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Bismarck

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  1. Aren't they supposed to work together? The ACE author mentioned that he uses most of these mods in combination with his own without problems. On the other hand, I prefer a single esp over dozens. Maybe SkyRealism could do a battle realism mod?
  2. So Sounds of Skyrim is not working? Now, as you mention it, I didn't encounter any exciting new sound effects while playing the game. Damn, now I have to delete it. That's the only big sound mod I was able to find. Anyone else interested in an "Atmospheric Sound Effects for Skyrim" mod?
  3. I would really enjoy walking through Ankh Morpork and if that mod is actually pulled off, Pratchett himself would probably take look at it. Here's a map of Ankh-Morpork: http://onlyhdwallpapers.com/thumbnail/pratchettterry_discworld_streets_of_ankh_morpork_mapp_eng_high_qualityfantasy_resolution_desktop_4244x4344_wallpaper-216946.jpg The three movies "Hogfather", "Colour of Magic" and "Going Postal" show what Ankh-Morprok looks like. That means someone has to create half-timbered houses, stone houses and victorian mansions from scratch as Skyrim has no proper medieval buildings. Not to forget the unique buildings like UU, the Patrician's palace and the opera house. It would be best to make a total conversion (SureAI, the creators of Nehrim now working on Enderal suceeded in creating a new esm and as far as I remember, they even created a documentation to help other modders achieve the same), so we have a clean game that can be further expanded (with the cabbage fields outside of Ankh-Morpork, of course). The city itself probably has to be divided up into several cells or otherwise, there would be performance issues. They could be connected via invisible doors or like the cave/world transitions in Skyrim's caves and mines.
  4. You're not the only one cursing Skyrim due to its thousand flaws. There was a group who wanted to make a joinable paladin order and they were driven crazy by all the errors that came up when they tried to add their own quests. Looks like that Creation Kit is a single mess, especially when you try to add self-made quests. Sometimes they work, sometimes they don't. It also depends on the players. Some players have a flawless game, others are haunted by bugs. No wonder the company is often called Bugthesda.
  5. I would love to see a return of my favorite Great House. The idea to rebuild Telvanni is something my Dunmer (with the last name Uvirith) would really like to do in Sykrim. A big Telvanni tower surrounded by mushroom pods, soldiers running around in Armun-An bonemold armour with Telvanni cephalopod helmets and the vines and lanterns would look great with Skyrim's engine. Too bad the TES lore was f***ed (a swearing filter?) up so badly that it is unlikely to see Telvanni ever again, but at least Tamriel Rebuilt will give us Telvanni lovers what we want. Now when I think about it, what about this: TES VI - Morrowind Liberation. A game in which you help the Dunmer to reclaim and rebuild the province including Vvardenfell. That would be a fascinating and rewarding game.
  6. Why not Saber's invisible wind sword? That would look interesting.
  7. We really need to revive several popular mods from the past to improve Skyrim. This repopulation mod could be named "Skyrim Comes Alive" and offer similar features like the Morrowind version. The first step would be a concept. Which kinds of NPCs should spawn? NPCs in buildings, towns (compatibility with Open Cities would be great) and exteriors. We should be able to meet members of the different guilds, Imperial patrols, ambushes by enemies/bandits, merchant caravans, couriers, travelers, journeymen, rangers, hunters, visitors from other provinces etc.
  8. Coc (Center On Cell), a console command, always works, as long as you know the name of the cell you want to teleport to. Coc Whiterun and you should teleport to the outskirts of the city. Maybe someone will make a teleport ring or something like the private mobile base which offered transportation through Vvardenfell, Mournhold and even Solstheim.
  9. Just combine the player.addplayer with a quest or a trainer. For example, some kind of master could give you a perk after you perform some training exercises.
  10. Here are two maps of AM: http://www.zemeplocha.info/articles/am-map/am-plan.jpg http://www.zemeplocha.info/articles/am-map/am-map.jpg The only way to properly present this city without killing our PCs would be achieved by creating several cells (hopefully, they will be as close as possible to the different districts) that are surrounded by invisible borders acting like doors. Alternatively, someone suggested the "mine/cave entrance" transition. The Mended Drum is an excellent start and I do hope the game has at least one proper interior for this well-known establishment. I have even found some pictures: Mended drum exterior: http://www.google.com/imgres?hl=de&client=firefox-a&hs=D6u&sa=X&rls=org.mozilla:de:official&biw=1920&bih=884&tbm=isch&prmd=imvns&tbnid=onnwUaKcDgn_vM:&imgrefurl=http://www.dawn-of-the-gods.com/sammler_henryk.html&docid=oaxPiQinYxCEkM&imgurl=http://www.dawn-of-the-gods.com/bilder/sammler/henryk/DW47.jpg&w=800&h=554&ei=VBk0T5rHOpHY4QSo1cSfAg&zoom=1&iact=rc&dur=222&sig=111120650872691629739&page=1&tbnh=120&tbnw=159&start=0&ndsp=55&ved=1t:429,r:5,s:0&tx=82&ty=64 http://www.google.com/imgres?hl=de&client=firefox-a&hs=cCv&sa=X&rls=org.mozilla:de:official&biw=1920&bih=884&tbm=isch&prmd=imvns&tbnid=DeetGKJ5JFUn0M:&imgrefurl=http://sketchup.google.com/3dwarehouse/details%3Fmid%3D654b538af6514c63d7bda17c9108eba9&docid=epwqZSToRTEwIM&imgurl=http://sketchup.google.com/3dwarehouse/download%253Fmid%253D654b538af6514c63d7bda17c9108eba9%2526rtyp%253Dlt%2526ctyp%253Dother%2526ts%253D1226256959000&w=400&h=282&ei=4Ro0T6qTE4jf4QS4-MX3AQ&zoom=1 The interior should reflect the measures and size of the exterior. Otherwise, due to all the brutal barfights and big fires in AM, the interior probably changes constantly, so there is no official one to copy. It should have a bar to the right, some stairs to the cellar and to the first floor where the rooms are situated.
  11. The Creation Kit is out. Anyone interested in this mod idea?
  12. In the older TES games, you had to check a special box called offers services. You also could specify which kind of merchandise the trader offered. Oblivion introduced the workday, so you might have to specify via AI packages at which time your trader offers his services.
  13. Maybe this will help you to get started: The perks can be found in the Creation Kit's Object Window. Look under "Actor" and "Magic Effects". Now I need to find out how to edit that perk menu.
  14. I don't know if it is possible to add a new summoning spell, but creating an army of Animunculi by spending resources should be possible. I miss my Animunculi guards from Tel Uvirith, especially the Sphere Centurions. Now where to build the Animunculi factory...
  15. As far as I have seen, the game lacks proper buildings that could be used for Ankh Morpork. We really need half-timbered and stone houses + some luxurious mansions for the rich districts. Not to mention the rundown houses for the Shades and unique buildings like the Unseen University, the Partician's Palace and so on. Any skilled modellers out there? Otherwise, we should start with the basics: TC or part of Skyrim? I would prefer the TC approach. Make this a seperate esm and get rid of all unnecessary clutter and ballast. Such a big city will eat enough ressources so having the world of Skyrim in the background would be overkill. Besides, the TC could be expanded... Does Skyrim have cabbage? Let's start by finding out how many cells Ankh Morpork would need. We need a map of Ankh-Morpork and someone needs to toy around with the Creation Kit to see how much of the city can be put into a Skyrim cell. Then the city gets divided up into the appropriate amount of cells. I fear we need to create big fundaments for every cell to properly portray the streets, the pavewalks and so on.
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