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RandomArt

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Everything posted by RandomArt

  1. I have no clue, my Modding skills are limited to making CM Companions, I don't really know how to do much else.
  2. Being more into immersion, I was wondering if there was a way to make a much more realistic inventory. Basically, you'd only be able to carry one set of armor, and you would have to be wearing it. You would also have a series of Inventory spots: - Right Shoulder - Quiver or quiver equivalent (i.e. Assassin's Short Sword from Assassin's Creed Mod - Left Shoulder - Two-handed weapon or shield (I know this isn't implemented in the game, so I'll expand upon it later) - Left Hip - One-handed weapon You would also have to carry a backpack for smaller items, like ingredients and such, which I can see conflicting with the other things on your back and causing clipping issues... So, to expand upon the two-handed weapon and the shield, as well as to offer some elaboration on the weapon system in general, since you wouldn't be able to carry massive amounts of weapons like you can with the vanilla inventory system, I think it would be ideal, if at all possible, to be able to carry (in the sheathed position) both a one-handed and a two-handed weapon (with a shield over the two-handed weapon). You would have to be able to specify which was the active weapon so your character draws it and not the other one. Also, for the shield, when drawing a one-handed weapon, it would probably need a custom animation to grab the shield. NOTE: I know the shield is picky, if anyone decides to undertake this, the shield is not a must-have. Other than that, the inventory would work the same as always, no need to mess with it, it's just the aesthetic of it.
  3. Okay, so what I'm looking for is a way to put the vanilla lute on your back in the way a quiver is. I've seen it done with the Assassin's shortsword with an Assassin's Creed mod, so I know it's possible. It wouldn't have to do anything, it would just be decorative.
  4. I've actually come across that and decided against it. Bard armor is more light leather plates over normal clothes to me.
  5. That looks gorgeous. Also, the Colonial is one of my favorite eras in history, so the use of this mod to bump Oblivion from the Renaissance to the Colonial era would be awesome.
  6. I recently decided to try out the Bard class, but, being into immersion, I can't for the life of me find a Bard-esque armor, the vanilla leather is way too bulky and I can't seem to find a Mod that embodies what I'm looking for. Here's a similar picture to what I had in mind. http://media.giantbomb.com/uploads/0/1976/469009-story.bard_large.jpg
  7. I don't like having tons of house mods and actually prefer the smaller ones like Topal Island, but I also like having all my CM Companions running rampant on my property. If I ever get the hang of Modding (I'm slowly getting better) I'm building myself a castle that's completely barren so I can add my own people (I make my own CM Companions for their specific purposes, like archers for walls, it also gives them a more unique feel than the Mercenaries) and I'm going to have the castle attacked by various things probably once or twice a week, maybe more, if I can ever figure all that out.
  8. Another awesome house mod is Topal Island. Sorry I can't offer up links right now, my iPod won't copy URLs for some reason. It's an island connected with a short bridge to the east side of Topal Bay. There is a lighthouse and a residence, both in Anvil style, on the island, which is fairly small, as well as a ship at the end (which I, personally think, needs to be a different ship, something more fitting). There's a fully stocked Alchemy garden and a ridiculously unbalancing sword that comes with it (which I just put in display because I don't like unbalancing items). There is an NPC, but, as far as I can tell, shee doesn't do too much. It's a smaller house Mod, but very well made. Also, Mountain Retreat. A gorgeous little estate (almost) up in the southern mountains in the east (I can't remember the name...) with two farmhouses, a treehouse, and a manor house (the interior of which I'm not a big fan of, but it would be easy to go into the CS and lighten it up). There's a stable and plenty if space for any CM's you might want to put in. A major pain in the ass to find, though.
  9. Im going to sound like a %&$!, but I don't like the interior and that just knocks it off the list for me. I don't like the "lodge"esque feel of the palace, I think it would be better if it stayed in theme with the exterior, which seemed to be done in Imperial City style. The exterior is gorgeous, but the interior kills it for me.
  10. Extension on the advisor idea, you should be able to choose between several different types of advisors, a warrior, a mage, a farmer, an upper class man, a commoner, or any other number of NPC or player classes. This choice in advisors could affect future events in the city and obviously the advice from each one would be different.
  11. Quick correction to my previous post, I read back through and saw that you were wanting to build a medieval city, and the resource I linked to is a colonial settlement resource.
  12. I really like this since I'm not doing the main quest and am just going about doing my own thing and I've really been looking for something that would give me a long-term objective. On a side note, I really like the idea of training and outfitting your own militia, but of course, at some point they'd eventually become a private army. Also, just to put in my two cents, I think it should be a type of settlement where you get settlers to come to populate your new settlement, but it's still run like an estate, just to keep things simple. Can I recommend this for the early town stages? After you've progressed from farming to actual settlement.
  13. I'm a junior, I don't bodybuild, but I run.
  14. I did, too. :P This thread reminded me about it.
  15. I know not to set it as the active file. That's there, but I can't find that rockslide area in the Colovian Highlands to save my life...
  16. Check this out: http://thenexusforums.com/index.php?showtopic=82002 If we could get people to work on this, which is more or less the same idea.
  17. I have like, no time around school and work and extra-curriculars to do anything... I usually get on from my iPod while I'm studying.
  18. Oh, I just uninstalled that recently on a hard drive clean out and forgot to reinstall it. Thanks.
  19. Yes, I just bought the game fairly recently and ran an update check shortly thereafter. I just uninstalled and reinstalled the CS because I had the same thought. Yes, it does show up.
  20. I think there are upwards of twenty UL's and I just recently wiped Oblivion and all my mods from my hard drive, which included every last UL, and it's a pain to go through and download every single one, so my question to you is: Is there a compilation of all the UL's to date available in one download? I've tried downloading the OMOD (located here) but it didn't do anything...
  21. I'm on XP Home Edition, and the only other time I have this problem (that I know of, it's not often that I reopen a Mod to put something on it, other than CM Companions(which works)) is when opening UL's. I know it's not just me being stupid because there's the area with the rockslide that I always use to get my bearings in-game (since I want to build the Mod slightly South-Southwest of there), but it just doesn't show up... (Also, I like parentheses)
  22. So I'm attempting to build a Mod on top of the UL for the Colovian Highlands, but UL's don't show up in my Construction Set, making it completely impossible to build my Mod. Any ideas?
  23. I have the free SketchUp, and it's great, it's what I used to make a concept 3D model of the castle I want to build, but I want something that's really good with floor plans.
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