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nayakri

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Everything posted by nayakri

  1. I'm definitely going to give it a try one day, but not in the nearest future - I just installed Skyrim from the scratch to clear it up and start making mods without the whole mass of problems that other mods were giving me. Let's just pray I will actually make something useful one day... Can the player get hit by the explosion? Because the whole thing sounds a bit powerful (I think?) and it would be a nice addition to make it a bit dangerous to the caster themselves... Just a bit of danger to make it taste better xD
  2. Tbh, I'm not the one to be picky about the graphics (I always repeated that for me, graphics are the least important thing). I can go with green pixels as long as what you're doing is fun. And, honestly, the atronach looks amazing! I really admire how much you put into this mod... Wish I had your skills. Anyway! Good luck! :)
  3. Looks great! :) Hope you'll manage to finish it ;) One question, though: will the atronach look like frost one? Or similar to it? Because when I try to imagine one, I see rather a bit of creepy, greenish creature than a golem xD A bit of mix between a troll and a gremlin xD But that's just my imagination. I'm really curious to see what you have in mind :) That "Something" one reminds me a bit of Walking Bomb from DA series. Anyway, I wish you best!
  4. If I understand this properly: you want some additional quests to do while waiting for the main quest to continue. And, maybe, some information about how long it will take for the main quest to procede forward. 1st - I would definitely not do it on the first run when it comes to this mod. I could make some "dlc" after finishing it. I try to keep close to the main job (dialogues, complete quests), so as not to get overworked and give up after making a few lines in CK. 2nd - I don't think I'll do it. I can give you straight example from Balgruuf dialogue I have already written: he tells you to go, rest, do something else. Later on, he won't even rush you to the Greybeards and suggest you may be a good addition to the Companions. So you will be kinda informed: ok, this is your time to do something else, go and enjoy other aspects of the game. When the time comes, the courier, ever tough and fearing nothing, will find on the end of the world to deliver you a note that will inform that it is the time to continue. And if you do have some crazy idea that bounces in your mind relentlessly, feel free to PM me.
  5. My dear friend, I'm writing additional lines to the dialogue and add some non-complicated scripts - not doing the whole quest rework XD If I have been that advanced, I'd stick to my Mage mod and finish it. I'll think about adding some crazy dialogue to Esbern (for example, to mess with the guy for the sake of player's fun), but I don't think I'll let him be part of the main quest without Delphine - doesn't add up for me, sorry. But you could make it on your own, if you really want it :D Hm. I can't really remember meeting with Esbern (geez, it was really long time ago since I have actually played the whole game). Does he really react immediately to you stating "I'm the Dragonborn"? If so, I'll have to fix that. I have a note for tablet, so as soon as I'll get there (exams first, sorry), I'll fix it. Somehow. I'll let my imagination flow. No silly bugs usage in my mod :D Maybe I'll close the whole area, so you won't be able to get there at all without the Greybeards and their help? Eh, I don't know. I'm in for making the game as RPG as possible, but I'm afraid of making the main plot too irrelevant - what's the point of doing it if you can hop to Paarthurnax for the tea at any point of the game? Not to mention it would kinda mess with everything else. I already drafted the possiblity of getting that bloody scroll without making magic tricks or getting a tour while trying to find library (yes, I know that most of the players can get there with their eyes closed, but I'm thinking about the game character role-playing). But I don't see any reason to tell them that you are the Dragonborn before this quest. So you're a Dragonborn. You can Shout. Awesome. What did you want again? Aphranius? Who is he? I feel stupid... I guess he's called differently in my native language... I'll look it up later. Act 1 - considering you have to kill a dragon to progress anyhow (with or without vanilla content), you'll discover being Dragonborn quite quickly. Hard not to, with all these guards staring at you with their jaws on the ground. Act 2 - most of people would encourage you to kill the creature that wants to destroy their known universe. Kinda. I think only cultists and crazy ones would oppose you. And draugrs. And bandits. And every hostile creature that lives in Skyrim. Act 3 - I think Ulfric would have something to say about this. Something nasty. ACT 4! Dragonborn mantles with Talos and becomes a living god! Alright, no. I've read too many Shezzarine theories, I guess. I'm not sure if prolonging the main quest is necessary. I mean, some of the periods are intend to include are up to a week or two of break, so the whole quest won't feel as short as it was before.
  6. - Esbern in Ratways: I really don't know. I can't think of any possible scenario that would work without all this that was included in the vanilla game. - Blades skipped: I see your point. Through helping Delphine we kind of align ourselves to the Blades and we have no other choice. I guess it would be interesting if the same very thing would be made from the perspective of the Greybeards... I guess I'll have to think about it. Still, I'm afraid you'd have to meet Alduin in Kynesgrove even without meeting with Delphine, so the whole Alduin-is-back thing could kick in.
  7. I like rants, I think I'll read it soon. - Esbern in Ratways: laugh at you? You could still Shout to prove you're a Dragonborn, though... Hm. I'll make a note of that. EDIT. If you haven't spoken to Esbern, then you don't know who he is. If you don't know who he is, why would you tell him you're a Dragonborn? It just doesn't add up. - Blades questline: ah, you mean necessity to talk and work with Delphine. And then with Esbern. I'm not really sure if it's possible to cut them out... Well, I guess it would be possible. E.g. from Morrowind - when you get powerful enough, Paarthurnax himself could summon you to his mountain and then Alduin could attack, etc., etc. But I don't know if it would work. I guess I'll have to answer the flow of time in the game anyway, so perhaps I'll make something like this happen... We'll see when (or if) I finish it, right? :smile: Thanks! EDIT. Started reading the rant. Thank you for that, it will help me save the main quest (and the rest of Skyrim). Hopefully.
  8. Ok, I'll make this clear: I'm not going to voice it. Should I finish this and post it on the forums, I let anyone do anything they want with it. But personally, I don't have time to play with voice-making. It just... I'm doing it for fun and according to what I like - I have no problem with reading subtitles, so I don't see how lack of voice would affect the mod too much. Because I hate quoting-mechanism on this site, I'm going to point out the rest without quotes. I hope you'll forgive me. - Civil War = wrong topic. I will post ideas about civil war later on as my draft progresses. - No Blades questline = I don't get what you mean. There's no Blades questline apart from killing Paarthurnax and recruiting some random guys. If you mean meeting with Delphine and Esbern... Altering this is far too much and could damage the main quest. Not to mention even more voiceless dialogues :tongue: - No Delphine/Esbern during negotiation = possible, I think. Noted. - Kill some NPCs = please, more details. - Faces of Time = what it is? *googling* Eeeeh... If you want to include the Dragon Priests to the Main Quest, I can think about it, but the mod... Personally, I wouldn't download it. I don't like the main idea, sorry. But I'll think about conecting the Dragon Priests somehow to the questlines. - Alduin battle = seriously, I'm not sure whether I should alter it. As I said, I don't want to alter anything more than quests and dialogues. After I finish, my mod will be pretty incompatible with anything that touches the Main Quest, The Companions, The Mages Guild, The Thieves Guild, The Bard Guild, etc., etc. - Esbern out of the Ratway without Delphine = I cannot think of anything that could make him go out. I mean, have you seen his doors? No way to Shout through it. - Non-Dragonborn main plot = I think it goes against the lore. So, no. - Not So Fast + my mod = incompatible. Do not compare them. Not So Fast gives you some breathe while mine completely rewrites some quests of the main plot. Thank you for your support. I've noted what I pointed out to be interesting.
  9. If we're thinking about the same mod, no. Reason: my mod already includes these "time stops" in the quest and adds plenty more in order to get rid of that fake pressure to finish the main plot. Example: after going to Balgruuf and telling him about the dragon, he won't rush you to Farengar, so you could meet your first dragon. He will pay you (no more big rewards for nothing in particular, but better rewards for real things), tell you to get some rest, and will e-mail send a letter to you after about 2 days. And then the quest will continue. And there will be plenty of such pauses to let you test new tricks and have some pleasant detox before pushing the plot forward. In my mod, Delphine doesn't touch the Horn and contacts you much later. And I don't remember about the Emblem (perhaps because I have finished the main plot about 2 times in my whole life, but I'll improve, I promise) = I'm noting this right now. I didn't thought about explaining Delphine-Farengar, though. Noted as well. I had Serana only once in my party - for about 6 minutes. I really hate followers and it applies to every game, to be honest. I don't know why, it's my personal preference, I guess. I never finished Dawnguard and Dragonborn DLC, so I will do that (at least with cheats, to make it faster) to have the minimal experience with it before starting drafting. Still, your words are noted and will be kept for the future (not sure what you actually mean, tbh) I don't deal with bugs, I'm really an amateur when it comes to CK - I had problems with scripting weather while making my Mage mod, so I'm not trying with this. Voice them all? Unless you are going to find me a bunch of people, ready to voice almost every possible character in the whole game, no. I'm not voicing it, though if I'll have the choice, I will simply link new dialogue option to existing responses. Already done example: during your first conversation with Balgruuf you will have plenty of options to choose from, but the most will lead to known answers (for the sake of recycling). But some will be unvoiced and written strictly by me, so you'll have to sit tight and read. I have a big problem with scenes, which are coming in giant steps. The most important will be Season Unending, which will require from me making about a dozen of different scenes due to my ideas - I'm playing now with the thought to learn how to make "windows" inside the game, put text with fancy descriptions inside it and spare the player agony of looking at idle character, moving their lips silently. As I mentioned, Paarthurnax quest will be completely rewritten, though I'm worried about making him evil - some things just don't add up, but luckilly, I'm still writing dialogues for Before the Storm, so it is a long journey before I'll get there. But I'm making a note of making additional dialogues for possibility of killing him earlier. Thank you for your post! You have pointed out some important things and I'm sure all of them will help me in making my mod as good as possible... Now... Let's pray that I will finish it before Christmas XD
  10. Introduction to the topic - You don't have to read that if you don't want to Greetings. I'm making this research because I decided to make a mod to Skyrim. It will basicly cover dialogues in order to creat more RPG feeling (giving more options, making the rush less important, prolonging all main guilds' questlines, etc.). As I went further with my drafts, I found out that I will have to alter many quests to make them more logical/interesting/rewarding. I already made the Main Quest draft and started making another one for the Companions, but then it hit me that I am only one person - only one brain - so I thought about asking people what they are missing in Skyrim. I will start with the Main Quest, since the draft is already completed, so I can simply alter it later on. Question In manner of RPG and the game flow, or anything, what are you missing in the Main Quest? Is there something that makes no sense and should be altered? Is something happening too soon or without any reason for it? Is there something that should be in the Main Quest but doesn't? Feel free to rant at the Main Quest as much as you want to - I will try to cover up every issue you will point out. Still, I want to stick mostly to dialogues and quest issues - meaning: I'm not going to change item stats (except for those meant for 'good' rewards), I'm not going to change enemies, dungeons, player progression, etc. What my finished draft includes? Thank you for all suggestions! What happened to my Mage mod? Nothing. It just proved to be far too ambitious for my skills and needs to wait for that time I will be able to pull it off. For now, I cannot.
  11. Happy to see this problem solved... after so long time :D Can't believe no one helped you for so long... :/
  12. So the character actually falls to the ground, not spawns on it? That's something much different. Are you sure the floor/land you placed is material? I mean, I know there are pieces of floor that let thing fall through them - no idea why they are there, but... I don't use navmesh - even while creating a new worldspace. I don't know how to use it, tbh. It's... dark magic for me, at the moment. So if it's problem of the navmesh, I can't help you.
  13. Do you have any mods that alter any dialogues at all? (maybe you could list them, if that's not a problem - I don't promise I'll find anything, but I can try).
  14. No, not the real wall - stone wall. Oh, dear. Let me show you how it would look like. These are the screenshots from the game - this is only the first step in creating this. As you see, one of the parts of the stonewall needs to be fixes because it is too high to the others. And I took braziers from some different environment from Skyrim - if it bothers you, say a word and I'll think of something else. EDIT. I found out I can't post such images here - no idea what it is about and I'm not really in mood to find for other sites. Let me explain you my idea. Stonewalls are those stony things that are between fence and wall. Some have ivy on them. As you have the road to the north, a little further from the town - as the valley opens - there will be two pieces of stonewall with two pieces of barricade in front of people coming to the town. I also placed two braziers as a campsite looked sily. I was thinking about a watchtower, the one we have for example in Riften, but I'm not sure about it. As I said, this kind of beta only for now - for example, I don't like the placement of these braziers and I think about placing Whiterun banner somewhere here since Rorikstead is part of Whiterun hold. Don't worry, I'm not touching the terrain itself. I will have to move some objects, but the terrain will remain the same. It sounds reasonable. I need a moment to get myself to open CK and start making it - I feel like driven over with a tram. If you want those screenshots, perhaps I could send them to you via email?
  15. I just checked Sungard and I think such a barricade would look rather primitve - even for Rorikstead. How about stonewall instead? That thing with ivy on it. What's your opinion? EDIT. Am I allowed to change locations of that farms of yours? There is no place for them in the south of Rorikstead and further it would no longer be part of the town. I'd rather place them closer to the rest.
  16. By the Gods! I think someone must have hit me on the head. You enter from Skyrim - how? Do you use some doors? And you say it's okay with interiors, nothing happens, but when you exit the building, you end up on the land? I'm very sorry, you must think I'm dumb now, but when I read what you're saying, it's like using shortcuts - I understand the main idea, but not the details. "It works fine in game moving to other interiors, but if I want to enter from skyrim then my character spawns on default land and the building is like 500 meters below." What kind of interiors? In this building on the pic? Or something vanilla? As I asked first, how do you enter from Skyrim? How does it work? So you spawn on default land and there is nothing above you, you use tlc or some similar command and find your building under you for some reason, yes? That's very strange. It would actually look like your building either moves like havoc settle object, or something is wrong with CK. "If I use the starting cell from other mod worldspace it works fine, but if I use another cell from this mod, it shows the same problem. Water is below land: " So if you put this in another worldspace, it works - this is how I understant your sentence. Am I correct or wrong? Water is below land - ok, no problems here. Water excluded from the problem. Let's go further. I'm really sorry - I want to help you, but we keep missing our targets in communication...
  17. Hm. You mean you sit, and they... don't come to you? Or do they come and initiate a dialogue, but there is no trade option? If so, perhaps you are using some mods that alter that kind of dialogue?
  18. I guess you mean a mill as a building, not as a plant, right? :smile: Very well, I'll see what I can do. I'll try to keep you informed as I go. EDIT. I just saw Rorikstead in CK - and it's so bloody empty I can believe why you want it something better. I'll see it done for sure. Time to figure out the directions.
  19. Look, I was in your shoes like two months ago - I can write, I can make stories, I can create simple areas. But how to make it working without knowing how things work with scripts, quests, and the whole rest? I learned it. And I strongly recommend you to try making your mod on your own - it won't hurt to learn how to do it and when you'll be certain you can sacrifice your time for this for a longer period of time, then start looking for help. It would be sad if people got devouted to this and you decided that you no longer want to do it. Here is my advice: *read this: It will give you almost all information you need to get your mod going. You don't have to do all exercises, I didn't - after a while, you simply find out how things work on your own. Just grasp the basics and look out for tips or things you didn't know. *make at least a first NPC for your mod. Check if he can talk, if his quest triggers properly, if nothing glitches, if it's working with other mods. *if you want to do something and you are sure that something similar already happens in game, don't waste your time on trial and error - find what you remember and copy it, and then change it for yourself. Easier and faster. Fair warning: I had some problems with getting quests started and dialogues to appears. And behaviour to work properly. I still don't know why it didn't work and then started working suddenly, but if it happens for you, try some random settings before panicking. If you get stuck with scripts, feel free to ask people on forum. They usually answer this kind of questions rather quickly. If you'll need some help with something, feel free to ask me - I already experienced bizarre things in my short experience with CK, so perhaps I'll be of some help. And yes, it is possible for using vanilla locations, but it can be tricky - usually those vanilla locations are already used by something and you'll have to do some work before turning them into something useful during your quest. I've never done that for the moment being, so I cannot help you with this one. Yet. As I said, I'm eager to help, though quite busy and I might not have time from time to time. But no fear, just ask - or even better, send me a message. I'm getting an information on my e-mail and can check it immediately after looking at my mail. Wish you best luck with your mod!
  20. Ok, time to learn directions in Skyrim :P Just joking, I'll get to it eventually. Still, I have some more questions. I have a problem with imagining this barricade. Can you give me an example of an existing one in game (or some picture I can reference to)? Anything in particular that should be growing on these farms? Like mostly potato, cabbage, or some of everything? No problem with houses, barracks, and storage. Kind of reminds me of good old Morrowind. That would be 4 workers and two guards. I can't make a giant-farmer - I can make a friendly giant, but I don't think it would be lore-wise. The giants are (theoretically) protected by law, but I don't see them co-operating with other races - they don't communicate in known way. I urge you to rethink this idea. Don't worry about the interiors - I will make them as good as possible. Now here come my ideas: *some garden *some animals *maybe more people? *a shrine of Mara (easy, since there is her statue with a bowl) What's your opinion? I'd like to have everything wrapped up before starting to set things up in CK. With my other mod being made, I'd like to finish it as soon as possible - but with me placing books in Arcanaeum, it will take forever and I'm keen to do something different.
  21. Don't they offer you the food after you sit down or use any random marker in the inn? They always bothered me when I tried to use cooking pot :D
  22. I could do it. Give me detailes what you really expect - what you tried to do, etc. Fair warning, though: I'm at a university at the moment, so it might get some time.
  23. To be honest, after reading this topic, I thought that I could try to do something like this just for training, but then I read what you had written and the only thing I can do, is to wish you good luck. I really hope you'll manage to do it before TES VI, because knowing my luck, the game will expect far too much from a graphic card and I'll be left with Skyrim anyway (frankly, I'm not even certain I can leave it, I love this game).
  24. Sorry, I'm not sure I understand what you want to tell me. If I understand correctly: you use custom floor from CK instead of landscape and you want your character to spawn there. Unless the floor isn't actually transparent (I found out that some doesn't give object collision and you can walk or fall through it), I don't see the problem with making a player spawn there. Just place the COC Marker in the right place. But if this isn't working... Hm. I'm very sorry, I'm not sure what you want to achieve. Could you go step by step, so I could do the same in my CK and see if it's working for me? Or give me some screens... I'm eager to help, but after that sentence with character spawning, I'm not sure if I follow. And, is normal land above or under water? Where exactly you put your floor? EDIT. Sorry for answering so late, I was busy.
  25. I saw two theories about the Eye of Magnus, but I don't remember them well - I think one was stating that the Eye is actually another sun built but unfinished by Magnus, but it was very weird. I like your theory, though. It has a lot of references and it would be very interesting if Mzark would be mentioned in the future games, so we could learn if it's true or not. I hope it is - I like when game gets really complicated with its lore :)
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