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aozgolo

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  1. A common trope in fantasy genres is the meeting of companions or the hiring of mercenaries from taverns. It's a very common starting point in many PnP campaigns, and even been implemented in a few video games as well such as Dragon Quest (3 & 9) and Icewind Dale. My idea is to create a central hub tavern, a new location, probably well outside any major city (for maximum compatibility) but along some well traveled road. This tavern would actually be very large (on the interior at least), possibly across multiple cells. It would contain multiple rooms (way more than a traditional inn) as well as many open common areas. It would be designed as a central hub where you could go to recruit companions, mercenaries, and followers both from the vanilla game and from mods. There would be normal inn/tavern amenities like room rental and merchants, as well as rumors and radiant quests. Additionally there would be an NPC whom you could speak to about finding a companion. For vanilla followers this would act as a radiant quest that would tell you a rumor about a potential follower and give you a quest marker to go meet them (with another dialogue to cancel the quest). You could also choose a "hire mercenary" option, and for a small courier fee a message will be sent out to any of the hireable mercenaries in the game to come meet you at the Tavern, you will rent a room for the night and the next day the mercenary will appear in the tavern for you to hire. It will not relocate vanilla followers, except possibly as an optional patch. The tavern itself would be a standalone mod that allows for modular implementation of followers into it. It's biggest purpose would be a single hub for placement of followers added by mods. Where often follower mods will just choose some random inn or castle to throw their NPC into making it a bit cumbersome to remember and track them all down, this mod would allow them to create an optional file or esp to place their NPC in the Tavern. This is where it becomes a bigger community effort as patches can be made for a wide variety of followers to allow them to be relocated to the Adventurer's Tavern. This of course would be covered by a tutorial for patching as well as information on the features of the Tavern. Followers added by mods could then be placed in various rooms in the taverns, this is where the size and different areas come into play, as you will have a standard common room and normal bedrooms for the more basic style of followers, a library/sitting room for more mage oriented ones, a stable for beast companions, a cellar bar room for the more cutthroat and rogueish types, and even a hidden chamber beneath for the darker elements like vampires and monsters. The primary Tavern Master will be able to give you details on each follower registered with the mod, to cut down on voice acting this can be a simple handing over of a note that has basic information on the follower, similar to details from the mod description itself. If the patched follower just relocates the follower to the tavern but doesn't include one of these notes, the Tavern Master will simply say "Sorry I don't have much info on that guest" Obviously anyone who wanted to undertake this could change or add their own flair I am just outlining a bit. The primary end goal of this mod would be a community resource for both modders and mod makers to conveniently place followers in a central hub that allows them to be easily found and recruited without cluttering up vanilla locations where they may frankly look out of place.
  2. Hello I'm VERY new to making Skyrim mods and starting off with creating a follower mod, I'm following tutorials on how to make those but there's a unique little feature I want to add. This follower is supposed to be someone from the player's past, so I want the follower to be the same race as the player. Now I'm aware that this means creating 10 different versions of the same follower, but instead of a bunch of different ESPs, I want to make this dynamic and have the mod detect the player's race and swap out the correct NPC Follower. I haven't decided where this follower will be located in-game but I want to make it where by the time you enter that location the correct NPC is already there and no others. I'm not really sure the best way to go about this. Any advice would be appreciated :)
  3. The vanilla Transmute Mineral Ore spell turns Silver Ore into Gold Ore, or Iron Ore into Silver Ore. There are occasions however where you may be more interested in stockpiling silver ore instead of creating gold ore (for various crafting purposes). To do this in vanilla requires you to store your silver ore into a container after every cast, not the most convenient. So I'm thinking split it into two separate spells, one that transmutes iron to silver only and one that transmutes silver to gold only. You can even add them immersively as there are 2 known locations for these books: Halted Stream Camp (Bandit camp: Easier enemies, best spot for Iron to Silver) Ansilvun Burial Chambers (Draugr Crypt: tougher enemies, best spot for Silver to Gold)
  4. I have several castle mods I've downloaded that are just overflowing with NPCs, guards, merchants, followers, etc. I actually prefer to populate my player homes with my own followers instead of having these generic NPCs wandering about. Is a safe solution to just disable each one of them or could this cause instability issues?
  5. Not quite sure what happened, but I encountered an odd issue where when I go to load my latest character saves they are not listed under the character's name in the load menu, I have to click the "show all saves" option to display them, and the saves I made there restarted over at #1, #2, etc. instead of continuing on from the save numbers of previous saves (which was around #15). Now there's no other issues I've encountered, I can still quicksave, autosave, normal save, and load, and there's no issues I've noticed, except that none of these new saves are loaded under the character name. Any idea what could be causing this or a solution (for convenience sake)? I have made zero mod changes to this character since starting their game, but have encountered a few random CTDs (mostly I believe from memory issues)
  6. I've heard of others having similar issues, and not merely with this mod. I use Extensible Follower Framework in conjunction with My Home is Your Home to allow myself to have multiple followers and to set a new location as their home. I do not use SKSE64 or SKYUI as of yet (due to their alpha/buggy nature, I like to keep my game as stable as possible) so I don't have all the features such as outfits enabled in EFF or MCM menus. Basically, any vanilla follower or companion using default follower parameters (ones that don't use their own extensive systems like Vilja) I control with EFF and will often use them to liven up my player homes (both vanilla and mod-added homes). The bug occurs that when these followers are dismissed the next time I load the cell they are in, they are completely naked. Their inventory stays the same but they unequip everything they have and I have to remove or add an equippable item to force them to redress themselves. This is very immersion breaking as unless I'm intending for a home to be a brothel or nudist colony, having all my followers nude is very... distracting. This occurs with any follower, vanilla, or added by mods, and even if they do not have their homes reset and return to their default location, once they have been asked to follow, when dismissed they will always be nude until I tweak them. I'm unsure if this is a mod conflict, an issue with the vanilla game, or just a limitation of the mod, but I am looking for a workaround. I found this patch for oldrim for the naked issue: https://www.nexusmods.com/skyrim/mods/62188/? but based off it's feedback thread I'm skeptical it will work with the SSE version of EFF. Would there be any other mods that might correct this or a possible console command? I've attached my load order exported from NMM, sorted by LOOT, with my masters cleaned in SSE.
  7. If the DLC isn't working, you may have a messed up installation. I would try to Verify Integrity of your Game Files, you can do this by right clicking Skyrim, opening Properties, going to Local Files, and hitting the Verify Integrity button, it will ensure there's no missing or corrupt files in the game and redownload any that are missing. You can check if the DLC are there in the main menu when you start the game under "Add-ons" You may also try resetting your ini, go to Users/YOURNAME/My Documents/My Games/Skyrim Special Edition and delete the ini, then open Skyrim and start a NEW game and it will regenerate the ini using default settings.
  8. I did try a new game long enough to verify that saves were working on that character, everything did work fine. I'm not completely averse to a new game, I just want to try to solve it as best I can so that it doesn't happen again.
  9. Kinda banging my head on this one guys. I'm having an issue where the game now crashes almost 95% of the time I try it, it's not entirely random or anything, but I can save in the cell I load into usually but if I try to travel elsewhere it seems to crash. I also occasionally have other random crashes that don't seem dependent on anything. Originally I was unable to travel anywhere at all, but I disabled auto-saves and managed to be able to at least move around the map. I went looking for solutions and first realized I hadn't cleaned my DLCs yet, so I downloaded SSEEdit and cleaned those (LOOT now gives zero warnings). I also downloaded FellrimTools and backed up my save folder before I did anything. Then went in and cleaned up my save (had a bunch of uninstalled mods), tried it again, same issues. Went looking for potential script-heavy mods I used and disabled Populated Skyrim and SkyBIRDs and tried again, still same issues. These issues never occurred at all before and game has ran very stable up to this point, I did a quest to clear Cragslane Cavern (The Raid) and then fast travelled back to Riften, and tried to wait until morning to go turn in quests, and that's when it first crashed. I have 3 autosaves from the cavern and going to Riften, one quicksave inside the cavern, and one normal save from before I left Riften after I first got the quest. I have older normal saves as well but I would be losing a lot of hours worth of playtime in loading them so I haven't attempted yet. The weirdest part is I used autosave and quicksave a lot between the time I left Riften and when the issue first showed up, yet if I load the save from Riften it has the same CTD-on-save issue now that appeared later. All of those saves cause the same issue of crashing when I try to save, whether it's quicksave, autosave, or regular save. I do use a lot of mods and have been also using the console as well (mostly TGM and TCL) My load order: I am sure I still have quite a few script-heavy mods installed, the majority of the mods however are quests, player homes, and followers. Any ideas for what the culprit could be? I use NMM to install and LOOT to sort.
  10. Following from the idea of randomizers used on games like Legend of Zelda, a Skyrim Randomizer would randomize the rewards you get from certain locations at the start of a new game to create a fresh experience. I've listed a few ideas for things that could be randomized: SHOUTS: Word Walls would still appear in the same locations but the shout you get from them would be randomized. There would be a few exceptions where certain shouts are required to beat a certain dungeon or complete a story check (such as Bleak Falls Barrow Unrelenting Force Shout) but it would create a more interesting and dynamic experience to never know which shout you are going to find next. DRAGON PRIESTS: Still appearing in the same locations as before, the Dragon Priests would now be randomized which in turn allows the dragon priest masks to be randomized as well. DAEDRIC ARTIFACTS: When completing a Daedric Quest, you are now given a random Daedric Artifact instead of the one specifically tied to that Daedric Lord. STANDING STONES: Randomized Standing Stones means you may find the Serpent stone where the Warrior stone is or the Atronach Stone where the Lady Stone is, and so on, etc. HOUSECARLS: Lydia may be the Housecarl for the Rift, Calder may be the Housecarl for Falkreath, and so on. MINES: The Iron Mine may now be an Ebony Mine, and the Glass Mine might be a Corundum Mine BOOKS: In places where it is known a valuable skill book is always located may now contain a completely different skill-book. OTHER: This can of course be theoretically applied to any unique item, activator, NPC, location, or enemy that's not just a levelled spawn/list. Considerations: The most important part in making a randomizer is knowing which things to exclude from the randomization, these would be things that would break the game and make it unwinnable, either by preventing you from accessing a certain place or completing a necessary story check (particularly early game). Another good thing to have is options, it's best if it's a modular randomizer and either each part is separate or lets you toggle on/off what you want randomized. You also want to be careful to not remove anything from the game, only randomize where you acquire it at, so you would for example still want all 13 Standing Stones to exist, and not have any duplicates, just rearrange which one is where. This mod would also be considered potentially lore-breaking, particularly in Daedric Artifacts where it wouldn't make sense for example to have Meridia in possession of The Ring of Namira, or in the Azura quest where the artifact itself is central to the story, not to mention most Daedric Lords have voiced lines mentioning the gift they are giving you so all story cues would have to be ignored for the Daedric Randomizer I honestly know nothing of scripting so I have no idea how a randomizer would even work to begin with or if it has limitations within the Creation Engine but I know it wouldn't be the same process randomizing something like a specific item vs. a word wall vs. a standing stone vs. a housecarl/companion vs. a mine, I am sure they all would have to be done a separate kind of way, some being harder than others, and some with special considerations (such as map markers for Standing Stones). You could theoretically even create brand new locations to shuffle these items/activators into to make them even more hidden but for the sake of compatibility it would be best to stick with known locations, so it's not about "finding" the item so much as it is not knowing which item you might get.
  11. I have the Pirates of Skyrim mod though I haven't tried it yet, would be fun to roleplay a pirate like character but perhaps not "dark enough" for what I plan. I haven't looked at all the vampire mods out there yet, I have no real experience with the vanilla vampires or vampire lords so it may take some examining to find one that fits well. I've heard of the wood cutter mod but not sure it would quite be right, menial labor is not what this character will be all about. Interesting NPCs mostly only conflicts in minor cases like with enemy spawns inside buildings it adds but I think the main reason I removed it was that it made the vanilla NPCs too jarringly spartan by comparison, it just didn't mesh too well, I may try it again in the future though since this roleplay will be a lot more character specific than item hoarding. I forgot about Winterstone Castle, not sure why but yeah I've also tried a few others, Hydra's Evil Lair was a little too over the top for me, and I think I tried another that gave you a massive underground prison and spells you could capture people in but I can't recall the name of it. I think finding evil-themed housing is the least of my worries, I'm pretty content with Daedric Castle, Unique Vampire Dens, and Reapers The Dark Tower but I'm always open to trying others. I've never tried any actual ENBs, for the longest time getting the game to run without crashing was a big deal, but I think I could probably handle it now that I've resolved that.
  12. Thank you for the reply, my responses I placed in blue
  13. So I'm currently knee deep in my "collect the whole world" playthru (with the brilliant use of the Legacy of the Dragonborn mod), and I keep wondering... what can I do after this? I'm a relic hunter, I'm doing all of the major quest lines, collecting everything unique the world has to offer, even doing some of the biggest Quest mods out there like Gray Cowl of Nocturnal, Wyrmstooth, and Moonpaths to Elsweyr... so I think, perhaps the one thing left I have yet to do in this game is: become evil. I've never done the Dark Brotherhood quests, I've never joined Castle Volkihar or even became a vampire, I've never tried to extort, threaten, murder, or generally screw over the population of Skyrim until I am lord and master of all I survey, so I think that getting away from the collect-a-thon playstyle this would be an excellent chance to try an evil roleplay, and I'm thinking of going full on mage. My current character is a Conjuration Archer but I want to rely more heavily on spells. Anyway to get to the point, I'm looking for excellent mods that help you play as an evil character, here are some kinds of things I think it would be cool to have: -Evil themed followers, demons, vampires, werewolves, otherworldly beings, monsters, they don't have to be crude and rude, but should feel right at home in an evil castle. -Ingame method of disabling essential status of NPCs, allow anyone to be killed, once I'm ready for them to die of course. -Enslavement/Enthrallment method to make others my personal slave, maybe even follower. -Faction destruction method, Stormcloaks? Imperials? Can't I just kill them both? Those pesky Companions may need to be corrupted as well. -Environment destruction: Destroy trees, start fires, blow up buildings, I'm asking for a lot here. -Total Domination mods that let you rise up from the dark underworld of hiding in the shadows to command legions to annihilate and destroy, or at least rule with a tyrannical grip. Make me king! -Evil stuff to do: Infect people with plagues, frame them for murder, turn anyone into a vampire or a thrall, feed them to wild animals, turn them into a sweetroll! -Evil quests and factions! So yeah you get the gist of it, I already have an idea of what my character will be I just need a lot of cool mods to make it happen, so I'm open to any cool mods that help out. I already have a bunch that I think will work good, some nice evil castles and underground lairs, loads of spell mods, and weapon and armor mods but always on the look out for more! Any advice would be cool.
  14. I actually do have all of his castle mods and I like them a lot, great layout and very nice work, but they tend to be no more than 3 - 4 cells each, which kinda makes moving an army in turn into a buggy mess. I've tried Elysium Estate before and I like it (though for some reason Skyrim CTDs a lot near there) but I will take a look at the other 3 and see if they are to my liking. I love Hearthfire DLC, I actually bought it before the other two and have enjoyed it the most, I guess I'm a sucker for the domestic life. Thanks everyone for your suggestions, I decided to rethink the massive companion army idea and while I keep a lot of companions in my game now I am being far more discerning in which ones I recruit. My other idea is to use multiple homes instead of one, this way I can pick my ultimate base based off features useful to gameplay, and then own multiple homes with different followers living in them I can go visit. As for huge castle mods, I'm still partial to Sjel Blad Castle but it has some drawbacks, lots of cheater-y stuff, it's incomplete, and while split into multiple cells it's easy to lag out. Right now the houses/castles I am keeping in my game are: Ayleid Palace Ayleid Sanctuary Underground Dwelling (Ayleid version) Clearsky Hideout Dragon Tree Temple Elisdriel Fyr Manor Haafinheim Shadowstar Castle Solstice Castle Thornrock Vjarkell Castle (I will eventually get to see what this one looks like) Dragonborn Gallery (Legacy of the Dragonborn) Yes that's a lot but I like having variety when I play, I never know what I might get up to ;-)
  15. Just tell me I'm not the only one who is horrifyingly intimidated and in awe of how complex Skyrim Modding is? Some of you make it look easy but after 3+ years of modding this game I still feel like a newbie.
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