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Draco856

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Everything posted by Draco856

  1. Depends on the computer as well as how many polys this new grass has as well as it's texture size. a lot of factors go into the FPS of a game, the tiniest detail could make or break the FPS of a game.
  2. Agreed, we need more creatures, sentient and otherwise. Could care less about the nude enemies, but it would add an aspect, like they did with the Curse of Hircine mod in Oblivion, random Werewolves in their normal forms were pretty much nude (in their underwear unless you had a nude texture)
  3. Sounds good, would have to be pretty powerful though, not damage wise, pressure wise to get through dragon hides, maybe some retractable barbs that only come out after it's hit something so it's flight path doesn't go all wonky.
  4. Be prepared when you go around the area...fair warning...there is a surprise waiting there.
  5. You mean the Collectors Edition of the Guide? That was released the same day Skyrim was, I've got mine sitting next to me right now, I lucked out and the Gamestop near my house had one of them left that wasn't reserved, because I forgot to preorder mine along with the game.
  6. That's the problem when curing things like Vamprisim and Lycanthropy...they can't be taken again by that player. So no, console is the only way to become a Werecat(wolf) again. At least until someone mods in a way to get it more then once.
  7. I was reading the final Eragon book and it gave me an idea, what if the Dragon Language of Skyrim acted somewhat like the ancient language in the Eragon books? Meaning anyone who swore an oath in the ancient language (Dragon language) would be forever bound by that oath. It could be a condition for high ranking members of the Blades, and each recruit could swear the oath, and be trusted implicitly, then we could have someone find a way around this oath and betray the blades if we are intent on a betrayer. New Blades all ready have to give an oath, just in the common tongue, this could add a bit of an element to the faction I think. Either way, we need to change the Oath of the Blades somewhat if we change their mission from Dragon extermination to just killing evil dragons. As it is now, the Oath the blades give are to exterminate all dragons where ever they may be.
  8. We could use the portal as a way to speak with those who came before. For instance, we could speak with the High King and ask him about what he thinks of Ulfric and his usurper ways, we can speak with Kodlak, the previous Harbinger of the Companions for advice and maybe help the other Harbingers defeat the beast inside so they may pass to Sovengard, but we have to know them before we can see them, and Kodlak is the only one who knows them. And last but not least, access to Alduin's corpse. We need to bring it back to Tamriel, to show the other Dragons that Alduin has truly been beaten, his corpse will then be mounted in the central chamber of the Stronghold and watched over, because we never took his soul, I'm under the impression he could come back some day, and having his corpse close by, and out of Sovengard means we'd be the first to know, and could prevent him from unkowningly devouring the souls in Sovengard if he does return. We have two options I think with his corpse when we take it back through the portal, destroy it keeping the head like they did with Numinex, or keeping it intact so his soul has only one place to go should he ever return. No body, means no place for his soul to go. Perhaps that's how a Dragonborn is created, a dragon is killed, and it's body is destroyed, with no place for the soul to go it finds a mortal body and replaces that soul with it's own. Edit: Now that I've finished reading the final Eragon book, it got me thinking, what if we could turn the Dragon Language into the Ancient Language of Eragon? We could have all new Riders swear oaths in the Dragon Language that would be forever binding, they wouldn't be able to lie, they wouldn't be able to break their oaths, though I think there should also be a way for this betrayer to find a way around the oath, either in the way it was worded or maybe we made a mistake with this persons oath and didn't notice it at the time because it was one of our first recruits and we didn't know much about the language yet.
  9. The Skuldafn range sounds good, but I'm worried about the portal to Sovengard that lies there. We need a way to close off access to anyone with a dragon priests staff, which acts as the key if we do rebuild it. As long as access to the portal is there, it has to potential to be misused by anyone able to get there. It could also be in front of the Vault of Souls, which might lie behind it in the mountain, hidden from prying eyes, but once someone has access to the Sovengard portal, not much would stand in their way.
  10. Divine Intervention is where in Morrowind it would take you to the nearest Temple of the Nine Divines, Almsivi (sp?) Intervention is where it would take you to the nearest Tribunal Temple, the temple of the 3 "Good" Daedra of the Dunmer religion. The Daedra who are considered to not be wholly evil, Azura, Meridia (I think), and one more I can't rightly remember.
  11. The throne I posted looks very complicated I know, but I think something like it would work, after all, it doesn't need to be an exact replica of THAT throne, but a throne made from Dragon bones? needs to be done.
  12. I like the grip on the dagger, but I agree, it would clip like crazy, the head is a little creepy too...those eyes just look weird.
  13. I have several images of dragon weapons that I got off of a knife show, and there are plenty more out there just floating around, but I found two on my computer that look good, and show most of the detail, others are either too small, or I have only 1 view of them which doesn't help much when trying to model them I think. Merlin's Staff is a bit blurry, so I don't know how that might work out.
  14. How about a Dragon Bone Throne? I like the look of this one: http://fc04.deviantart.net/fs71/f/2010/246/2/b/dragonbone_chair_by_kerembeyit-d2xx0zg.jpg
  15. Chameleon is needed I think, having to cast invisibility over and over and over after even the smallest touch of an item is not only annoying, it defeats the whole purpose of invisibility...
  16. I can help, but I have my own project that will likely take up most of my time even if I really want to see this made.
  17. We could still give them Dragon souls, just not the entire soul. The dragon they eventually bond with could give them a piece of their soul, these new Dragonborns won't have the same capability of a true Dragonborn, which is being able to take the souls of slain dragons. We could have a new threat show up. At the end of the Main Quest, we don't absorb Alduins soul, we destroyed his body, but not his soul, what if he is reborn as a mortal? This new body is now also Dragonborn, but with the soul of Alduin, he can take the souls of dragons he kills to perhaps regain his power, the more souls he takes, the stronger he becomes. If he kills bonded Dragons he gets even more powerful, but the partial soul cleave during the bonding means this dragon can be resurrected by their rider using that soul shard, this would make this new Dragonborn weaker by taking the bonded dragons soul out of him and placing it back in that dragons body, which starts the process all over again, the soul shard is replaced by a new one, meaning the only way to take a bonded dragons soul is to kill it's rider as well. Which incidentally, ties in with Eragon...in the books, if a dragon dies, the Rider lives on, but if the Rider dies, they both die. So that could be an added element to the bonding process, and it would give the bonding a much more profound reason.
  18. I killed him, felt bad about it, but got over it because I wanted to take over the other Dragons. Paarthurnax would have gotten in the way of that. Never fully trusted him, he helped me and all, but I think his only REAL reason for helping me is to save his own hide when Alduin comes calling. After all, Paarthurnax betrayed Alduin, and now he's back and the only one with the strngth to defeat him is this puny mortal? I'd think he'd want to give us as much help as possible to make sure Alduin doesn't kick his butt and throw him off the mountain.
  19. Call out to any other dragonborn using a ritual sounds nice, but we can't have too many, one from each playable race and province, plus one from your own race. So that would be 12 Dragonborn in all? Maybe add some from non-playable races as well Anyone else think a Falmer Dragonborn would be cool? Playable Races: High Elf (Likely traitor) Wood Elf (Also likely traitor) Dunmer Orsimer Imperial Breton Redguard Nord Kajiit (sp) Argonian Non-Playable Races: Falmer - Possible if we go that route Cursed Ones: Werewolf - Ones who can no longer transform between forms, think Sinding, would need to give them voices and dialogue, but it'd be a nice twist espeically if the PC is a Werewolf as well. Perhaps this one would only be possible if you are a Werewolf, you can call out to any who share the beastblood that might be Dragonborn. You would have to use your own beast form when testing them otherwise it might be a bit one-sided, in their favor. Vampires - Could be replaced by any race, so we could have a Breton who is a Vampire and Dragonborn, etc. Just to give a bit more variety, must get along well with any Werewolves that might possibly be roaming around. There are likely a few I've missed, Dremora and such can't be Dragonborn, because they belong to Oblivion, don't really know any other cool races that are all ready in the game.
  20. We are missing a lot of bound items, armor, and several weapons. They need to be replaced, then comes the horse. Or horse first, then the missing weapons and armor.
  21. The Armor of Tiber Septim was in Oblivion, it was used to open the gate to Mankar Camoran's Paradise. It was likely still in Cloud Ruler Temple when it was sacked, though there could be a story that says Esbern somehow smuggled it out of Cyrodiil along with some of the other artifacts from the temple before it was sacked, but he lost them along the way and they are likely in the hands of the Thalmor or bandits, or other random non-creature enemy.
  22. They had their own armor set in Oblivon in the DLC "Knights of the Nine", you can read the story of Pelinal Whitestrake, the original owner of the armor in Skyrim. It should make a return.
  23. There's a finishing move where you pick up the person and bite their head off, it doesn't happen as often as I'd like, but it's there. There's 3 finishing moves with the beast form that I've seen so far: Knock them down and slash wildly with claws Knock them down and bite their necks Pick them up by the shoulders and bite their head off (or at least that's how it looks from behind) Maybe there are more, maybe we only get 3, either way, we need more.
  24. Update on the City idea: So far, there are a few ideas running around in my head about this: 1. The Dark Elven City - A place for the Dunmer of Morrowind to relocate to, as well as those who feel persecuted and shunned in the Holds of Skyrim, mostly Windhelm. Ruler(s): The Great Houses of Morrowind, as well as any remnants of the Sixth House, Ash Vampires and such. Citizenry: Any Dunmer who would like a place to call home where they can do as they wish, worship who they wish, without fear or reprisal from the Nords of Skyrim. Services: Blacksmiths, Alchemists, Enchanters, General Goods, Trainers, and Healers Guild Halls: Dark Brotherhood Sanctuary and Morang Tong Guildhall, they will have to learn to coexist, perhaps move into a larger questline to help close the animosity between the organizations. There will also be a Mage's Guild, as well as a Fighters Guild. Both will have no connection to the Companions (Fighters) or the College (Mages), they will act and function as they would in the rest of Tamriel, except for the Mage's guild which was abolished, it will be remade here, in secret, Thieves Guild Hall (Only if you lead the guild). Other Areas: Shrines to the "Good" Daedra of the Tribunal, as well as the "Bad" Daedra and the Nine Divines, each with worshipers, free to do as they wish, and hostility between these groups will be dealt with swiftly and harshly, meaning anyone who attacks or otherwise does a "Major" crime against another group will be exiled into the snow and prevented from returning. ------ 2. The 10th Hold - A city you have complete and total control of Ruler(s): Chosen by you, a Jarl or Council Citizenry: Any race, Suspected Thalmor agents will be checked out and either cleared or killed. Services: Blacksmiths, Alchemists, Enchanters, General Goods, Trainers, and Healers Guild Halls: Hidden Dark Brotherhood Sanctuary, College Outpost, Companion Outpost, Thieves Guild Hall - These areas can only be established if you are the leader of the respective guild Other Areas: Shrines to the Nine Divines, a Haven for Talos worship, hidden from the Thalmor ----- 3. Dragon Sanctuary - A city built inside the mountain with areas for Dragons to roost in. Extensive quests will be required to get a dragon in each "home", you will either have to defeat them with the Voice, or do a task for them, any dragon that doesn't want to join you will fend for itself, evil dragons are killed and their souls taken. Ruler(s): The Dragonborn and Odahviing (Paarthurnax as well if he still lives) Citizenry: Dragons as well as recruit-able Dragonguards, Men and Mer who swear to guard the Dragon Sanctuary with their lives Services: Blacksmiths, Alchemists, Enchanters, General Goods, Trainers, and Healers. Locations of Words of Power will be available depending on the dragons you recruit. Guild Halls: Hidden Dark Brotherhood Sanctuary, College Outpost, Companion Outpost, Thieves Guild Hall - These areas can only be established if you are the leader of the respective guild. College of the Voice, a place to learn how to speak the Dragon language and form the words into Shouts - Must recruit at least 5 dragons before this can be built. Will be used to train Dragonguards as well as new Dragonborn. Other Areas: Temple of Talos and Tomb of the Dragonborn - The tomb will contain any and all artifacts related to Talos, quests to find these lost artifacts and bring them to the safety of the city, away from Thalmor desecration. Ritual Area - This is where you will test those who wish to become Dragonborn, each test is designed to push them to their limits, failure here isn't an option, so be sure they are capable before allowing anyone to take the tests. To make someone Dragonborn this way isn't natural and they will be severely weakened afterwords, but the benefits of being able to learn Words of Power more quickly will aid them greatly. Their final test before being allowed to call themselves Dragonborn is to do battle with a dragon you have recruited, they must make the dragon submit to the power of their Voice. ---- 4. A combination of all 3 cities
  25. Update on the City idea: So far, there are a few ideas running around in my head about this: 1. The Dark Elven City - A place for the Dunmer of Morrowind to relocate to, as well as those who feel persecuted and shunned in the Holds of Skyrim, mostly Windhelm. Ruler(s): The Great Houses of Morrowind, as well as any remnants of the Sixth House, Ash Vampires and such. Citizenry: Any Dunmer who would like a place to call home where they can do as they wish, worship who they wish, without fear or reprisal from the Nords of Skyrim. Services: Blacksmiths, Alchemists, Enchanters, General Goods, Trainers, and Healers Guild Halls: Dark Brotherhood Sanctuary and Morang Tong Guildhall, they will have to learn to coexist, perhaps move into a larger questline to help close the animosity between the organizations. There will also be a Mage's Guild, as well as a Fighters Guild. Both will have no connection to the Companions (Fighters) or the College (Mages), they will act and function as they would in the rest of Tamriel, except for the Mage's guild which was abolished, it will be remade here, in secret, Thieves Guild Hall (Only if you lead the guild). Other Areas: Shrines to the "Good" Daedra of the Tribunal, as well as the "Bad" Daedra and the Nine Divines, each with worshipers, free to do as they wish, and hostility between these groups will be dealt with swiftly and harshly, meaning anyone who attacks or otherwise does a "Major" crime against another group will be exiled into the snow and prevented from returning. ------ 2. The 10th Hold - A city you have complete and total control of Ruler(s): Chosen by you, a Jarl or Council Citizenry: Any race, Suspected Thalmor agents will be checked out and either cleared or killed. Services: Blacksmiths, Alchemists, Enchanters, General Goods, Trainers, and Healers Guild Halls: Hidden Dark Brotherhood Sanctuary, College Outpost, Companion Outpost, Thieves Guild Hall - These areas can only be established if you are the leader of the respective guild Other Areas: Shrines to the Nine Divines, a Haven for Talos worship, hidden from the Thalmor ----- 3. Dragon Sanctuary - A city built inside the mountain with areas for Dragons to roost in. Extensive quests will be required to get a dragon in each "home", you will either have to defeat them with the Voice, or do a task for them, any dragon that doesn't want to join you will fend for itself, evil dragons are killed and their souls taken. Ruler(s): The Dragonborn and Odahviing (Paarthurnax as well if he still lives) Citizenry: Dragons as well as recruit-able Dragonguards, Men and Mer who swear to guard the Dragon Sanctuary with their lives Services: Blacksmiths, Alchemists, Enchanters, General Goods, Trainers, and Healers. Locations of Words of Power will be available depending on the dragons you recruit. Guild Halls: Hidden Dark Brotherhood Sanctuary, College Outpost, Companion Outpost, Thieves Guild Hall - These areas can only be established if you are the leader of the respective guild. College of the Voice, a place to learn how to speak the Dragon language and form the words into Shouts - Must recruit at least 5 dragons before this can be built. Will be used to train Dragonguards as well as new Dragonborn. Other Areas: Temple of Talos and Tomb of the Dragonborn - The tomb will contain any and all artifacts related to Talos, quests to find these lost artifacts and bring them to the safety of the city, away from Thalmor desecration. Ritual Area - This is where you will test those who wish to become Dragonborn, each test is designed to push them to their limits, failure here isn't an option, so be sure they are capable before allowing anyone to take the tests. To make someone Dragonborn this way isn't natural and they will be severely weakened afterwords, but the benefits of being able to learn Words of Power more quickly will aid them greatly. Their final test before being allowed to call themselves Dragonborn is to do battle with a dragon you have recruited, they must make the dragon submit to the power of their Voice. ---- 4. A combination of all 3 cities
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