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CovertKish

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    Elder Scrolls, Fallout, Portal, The Talos Principle, DayZ

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  1. Sorry if this has already been requested but I have not seen it yet and this has long been for me a major issue with the vanilla Fallout 4 game. The vanilla pip boy inv categories are a nightmare navigating mainly because only a couple of categories appear at any one time. This forces you to click to the side to scroll to your required cateogory eg. AID, AMMO etc Fallout 4 Vanilla Category layout in Inv Menu: http://i.imgur.com/uUv7NC9.jpg I would love to restore the categories back to the Fallout 3 style which showed all the categories on screen at once in the Inv Menu: Here is a proof of concept for what the modded category layout could look like: http://i.imgur.com/f57cboF.jpg If someone created this mod, I could finally play this game properly without the counter-intuitive 'hidden' category menu causing unnecessary endless navigation scrolling. It may seem I am making of it a bigger problem than it is but then it is the small tweak mods which are often the best.
  2. Looking for experienced voice actors for new SkyFix mod being released next month! Official mod thread: http://forums.nexusmods.com/index.php?/topic/1189204-upcoming-skyrim-mod-riverwood-redeveloped-alpha-recruiting-experienced-modders/?p=9866559 Get in touch with me if interested, it should be fun for you budding voice actors out there.
  3. Thanks for all this support. I am going to resume work on Riverwood Redeveloped within the next few weeks as I have been very busy with college. I loved making this mod and it has already been about a year in development (it was an on-off almost experimental project of mine which I worked on in my free time, but I can now imagine it standing well as a legitimate overhaul mod for Riverwood). I will probably release an alpha version (which is its current state) for people to try. Don't expect a finished polished mod for a while - I will need help from other mod authors I think especially with the new quests I want to implement around the new redeveloped Riverwood. I am not a quest maker, and don't know how to do it well if I am honest. Can't comment on mod compatibilities yet as it is still in development. But you can probably expect incompatibility/clipping when used alongside other Riverwood overhaul mods obviously, as well as expanded villages etc. More to follow. Stay tuned! CK.
  4. http://i.imgur.com/FaHp9nX.gif Introduction http://i.imgur.com/pCMC69w.png Ever wondered how Adrianne never uses her smelter? Ever thought that the smelter at Warmaiden's looks tacked-on and out-of-place? Ever noticed that Warmaiden's is the only store in Whiterun without its own sign outside? This little mod, the first in my new 'SkyFix' series, fixes all of that. My aim for this series is that the changes should feel like it is part of the vanilla game's style and lore. The changes are small but make a massive difference to the Skyrim experience - as many of the modders out there will know, it is normally the little things that make the great mods. Features http://i.imgur.com/pCMC69w.png • New custom textured movable store sign for Warmaiden's, with handmade normal maps for painted and metallic parts. • Smelter is now in a more natural and more convenient location. • Adrianne is now able to use the smelter during her daily routine, unlike beforehand. • Smelter now has a mini stall with a roof for shelter from the elements (for a little added realism). • Workshop area has been fitted with wooden rails and platforms for a more 'contained' and 'cosy' feel. • Increased space to move around in the workshop via an extended wooden platform, with safety rails. • New custom outdoor lavatory in place of old smelter's location (at the back). • Fully navmeshed for followers. • Added a couple of warm lights - one near the lavatory and one near the Warmaiden's sign. • Added another idle lean marker for Adrianne against one of the new shelter's posts. • This mod is lore-friendly, does not hurt FPS and is TES5Edit cleaned! Download it here: http://skyrim.nexusmods.com/mods/47036/?
  5. Thanks, this is useful feedback. One thing I am against though is delving too much into 'subjunctive' or 'hypothetical' lore. In other words, saying that this and that would happen if this event were to happen. The truth is that we have no idea how Balgruuf would react if that siege were to happen in the heat of the moment and there are so many other factors which would inform his final alliances. But I do take your point about Tullius and Whiterun. I have two options: to erase that one part altogether, as it is not even needed now I think about it. The whole lore would still make logical sense without the Tullius and Whiterun backstory. The other option is to weave in a new backdrop story, involving the Legion and the Stormcloaks. I would need help with that though. Keep it coming guys and stay tuned.
  6. Firstly, thanks for leaving feeback and showing your interest in VA. :smile: But that is the point about a quest mod. You add to the lore. It does not have to already be in the vanilla lore, for instance about General Tullius. True, Whiterun is neutral with Balgruuf the Greater as Jarl (I have changed the main quest description accordingly), but that never made the central city of Skyrim any less of strategic importance to both sides. I think the Imperial siege event would make for interesting backdrop for the quest, and it would go a long way, perhaps the furthest, in explaining the new inn and restaurant at Riverwood. But I also like your idea about Helgen, except it would be a little odd having the player just leave the ruins of Helgen, arrive at Riverwood and all of the redevelopment is complete in a matter of hours. It could work I guess if someone can help me with the 'player-upgradable' questline of the mod though - it would make sense because there would be a lot of displaced Imperials from the ruins of Helgen, having lost their homes, are in need of a new one. The other problem there though is that I have not built any houses with interiors, nor do I really want to as that would be too much I think. I may make an optional version without gates, if this poses serious problems to the Touring Carriages mod and such. So overall, I think my original lore backdrop is best suited to this mod. Anyone else is free to suggest an alternative, and I would be very thankful indeed if you could. :smile:
  7. Well I certainly cannot criticise your interest in lore as lacking depth or enthusiasm. However, all of this mod is still in its alpha stages, very early in the development process with ideas changing all of the time. On to my main point now which is that the mod originally started as all of the redevelopment coming from the earnings of the player, and there would be a quest which would allow you to upgrade the town with your funds collected on your travels. This would be similar to how you can upgrade some player homes like Breezehome in Whiterun by speaking to the Jarl etc. This was what I originally intended. I still may go on with this idea. But now I am having other ideas partly because of what people have suggested. All of the issues you stated with the lore would be addressed with the Imperial presence in the village of Riverwood. After much bloodshed and stalemate during the Civil War between General Tullius of Solitude and Ulfric Stormcloak of Windhelm, the Blue Palace at Solitude sought more peaceful methods of advancing the Legion's cause and so sent a wealthy family of Imperial nobles to Riverwood and were given the task by the Jarl of establishing a unique venue for bards to perform so as to earn renown and prestige for the Imperial cause and extend the influence of the Bard's College. Meanwhile the Empire is in a state of decline. The Legion ever-eager to expand its recruitment zone outside of Solitude, the family then came up with the idea of building the only underground inn in all of Skyrim, and in all of Tamriel for that matter. The Riverside Restaurant and docks are also creations of the Imperial family and the family-run restaurant has since been successful in attracting support from travellers who pass through the village on their way to Whiterun and beyond. In particular, refugees from the Imperial stronghold Helgen, which was raized to the ground by one of the ancient Dragons, have helped in redeveloping Riverwood from a isolated empty village, into a thriving Imperial tourist and recruitment zone. But tensions with the native local Nords have never ceased.. This is the outline for the quest and the lore behind the Wondering Wanderer inn and the Riverside Restaurant. Now to address some of your other points individually: - The smelter-forge of Alvor was just a human error by me, doh - yes it is a smelter, not a forge. *Facepalm*. I have fixed that now. - To be clear, Riverwood is a lumber, fishing and farming village. The wiki online says so, plus there are signs that the villagers fish what with the racks of hanging salmon just outside the walls on the riverside. Also Sigrid owns the small plot behind the Sleeping Giant Inn. All I have done regarding these, is to add some more evidence of fishing with a few chairs and fishing decks, and add clearer evidence of farming by slightly expanding Sigrid's plot as well as enclosing it with a woven fence. Once again, I just wanted to tidy up and make the area a little more pleasing to look at than the vanilla. I focus on the smaller subtle changes as well as the few larger ones like the inn and restaurant. - As a fishing village, it also makes logical sense to have a dock area. Nothing massive here, it all logically follows. - About the docks and the square - neither are how you describe them to be. They are just small public areas where you can relax while you pass through the village on your travels, and more importantly anyone else in the village can. I simply wanted to make the village feel more community-spirited and warming/welcoming. I do not see major issues with that. - About the stables - I have created two very small stables (single horse ones) at either end of the village, just outside the northern and southern gates, as much for player convenience as making the area look more realistic. - About the Nordic history - all I wanted to do and have done, is to add a little flavour of the history of the Nordic village. It was founded by the Nordic ancestors of Hod and Gerdur. I have just added one blue flag to Alvor's smith hanging over the river, and a couple small ones over the bridge leading to the little square. Nothing massive here once again, just a little flavour of lore being revealed. You really exaggerated this one, honestly I couldn't help laughing when you said I am adding 'banners of heroes' and shrines around the village. No, just no. - About the walls - I never said they are of 'poor quality', (to the contrary, they are fine specimens of Nordic artifice) I just mean they are not finished. Simple as that. What I have done is just make the village a little more 'closed'. Now, I appreciate and always liked how Riverwood was rural and 'open', but this did make me question what is the point of having any wall protecting the village if this wall is not complete. 'So you have bothered to build a wall around the village? You may as well complete it, for maximum effect'. All I have done is extend the humble Riverwood ivy walls to fill in the gaps between the village boundaries as well as adding simple wooden gates to each entrance (which is surprising how they are not already in place given the amount of quality lumber Hod makes from all the trees around). I find all of this actually adds more cosiness to the village, which is my constant aim throughout all of the changes. It also shows that Hod's fine lumber is being used to good effect and not just piling up idly as it does in the vanilla. No lore is harmed here, certainly. - About the guards - I have never seen any guards sleeping at that campsite outside the village and I always interpreted it as being a temporary campsite for itinerant workers and travellers. And yes, none of the guards ever go the the Sleeping Giant Inn for the night. You might notice in the video that the mod features a modest tree cabin attached to the main walled entrance which is where the beds are for the guards, as well as a seating area (guards are also human you know). It also serves as a lookout post giving full view of the main antrance coming from the South. It is definitely not a 'barracks' as you described such as the one in Whtierun. That would be out of place. You are right. Thanks for your honesty, really I appreciate it, but nothing which you have said is problematic to the lore, as explained. I am always open to suggestions and criticism. :smile:
  8. Thanks so much for the feedback :smile: I am exactly like you in that I have tried many overhaul mods of settlements but have never kept them in my load order for long at all - either because of performance problems or because I prefer the vanilla style. I cannot believe I have never been in the Blue Palace - I just searched it on Youtube and can now understand the comparisons to its style. I now see that I have used assets from that building in the new underground inn - things like the double staircase, flooring and a lot of the furniture (its the noble kind). I used all these deliberately as I wanted the whole style of the inn to be grand and noble (which I guess is exactly like Solitude Palace). I really love your ideas about the origins of the underground inn - I need an 'origin' storyline to act as a foundation of The Wondering Wanderer inn. When I was building the inn from scratch, I had no backstory or lore in mind but instead just made it following my creative vision (what I only aimed for is for the inn to be completely unlike any of the other identical inns in the original game and totally unique). This is why I made it underground beneath the river and opted for the grand 'bard venue' idea so it is both an inn and an auditorium. It is still very much open regarding the lore behind it all - I will leave that more to the voice actors I think. It would also make sense to link the inn with Solitude because one of its main functions is as a venue for bards to perform (and the Bard's College is located in Solitude). That has potential I think. To be honest, like I said in the OP, I am in a weird situation right now - the mod is effectively complete in terms of all of the environmental changes and locations. What I need now is a decent cohort of custom voiced characters who will liven up the place and weave in all of the lore. And perhaps a quest. I would definitely like a quest to feature in the final version. But questing and character creation are not my strong points as a modder. I need experienced modders who know what they are doing in the creation kit and such to do this mod justice. Once again, thanks and stay tuned :smile:
  9. A diverse range will be needed as the inn attracts citizens from all over Tamriel. Probably mostly Nords, Orcs (as I want the owner of the inn to be an orc I think) but it is up to the voice actors who work with me. We will see where your personal strengths are in voice acting and see which race would be best suited both to the location and your style. :smile: EDIT: I think now the owner of the inn will be run by an Imperial family, as that will tie in nicely with the bard venue idea and also would make a good backdrop for a quest. Tensions between an Imperial-run inn who moved from Solitude and the Nordic Stormcloaks would be a good starting point for a quest.
  10. I must say I had not even heard of Blue Palace, as Solitude is one of the settlements I know least about. What about the architecture is 'borrowed'? I built it from scratch with no other inns as templates or inspiration - in fact that's the point, it is completely different to all of the other 'cloned' inns which have almost identical architecture and layout inside and out (especially inside). Read the OP to see what I really meant about the lore. :)
  11. Hi guys. Need experienced voice actors to help with my mod project which is upcoming for Skyrim! Check it out here: http://forums.nexusmods.com/index.php?/topic/1189204-upcoming-skyrim-mod-riverwood-redeveloped-alpha-recruiting-experienced-modders/ Trailer: Thanks.
  12. Make sure you are launching the skse_loader.exe, not the default TESV.exe.
  13. http://i.imgur.com/uhiDK1w.png Riverwood Redeveloped A comprehensive oddity fixing and redevelopment of Riverwood. OUT NOW Nexus page: http://www.nexusmods.com/skyrim/mods/57959/?
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