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J_R

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  1. You're the man! This is gonna be rad! :dance:
  2. @ Nanako Thanks for the support!
  3. @ barnard A scripter!! Right on! Would love to have you as some scripting could definitely enhance this mod. So, I actually just wrote out pretty much the entire storyboard, and I'm up way later than I should be. Whoops! I think it kicks some major arse though, especially for a very rough draft! I PM'd it to SinderionsBones, would you like me to forward it to you?
  4. Hey Sinder, Right on brotha! Sounds like we're on the same page. Admittedly I was hoping to include at least a couple of those aforementioned 'black holes'.. most specifically having a couple voiced NPC's, but the model for this mod allows for it to work without any. How entertaining and immersive it could be without any voiced actors is to be seen. I'll PM you an outline shortly. Cheers!
  5. Good discussion. My old orc mage character has somewhat of a mixed identity - on one hand he wants to reclaim his orc identity in the traditional and tribal ways (he doesn't have a stronghold of his own and a large part of him craves that cultural acceptance). On the other hand, he does want something bigger and greater for both himself and his people.. currently he's climbing the ranks at the college of winterhold and mastering the magic arts. I could definitely see him uniting the strongholds and attempting to lift up the orc people later down the line, especially after the main quest and civil war, in which he has represented the orcs and made a huge impact on the land on their behalf. He would then be in the position to expect certain things from the leaders of Skyrim, and while a revolution wouldn't necessarily be prudent, at least demanding certain rights and encouraging his people to gain power would be in order. The orcs do indeed seem to be doing OK though. Self-sufficient and they control several resources. But with all the war in the air, and with the Thalmor leaning on the borders and the possibility that Ulfric might go Hitler on Skyrim after he gains the throne, the orcs need to be ready for the worst, and their annihilation would be far easier with segregated and isolated strongholds instead of at least some cohesion between the tribes.
  6. Thanks for the responses guys. @ SinderionsBones I'm very happy you see where I'm coming from, and see why this kind of mod would be so feasible and enjoyable. You really don't need much to bring the player in and get them having fun. As I said, the only real crafting required would be creating a single underground 'base' as it were for the final act. A lot of the reason I chose this route plot-wise is exactly what you're bringing up - it can really work anywhere and with however little or much work the modders want to put in. Anywho..thanks for the mod suggestion as well, I'll definitely give it a looksee. And do let me know if you decide to take up the modding mantle again and have a desire to get on board with this! Cheers! @ Shadowfoxx Any help is appreciated, for sure! I will keep you updated as this project goes, hopefully we'll get a couple more folks on board. :)
  7. Really helpful, thanks guys. Next time I see an instance of these purple faces I will experiment with the fixes and report back.
  8. I'm having a somewhat related problem - the vanilla daedric sword, and only the daedric sword, is invisible now. Any ideas?
  9. Hey Ch0k3h0ld, thanks for the response. Agreed that CBBE can't be blamed considering the male error as well. So you're saying it's a Beth issue? Is this something that is seen in vanilla Skyrim as well then?
  10. Hey folks, I thought I remember reading about this a while back but couldn't pinpoint where I did so here I am posing the question - any idea why I'm having certain NPC's with grey faces that don't match the bodies? I'm pretty sure it's more than just a 'dirty' face vs clean body mismatch. The mods I have that affect faces/bodies are - No More Blocky Faces Detailed Faces Calient's Female Body Mod http://i.imgur.com/fTyOq.jpg http://i.imgur.com/cW7aI.jpg Any idea what's going on and how to fix this?
  11. Howdy folks - I hope you guys aren't sick of Civil War discussions, I found the topic to be intriguing with my new Orc character. My first playthrough as a clever Dunmer siding with the Imperials was a no-brainer. This second play through is as an old Orc mage and I've found it very interesting how the thought-process has panned out for him in regards to who to side with - here's his take, and I'm inclined to believe it would be the take of other Orcs as well - Why not the Imperials? -The Imperials tried to lop his head off -The Orcs have inhabited Skyrim for as long as the Nords (some argue longer) yet have had to take care of themselves and fight for the little table scraps they're allotted (though admittedly as a tribal people they prefer the traditional ways which include stronghold life) -For many Orcs (including my character), Honor is the greatest of assets - and a good fight involves looking your enemy in the eyes - the Imperials couldn't be farther from that. Politics, backstabbing, plotting.. these are a part of how the Empire conducts itself.. quite a contrast from the Orc way of battle (even if the tribal way is archaic) -Instead of fighting the Thalmor head on and maintaining their honor (even if it meant the death of the Empire), the Imperials allotted to suffer defeat and humiliation and become the Thalmor's lapdog, tail tucked between their legs - domesticated and shamed, even letting their dogma be outlawed. Something a true Orc would never let happen (again, it was arguably the wiser move on the Empire's part, but maintaining honor doesn't always mean surviving the process). The very spirit of the people was sold to the Thalmor in exchange for mercy. SHAMEFUL. Why the Stormcloaks? -(At the start of the game) My enemy's enemy is my friend -Walking into the throne room and killing the High King is a very Orcish way of enacting a power grab. Elder (my character) thoroughly approves of how Ulfric handled that. -The Stormcloaks are relatively transparent. They're fighting to claim their Skyrim for their people and reclaim their honor in the process. Sure in reality Ulfric is just another power-hungry self-serving d-bag, but one could argue that the rest of the army has purer intentions. They wish for a straight forward fight, to stand up to the Thalmor and proclaim themselves independent instead of slinking off into the corner. Much more respectable from an Orc's perspective. -***The racism/xenophobia aspect*** - Yes Ulfric's a racist/xenophobic prick, but at least he is willing to stand up for his beliefs and his people. Besides, it's not like the Empire has been overly kind to the Orcs..all the Nords are pretty interchangeable to my character.. the reality from his perspective is that the Orcs have always, and will always have to fend for themselves and look out for their own tribe. Neither side would really impact his own people overly much.. the strongholds have stood amidst all the political changes that have swept through the region up to that point, and they'll keep it up regardless of what happens. Also, my Orc doesn't really care for Elves as a whole so it's no sweat off his back if Ulfric hates on them. From my character's perspective, if the Elves were strong people and had learned to take care of themselves like the Orcs have, they wouldn't be pushed around like they are now. In other words - Darwinism, it's their own damn fault they're a weak race in Skyrim. -Last but not least, Joining the Stormcloaks would make for a much more interesting fight - more honorable, straightforward, and more bloody! That's how we Orcs like it! Because of many of the above stated reasons, I'm actually finding my Orc to not really want to get involved until he has to. His position for the Stormcloaks would really be that of a Mercenary - think Wrex from Mass Effect. He's in it for the glory of battle, doesn't really give a crap about the politics. And there's certainly more glory to be had with the Stormcloaks. So joining the fight isn't high on his priorities because the politics don't matter to him, but if/when he's pushed into it, Imperial blood will spill! I'd be interested to hear how other Orc characters have chosen! What do ya'll think?
  12. I encountered another quest object that will not 'activate' - the pull chain in the dream sequence of 'Waking Nightmare' quest. I have no idea why this keeps happening but it's terribly frustrating to have broken quests.
  13. OK.. title was cut off, but You = Modder. (Note - not sure if this should have been posted in requests, feel free to move it if necessary) Hello fantastic modders of the Nexus!! I have a dream! A dream of using creativity and manipulating what is already in place to create an epic quest line for adventurers to take part in. The overarching philosophy behind this mod is an idea of LESS IS MORE, whenever possible manipulating what's already given to us in game to lessen the burden on the modder and prevent burnout & an unfinished product. One thing I was perhaps a little disappointed about when running through vanilla skyrim was, while the world was so freaking spectacular, the ambiguity of many of the quest lines and the lack of attachment to many of the characters and events resulted in an inevitable result of being king of every organization in Skyrim without any real identity or bother. Prior to mods (and perhaps still), it really took a concerted effort to roleplay and stay in character consistently without giving in to the lure of 'god mode' - being a jack of all trades both in skill sets and in the story lines. The closest thing that came to touching on real immersive roleplay (at least for me) was the civil war, and I RP'd a character who, as a dark elf, didn't really have any investment other than loathing the racism of the stormcloaks. The only thing my character ended up really being passionate about, was his hatred of the Thalmor. And this is where my mod idea will pick up.. What makes a good story? It's the immersion and investment in the adventure, and the emotional attachment to the characters and events. Accomplishing this doesn't require a humongous mod with all the gadgets and gizmos - all it takes is some good characters, some clever writing, and a healthy dose of imagination. This was a large reason why Morrowind and older RPG's were still such great successes - when you don't have the technology, you rely instead on your other 'senses' and essentially tricking the player into believing in the expansiveness and depth of the world. In fact my very favorite quest in Skyrim wasn't complex at all - it was "A Night to Remember" - which illustrates that, when creatively crafted, a good quest doesn't have to involve a massive undertaking by modders - it just has to throw the players into the story and make them want more. The mod I have in mind will require at most 2 new areas/buildings, with only one of those being expansive and require some time to create, and a few unique NPC's scattered around skyrim. I don't want to reveal too much here (I can send a detailed structure & story board to potential modders), but the plot will involve a covert "black operation" spy-games type mission against the Thalmor, issued in secrecy by either the Imperials or Stormcloaks (default imperial if the civil war is not resolved yet). You are to meet with an undercover agent who will provide you with information on an artifact that has been smuggled into Skyrim by the Thalmor to ensure their long-term domination of the region. Through a series of side-quests, you are to gain entry into a secret underground bunker built by the Thalmor and attempt to retrieve said artifact to help dismantle the Thalmor's hold over the region. Yes, when summarized quickly here it might sound a bit cheesy, but trust me when I say the story will -not- be half-assed, and will be as lore-friendly as possible. Again, I want to emphasize that the quest line will be crafted to make the keep the actual work of modders to a minimum, while maximizing the player's immersive experience. It could actually be accomplished with the creation of one large area and 3 NPC's, though additional areas and characters would have course be great as willing by involved modders. So. What say ya'll?
  14. Thanks you guys for the responses. I'm pretty much already on board - I've been Nexus-exclusive thus far, but am now supplementing with ones that are only on the Steam Workshop. Buuut... funny enough (ok not very funny at all), I encountered some issues recently, and I traced both issues back to mods downloaded on Steam Workshop... both were housing mods and they were causing CTD's and one was even making interactive objects (pillar puzzles in a quest) not function at all. It really reinforced my wariness about using Steam Workshop and now I'm even more paranoid than ever!
  15. Ok so after disabling the doors that I couldn't get through with console, I eventually got to the end of the quest and got a CTD on one of the last doors leading back to the main chamber. I traced it back to the Seabreeze Home mod I got off of steam workshop. After unloading that mod and only that mad, not only did it resolve the CTD issue but the objects that were previously not interacting were now working. WTF MATE. Coincidentally I had to remove the Moon Paths mod earlier because of CTD issues on loading games. LESSON LEARNED - don't download mods off of steam workshop?? I'm glad to have apparently resolved it, but any idea why a housing mod would cause these things?
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