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JetSteele

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  1. Comment From: ryuuku514 It is normal that you cannot view the hood from within the inventory screen as it is now a Cuirass "Attachment" and not it's own armor piece. The spell functions with the player armor sets of each, there are armor sets that are not for the player that you can spawn in so you'd need to make sure that they are the right sets. Then when you equip the Cuirass the hood will be accessible to you. It alters the vanilla sets and does not add new ones in. Hope this helps!
  2. POST UPDATE I have read through all your posts on the mod page and felt like I should give an update based on what is going on currently in the mod development cycle. First off I would like to say that the mod was released as a finished product, I had a habit in the past to release mods that were completed with expansion ideas that were for the future. So mods were complete products but I had ideas on where I wanted to take them post release. This mod I released completely, it was one that I sat on for months and I was never going to release it. Eventually I decided why not but by that point the mod was in it's completed form. So when this mod release there were no plans for expansion. It's complete. The only updates I will release are bug fixes that crop up (if any at all). There are 2 bugs currently with this mod: 1- Radiant Quest Tracking Bug 2- Bedlam Hood Bug The Radiant Quest Tracking Bug is a bug that doesn't always happen, it's actually quite random since it popped up 2 for me in a good dozen or so tests. I have isolated the bug and it is the one that I am working on fixing at the moment for an update. The Bedlam Hood Bug is with the bedlam quests not tracking when wearing the hood, this bug I am uncertain if I will fix it for the next update or if I will hold off on working on it for one more update. Because I want to get the Radiant Tracking Bug resolved and out urgently it will depend on how big of a fix the Bedlam Bug will require. If it'll require more time to fix then I will release the Radiant Bug Fix first and work on the Bedlam one later on. Just going to ask for a little patients, Thanks for your understanding! WORKAROUND Bedlam Hood Bug: Take off the Hood when doing the job.
  3. v1.50 RELEASED This version of the mod contains some small alterations optimizing the mod, a change with how the hood skill itself is acquired (Now part of the reward in the TG main quest). A handful of small bug fixes and some enchantment adjustments to the summonable Nightingale Armor. Info Adjusted on Original Post.
  4. v1.10 RELEASED This version contains a change to the beginning of the Thieves Guild, Brynjolf won't approach you with his plan if you are not a thief. There are some inventory art additions to the custom spells and clutter was added to the Sunken Trek. ​New Info Added To The Original Post.
  5. SHADOWMARKED - Mod Page This mod completely changes how the game handles the Nightingale armor set and weapons, as well as introduces a new hoods mechanic while at the same time making small alterations to certain aspects of the Thieves Guild. BECOMING THE HOOD The hood mechanics are specifically designed and ONLY function with the Thieves Guild armor sets (Regular, Improved, Leader, and Nightingale). The hoods of these armor sets hide your identity from the public so crimes committed while wearing one of these hoods is not counted as crimes that your character has committed, only if someone hasn't seen you put on the hood. The hood itself is attached to the armor Cuirass of the armor set and no longer is a separate piece of armor, using the spell you can equip or unequip the hood of that specific Cuirass. >> Lesser Power: Thief Hood Arts. LEGEND OF THE NIGHTINGALES The true powers of a Nightingale are only unlocked once the Twilight Sepulcher has been restored by returning the Skeleton Key. At this point your true powers of a Nightingale will be granted to you. >> Lesser Power: Nightingale Armor. The Nightingale armor set is transformed into a power, when you call upon the armor of the Nightingales your current armor set will transform into the Nightingale set until you decide to revert back to your original armor set that you were wearing. There is no time limit for how long you can wear the Nightingale Armor, however it is controlled by the Thieves Guild armor set inside of your inventory. You can only activate this power when you have a full set of Thieves Guild armor equipped, minus the hood. Also, to remain in the Nightingale armor set you must keep the Thieves Guild armor inside of your inventory when you are wearing the Nightingale armor set. >> Spell: Nightingale Blade. A sword that has the same effects as the regular Nightingale Blade as well as has the capabilities of banishing Daedra. You can only use this spell when you are wearing a Thieves Guild or a Nightingale armor set. >> Spell: Nightingale Bow. A bow that has the same effects as the regular Nightingale Bow as well as has the capabilities of banishing Daedra. You can only use this spell when you are wearing a Thieves Guild or a Nightingale armor set. THE SKELETON KEY It is no longer an unbreakable lockpick, the Skeleton Key can now be used as an actual key that can open any lock that you want it to open. It still increases your Lockpicking skill when it is used. The Skeleton Key is the only way to unlock the Sunken Trek, which is a small pathway linking Nightingale Hall to The Cistern. This path is only accessible to the Nightingales as it can only be opened from the Nightingale Hall section. THIEVES GUILD QUESTLINESThe mod makes some small alterations to the Thieves Guild questlines while still retaining what Skyrim originally set up. >> Join the Thieves Guild You must be a thief yourself for Brynjolf to approach you about his plan, if not he won't even bother with you. >> Radiant Quests - Less Grind The radiant quests of the Thieves Guild have been cut down to reduce the grinding element present when trying to restore the Guild to it's former glory. Also, the upgrading of the Guild has now become linked with it's restoration and not with just the completion of radiant quests; finally, the radiant quests will first run through all the Major Holds that are needed to reclaim influence in Skyrim and later will be given at random. ---------------------------------------------------------- Feel free to post in this topic whatever you guys want relating to the mod, I'll answer whatever questions you've got here. Also make sure to check the readme cause I've compiled a list of common questions there already. Your answer might already be found in there. Have an awesome time with the mod! SHADOWMARKED - Mod Page
  6. INITIAL MOD RELEASED. We have arrived! The mod has officially reached it's version 1.00 release. It has been an interesting ride and I'm happy we've finally hit this milestone. What is involved in the future of this mod? Well, first thing is I'm going to be taking this initial release and prepping it for an Xbox Beta (since I don't know how the mod will react on that console). At the same time I will be working on new powers to add into the mod to upgrade Vampirism from it's current state to offering a much more unique experience instead of only a mechanical overhaul. There is still more to come, Enjoy!
  7. EARLY ACCESS RELEASED. The Early Access build has officially been released! This build of the mod is highly polished so you do not have to worry about playing a Beta version that has bugs. There may be an occasional bug, however much work was put into the mod to polish it. Enjoy!
  8. Progress Report. The VL form has been completed, it now has a custom way of working. Also VL vampires can only feed while in VL form... as the human form is really only an illusion disguise. It will make staying hidden in society harder for VLs. Also VL vampires have a huge boost in power compared to regular vampires so the trade off is power for a harder time cloaking your existence. The human disguise is also temporary, so one cannot remain human forever as a VL. To combat this, the VL has been allowed to activate objects and do the same things that you can do in human form. Also, vanilla bugs relating to Vampires have been patched (like the Serana VL Vampire Drain bug). You won't have those tedious things happening in the mod. What remains to be completed: Fix for the Vampire Cure Quest Final Testing That's it! One more thing needs to be fixed and then we will be able to release the EARLY ACCESS build of the mod. Hope your exited because we are close to a public release of the mod! After the EARLY ACCESS build is released I will be recruiting a VA to help me overhaul the Cure Quest.
  9. Progress Report. Here we are for a second time around, much of the VL mechanics have been prepped for overhaul. For those that don't know on this project we have currently gone threw 4 version iterations. Each vastly improving upon the last (seriously the change log per version is huge), bug fixes and polish have been happening throughout development. The mod is now in a much more stable form. Just to give you guys an idea we've been through: Beta1 Beta2 PRE-RELEASE v1.00 PRE-RELEASE v1.00-2 There will be one more: PRE-RELEASE v1.00-3. This is the final version I'm working on to get all the vampire systems up to date. After this version (which will contain the completed overhauled VL form and an overhauled vampire cure quest), all aspects of this mod will be completed. At which point some final bug testing will occur and an initial release will occur. Release Schedule. I don't have a timetable for the mod release, as I want to make sure everything is working properly with the mod before promising anything. Once PRE-RELEASE v1.00-3 is prepared, I will be releasing an open early access build to the public on the Nexus. At which point the mod will be accessible to anyone who wants to play it and any bugs that are found, let me know and I'll get to fixing them (there shouldn't be much leftover by then). After that early access build I will polish any remaining aspects of the mod, and the full release will occur (using the same mod page). I will post in this thread when both events occur. Here is the schedule plans moving forward: EARLY ACCESS BUILD INITIAL RELEASE After which I will begin working on creating new unique powers for vampirism expanding on the foundation that this mod created.
  10. Progress Report. ​Because of a bug with the Vampire Lord form when interacting with the new vampire mechanics I was forced to gut the vanilla VL script and rewrite it from scratch. And because of that re-scripting I've decided to push out the VL overhaul that I was going to save for later in the initial release. What does this mean? You choose the type of vampire you would want to become. Note that the Vampire Lord vampirism falls under a separate vampirism and not under Sanguinare Vampiris. Which now actually gives credit to when Harkon says that VL are different. So here is how vampirism will break down: Stage 1 - Fledgling Stage 2 - Childe Stage 3 - Nightseer Stage 4 - Master These stages are part of the original vampirism and follow the same mechanics except you get stronger as you progress not weaker, also feeding has been changed with how it is handled (all this info in the first post). Stage 5 - Ancient This is what you become when you get bitten by Harkon or Serana, the VL power was renamed to Turok-Han Transformation. This allows you to turn into a VL however at a cost. For one your vampire powers will not be present any longer, instead you will have varients of the Vampire Lord powers available in Human Form. These powers are unlocked through the perk tree, so when you advance as a VL you also advance as a regular vampire. Also, things like sunlight and fire weakness no longer affects you as an ancient vampire. You are called Ancient because of the special vampire blood that now flows through your veins and not because of how old you are. Also, you lose access to your human form. The Vampire Lord form becomes your new normal form, you can throw on a Human form disguise however that will only work for a short while. If you don't feed you will revert back into a VL over time. So your vampiric powers are enhanced... but at a great cost. If you decide to follow Harkon then this is the cost. If however, you decide to be changed by Serana in the Dawnguard you can be a regular vampire as a Dawnguard member no problem... but you cannot use the VL power as that is what turns you into Stage 5. It's a catch 22, unleash the ultimate vampire power within but lose a part of yourself in the process. So you can return to a human form for a little while but your eyes will glow red signifying that something is off about you. Also note that this choice to turn into a VL (Turok-Han) is PERMANENT. It cannot be changed. Unless you cure your vampirism and start fresh. Also after I complete this VL overhaul I will overhaul the cure quest making it more difficult to complete with special items and utilizing some ingredient you can only get from Redwater Den (yet to be created). But I won't reveal too much about the cure quest yet since I did not overhaul it yet. So one question remains... What kind of vampire will you become?
  11. Progress Report. This is it guys! We are at the end of development for the mod's first official release! Thanks to Labor Day weekend I had the time to really work on the mod. There are only 2 things left to test: Dawnguard Story (DG DLC) Vampire Story (DG DLC) After which any bugs found in the story will be fixed, leaving the mod ready for release. We're getting close to the v1.00 release... are you prepared?
  12. Progress Report. ​All features of the mod has been built! There is some stuff that needs polish and then the mod is ready for BETA2. After which if there are any bugs left there will be one more BETA release to make the mod ready for v1.00! Thanks so much to Nekrokrist for his help! Your awesome! If anyone would like to participate in Beta Testing you can still sign up, let me know and I'll put you on the list for the BETA2 release. We are getting closer to a full release... Are you prepared for what is coming?
  13. @iNaps88 Mod Beta. The mod beta is ready for launch! I have been extremely lucky that I've had enough time to complete the mod in a really short time frame. Everything is patched and the mod will run as smoothly as it can right now. What am I looking for? I need people to help me test the mod out for gameplay (if the mod works as intended) and for story (need to play through Dawnguard quest on vampire side and on Dawnguard side) to make sure everything works 100%. I did some preliminary testing so from what I've seen you should be able to play through the story just fine but I would like some others to re-test it out to make sure that it works (more help the better which is good b/c with different mod setups etc.) What won't be in the beta? The random chance of becoming Feral feature will not be implemented in this beta. All other features are already in. As I said before, if you want to help me beta test the mod you will get recognised in the credits readme file with your profile name and a link back to you. Just let me know if you would like to participate and what you would like to test; gameplay or story. Thank you in advance for any help you can provide, I really appreciate it! Progress Report. The mod is pretty much finished as I mentioned before I only have to: Script a Random Chance of Turning Feral for 'Younger' Vampires (Feral System) This feature is not included in the beta and will be implemented for a later release date.
  14. Progress Report. So, I may not do progress reports every week but when the mod has a big task completed (like those 2 final systems), I will make a post about it to describe what is going on. The feeding system is in place, at this moment any time you feed it will fill up your hunger completely. Some time after the mod's release and when I have free time I will upgrade the system to feature different blood types and how they will fill up the vampire and how they will affect the vampire. This type of update are in the plans for a later release date. So feeding for release is completed! The feral system... well it is partially implemented. Finally after the kinks are worked out of the base vampire systems, then some basic Dawnguard patching needs to be done to keep the mod fully functional with the game... this is easy to do since I made a similar patch for an old vamp mod I hadn't released (still got those notes so that will take less than 5 minutes to patch up). What remains to be completed: I need to create the sun damaging effect (Feral System) I need to implement the 'Feral' feature on all the vampire powers (Feral System) I need to script the random chance of turning feral for 'younger' vamps (Feral System) Make vampire spells drain blood from the player when used (Feeding System) Dawnguard Compatibility Patching Once these 5 tasks are finished the mod will be ready to be Beta Tested! So if you would like to be part of the mod beta let me know, now is the time!
  15. MOD RELEASED It's been forever since I've been able to mod anything. For those that missed the post I made a while back I went on a break because I was starting up a business and no longer had the time to mod. I don't have the free time that I used to but with the free time I have (an hour here and there) I'll be able to at least mod a little bit and make some content. I've got a vampire overhaul in the works. No I don't have a time stamp on when it will be available but here is a general announcement before I get into describing the mod. As my time is severally limited for modding I don't have the time to take to bug test the mod extensively. So I am asking that anyone who would like to Beta Test the mod when it's ready feel free to let me know, I'll record your name down and when I am ready I will give you guys a copy of the mod to test. What do you get out of it? Your name and a link to your profile written in a section of the credits readme file. Let me know if you'd be interested to help me out I'd really appreciate it. Now let's get into the info: General Info I was watching Buffy the Vampire Slayer and got inspiration to make a vampire overhaul work similarly to how the vampires are in that show. So far the mod is coming along the feeding mechanics are left to create and polish as well as a 'feral' feature; I'll describe everything later. After everything is completed I will be pushing out the Beta Test, and once the mod is officially launched I will work on adding more spells to vampires. Become a Vampire The old vampire system forced the player to wait 3 days and they will then be transformed into a vampire. Personally, I just used the wait function which took me out the experience the game was providing. The system has been overhauled for the mod. You still contract the disease however now if you wait the 3 days the disease will leave your body and you won't be at risk of becoming a vampire. Reason being is that the disease is 'Vampire Magic' which has infected your body... that wears off in time. To become a vampire you must die with Sanguinare Vampiris in your blood, afterwards the vampire magic in your dead body will transform the player into a vampire. The Dark Form After you wake up as a vampire you will have acquired a new lesser power called Dark Form and you will notice that you have not turned into a vampire. This is normal. Just as in the show Buffy; vampires now have a human appearance and a vampire appearance. To feed you must call forth your vampire form... however powers can be accessed through both forms. This change allows for the player to join the Dawnguard as a Vampire. Allowing them to be a Vampire, Vampire Hunter. It allows the player to not be stuck with a vampire face forever, and to me it just makes sense that as a way to hide the vampires have a human looking face. Blending in and all that. Beware of the vampire form, you will be attacked on sight by NPCs while in it. Feeding The feeding mechanics have been gutted and reworked. No longer are they tied to Vampire Progression, now it is tied to what it should be... the hunger. It takes 25 in game hours to starve yourself, around the 20 hour mark you will see the blood of those around you and hear a heartbeat for a couple seconds every hour signifying a temptation to feed. When you are hungry you will have a higher chance of killing your victims; you get stronger offensively, however your defenses take a hit. And your chances of going Feral increase to 16%. Finally, all vampire magic will be controlled by a custom blood system instead of the magic system. The more vampire powers you use the faster you will starve. Feral Becoming feral is just about the worst thing that can happen to a vampire, when in this state the vampire has lost total control of his vampire side and is stuck with his vampire face out. This means that you cannot enter cities as you will be attacked on sight. On top of that the sun becomes DEADLY to you, that's right when your feral the sun can kill you. There are 2 ways of going feral: one is age and the other is starvation. As a young vampire your chances of going feral is pretty high because you don't have control over your vampire tendencies yet. However once you become a Master Vampire you will gain total control over becoming feral... except if your starving. Starvation is pretty self-explanatory. Leveling Up Your powers are still controlled by your vampiric stage however now you don't go back to level 1 when you feed. Also, your leveling is controlled completely separately now from feeding. It is controlled by how long you've been a vampire and how many people you've fed on. Vampire Fledgling: No Requirements Vampire Childe: 25 Necks Bitten, 10 Days as a Vampire Vampire Nightseer: 250 Necks Bitten, 30 Days as a Vampire Master Vampire: 500 Necks Bitten, 50 Days as a Vampire Also the weaknesses of vampirism have been inverted meaning you are most weak as a vampire when you are a Fledgling and you have the least amount of weaknesses once you become a Master Vampire. Final Info This mod will encompase both Skyrim and Dawnguard, also because this changes how the skyrim vampirism is handled this mod will be incompatible with Better Vampires and any other vampire overhaul mods. As I said in the beginning I am uncertain how long it will take to complete the development of the mod however I will keep you guys posted as I go along. As of right now the mod has the framework all setup. What needs to be completed is: Feeding System Feral System It may not seem like much but because these 2 systems encompass the game-play aspect of the mod they are actually the biggest and will take the most time to develop.
  16. I know, it's mostly administration stuff which is taking so much time. Web design, graphic work, etc... When you know how to do a bunch of things, and you have a specific vision about the direction then it's like I want to do everything to my specifications so it will come out as I see it in my head :tongue: Once everything is completely set up my hours will regulate so I'll be going to sleep at 11-12 which will give me a good 6-8 hours. It's just me wanting to complete all my startup tasks.
  17. Hi everyone, As some may know I haven't been online in quite some time and I have seen that some have requested updates on mod progress and so on. This is something that I need to post about and I hope that you guys can be understanding about it, I have made promises about mod releases and schedules in the past and this really pains me to say it but I don't know when I will be able to deliver on those promises. Before anyone flies into any tangents, please give me the time to explain...for 3 years I have had the time to mod to my hearts content. However, this past year RL has really started to pick up steam for me (in a really good way). I am in the middle of starting up 2 businesses; one in fitness and one in nutrition. I am also consulting for another startup at the same time as building my brand up. Therefore, you can see that my time for modding has become extreamly limited to almost nothing (going to bed at 3-5am and waking up at 7-8am almost every day). There has been so much that I wanted to do, however as the saying goes RL has to come first. I don't want to drop modding completely, and for SSE I do want to create a polished port of Nephilim as I have gotten messages for an xbox port and so on. However, I hope you guys can understand that I do not have the time to dedicate to modding as I once had. That said if I have 1 hour here or there free I will try to get some modding done. But I can no longer promise release timetables for mods, it will have to be on a "whenever it's done, it's done" mentality. I apologize if some of you are disappointed about this but I felt like this needed to be said. See you guys when I got some free time, Jet
  18. PIPapps The updated Institute Network framework is released under this mod! The remaining plans for this mod are: - Complete the Director's Terminal Log Entries - Complete the 'Fusion Cycler' - Complete 'PA Fusion' - Complete the Bethany Base Clutter 3 items on this list will be simple to finish, the only task that I am uncertain if it is at all feasible is 'PA Fusion' since it was the original project that ended up tanking this mod. I will do my best to see it through though I am uncertain if that option is actually possible. I don't want to reveal what 'PA Fusion' actually is just yet, as I don't want to disappoint people if it isn't possible to script. After these final tasks are completed I will see about adding other faction related content into the mod. Right now I have a custom base, and Institute content; I will be looking into adding in BOS, Minutemen and Railroad related content later. Enjoy!
  19. TOPIC REPURPOSED. Now speaks about an updated Institute Network mod and about a resurrected mod project codenamed 'Vault256'.
  20. Just as an extension to this topic, I have the same issues. It seems that the barber menu fragment 'Game.ShowRaceMenu(uiMode = 2)' doesn't work when applied to a custom script. There may be a property like a barber that needs to be added to make the fragment functional (uncertain) because other than that I can't seem to figure out why this specific ShowRaceMenu doesn't work... I've recreated the entire HaircutScript and this one line is the only thing that doesn't fire property when activated, extremely strange. Has anyone had any breakthroughs using the haircut fragment of ShowRaceMenu()?
  21. v2.00 Released! Changelog: - Spell Tomes Written As promised the spell tomes are actually written up now and look like real spell books, I'm thinking of working in an update which changes the font to either Oblivion or Dragon font instead of english to give it a more mystical feel to the book however I am uncertain when I'd want to work on something like that. Enjoy the update!
  22. v2.00 News Update! As you may know from my last post I am in the middle of writing up the spell tomes of the game, which if you've tried to collect them all you'd know there are a lot of in Skyrim. This post is to let you know that I've written up roughly 50% of the spell tomes in the base game. I have the remaining half of the spell tomes to write up before the next update is made available to the public. The spell tomes will have a description of the spell written inside its pages and as previous updates of this mod, they will still function as regular books from the game. The tomes don't disappear from the inventory when the spell is learned from an instructor, therefore collectors can build up their home libraries with spell tomes that are actually legible in the next update. Cheers, JetSteele
  23. Erudite v1.50 Update is Live! Changelog: - General Bug Fixes - Instructor Message Altered (Instructor Details Added) - Spectral Arrow Added to Learning System - Spectral Arrow Re-Integrated into Mission Reward - Spell Tome Framework Created As you can see from the changelog not much was altered; I've done some small general bug fixes to optimize the mod, the Instructor message was changed to now also show the school of magic the person teaches and their skill level so you don't have to guess. Probably the biggest addition is that I re-integrated the Spectral Arrow spell into the game, it has been added to the Apprentice Conjuration learning system and the spell tome is a reward you receive from the 'Infiltration' quest just as it was intended to be in the base game. Now, USSEP fixes things in that quest and probably a question that will come up is if this mod is now incompatible with USSEP because of the Spectral Arrow re-integration. The answer is that this mod is still completely compatible with USSEP, I've edited a dialogue script that USSEP doesn't touch at all and the quest isn't edited in the mod meaning that USSEPs edits will apply with both mods active. So no need to worry about these 2 mods being incompatible. Finally the spell tome framework has been implemented into the mod (at the moment only 3 tomes use the framework: Equilibrium, Flaming Familiar, and Spectral Arrow). I will be working on writing all the spell tomes out so they won't remain blank books with only the spell name written inside. That being said, the next update will have all the spell books completely written up. Enjoy the update!
  24. The announcement page has been updated and clarified and the structure has been cleaned up from how it used to look. Also the mod has just officially launched so those that were looking for a mod like this can now go to the mod page and download it! Link is in the first post. Enjoy!
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