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Wolfmanbear

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  1. If it is not supposed to lose the charges, then there is no point in stacking dreams. Just absorb once and then you're set for life, is that right?
  2. No, I am not complaining about the dream counter going up when the staff consumes the sleeping npc, I'm complaining about the counter not going DOWN when I am attacking with the staff.
  3. Hello everyone I have an issue with the Vaermina's artifact where after attacking with the skull the stored numbers of dreams won't go down. I know this shouldn't be a concern, but any of you know a way to fix this?
  4. You know what would be awesome? To be able to shout in mid air, wether using whirlwind sprint to reach a ledge as you fall, or to become ethereal just before you break your legs, shouting while you are detached from the ground can add another dimension to the mechanic which sets skyrim apart from the other games in the series, where if you use more agressive shouts, like unrelenting force, fire breath or frost breath would push you back a bit depending on where you aim, like using said shouts to soften the fall, to propel upwards or to speed up the fall, the shouts, can add brand new movement options to your already overpowered character. Think about it, its like adding a jetpack made of ancient tongues. ...yup
  5. Dude, I think you're in the wrong website. You might want to check out the Loverslab for that kind of thing. Since we are in topic, have you checked out the kinareth's temple in Daggerfall? Neat stuff
  6. got Dawnguard, Hearthfire, Dragonborn Dlc. After that I have: -Climates of Tamriel -Unofficial Skyrim Patch -Unofficial Dawnguard Patch -Unofficial Dragonborn Patch -GreewaterFix_v2 -Breezehome-hf-Ctd-fix -Unique Uniques -StormWrathlightning But, again, i think the problem is Vanilla related, when the dragon priest mask completely overwritten the effect of the werewolf immunity.
  7. I don't know if it is in here where you seek help to solve certain bugs, but regardless I need help with something: In my playthrough, I became a Werewolf, and I assumed that I have 100% disease resistance, but after awhile I started getting infected again, even at some point being capable to contract sanguine vampiris, (though, I admit, the thought of playing as a legit vampire werewolf Hybrid is kinda cool). The mods I am using are few, some being aimed to increase the performance of the game because let's be honest, the graphics options are rather lacking for a Pc game, and the major mod I can think of is Climates of Tamriel, Unique Uniques and the Unofficial Patches. I think the diseases started to happen after I took off the Dragon priest Mask Hevnoraak which grants immunity to disease and poison, thus eliminating the active effect. Thank you for your Input.
  8. My dream mod is a mod that protects corruption from other mods and mantain your saves clean, but since that's impossible, I will have to make with another one: I want a complexified version of the crafting system. Where in smithing you'd have to craft individual pieces pauldrons and such to make an entire armor. Where in Alchemy you have to filter certain ingredientes or extract fluid in a certain matter to cause different alchemical effects, and use individual components of the alchemy table to do so. And in Enchanting you could enchant individual parts of the equipment to create multiple or unique effects. For exemple, on a sword you can enchant the blade with elemental damage, but you can also enchant the hilt to give more speed, or to make lighter or heavier.
  9. Alright, then why don't we have a mod where you challenge the leader and kill him and take over his stronghold? Not as a quest, but as something the player can simply do to any stronghold? Or do you have to slaughter everyone in there aswell? Ultimate Orc Mod came first, I just wasn't aware of it. Edit: You didn't tried out the Woodland home mod, did you? It gives you the option to choose several modes to the house; You can make it a mage home, a warrior home, and the basement is his own thing aswell. What I was suggesting is doing things in a similar fashion, except a little more extensive. (I kinda am imagining a daedric themed longhouse surrounded by dwemer walls) Like I said, you choose how certain parts of the stronghold would look like, aswell gathering the appropriate materials to build them.
  10. What makes this stronghold so special you say? You could have a dragon skull mounted on top of the entrance, and have it breathe actual fire at the enemies that try to take the stronghold. I think I mentioned on my previous post, but the building process can take the same course as that other mod "Woodland home" where you are in charge of certain aspects of it. It would be neat, if a bit silly to give the player the ability to name his own stronghold however he likes, or to be simply called after the player's name. Unlike other player homes, in here you have servants to take care of everything. Ok, this is getting silly, can't I just connect this topic to my own? Its called "Hearthfire Stronghold".
  11. Greetings Awhile back i suggested a similar thing, though i would like to be forgiven because I am relatively new to the community, so instead of trying to advance my request, instead I want to complement this post with whatever ideas I can scrape by. So here goes: If someone experienced another mod called "Undeath", you'd recall one of it's more interesting features was to personally travel to Dragontail Mountains, which at the time was the center of operations for the King of Worms. This Ultimate Orc Mod could achieve a similar goal, where you had to travel to the Capital of Orsinium to prove yourself that you are capable of running the stronghold. This test in which you partake in to recieve acknowledgment for Chiefdom can be called: --THE TRIALS OF TRINIMAC-- This event consists of three tests: Test of Survival This test involves throwing you into the wilderness with nothing but a rusty sword, a woodcutters axe and a bread. Against the tundra of Orsinium, you have to go through the forest to retrieve an orcish artifact of some description and back. This can be best experienced with several survival mods, along with the mod "Hunterborn" to make this particular challenge be raised to its fullest potential. Test of Leadership In here, the player is given command of three soldiers: A warrior, an archer and a healer, and the player has to unite them, making sure that they have a good morale, that they stay disciplined and, above all else, alive. In this case a new follower system is advised to integrate the management between the player and npc to a more indepth level, where the player can tell one npc to aid the other, to hold position and to change combat tactics. Ah, and the player is tied, so he has to rely fully on the three npc's. Test of mettle Probably the easiest, this challenge has the player duke it out against a dremora. Of course, it also worth mentioning that dremora will mirror flawlessly the player's strenghts, skills, perks, shouts and possessions, almost as if the dremora becomes the player itself. After the player succeds in completing the trials, a celebration is ensued, and a ritual is performed to give official recognition to the player as chief of the stronghold, and giving you a permit, written in orichalcum stone.
  12. Well, yes, but I was thinking a more "Deus Ex" approach to level design (you know, that game about cyborgs), where you could take a route of a wizard, warrior or thief and people around you would react differently, incorporating in the dungeon, aswell as in dialog choices (although, it would be a nice touch that certain portions of the dialog are only unlocked depending on the player's skill in one of the branches, kinda like fallout). And having the player being the follower? I think we have enough errand boy quests to make the player feel like he's secondary to the main role. Though this may differ radically from your story, It'd be best if it was the player to take things into his own hands, to take the weight and responsability of his own actions, and not having somebody else take the glory and the loss.
  13. @Deathbymanga: I liked the story, but I feel that if it was an actual quest, it would limit the player to use a singular playstyle (that being of stealth), but from this also opens up a ton of possibilities, and questions such as this: What if the player woulldn't want to be a warrior, but a mage instead? How would the player take over the stronghold? Would he poison the supplies, or simply use illusion spells to demoralize the enemies? I was hoping that the mod would be built with the same idea as the vanilla game itself, that of being the freedom of roleplaying. As for who the enemies are, i think the forsworn limits the stronghold location to the reach, since there is a stronghold already present in the hold. It would be funny to see a stronghold hidden in the north, all coated in snow and stuff, though i also acknowledge this wouldn't be lore friendly, since it isn't nowhere near Orsinium nor it is a suitable place to live. Anyway thank you for sharing your thoughts on this
  14. Greeting fellow nexunians I would like to present the following idea, which consists a player home stronghold, in which starts off as a quest. THE QUEST The quest can only be started after obtaining the Voldendrug daedric artifact (Aka, the Big f*#@ing Hammer) and gaining Malacath's favor. The quest could involve something of similar fashion, except you fight the dishonored chieftain to death for, well, chiefhood of the stronghold. Another course the quest could took is the one which the stronghold is haunted by orc ghosts and skeletons, and you have to lift the curse somehow. After you do solve the undying problem, Malacath decided that the stronghold, although in ruins, should not go to waste, and so he entrusted you to rebuild it however you see fit, aswell gathering a few other orsimers to serve your very own stronghold. REBUILDING THE STRONGHOLD The building process of the stronghold should take the same course as the woodland home, where you have the choice to stylize the stronghold however you like, whether coating the walls in dwemer plates, or have the longhouse looking daedric as heck (yeah, I found out you can't propely swear in nexus, as if everyone here is a child), or even modifying the very structures of each hut within the stronghold, it should be up to the player. The interior decoration should be in traditional hearthfire fashion, whereas the player has to gather the necessary materials to build his own individual furniture. Under the stronghold should be a mine, but, with the degradation of the ages, parts of it have collapsed, therefore you have to dedicate some amount of time to fix certain parts of the mine, and access a greater number of ore veins. THE STAFF OF STRONGHOLD The way you find orcs should be non scripted, be from hiring orcs from other strongholds, or some just appearing out of nowhere because they heard "there was a new stronghold being built, and they had nowhere else to go" (A better explanation could be formulated later). After you gather the necessary "mer" to run and maintain a stronghold propely, you could ask some of them to hunt with you or for you, aswell as having your "forge-wife" craft and/or perfect several armor pieces at random, or at demand (but you have to make sure she adequadly has necessary resources for the tast at hand). In the case you decide to stay in the stronghold for awhile, randomly generated events could start to break the pace. Said events could range from a random orc challeging for chiefdom for the stronghold, aswell as an invasion of groups of hostile npc's, ranging from giants, to bandits, to wild animals, to dragons, and the local orcs would abandon their duties to defend the stronghold, and if you decide to not participate in the battle, then your leadership of the stronghold will be questioned, increasing the chance of having to duel with orsimer and, if the opinion about you worsens, it would cause an attempt of expulsion from the stronghold, which should start a quest to retake back what is rightfully yours. FINAL NOTES The location of the stronghold can be dependent of the respective modder, but to keep things consistent, it should be close to the borders of Skyrim, as are the other strongholds, and if the modder has the resources for it, he could voice some of the orcs, aswell as getting snipets from the voiced lines of the vanilla game to make his own. Finally, this should be a race specific mod, and it would not be activated if you play as any other race unless you are orsimer (Because being a chieftain as an argonian would be just awkward). Thank you for your attention and dedication in reading my post, and would like to apologise in advance for any gramatical errors and misarticulation in my sentences (There is alot of noise in the house, so I can't think straight). Have a good one.
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