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JibstaMan

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  1. Hey, A quick, long overdue update. There have been changes of plans, but ultimately, we're still going. Progress is slow, or relatively fast depending on your point of view. I'm not going to say much more, hopefully we'll be ready for a more official announcement within a reasonable time span. @dovasdream: I'll send you a PM.
  2. Supporting Druid Gameworks...
  3. Hallo everyone, Half Goat Studios is looking for active team members who are willing to be part of the project and help in almost all aspects of the mod. With the help and insight of Mator (matortheeternal), we've decided it's more important to start development and stop focusing on writing awesome, ambitious stuff. We've also decided to break the project down into modules. This way it is possible to divide the team into sub-teams, each with their own module to work on. But while a sub-team is working on a certain module, they're still part of the total project. This means they share resources, join discussions, help with writing stories or flesh out new ideas. So we're looking for people willing to participate in the total project and work on a module or help out with one. Since we're still finalizing the details of our changes to Act I, the modules we'll be creating first have mostly to do with new world-spaces. So level designers are especially appreciated. To make the process of recruiting a bit easier, I've created an application form. So to join up, fill in the form and we'll get in touch with you, ASAP. If you're a voice actor or want to become a play tester for this mod, we're a long way from needing your help, I'm afraid. If you do want us to know you're interested (even if it might take a while), you can also fill in the application form. We'll add your mail address to a list and we'll call out to everyone on that list once there's need of voice actors or play testers.
  4. Well, first of all, I haven't modded Skyrim that much, so I'm not very experienced on the subject. A thread told me about Mod Organizer. It looks promising on how it helps organize mods, though I haven't tested it (yet). But first about SKSE. They have clear instructions about installation: 2/3. Basically, also copy the Data folder to the Skyrim directory (same directory as in 1) and say "Yes" when asked to merge folders. Step 4 is most important, since if you don't run Skyrim using skse_loader.exe, SKSE isn't being used. For those who want the Skyrim icon on their desktop, right click the shortcut, click properties. On Shortcut tab, click "Change Icon...". Then click "Browse...". Navigate to your Skyrim directory and open "TESV.exe". The Skyrim icon will be available for selection, so select it and press "OK". Then "Apply" or "OK" and you're done :). BOSS changes the loading order of mods. Loading order is indeed important. Skyrim first loads Skyrim.esm and other master plugins. Everything loaded afterwords either expends or overwrites data that has already been loaded. So if two mods modify the same thing in Skyrim, the mod loaded last will be what you see in-game, since it has overwritten the modifications of the first loaded mod. Take a leveled list for example. One weapon mod adds items to a leveled list and is loaded first. Another mod rebalances that leveled list by changing some values. If the weapon mod is loaded first, you won't see those weapons, since the list is overwritten by the balance mod. BOSS doesn't change that. I think Wyre Bash can make a "bashed patch", which will combine modifications like the example with the leveled list. Then you can enable the Bashed Patch mod so all modifications are present simultaneously. Again, I'm not sure, this is mostly knowledge I got from modding Oblivion. About NMM, it does help you in a few things, but also leaves much for the user to do. Your statement is a bit confusing, cause it doesn't do all that automatically. For every mod you download, you have to install it. If an update of a mod is available, you will have to tell NMM to download it and then install it. When you install mods, the data gets extracted to the Skyrim data folder. But it's up to you to choose whether a mod can override data from another, already installed mod. In short: it simplifies the download, install and uninstall process and provides information on whether a mod is out-dated. I agree with BIgjguitar. I would advice to play Skyrim without mods and then look at what aspects of the game you would like to see changed. Then look for mods to change those aspects. Hope this was helpful!
  5. Great to hear from you, Commoner Prince! But he's right. From a writing perspective, we're making the last finishing touches to the big picture, but those discussions have become rather complicated and time consuming and have dropped motivation. But the framework is there and it has very great stories! RL for me has also become very busy. I'm currently working on a Dialogue Writing tool for this very project, but also for college, so that's cool. But coming February, I will go on internship, which will take away most of my time and I'm not sure if I have the motivation and energy to keep working on this project. But in the end, I'm still part of this project, even in my absence. I hope to check in some times, but I can't make promises. About the wiki, I would like to state that much of the information is out-dated, just so you know.
  6. Since nobody took the time to respond, I will. It sounds like an interesting idea, but just think about the implications: 1. You have to change pretty much everything in Skyrim to fit the new setting. This basically means creating a new game over an existing game. This is a s***load of work. 2. If the Dragonborn dies, that means you actually start all over. Everything you gained; items, skills, perks, relationships etc, are gone. 3. From a lore perspective (not going to discuss whether or not Mehrunes Dagon can return), it is very clearly stated that the Dragonborn is the last Dragonborn. So the question is, when you play the child of the Dragonborn, can you still shout and absorb dragon souls? I wouldn't think so. 4. Just for fun; do you think Mehrunes Dagon and his army can win from the total might of the Thalmor? :P I personally think it would be a massive mod with little gain and big loss, so not worth the effort. Considering that, you could take a different approach. What if instead of Mehrunes Dagon attacking Skyrim, the Dragonborn takes the fight to him and his realm. In that case you can create a world with black and red skies, where there are plenty of Sigil Stones to be found and as a boss-fight, you get yo fight Mehrunes Dagon himself. Of course, this is less apocalyptic and doesn't involve a child, so no "Dragonborn Legacy". But from what I read in your post, it still gives two elements you would really enjoy, while also (probably) making the mod far more appealing for the community. Have a good one! JibstaMan
  7. There is no ETA at the moment. But we'll keep you posted once we have things to share, which will hopefully be rather soon.
  8. I don't really understand what you're trying to say, so you might want to expand on that. Are you working on a mod yourself, involving a Thalmor village? And you're asking for help writing a backstory? Or do I understand it wrong?
  9. Two things: First, for those reading this request (since the thread starter already knows), there is actually a work in progress mod called Skyrim Main Quest Overhaul, at this point in starting stage. Second, that mod is planning to change Dragonrend into another, more rend-ish, shout and use the vanilla effect of Dragonrend in another shout which can be obtained earlier in the questline. The idea is still being worked out and I don't want to spoil and surprises, so it might be a little vague.
  10. I've got the disguise working, it's just a matter of fine-tuning now. Besides that, I've worked on the Unbound quest, changed the time and weather and I would like to share the result. Open the spoiler at your own risk, Fear is Inevitable!
  11. I've decided to collaborate with behughes on his Skyrim Main Quest Overhaul (SMQO). His mod will give the Blades a bigger role in the Main Quest. In vanilla Skyrim, the Blades simply guide the player, giving information, telling him/her what to do next. SMQO will change that. The Blades will become a small band of warriors to help the Dragonborn in his struggle against dragons and ultimately Alduin. Instead of a meteoric rise to godhood, it will become a hard-fought battle. You will get defeated and you will lose friends! The Blades will be there at your side, to aid you in your battles. The Blades will gain more purpose and more meaning. But there is only so much they can do. Their first priority will still be the defeat of Alduin. And with the Thalmor breathing in their necks, the options are limited. But once Alduin is destroyed, the question will be what to do next. And that is where our ideas can still play a mayor role. But with SMQO, we will probably lose limitations related to the Main Quest that we might otherwise have. We would have a kick-ass Main Quest story with reasons to recruit. The Blades will not be just two persons that consider expanding, with you doubting their potential and still having a bad taste because of the Paarthurnax debacle. I would like everyone interested in Reforging the Blades to join Skyrim Main Quest Overhaul. There is plenty of room to let your voice be heard, to come with epic ideas or to choose what you want to work on and what not. To join, email or PM behughes!
  12. I'm currently looking into the disguise problem in the Diplomatic Immunity quest. As far as I can tell, it seems using disguises other then Hooded Thalmor Robes actually makes them more aggressive! Hopefully, I can test whether it works tomorrow (GMT +1, Netherlands).
  13. Just a quick reply. Source: UESP Diplomatic Immunity
  14. Alright! I've taken the lead over from Logiwink and will try my best in managing this mod. For now, that means I'll be working behind the scenes, organizing all the information we have and trying to make the information easier accessible. I'll keep you guys posted on updates, when they come. @behughes This mod has only idea's at this point. We aim to make this mod stand-alone (but of course it's possible we add some required other mods in the process of creating this mod). This means we're not going to keep in mind what you and your mod needs. Once we actually have something, we can take a new look at whether you can use this mod in yours.
  15. If you're mod needs this mod, why start ambitiously on your own, if you can start ambitiously on something smaller. :P My attention will stay on this mod and on the SourceForge of Reforging the Blades.
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