Jump to content

randomdave

Premium Member
  • Posts

    14
  • Joined

  • Last visited

Nexus Mods Profile

About randomdave

randomdave's Achievements

Rookie

Rookie (2/14)

  • Week One Done
  • One Month Later
  • One Year In
  • Conversation Starter
  • First Post

Recent Badges

0

Reputation

  1. its entirely possible i'm 3999 of them :biggrin:
  2. Hmm, I was thinking of maybe borrowing a bit from the history books. Making peace with the locals, who know a great deal more about the local fauna/flora could be beneficial to the farmers by providing new crops or better ways to grow existing crops. Thereby speeding up the harvesting process or increasing the harvest yeild, and therefore profit. Trade could also be important. Maybe these things (Goblins for instance) live in a few caves that have gold or silver veins. Taking it from them is possible, but maybe they know of where more can be found if you made peace with them, and could mine it for you more cheaply than hireing your own workers, thereby turning a greater profit for you and the town. I like the easter egg sort of thing. The whole point was that it shouldnt be imediately obvious that there is the potential for friendship and mutual benefit between your settlement and the locals. Also, in regards to your post a few before mine, I like the idea of slower change where you can leave and come back rather than a very fast pace change. But then again, if you provided enough side quests in the area, leaving may not be necessary. I have't chipped in before now as i didn't think there was much i could add - but this idea of the creatures already being there got me thinking. It might be possible with vanilla SI creatures - the Elytra spring to mind - especially the whole felldew concept. could something not be done with similar scripting - ie they don't attack whilst under effects, but in this case you can't understand them until an object held/potion drunk/item eaten/ring worn/quest completed condition is met - and only then does the 'felldew effect' becomes more permanent and you can then communicate with the creatures - who offer advice/help/trade etc? the AI would already be in place for these creatures and (i imagine - new to modding) be easyish to adapt as all conditions are already held within the game...
  3. incidentally, keep up the good work fellas and gd luck to those that have exams.
  4. Looks to me like it will just be another "OMG DEFEAT TEH ULTRA EVIL ENTITY AND SAVE THE WORLD!!!1" mod, but I'll give it a try once it's finished. I'm not sure what I hate most about that post (not the quoted one but the original) Its either the assumption that its a hack'n'slash or that the poster hasn't read the many many pages of posts showing that it's not another hack'n'slash or the fact that they can't spell THE seriously, how hard is it?? its one of the first things that you learn in school!!!
  5. I was just wondering if it was possible to have a status update (like on page one) of how things are coming along? i would offer my help but alas my modding experience is playing them and thats it, so i cannot offer anything other than strong words of encouragment if you ever feel disheartened. I do have to add though that so far what I've read sounds very very impressive and i'm in awe at how fast it seems to be coming together (but then since i know diddly about the actual process involved in modding it might just be me) and i just want you all to know that when the mod is released there are many ppl in nexusland that will be looking for it. Keep up the good work.
  6. I've just recently went back to oblivion after fallout and many other games and although there isn't going to be an official sequel soon i've found that the mods that give more quests are enough for me (so far.... admitedly i am only 60ish hours back into it...)
×
×
  • Create New...