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GriffinPyros

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  1. I hope this isn't discontinued. I'd really like to play with this. I suppose the developers wouldn't be comfortable with passing this on to someone that could continue development of it either.
  2. Hey guys, sorry I haven't been keeping up with this here. Things have been hectic to say the least. And yes, I was definetally expecting Frostfall, Hunterborn and Real Needs & Diseases as being core recommended mods. They do so much for the overall atmosphere of the game. I've seen the RTS mod for Skyrim, and though interesting, I don't know how effective it will be to use that as the core of the city building mechanics. I've used Pocket Empire before too and the lack of nav mesh on the placed object causes issues with NPC's. I was kinda thinking of taking something like the ruins of Helgen, just on a larger scale, like Whiterun, Solitude or Windhelm and making it possible for you to rebuild varuious structures as you have a need for them. As far as lore goes, it would be cool to have a large island, like the topographic map of a large island like Hawaii or something, imported into the CK and create the worlds origen of monsters in Tamriel or something like that. It was just a thought I had in passing and would allow us to utilise a lot of the excelent monster mods on the Nexus. I even had this one idea of pitting the Dragonborn against a vampire lord in a cinimatic fight were the vampire lord tranforms and the Dragonborn (using the wings mod) unfolds their wings and they go at it in a super powered monster fight. Yeah, it's cheesy, but sometimes cheesy is fun. Anyway, would be interesting to have a more linear plot to the mod, as the city is rebuilt, it becomes the City of the Dragonborn, as the player eventually becomes the hero that unites all the lost people and they fight back the monsters to eventually reseal the gate that is allowing the monsters into Tamriel. I don't know if all of this is even possible. Probably just want to start small, like getting a world made, build the ruined city for you to rebuild and give the player missions to rescue lost citizens. All of this is really stuff I have to do on the side since, like all of us, I have a job that has to pay the bills, so if, collectively, we can work together to put even part of this together, the rest should come together over time.
  3. Still very much want to work on this project, if there is anyone out there that has some intrest in working on it with me, please let me know. I feel it's just to big for me to tackle alone. Well, to do it properly anyway.
  4. I came looking for a "Survival World" type of mod. But I really couldn't find what I was hoping for. Following are my thoughts on the subject, if anyone has the skills with Creation Kit and want to work on this mod but just don't want to bash it out alone, feel free to contact me and I'd be glad to lend a hand. Small world, doesn't have to as big as Skyrim in its entirety, maybe as large as the Whiterun region, but have no towns or settlements, maybe a couple bandit camps that you can raid, get some suplies to start off with, maybe not even that. You could use all of the cool stuff from Hunterborn, Frostfall, Real Needs & Deseases, Organized Bandits in Skyrim, Immersive Patrols, Ars Metalica, stuff like that. There could even be a few locations where there are burnt out villages that you can collect materials to build them up from a weather shelter to a nice house that you can call home. If you start to feel lonely, there could be NPC's that you can find wandering the land, lost, like you, and need your help. You could bring them back and have them stay in your home, at your old campsite, keeping warm around the fire, or you can build them a house of their own and depending on the house, they could be a hunter, farmer, smithy, alchemist or whatever job they are assigned. Most importantly, to keep these settlements from making the survival experience feel to easy, there should be scripted events, once every two to three days, depending on the difficulty setting, there should be a monster or bandit raid on the settlement. Mining nodes and caves should respawn faster than normal too, that way you can still collect resources since your world wont be quite as big as Skyrim itself. More, ofcourse, can be discussed and developped if the project were to go forward. Again, let me know if you want to work on this with me.
  5. Well, I am still working on it, but it's been slow what with work and family. I prefer the Suikoden 2 style castle over the Suikoden 1 lake castle simple cause there's more elegance to it's design. When you simplify it and look at what the lake castle is, it's just a tube/tower with floors and rooms in it. Not much room for adding things like farms or mines. My very first attempt at this was in it's own separate world space, but it was buggy as hell. Second attempt was in the Tamriel world space, less buggy, but not as elegant. I suppose if I had a team to work with we could make it it's own world space, but I don't know how we'd set up the fast travel for that. Unless we made something like the Magic Mirror that you could use from your inventory. Say it's an old relic from the first Dragonborns that ruled before. But if we did do it in Tamriel, we could theoretically have various locations for the castle and even types of castles depending on where the player decides to stake their claim.
  6. Hello. I'm working on a mod, or rather have been off and on for a while but I need help. With my work schedule and other life distractions I haven't been able to focus on the mod nearly as much as I'd like to. So as stated, I'm looking for a bit of help to keep it moving, even when I am away with work or family life. This link should go to my Nexus Mod page: http://skyrim.nexusmods.com/mods/37492/?tab=4&navtag=%2Fajax%2Fcomments%2F%3Fthread_id%3D1020859%26mod_id%3D37492 As you can see it's been in alpha for quite a while. I'd like to atleast get a working beta out some time soon. I was able to get the second town location up in around 24 hours, start to finish. I'm thinking of pushing the town and castle further north, closer to the mountains, but still want road access. One of my concerns is effecting the natural flow of the games sub quests. So I'm taking that into consideration when picking a location and reforming it. The location of the second town was just on the other side of the hill from Rorikstead. That felt a little to close, so that adds to the choosing of moving it north, closer to the mountains. Again, any help is appreciated to make this mod better for everyone. http://static2.nexusmods.com/110/mods/110/images/37492-1-1378825791.jpg
  7. Well, if you're still looking for something like that, I have been working on a mod that does something like that. It's more remenisant to the glory days of Suikoden 1 and 2. You collect companions and tell them to live in the newly apointed homes. It's still really alpha so there isn't any script support (ie. New companion added, new house built) like in the Suikoden games, but if you have My Home Is Your Home, you can apply them towhichever house you want. http://skyrim.nexusmods.com/mods/37492/?tab=4&navtag=%2Fajax%2Fcomments%2F%3Fmod_id%3D37492%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D1020859&pUp=1
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