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JetSteele

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About JetSteele

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    Skyrim and Dark Souls 2
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    Jak 3

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  1. Ps leave a comment in profile feed as i cant see or view pms
  2. Hey will u update vantal ur vampire mod for xbox one to?
  3. Comment From: ryuuku514 It is normal that you cannot view the hood from within the inventory screen as it is now a Cuirass "Attachment" and not it's own armor piece. The spell functions with the player armor sets of each, there are armor sets that are not for the player that you can spawn in so you'd need to make sure that they are the right sets. Then when you equip the Cuirass the hood will be accessible to you. It alters the vanilla sets and does not add new ones in. Hope this helps!
  4. POST UPDATE I have read through all your posts on the mod page and felt like I should give an update based on what is going on currently in the mod development cycle. First off I would like to say that the mod was released as a finished product, I had a habit in the past to release mods that were completed with expansion ideas that were for the future. So mods were complete products but I had ideas on where I wanted to take them post release. This mod I released completely, it was one that I sat on for months and I was never going to release it. Eventually I decided why not but by that point the mod was in it's completed form. So when this mod release there were no plans for expansion. It's complete. The only updates I will release are bug fixes that crop up (if any at all). There are 2 bugs currently with this mod: 1- Radiant Quest Tracking Bug 2- Bedlam Hood Bug The Radiant Quest Tracking Bug is a bug that doesn't always happen, it's actually quite random since it popped up 2 for me in a good dozen or so tests. I have isolated the bug and it is the one that I am working on fixing at the moment for an update. The Bedlam Hood Bug is with the bedlam quests not tracking when wearing the hood, this bug I am uncertain if I will fix it for the next update or if I will hold off on working on it for one more update. Because I want to get the Radiant Tracking Bug resolved and out urgently it will depend on how big of a fix the Bedlam Bug will require. If it'll require more time to fix then I will release the Radiant Bug Fix first and work on the Bedlam one later on. Just going to ask for a little patients, Thanks for your understanding! WORKAROUND Bedlam Hood Bug: Take off the Hood when doing the job.
  5. v1.50 RELEASED This version of the mod contains some small alterations optimizing the mod, a change with how the hood skill itself is acquired (Now part of the reward in the TG main quest). A handful of small bug fixes and some enchantment adjustments to the summonable Nightingale Armor. Info Adjusted on Original Post.
  6. v1.10 RELEASED This version contains a change to the beginning of the Thieves Guild, Brynjolf won't approach you with his plan if you are not a thief. There are some inventory art additions to the custom spells and clutter was added to the Sunken Trek. ​New Info Added To The Original Post.
  7. SHADOWMARKED - Mod Page This mod completely changes how the game handles the Nightingale armor set and weapons, as well as introduces a new hoods mechanic while at the same time making small alterations to certain aspects of the Thieves Guild. BECOMING THE HOOD The hood mechanics are specifically designed and ONLY function with the Thieves Guild armor sets (Regular, Improved, Leader, and Nightingale). The hoods of these armor sets hide your identity from the public so crimes committed while wearing one of these hoods is not counted as crimes that your character has committed, only if someone hasn't seen you put on the hood. The hood itself is attached to the armor Cuirass of the armor set and no longer is a separate piece of armor, using the spell you can equip or unequip the hood of that specific Cuirass. >> Lesser Power: Thief Hood Arts. LEGEND OF THE NIGHTINGALES The true powers of a Nightingale are only unlocked once the Twilight Sepulcher has been restored by returning the Skeleton Key. At this point your true powers of a Nightingale will be granted to you. >> Lesser Power: Nightingale Armor. The Nightingale armor set is transformed into a power, when you call upon the armor of the Nightingales your current armor set will transform into the Nightingale set until you decide to revert back to your original armor set that you were wearing. There is no time limit for how long you can wear the Nightingale Armor, however it is controlled by the Thieves Guild armor set inside of your inventory. You can only activate this power when you have a full set of Thieves Guild armor equipped, minus the hood. Also, to remain in the Nightingale armor set you must keep the Thieves Guild armor inside of your inventory when you are wearing the Nightingale armor set. >> Spell: Nightingale Blade. A sword that has the same effects as the regular Nightingale Blade as well as has the capabilities of banishing Daedra. You can only use this spell when you are wearing a Thieves Guild or a Nightingale armor set. >> Spell: Nightingale Bow. A bow that has the same effects as the regular Nightingale Bow as well as has the capabilities of banishing Daedra. You can only use this spell when you are wearing a Thieves Guild or a Nightingale armor set. THE SKELETON KEY It is no longer an unbreakable lockpick, the Skeleton Key can now be used as an actual key that can open any lock that you want it to open. It still increases your Lockpicking skill when it is used. The Skeleton Key is the only way to unlock the Sunken Trek, which is a small pathway linking Nightingale Hall to The Cistern. This path is only accessible to the Nightingales as it can only be opened from the Nightingale Hall section. THIEVES GUILD QUESTLINESThe mod makes some small alterations to the Thieves Guild questlines while still retaining what Skyrim originally set up. >> Join the Thieves Guild You must be a thief yourself for Brynjolf to approach you about his plan, if not he won't even bother with you. >> Radiant Quests - Less Grind The radiant quests of the Thieves Guild have been cut down to reduce the grinding element present when trying to restore the Guild to it's former glory. Also, the upgrading of the Guild has now become linked with it's restoration and not with just the completion of radiant quests; finally, the radiant quests will first run through all the Major Holds that are needed to reclaim influence in Skyrim and later will be given at random. ---------------------------------------------------------- Feel free to post in this topic whatever you guys want relating to the mod, I'll answer whatever questions you've got here. Also make sure to check the readme cause I've compiled a list of common questions there already. Your answer might already be found in there. Have an awesome time with the mod! SHADOWMARKED - Mod Page
  8. INITIAL MOD RELEASED. We have arrived! The mod has officially reached it's version 1.00 release. It has been an interesting ride and I'm happy we've finally hit this milestone. What is involved in the future of this mod? Well, first thing is I'm going to be taking this initial release and prepping it for an Xbox Beta (since I don't know how the mod will react on that console). At the same time I will be working on new powers to add into the mod to upgrade Vampirism from it's current state to offering a much more unique experience instead of only a mechanical overhaul. There is still more to come, Enjoy!
  9. EARLY ACCESS RELEASED. The Early Access build has officially been released! This build of the mod is highly polished so you do not have to worry about playing a Beta version that has bugs. There may be an occasional bug, however much work was put into the mod to polish it. Enjoy!
  10. Progress Report. The VL form has been completed, it now has a custom way of working. Also VL vampires can only feed while in VL form... as the human form is really only an illusion disguise. It will make staying hidden in society harder for VLs. Also VL vampires have a huge boost in power compared to regular vampires so the trade off is power for a harder time cloaking your existence. The human disguise is also temporary, so one cannot remain human forever as a VL. To combat this, the VL has been allowed to activate objects and do the same things that you can do in human form. Also, vanilla bugs relating to Vampires have been patched (like the Serana VL Vampire Drain bug). You won't have those tedious things happening in the mod. What remains to be completed: Fix for the Vampire Cure Quest Final Testing That's it! One more thing needs to be fixed and then we will be able to release the EARLY ACCESS build of the mod. Hope your exited because we are close to a public release of the mod! After the EARLY ACCESS build is released I will be recruiting a VA to help me overhaul the Cure Quest.
  11. Progress Report. Here we are for a second time around, much of the VL mechanics have been prepped for overhaul. For those that don't know on this project we have currently gone threw 4 version iterations. Each vastly improving upon the last (seriously the change log per version is huge), bug fixes and polish have been happening throughout development. The mod is now in a much more stable form. Just to give you guys an idea we've been through: Beta1 Beta2 PRE-RELEASE v1.00 PRE-RELEASE v1.00-2 There will be one more: PRE-RELEASE v1.00-3. This is the final version I'm working on to get all the vampire systems up to date. After this version (which will contain the completed overhauled VL form and an overhauled vampire cure quest), all aspects of this mod will be completed. At which point some final bug testing will occur and an initial release will occur. Release Schedule. I don't have a timetable for the mod release, as I want to make sure everything is working properly with the mod before promising anything. Once PRE-RELEASE v1.00-3 is prepared, I will be releasing an open early access build to the public on the Nexus. At which point the mod will be accessible to anyone who wants to play it and any bugs that are found, let me know and I'll get to fixing them (there shouldn't be much leftover by then). After that early access build I will polish any remaining aspects of the mod, and the full release will occur (using the same mod page). I will post in this thread when both events occur. Here is the schedule plans moving forward: EARLY ACCESS BUILD INITIAL RELEASE After which I will begin working on creating new unique powers for vampirism expanding on the foundation that this mod created.
  12. Progress Report. ​Because of a bug with the Vampire Lord form when interacting with the new vampire mechanics I was forced to gut the vanilla VL script and rewrite it from scratch. And because of that re-scripting I've decided to push out the VL overhaul that I was going to save for later in the initial release. What does this mean? You choose the type of vampire you would want to become. Note that the Vampire Lord vampirism falls under a separate vampirism and not under Sanguinare Vampiris. Which now actually gives credit to when Harkon says that VL are different. So here is how vampirism will break down: Stage 1 - Fledgling Stage 2 - Childe Stage 3 - Nightseer Stage 4 - Master These stages are part of the original vampirism and follow the same mechanics except you get stronger as you progress not weaker, also feeding has been changed with how it is handled (all this info in the first post). Stage 5 - Ancient This is what you become when you get bitten by Harkon or Serana, the VL power was renamed to Turok-Han Transformation. This allows you to turn into a VL however at a cost. For one your vampire powers will not be present any longer, instead you will have varients of the Vampire Lord powers available in Human Form. These powers are unlocked through the perk tree, so when you advance as a VL you also advance as a regular vampire. Also, things like sunlight and fire weakness no longer affects you as an ancient vampire. You are called Ancient because of the special vampire blood that now flows through your veins and not because of how old you are. Also, you lose access to your human form. The Vampire Lord form becomes your new normal form, you can throw on a Human form disguise however that will only work for a short while. If you don't feed you will revert back into a VL over time. So your vampiric powers are enhanced... but at a great cost. If you decide to follow Harkon then this is the cost. If however, you decide to be changed by Serana in the Dawnguard you can be a regular vampire as a Dawnguard member no problem... but you cannot use the VL power as that is what turns you into Stage 5. It's a catch 22, unleash the ultimate vampire power within but lose a part of yourself in the process. So you can return to a human form for a little while but your eyes will glow red signifying that something is off about you. Also note that this choice to turn into a VL (Turok-Han) is PERMANENT. It cannot be changed. Unless you cure your vampirism and start fresh. Also after I complete this VL overhaul I will overhaul the cure quest making it more difficult to complete with special items and utilizing some ingredient you can only get from Redwater Den (yet to be created). But I won't reveal too much about the cure quest yet since I did not overhaul it yet. So one question remains... What kind of vampire will you become?
  13. Progress Report. This is it guys! We are at the end of development for the mod's first official release! Thanks to Labor Day weekend I had the time to really work on the mod. There are only 2 things left to test: Dawnguard Story (DG DLC) Vampire Story (DG DLC) After which any bugs found in the story will be fixed, leaving the mod ready for release. We're getting close to the v1.00 release... are you prepared?
  14. Progress Report. ​All features of the mod has been built! There is some stuff that needs polish and then the mod is ready for BETA2. After which if there are any bugs left there will be one more BETA release to make the mod ready for v1.00! Thanks so much to Nekrokrist for his help! Your awesome! If anyone would like to participate in Beta Testing you can still sign up, let me know and I'll put you on the list for the BETA2 release. We are getting closer to a full release... Are you prepared for what is coming?
  15. @iNaps88 Mod Beta. The mod beta is ready for launch! I have been extremely lucky that I've had enough time to complete the mod in a really short time frame. Everything is patched and the mod will run as smoothly as it can right now. What am I looking for? I need people to help me test the mod out for gameplay (if the mod works as intended) and for story (need to play through Dawnguard quest on vampire side and on Dawnguard side) to make sure everything works 100%. I did some preliminary testing so from what I've seen you should be able to play through the story just fine but I would like some others to re-test it out to make sure that it works (more help the better which is good b/c with different mod setups etc.) What won't be in the beta? The random chance of becoming Feral feature will not be implemented in this beta. All other features are already in. As I said before, if you want to help me beta test the mod you will get recognised in the credits readme file with your profile name and a link back to you. Just let me know if you would like to participate and what you would like to test; gameplay or story. Thank you in advance for any help you can provide, I really appreciate it! Progress Report. The mod is pretty much finished as I mentioned before I only have to: Script a Random Chance of Turning Feral for 'Younger' Vampires (Feral System) This feature is not included in the beta and will be implemented for a later release date.
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