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tonewheelz

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Everything posted by tonewheelz

  1. Thanks so much for recommending this. I will definitely use this from now on, but still hope to see my ideas implemented. I'm going to contact the author and state my case lol. His mechanics and vision seem to be closer to mine than any of the other death mods. Thanks again!!
  2. Technically there is nothing wrong whatsoever with Dragon Souls, or any of the others. Each of them are good for various playstyles. I'm simply looking for a lore friendly alternative that allows for something as simple as reloading a save. With Dragon Souls, you are automatically teleported in a new body (without your gear) to the throat of the world, or to the last shrine that you prayed at. This means that you'll have to re-favorite/re-hotkey my items once I recover them. The second problem this poses, is you'll be teleported to the last shrine you played at, naked. If you play with frostfall, that means you'll have to spend time acquiring gear to travel the colder climates, and then travel all the way back to the location you died so you can re-acquire your gear. You can set a custom location to respawn, but you have to have an amulet of arkay to do so, and if you run out of them, then you'll be teleported to the last place you set. After several deaths fighting an extremely hard boss, this becomes more tedious than fun (at least for me), and I'd rather just quickload. Problematic, though, is if you get killed in Skuldafn, or somewhere that you can't get back to. Lastly, this also slightly problematic for followers. Aesthetically, your place of death is represented by a beam of light, your corpse is not to be seen. I suppose I could have just saved you a long read and said that I'd prefer if the death mod didn't teleport you away from the place you died. lol
  3. Thanks for the suggestion. The mod actually looks quite awesome. I like the way Live Another Life handles the main quest, though. Also, if your prayer to the divines fails in a place like Skuldafn, then there's no way to actually get back there. Might you consider making a standalone mod following the mechanics I illustrated above? Huge request, I know...I wouldn't know where to begin making a mod like this, myself. :(
  4. Hi there, I'm requesting a lore friendly alternative to dying and loading a quick save. Yes, there is SM Essential Player, Death Alternative, and Dragon Souls, which deal with creating an essential character. My only gripe with these mods, however, is they either are not very lore friendly, believable OR they become quite tedious (having to re-acquire your loot and re-favorite all your items, or constantly having to travel across Skyrim to find your body) and some are mechanically unfeasible when doing quests in places such as Skuldafn, Sovngarde, etc. Mechanics for my idea: I'd like to suggest a streamlined and lore friendly(at least more lore friendly than hitting reload) approach to dealing with player death. Bleed out state - When the player reaches zero health, the body of the player immediately goes into the bleedout state (not unconscious). Enemies will essentially see this as sheathing your weapon, and their response will reflect that. For instance, guards will then give you the opportunity to submit and pay your fine or go to jail(this currently happens with the bleedout mode in SM Essential Player). Other NPC's who'd allow you to yield will also react the same way when you enter bleedout state. Other enemies, such as creatures, falmer, dragons, draugrs, or bandits, however will continue to attack you in bleedout state, in which case, if they deplete a temporary health pool, your body will enter "die", aka a ragdoll state. (Similar to the mechanics of Death Alternative). Essentially, the bleedout state is solely for the purpose of allowing guards to arrest you and giving other NPC's the option to accept your yield (if it's in their vanilla AI package to do so). Ragdoll State (Soul state) - When you enter the ragdoll state, permitting the conditions above have been met, your ragdolled body remains static on the ground while the player gains control of a ghost-like entity that will represent the soul of the Dragonborn. Rather than simply clicking on your corpse, and creating a duplicate body(as in SM Esssential Player), perhaps some type of Shout, Power, or Spell can be cast (which is only added when player is "dead") with epic effects. Perhaps an option can also set for this to happen automatically after a certain amount of seconds (for players who use LAL and haven't yet learned of their dragonborn status). The soul can then be transferred back into the body (maybe using the visual effects of absorbing a dragon soul), and the player's body can be renewed with a healing and psijic teleportation effect. Lore friendly? Why not? Alduin's soul went back to Skuldafn or Sovngarde after you first defeat him on the Throat of the World. Being that the only way to truly defeat a dragon is to absorb his soul, it would seem feasible that the dragon born might also have the same ability. After all, dragons are being resurrected, why can't the Dragonborn be resurrected similarly? Especially since his fate is tied to Alduin's return. This offers an alterantive to the other mods, in that it bypasses the tediousness of having to go through quests to get items back (refavoriting and regrouping items), still being able to yield to guards and NPC's who will allow it, as well as not disabling the mod during certain quests as Skuldafn, Sovngarde, or Azura's Star. Followers will also continue fighting as per vanilla, so that when your soul re-enters your renewed and healed body, you can get right back into combat. A simple lore friendly and immersive alternative to loading a quicksave without having to go through a bunch of tedious additional quests. What do you think?
  5. I'm not sure if this is possible, but maybe someone clever can figure it out. I'm not crazy about the one handed animation and blocking when not using a shield. Swinging with one handed and then switching to a two hand block doesn't seem very fluid. Would it be possible to make the player wield a one handed weapon with two hands when NOT carrying a shield or equipping a spell in the left hand?
  6. Indeed, it'd be a nice companion mod for the "Take Notes" Journal mod that allows you to make custom entries into a journal. It time stamps every entry.
  7. This might seem like a ridiculous request, but here it goes anyway. I'd like to request a mod in the form of a book or MCM that'll allow you to advance time instantly by a week, month, 6 months, or even a year. I'm assuming this can be done by setting the global variable of GameHour, GameDay, GameMonth, or GameYear. "set gamehour to 730" advances the game an entire month. Not sure which method would be best. Reason? I'd just like to make time pass, merely for aesthetic purposes when looking at the game date...because when doing quests for the College of Winterhold, Thieves Guild, or Dark Brotherhood, I'd like to feel that time has passed, instead of taking over each faction within a matter of 1 game week. Silly, I know...but anyone up for the challenge?
  8. ah, big surprise lol. I'm honestly surprised that someone hasn't already done this. Supposedly, as Listener, you're gonna restore the Dark Brotherhood, yet it seems more defunct and dead than when you first joined.
  9. I have that mod and love it to pieces. Upon further investigation, however, I found this: https://www.kickstarter.com/projects/1806959651/the-dark-brotherhood-resurrection-part-2 It appears Part 2 of the mod would implement pretty much everything I was suggesting in my original post. Too bad he wants to raise $44,000 before he'll start working on the project, though. I wouldn't mind dishing out money for such an awesome mod, but there's no guarantee that if I paid he would eventually meet his goal. Anyone else willing to take on such an awesome project idea?
  10. Hi, I'd like to request a mod that overhauls the way the Dark Brotherhood quests work after the completion of the main Dark Brotherhood storyline. A few things seem slightly quirky to me about the way it works in vanilla. You're left with only two Dark Brotherhood initiates, and as a Listener, you have to be the one to meet the contact, and then kill the target. This is fine in the beginning, but there should be more to it after a while. So perhaps someone with the know how would be interested in making a mod that would allow you to recruit silencers and a Speaker? Then you could receive the contact from the Night Mother, and relay this information to the Speaker, who will go meet the contact, and then assign a silencer to kill the target. Perhaps as the mod grows, large assassination quests could be implemented that are similar to the one killing the emperor. Or maybe there will be a way to rebuild the Falkreath sanctuary and build new ones throughout Skyrim?
  11. dang...any way to just edit the mesh of the armor? I've tried making it fuller, narrower, etc.
  12. Just a note...it seems to be affecting the bows/crossbows. When wearing any other armor...the bow is against the body, but when wearing this Ranger armor, the bow shifts further away from the body.
  13. Hi everyone, I'm having a bit of an issue with the mesh from this mod: http://skyrim.nexusmods.com/mods/6497 It appears to be based on the mage journeyman robes. The issue I'm having is that when wearing this armor, the weapons on back seem to be placed further away from the body than with other armors. Anyone have any idea how to correct this in nifskope? Essentially, I would like to minimize the distance between the weapon on the back and the body of my character when wearing this armor. Thanks for the help!
  14. Anyone have any idea how I might be able to prevent the Dawnguard questline from triggering?
  15. lol, your character doesn't have any balls. j/k I agree that the dialogue with Atvir is just awesome. It dawned on me that it's totally possible to just sit down and have a chat with Atvir...something you really can't do with any other follower in Skyrim. It's why I both love and hate mods like these. While they add something incredible...they also suck the life out of their vanilla counterparts because by comparison, all the other followers are mindless drones. Can't wait to see more updates and hopefully see some compatibility with follower mods like UFO, EFF, and Convenient Horses or the likes.
  16. haha...now I know where Atvir gets his wit from. Can't wait to see him further develop. I can't believe no one else has tried to make a mod like this for Skyrim! Another thing I forgot to mention about horse riding...it'd be nice if he only dismounted and attacked when you drew your weapon. When using Warzones, sometimes you're outnumbered and need to get on your horse and flee, and if he were to mount his horse when you mounted your horse with your weapon sheathed, then it'd make it much easier. This is how Convenient Horses does it as well. P.S. His sandbox mode is so awesome! He actually goes outside and back in. He really feels like a genuine character in Skyrim...more than an NPC.
  17. Endoresed!! I've been waiting for a follower mod like this!! Reminds me of Ruined Tail and Vilja. Honestly, though...I was sold at "by Azura's tits" hahaha. I love this guy. I do have a few suggestions or thoughts, since this appears to be in the beta stages, if you wouldn't mind. I use Convenient Horses, which is a flawless and incredible mod that makes riding horses with followers absolutely seamless. If you're not familiar with it, you might want to take a look at it as it really is a much more convenient way of riding horses with companions. The way Atvir is set up to ride horses becomes a bit repetitive having to open dialogue to tell him to get off his horse or get on the horse. In fact, one time after he got off his horse for a battle, he remounted automatically...except he remounted my horse. If I dismiss him while he is on his horse he just sits there. If I enter a city while he is on his horse, he doesn't follow, he just stays on his horse. Some ideas I have is a "voice command" lesser power that is used to summon him, or give him basic commands. A "use torch" command would be kind of cool. Love everything else so far...best follower on Skyrim!
  18. I used your Atvir mod for reference and it works perfectly. The Atvir mod looks awesome!! I miss these kinds of follower mods from Oblivion. Can't wait to try it out!!! Thank you again!
  19. Thank you so much for the guidance. I downloaded the Call Housecarls mod, but I am unable to view the script because I don't have the source. Is there another way to view the script in creation kit??
  20. Hi all, I was hoping someone could help me get this script working the way I want it to. I am trying to use a summon spell to teleport a follower to my location. Currently, it spawns a duplicate of my follower. I want to teleport the main NPC. Here is the script I am using: Scriptname SummonFang extends ActiveMagicEffect ACTORBASE PROPERTY FangType AUTO OBJECTREFERENCE Fang EVENT onEffectStart(ACTOR akTarget, ACTOR akCaster) Fang = game.getPlayer().placeAtMe(FangType) endEVENT EVENT onEffectFinish(ACTOR akTarget, ACTOR akCaster) Fang.disableNoWait() endEVENT
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