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RET45

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  1. Good Ideas. It surprises me that there aren't that many mesh ppl. I guess it is less rewarding than it looks. I will give it another try if we are really that hard up. Thanks. Just out of curiosity, is there anyone who knows how to manipulate ropes and chains? I know there was that one mod that hangs the guy from whiterun, but it involved a whole lot of trickery (duplicating the character, and adding bones?) that I didn't quite understand.
  2. http://images.mentalfloss.com/sites/default/files/styles/insert_main_wide_image/public/scarye3.jpg I am looking into creating custom static meshes for scenes and as a modding resource. To have a new monster (think creeping death) would be nice. Just throwing it out there. This is a scarecrow. Not a mutilated body, or anything like that.
  3. Thanks harvengure. Regardless of whether you or anyone else makes an attempt, your support for the idea is more important. I have tried several times to do this. It is not a matter of me not being willing to take the time. It is simply not my area of expertise. I can write scripts, edit characters/packets to some degree, questlines, worldbuild/navmeshing. These are all things that I took time to learn. I am not great at anything, and I can't do everything. My guess is that there are a lot of other would-be modders out there who feel the same way, and would appreciate something like this. If it is the difference between someone getting their otherwise good mod moving, or toiling away in NPC edit purgatory, then it doesn't seem like such an absurd request. I will keep an eye out for your construction mod. I love to use that kind of stuff in my projects.
  4. There is a ridiculous amount of monster resources that go unused because modders don't have the skills to rig them up in CK. They get sucked up by the big monster mods, which are useless to modders who don't want to require leveled lists/DLC. If you have experience taking character resources and building usable characters, putting them in a test cell, and saving the project, then you can be a hero to a lot of modders who never quite got the hang of it. Essentially, what I am asking for is a monster mod for modders, which doesn't place any monsters in skyrim (and does not require DLC), but has NPCs that are ready to be placed in CK (right out of the box). Yes, this would up the .esp requirement for a mod, but at least the resources would be getting used more.
  5. I like your ideas, but what you have dscribed could require multiple, rather large quest-lines. It would be an ambitious project if work wasen't delegated to a team of people. The money part would prob be the easiest. The storyline is what will make it hard (especially if you are adding a guild's worth of new and VAd characters). Then you have their interactions with other factions, world-building, and all that other good stuff. Not impossible, but it would be a big project. I would trim it down as much as possible, and avoid a major storyline, until you can get the nuts and bolts of the economy working. but you have certainly caught my interest.
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