you open it) come to mind. This mod would essentially turn every Guild Hall, both Fighter and Mages, into a free house. And maybe a mod to remodel the Halls. I think some don't have enough beds, or too many beds. Cheydinhal's Mage's Guild has too many beds in the basement. Once you chase Falcar out you pretty much get dibs on his room. I'd like to turn the area across from it with the extra beds into a library. I know the Mages Quarters in the Arcane University doesn't have enough beds for everyone.
  4. Is there a mod that involves the Skooma trade? Like you can start your own gang of Skooma dealers, compete against rival gangs like the Orum Gang in Cheydinhal, or help the guards crackdown and get the Orum Gang busted?
  5. A quick Google revealed nothing. I doubt being able to turn him in would matter much anyway. According to the lore that cowl erases all knowledge of the wearer from mortal memory. So when the guards unmask him, they'd probably have a collective brainfart and forget what they were doing. And you can't kill him under normal circumstances as he's essential until the entire questline is over. You can, however, use console commands to take away his essential flag. The code is: setessential BaseID # # = 1 for essential, 0 for non-essential. The Grey Fox's Base ID is 00014653 I really love that code, it helps a ton with escort missions and NPCs who have a habit of dieing. Just look up their Base ID then set 'em and forget 'em. Oops! Did Farwil Indarys fall into the lava again? Ha-Ha **** him!
  6. Not all daedra belong to Dagon. Daedroth for instance are usually found to serve Dagon, Molag Bal, or Malacath. Spider Daedra usually serve Mephala. Scamps serve a wide variety of masters like Boethiah, Mephala, Molag Bal, Namira, Periyte, and yes Dagon too. The Elemental Atronachs have no connection to any Prince and serve whomever they please. Those Hunger things you see all over the place in Sheogorath's realm also serve Boethia, Clavicus Vile, Mephala, Molag Bal, Namira, Sanguine. And there is no timing to their attacks. They're out there in the wild, minding their own business. They are not laying siege to city walls, and only attack people who come too close like a crazy hermit in the woods with a shotgun.
  7. I think the rewards could have been done better, mostly the Summon Saint/Seducer Spells. These are once a day powers that would have been better off as regular cast-anytime spells. Summon Flesh Atronach should have been a regular spell too. And they should be the most cost-effective spells in Conjuration. If I recall, all the master level spells cost over 100 magicka even with a maxed conjuration skill. Although the master-level Summon Hunger spell costs 80+ magicka I think, so it makes the best spell to harvest Grand Souls from. A Summon Gatekeeper Greater Power would have made a nice reward, and being a once-a-day thing would make sense as the gatekeeper can't be away from his post for long. The Staff of Sheogorath should have looked more like his original walking stick. I know there's a mod that fixes that and adds a few extra powers, like a spell to rain cheese on people or turn them into cabbages, yarn, or sweetrolls. I think what is truly disappointing though is there is no real clarification as to the Champion and Sheogorath's exact fate. When you ask Sheogorath how you can be a Daedric Prince he'll say "A fair question. You won't, really. At least I don't think so. But you'll have power. My power. Try not to lose it. It's a pain to replace. But, for all intents and purposes, you'll be Me." So what, does the champion only sit on the throne until Sheogorath can reconstitute himself? Is the real Sheogorath gone for good and the Champion is just a pretender? Or does the Champion merge with Sheogorath and they become one entity with a shared consciousness and memories? I really hope it's the last one. I mean it makes sense, sort of. If Sheogorath is the result of a curse placed on Jyggalag, then the Champion taking the curse onto himself will mean Sheogorath will be using the Champion's body as an anchor to give himself physical form. And then at the end of every era when the curse weakens, instead of changing into Jyggalag and trying to take over the Shivering Isles, Sheogorath turns into the Champion. Who will then probably just spend his time enjoying a bit of fresh air while he waits for Sheogorath to wake up. That's my headcanon and I'm sticking to it.
  8. The various Necromancer NPCs have an aggression of 100, meaning they attack anyone for which they have less that a +95 disposition bonus, except when quests temporarily stop them from attacking the PC . That means everyone and every creature other than Necromancer faction, Necromancer Cult Faction, and Undead faction. If you wander by some Necromancer, inside or outside, he will attack you whether or not you are in the Mages Guild. He will attack your companions, your horses, any wandering NPCs, any Imperial Legionare, any City Guard, or Orc Adventurer, regardless of whether they are in the Mages Guild. Anyone who comes into detection range. Those coming into range are few, absent some mod that put them near necromancers or necromancers near them, but the necros are just waiting for the opportunity. For fun, get some to chase you into a town. When I said they never attacked civilians I meant all the attacks by the Order of Worms in the questline were directly aimed at the Mages Guild. Your post seemed to imply Mannimarco was openly attacking towns and villages right alongside Dagon's invasion. As if Dagon, Mannimarco, and Mankar were best buds, had tea parties, and sexy pillow fights together. As for their aggressive disposition, it's really just videogame logic. The game needs enemies and necromancers make good enemies. But try looking at things from a more rational point of view, as if they were real people. If you're in the Mages Guild, they hate you for being in it. If you're not in the guild, they probably hate you because you're trespassing, and they're not going to ask you kindly to leave like most NPCs because they think you'll probably inform a guard or the Mages Guild. Who will then raid their home on the flimsiest of evidence. If Bethesda bothered to program a way to join the Necromancer faction, they'd probably stop attacking you. Maybe if your character could actually speak, he could say something like, "Damn it, I am not your enemy! I am an amateur necromancer myself and was hoping to use this cave as a quiet place to study." Unless their minds have deteriorated from overuse of Black Soul Gems. I think I read in the lore somewhere they're unstable and tend to slowly soul trap bits and pieces of the person carrying them, not sure what effect that has on a person's mental state, but it can't be good. Now if you want to explain something, explain conjurers. They're basically a pallet swap of necromancers, but there is no in-game reason (that I know of) for them to attack you. Conjuration isn't illegal or even frowned on by the guild. They're not in league with Dagon or the Mythic Dawn as far as I know. They're just out there, hiding in ruins, cavorting with deadra, and attacking any wayward adventurer who comes too close. If the answer isn't "videogame logic/game needs enemies", then I have no idea how to rationalize them.
  9. From what I gather Necromancy is still legal in Cyrodiil. I think NPCs in the Mages Guild specifically say this when you ask about rumors, something to the effect it's still legal but the Guild frowns upon it and refuses to do business with anyone who practices it. Now grave-robbing IS illegal, and the punishment is the Death Penalty. This is specifically mentioned in the quest Unfriendly Competition when you kill Agarmir. So if a Necromancer is caught robbing a grave they're screwed, but if they're caught experimenting on a dead body, or have a worm thrall as a butler, they'll probably just be shunned by the community. Then the Mages Guild will probably watch them specifically to catch them in the act of doing something really illegal. Like when a cop tails you in hopes it will make you nervous and cause you to run a red-light or a stop sign, I hate it when they do that. Which is what probably happened to Lorgren Benirus. His diary entry says he needed more bodies for his experiments, so where do you think he got them? Either he had to murder someone or rob a grave, and when he did the Guild was there to bust him. Not once did Manimarco's Order attack civilians, their beef was with the Mages Guild only, not the Empire. Really the whole thing between the Mages Guild and the Order of the Worm was like the Westboro Baptist Church getting a stick up their butt because a university banned something they didn't like. (Did I just compare the Westboro Baptist Church to an evil satanic necromancer cult, yes...yes I did.) I pretty much quit the Mages Guild questline after I get into the Arcane University. The rest of the story and rewards are kind of lame, sure Wizard's Fury is one of the best offensive spells, but I'm good with making a 30 point 3-way custom elemental damage spell. And besides, the Mages Guild is suppose to fall anyway and split into The Synod and College of Whispers. One organization continues to frown on necromancy, the other embraces it, and BOTH are endorsed officially by the Empire.
  10. Well according to my own personal headcanon, because the Legion is spread so thin across the various provinces, the Elder Counsel or local Counts would contract the Fighters Guild to help fight off the Daedra. Which is why you hear the rumor, "I hear the Fighters Guild is recruiting again. Not a bad way to make some money, if you've got the stones for it." It's because they lost so many members during the Oblivion Crisis. There doesn't seem to be any in-game reference, hint, or clue to suggest any involvement of the Mages Guild. Only thing they ever seem to mention in rumors is Hannibal Traven's ban on necromancy. I don't think anyone in the Mages Guild is even aware of the crisis, I don't recall anyone mentioning it. The Dark Brotherhood and Thieves Guild would most likely remain uninvolved, one because there is no profit in it, and two because if they took an active roll it would draw too much attention to themselves. Now as for the Guilds standing a chance, well...if they use videogame AI and logic no way. If they followed real world logic, then the Mages Guild would definitely be more involved as they'd be the go-to authority on the Oblivion Gates. They'd be the ones to figure out how they work, and how to possibly shut them down. And Battlemages would be fighting right alongside the Legion and Fighters Guilds. Really if the whole game followed real world logic there would be a lot more encounters like the one at Fort Sutch, only with more troops. And the Defense of Bruma would probably play out like the Battle for Helm's Deep from Lord of the Rings. I would love to do a fanfic where the game plays out more rationally, but I can't write for crap, heck this post is probably full of spelling errors and bad grammar.
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