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askfor

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  1. I am thinking about creating a new mod. It is war of, initially, four factions in Anchorage main worldspace. The factions are: - settlers - raiders - mercenaries - super mutants. Player arrives at neutral zone and joins the faction. Super mutants are not playable. Settlers are most numerous and worst equipped. Joining them, generally, yields a lot of good karma throughout the game. Mercenaries are few, but best equipped. They work for mysterious employer from outside Alaska. Joining them, generally, keeps karma in neutral. Joining raiders should yield a lot of bad karma. Simply, killing settlers yields bad karma and killing raiders yields good karma. The goal is take control of all the bases and settlements which belong to other factions. Super mutants are there only to create additional chaos and cause game to be unpredictable. They attack any settlement at any time. The gameplay should resemble Civil War in Skyrim. What needs to be done, in technical sense, is following: 1. Clone the Anchorage Worldspace into new one - I tried once, it works. 2. Remove all the simulation related collision markers - easier than it looks like 3. Remove all the NPC's from the map - not so easy 4. Update navmeshes where the collision markers were, if necessary 5. Adapt existing fortifications to serve as settlements and add new ones 6. Create quest sand NPC'sfor each of 3 factions. Perhaps some wildlife, too. Players should be free to come and go as they please. The weapons and armor should be about middle level. No Plasma Weapons, Gattling Lasers, Power Armors, Fatmans. Players are, however, free to bring whatever they want, depending on challenge that they seek. Everything should be in ESM form, so that cross-mod plugins can be created for other popular mods. Getting rid of collision markers is extremely easy, despite the fact that there is a ton of them. Replace all the instances with some new object (like collision_marker_new) within the scope of worldspace. Then, simply, delete new object from game files.... it works, I tried it. Whoever have idea, suggestion, or wishes to contribute in any way, feel free to post reply to this thread.
  2. Do you think it is a glitch, or it might be there for a reason ? Could it be "recruited" with some perk ?
  3. This is the second time I encountered a lone junkyard dog. In previous game I found it south of Hardware Town, where the random encounter is. This time I found it at Oberland Station. It was pacing back and forth quickly. Gene was nowhere in sight. When I took control of the workshop, I built a dog house and it moved in immediately. When super mutants attacked the farm, it stayed neutral, although visibly agitated by fighting around it. Later I encountered Gene and he had another dog with him, a different one. Lone dog was light brown and Gene had black dog. When I returned to Oberland, lone dog was still there. It crouched next to lone dog as if I was going to pickpocket it, because I could not "activate" it. Its name was shown as "Junkyard Dog", indeed. Is there anyone else who encountered the lone dog ?
  4. So, you agree that enchanted weapons are less powerful in hands of most of the followers ? I wasn't sure about that.
  5. It has always puzzled me why followers sometimes pick non-enchanted weapon with higher base damage rather than more powerful weapon with lower base damage and enchanted effect which makes it more powerful of the two, Then I noticed that weapons which I enchanted early in the game have their enchantment effect grown more powerful.For example sword with shock effect of 10 has its effect increased to 15, Note, it is the very same piece. I figured out that it is because of my increased enchantment skill. So what about the followers then ? Most of them have low enchantment skill. Therefore, enchantment effect of the weapons might be much less powerful for them. That would explain their choices of weapons I described above, I also noticed that followers have enchanted weapon charge last much longer. That is might also be consistent with above. When you enchant a weapon, you can have stronger effect and less charges or weaker effect and more charges. Perhaps the weapons have more charges for followers, too, so their weapons need to be recharged less often. I'd like to hear what other people think of this theory.
  6. So here it is how it it should work: If you lose your thane status in Whiterun AND If you didn't buy Breezehome AND If you never invited Lydia to follow you THEN Lydia should be removed from the game If you regain your Thane status in Whiterun Lydia should be back Explanation ----------------- You became thane of Whiterun, but left Lydia in Dragonsreach. Then you join Stormcloaks and lose your thane status. You have no right to have a housecarl and you are almost total stranger to Lydia. Why would she follow you ? If you bought Breezehome before, then she would have been guarding your home, and it counts as if she has been following you. If you work with Vignar and regain your thane status, Lydia shoud be back. Why is Lydia singled out of all housecarls ? Because she is the only one you can get without buying the house. If you buy Breezehome from Vignar, and do not become a thane again, Lydia would still be removed from the game. Pretty much a common sense mod, right ?
  7. Why do people form empires, kingdoms, states ? For different reasons, but most important one is to defend the citizens from outside threat. Empire failed its citizens in that, most basic requirement. Thalmor is taking anyone and everyone they want, answer to nobody for that. They don't have to provide explanation of any kind. Talos is just an excuse, they are taking anyone with ideas, initiative and attitude which could threaten their plan to occupy the whole Tamriel. damn, there is an Argonian in Thalmor prison. What does he have to do with Talos ? It is one creeping invasion in progress. I can't see any alternative whatsoever to joining the Stormcloaks. Never had any playthrough without joining Stormcloaks.
  8. A console is the solution. setstage ms09 255 resolves everything.
  9. What happens if target/victim changes armor somehow (like follower) ? My guess is they are still going to be weak, is that correct ? How does shout affect essential NPC's. My guess is that they might regain health, but their armors remain weaker for the rest of the game, making them easy to knock down, is that correct ?
  10. There are several map mods. Is there any that lets me find the path to quest locations in the mountains more quickly, with less trial and error ? I don't care is it beautiful or not....
  11. Is there any special movement penalty for Steel Armor ? Those housecarls are lagging behind hopelessly. However, I used mod to remove their steel armor and replace it with Iron Armor, which I improved the best I could. They are lagging no more, except occasionally, like any other followers. When they can't find the way, etc. I still have them use steel helmet, gauntlets and boots. Iron armor is the most lightweight of all common heavy armors, but the weight is just 5 pounds less. How could it make such difference ?
  12. If I am not mistaken, quest "Missing in Action" is still available, even if Stormcloaks take Whiterun. That is rather pointless. Thorald's uncle is appointed as Jarl, Battle-Born's are still able to keep his whereabouts secret, and Avulstein can't leave the house. Is there any mod which fixes this ? Even disabling related Fralia's dialog, together with Avulstein, would do, if nothing else. Or Fralia might point Dragonborn directly to Northwatch Keep... I don't know, anything but this....
  13. Sounds just like something I am looking for. I have been browsing through the quest mods and I missed it. It is hopeless, so asking people is better idea. Thank you. There is a Skyrim SE version, too. Which reminds me that I should have specified it.
  14. Well, you have not been helpful, that's for sure. You have to do whatever Preston tells you to, and you can't refuse it. And you have to report back afterwards. You can call it whatever you want, if that makes you feel better.
  15. I am thinking about playing Skyrim again. I like the game mechanic, surroundings, etc. However, I don't like the main quest. Never got far in it, further I play less interested I get. Once reach to the meeting with Paarthurnax and that is as far as I can get. Besides, I hate Delphine, too. I hate the stupid idea of massacre in Thalmor embassy because she has a "hunch" about Thalmor, as well. What I like are quests like bandit bounties, "Missing in Action" and Civil War battles. However, once the Stormcloaks take the Solitude, the game is over for me. Nothing more to do..... I mean, I could wander from one dungeon to another, but I'd like to have some goals to reach. I know about mod "Second Great War" and I am looking forward to try it out. Are there any similar mods ? Like fighting an invading army, or invading someone else, or dealing with some large gangs, anything like that ? I have noticed that there are many mods which change Civil War, so there should be some of people with interests similar to mine. I'd like some fresh new battles, rather than overhauls of Civil War. Thank you for any suggestions.
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