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Everything posted by Draco856
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I know I've read it, still, no matter the precautions taken, there will likely be incompatibilities that will have to be addressed, something as simple as a shared leveled list or shop could cause a problem, but we are getting ahead of ourselves, we should think about locking down the story aspect, maybe start making some basic dialogue scripts for the voice actors to get ahead of the curve, we can deal with the compatibility when the first version of each mod comes out, see what's been changed in each one, then work on which one needs to have dominance on the conflict. Hidden quests sound good, but they souldn't be for recruitments I think, we need to have that small bit of background to choose the best candidate (for our play-style) for the positon. If there are hidden recruitment quests, we need more non-specific jobs, like assistants. Example: We recruit a smith, we then find out about another smith from a book, this smith might be better at doing some tasks that are beyond the skill of the current smith, we can then go on a quest to recruit this new smith who can either take over as the main smith, or be the current smiths apprentice. With these apprentices for the crafting positions, one of them could be turned into a runner, or a companion for the player. It's a bit of redundancy for when potential attacks on the temple occur. Should the Smith die without an apprentice, anything they might know would die with them, the apprentice would be the backup, so their knowledge doesn't die with them.
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I think the texture will be more time consuming, getting all those little details, the ripples of the flesh where the muscle definition lies, all the little hairs that make up the fur. It's not really simple to make a great looking texture, it takes time to get the lines just right. Don't take my word for it though, I've only ever modded a single texture in my life and it didn't come out that great...
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There is a "Dragon Riders of Skyrim" mod in the works. The link to the topic is in my signature. Check it out, it's shaping up to be good. Hopefully, these 3 great mods will work nicely together, if not I foresee many days working in an editor getting them to be compatible for me...
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Depends on how it works out in the grand scheme of things, I understand. Now if only I had more skill making cells I'd be able to do more then spout out random ideas.
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Agreed, the Male version needs more muscles to make it look stronger, maybe not go all out with full nudity, as we'd still have fur covering up most of these places, and it wouldn't really look natural, unless the texture and model were really, really good.
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I support the removal of Maven Black-Briar and the Silver-blood Family from power. They are corrupt, and as leader of the Thieves Guild and Dark Brotherhood I should be able to get rid of her but I can't...someone please make this possible!
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If I had any skill in actually building cells it wouldn't be that hard to find a script or ask someone who knows how to script the sequences that would be needed for the building of the machines. It might be easier to simply find a derelict factory with all ready built machines that were never activated, then find a way to activate them and turn them into a form of companion.
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I was thinking of a way around the Paarthurnax issue for people (like me) who have all ready killed him. Maybe make it so it doesn't check if the quest "Paarthurnax" is completed, and if he's alive or not. Meaning just give him the dialogue with no conditions other then being able to talk to him. Perhaps in a later quest there will be no going back from the choice you make here, meaning after a certain point you must choose Ally or Extermination, but independent from Paarthurnax's life/death. In this later quest where the decision is finalized, we get the option of killing him again if we simply spawned him from the console, otherwise it continues as normal. It's a compromise to be sure, but it still gives everyone the option to do the dragon ally quests, at least up to a certain point where they have to make the final choice, do they live or die? I hope this is to everyones liking, if not, I'll see about finding a way to make a mod to reverse the decision. Maybe by changing the quest completely, using another dragon as a substitute to Paarthurnax, a way of fooling the Blades into thinking you killed him, when you really didn't. Maybe that could be worked into the Dragon Ally quests? If you have completed the Paarthurnax quest all ready, you learn you didn't really kill him, but instead killed a doppelganger, a dragon that looked like him, even spoke like him, in all his years he found a way to make a near exact copy of himself using the bones of another dragon, one who no longer had a soul to give. Basically: If Paarthurnax quest is completed all ready, a Paarthurnax clone shows up to facilitate Dragon Ally quests and have the same functions as the other one. If someone wants to destroy the dragons, they simply kill this new version of Paarthurnax, keeping everything intact without much effort to find a way around the dilemma some people might face.
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Dragon Riders of Skyrim - An Eragon/Inheritance Based Mod
Draco856 replied to tomhughes's topic in Skyrim's Skyrim LE
Yes, currently they share the same model and textures, but that should change once the CK is out. But I doubt they are the same really, if they are then ignore the swamp dragon bit, but I think they should be distinct types. -
Dragon Riders of Skyrim - An Eragon/Inheritance Based Mod
Draco856 replied to tomhughes's topic in Skyrim's Skyrim LE
We need to do something similar to what we did with Odahviing, challenge the dragon by calling it's name, a shouting it into submission with Fus Ro Dah, we greet like Dovah, meaning use the Fire Breath shout when they first show up, one from the dragon and one from the potential rider, that would be their first test, can they stand up to a dragons flame? If not they've got a pretty big problem. Dragon Tests for Potential Riders: 1. Depending on the type of dragon (Normal, Blood, Elder, Swamp, Ancient, any I left out.) They all either breath Fire or Ice when fighting the player, so depending on the dragon these new riders can connect with they will have to know the corresponding shout to the dragons go-to shout. So, when the battle begins the recruit will have to use the voice to "greet" that dragon much like we did when we first met with Paarthurnax, he finished our Fire breath shout, then we had to greet him like a true Dovah by hitting him with it. So this should be a requirement for the first part of the battle, they have to greet each other like true Dovah, even if this new rider isn't Dovahkiin, they still must use the Voice, so the greeting is needed I think 2. After the greeting, the battle of wills begins, the Rider will have to use Fus Ro Dah to make the dragon submit, they can use any shout they want, but since Fus is the first one we learn, it would make sense for the recruits to learn it first as well. For training them in the voice we can do something similar to what the Greybeards did for us, we can give them our knowledge of the word, it's up to them to make it their own. 3. Depending on how long the battle goes on, if the recruit isn't strong enough to make the dragon submit, they chance being killed. We should be present for any battle so if we see that they are going to die, we can stop the battle by getting between them. We know we can withstand thier voices, so getting between them shouldn't pose a big threat to our health, unless of course the dragon decides to bite us. 4. Should the recruit win, the dragon submits and allows the recruit to ride it, they leave the field of battle and head off to the stronghold where their names will be recorded in the Dragon language, we can then activate these names to give us a new shout that would summon both the dragon and rider to the Dragonborn. 5. Losing means either disgrace or death. Depending on the character of the person one might be worse then the other. Though death is always a bad thing for people, some might value their honor more then their lives. (This is optional, though it could give us a reason to train the recruits better then if we didn't have the chance of being killed. If we want to give them a better chance to succeed, we train them longer then normal. After all we might not like a recruit and he would have to prove is worth with just the simple training) -
Dragon Riders of Skyrim - An Eragon/Inheritance Based Mod
Draco856 replied to tomhughes's topic in Skyrim's Skyrim LE
Well, I don't think it delves too deep into inheritance lore, after all in the books only Humans and Elves were allowed to become riders, and it was up to the dragon to choose their partner. After all, it was their life they put into this persons hands. If the rider dies, so does the Dragon, but if the dragon died, the rider would live on. So it's an immense amount of trust to put in another race. -
Well, I think what's been happening is that we're getting the story, and the setting down. We can't do much in the way of actually getting it into the game until the CK comes out, at which point it might still be a week or longer before even the first stage is out (by my reasoning, it took me at least a week to get my very first mod up and it wasn't even that big, it only took so long because I didn't really know what I was doing.) So I'd say maybe a month after the CK release for stage 1? Don't hold me to that though I'm just going by how long it took me to get a mod up and running that involved scripting and new npcs.
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Looks good. I'm thinking it might still be a bit awkward with finger placement between the bumps. Maybe if they were a bit closer together? Think about when you hold a football (pig-skin), the laces on it tend to stretch out your fingers, by making the bumps closer you get a more natural feel I think without putting much strain on forcing your fingers into a position that would hurt the muscle after some time.
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that's what I said. Be able to select the other 4 major holds for jobs, while leaving the others random. Basically, keep the same system, remove those 4 holds from the random quest list and just add a new conversation option for those 4 cities.
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We have Storm Call...which pretty much takes the place of any lightning shouts...though the down side of it is it hits friendlies as well as enemies. A new shout with a similar effect, only localized to right in front of you or something would be good.
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Horse Armor pah, I want Dragon Armor...though horse armor is a start...just not like they did in Oblivion...some better horse armor then that is needed. Dog armor is good too...how would warpaint help a dog live longer?? Though customizing the color of said dog, maybe making them not dogs at all would be cool too.
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I killed him because I wanted to rule, he told me never to trust another Dovah, and I didn't. Odahviing serves because I can kick his hide, and as for that "one barrel roll and the Dovahkiin is dead" there's always the "Become Ethereal" shout. It makes any damage null and void while it's active. But Paarthurnax...I never trusted him. I've always felt he just wanted power, but it seems no matter my personal feelings on the matter there are going to be many, many quests that require him to be alive when a few of my liked mods come out so I'll have to find some way to bring him back to life...
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I have an image, and it's pretty close to what you've all ready done: Even this one might work as well:
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I agree, but it would make it insanely easy to get all the rewards by doing jobs in just Riften. Though being able to select the 4 main cities, minus Riften which would be number 5, with the remaining holds being random would be good. We could get the footholds in those cities, while still having some randomness. Major Cities: Markarth Solitude Whiterun Windhelm
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I'm wondering if someone is capable of making a troll that looks like this image? I think it looks really cool and would be a good addition to the game, either as a new creature once the CK comes out or as a replacement for the low-lands troll currently in the game. http://img.cheathappens.com/walls/o_skyrim_3_3.jpg
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Most dragonclaws are used in the dungeon they are found in. The Ivory Dragonclaw is used in Folgunthur. As for the Attunement Sphere, no, there's no way to get rid of it at this moment, someone needs to make a mod to remove the quest item flag from some items that remain in your inventory even after the quest is over, the ones I've run into so far are: Attunement Sphere, Gallu's Journal, and the
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I hope weather Paarthurnax lives or dies isn't a requirement for Dragon Ally quests because you still have Odahviing, now if there was a way to kill off both of them it'd be better for Dragon kill quests as there would no longer be able more friendly dragons, the Call Dragon shout would have to be disabled for those who do go "dragon extermination", because it wouldn't really make sense to destroy all the dragons only to have this one single dragon left over who can't be killed. Though I still hold out hope that someone will make a mod where the choice can be changed if you did kill him, maybe bring him back as a spectral dragon, it's not bringing him back to life really, it's just summoning a ghost.
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The Snake-People were the eaters, not the eaten. Read the book "Mysterious Akavir" for what we currently know about them. But yeah, it's beyond this mod. Esbern said that the lock on the temple was a Blood lock, it needed a specific bloodline to open, namely the line of a Dragonborn. No one else could have opened it but you, if it was possible for someone else to open the door to the temple I'd think there would have been people inside and the door open all ready. As well as knowledge about the wall would have been known instead of obscure. The Tsaesci are the Snake-People - http://www.uesp.net/wiki/Lore:Tsaesci
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Dragon Riders of Skyrim - An Eragon/Inheritance Based Mod
Draco856 replied to tomhughes's topic in Skyrim's Skyrim LE
Well, I'm sure we could always make new spells to be used from dragon-back, but I agree, they can't all be mages. Redguards, Nords, and Orcs are more often then not Warriors, while Bretons, and High Elves are mostly Mages, Argonians, Kajiit's (sp), and Bosmer are mostly Thieves, Dunmer tend to be all three in my experience. and Imperials, well, they tend to be Warriors or Mages. We could use bows from dragon-back, but aiming is going to be a problem, so maybe rudimentary magic, simple spells like fireball, ice spike, novice level spells for those who aren't mages, and the mages have the rest of the spectrum, novice to master. -
Dragon Riders of Skyrim - An Eragon/Inheritance Based Mod
Draco856 replied to tomhughes's topic in Skyrim's Skyrim LE
Well, then there will have to be some way of identifying which race you play as, and should you be playing as a modded race, there would be no real way of knowning I think. And I think we should limit this to Tamriel, including races we have yet to see might be a bit of a problem from a design standpoint, as we only have text descriptions of the races of Akavir, though I'm sure we could do something them, just not right now.