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brolysamason

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Everything posted by brolysamason

  1. I agree with this, additionally the mod can come with an esp for the kid stage, teen stage, and adult stage, you choose when the kid ages to the next level.
  2. Is there a thread for your mod? I would be interested in keeping up with the progress. These types of mods are my favorite.
  3. I'm going to have to agree with AcheronOrton, keep it simple until at least a simple version is made that can be expanded upon. These are good suggestions, maybe they could be added later on as this would be quite difficult to pull off with just one modder.
  4. Create A Faction Enables the PC to make his/her own faction via npc/menu functions Is this possible? I was thinking that maybe you could talk to a npc, lets say Octavo, and have it where he has an option to create your own faction. Once chosen, you are asked to pay the fee. Once you've payed for the permit, maybe make it a script effect where you can click on the permit and a menu comes up. In this menu, you can choose the following (or something along the lines of): - Faction Name (name the faction anything you like) - Faction Class (e.g.--Fighters guild support mainly melee class, and the mages guild magic class, ect.) - Faction Head Quarters (perhaps as simple as placing an object on the ground and activating it, so that way other mods can be used as HQ, (e.g.--GlenvarCastle)) - Faction Rankings (promote, demote your active members, including maybe general types that have lower ranked npcs in their command) - Faction Missions (Assign quests to groups of your faction. (not sure how hard this would be, but it would be pretty cool to have npc's do some quests for you)) - Faction Uniform (adds the ability to select a uniform for your faction members)(EDIT:Added this thanks to a suggestion) As an additional function, add a way to recruit members into your faction, similar to how Companion mods function. - Any more suggestions? Post and add your thoughts.
  5. I just want to post this message to show my appreciation to those working on this mod as it is on the top of my list for most anticipated mods. Thank you!
  6. Cool... Other than merging a few mods, all that needs to be done is making two new factions (I say red and green skooma gangs in my description, but if someone can come up with a cool name that stays with the theme, that would be cool), maybe 30-40 npc's (guards, alchemists, boss, boss' elite guards, and maybe a few farmers for both sides), and a quest line. I don't want to make it sound easy, as I'm sure after trying to mod myself, it is not. However, if there is some cooperation and enough enthusiasm, I think this mod has a good chance of coming together.
  7. Thanks for giving permissions, though I won't be the one modding. But if someone else decides to take up this idea then I'll make sure to let you know. As for the skooma pricing, thanks for your suggestion, makes sense, I was just throwing out numbers to get the idea out but I'll go ahead and change those details as it would be more realistic. Thank you for your support for this idea! As for the moon sugar plantations in Elsweyr, that would be friggin awesome! Though, I'm not sure how it will interact with other mods that adds the ingrediants for making skooma, like Skooma Lab Improved and the other skooma ingrediant/crafting mods don't mix. I really like the Skooma Lab, as it uses four ingrediants to make skooma, and the basement refining station is just top notch, love it. If there are compatibility issues, I would have a hell of a time trying to choose which mods I would keep installed. EDIT: Having plantations of moon sugar could be the basis for an outer conflict between the two skooma factions. Both are trying to occupy the plantations by force, and so maybe there could be a big battle scene in Elsweyr for control of the fields between the two factions, and maybe even some locals from Elsweyr, where you the player, could change the outcome by choosing to side with your current faction, support the enemy faction, or the locals of Elsweyr. The different outcomes would be like, being promoted, change factions, or become your own boss of your own operation (by helping the locals). Just a few ideas that came to mind, if anyone else has 'em please feel free to post!
  8. Not sure if this is what you're looking for, but the only mod that I know of that involves this kind of death is StaticX's Vampire Deaths improved.
  9. I was thinking of a type of merged/expanded mod. Ideally it would be built off of this mod - Skooma Deals, as this is the mod that allows you to sell skooma to anyone, and gives the ability to gain dealers that work for you, though I am not sure, no mod experience for me. It would also involve two other mods used for the gangs headquarters that would need to be modified to make it really seem like a gang headquarters. I had two IC manor mods in mind when it comes to the headquarters. (IC Manor and Arboretum House) Last but not least, the Skooma Lab mod would need to be put into the gang headquarter basements, as this would be where they produce the skooma for sale. It would take the merging of at least these 4 mods to make this possible, and I have yet to contact the authors of these mods because I was waiting to see if the idea would catch on yet. OR, if someone was willing, they could make all new home/manor mods that fit the description for a "gang headquarters" in or around IC, fitting along with the gangs territories. If this were the case, then it would only need to merge the two mods (skooma deals/skooma lab improved). This way, if anyone were already using these manor mods, they wouldn't conflict, and before someone could make new headquarter type mod homes, they could check to see if there will be any conflicts with any other popular mods in the area. The first two days of this post there were 30+ views and no replies. Today though, as I was losing hope for this suggestion, I came to see two new replies! Woot! So this is something people may want after all? As for the possibility of joining either or both factions/gangs, I still am not sure. It may end up where you can only join one of the gangs and not the other. This would need to be figured out while being modded though, as it would deal with quest scripting and all. As for models, thanks for offering your help in this area, though I'm not sure where it can be used as of right now (did I mention I was no modder?) lol, I have no idea about the where's and what's atm, but I am slowly learning. I may have to get back to you on that offer after speaking with some of the authors of the above mentioned mods. EDIT: When you say models, do you mean npc making or meshes/textures for items that may be needed for this type of mod, (i.e.--let's say re-texture of the red and green hoods/capes from capes & cloaks mod, to show a symbol which identifies the gangs, sort of like a crest), or even making a new set of armor that would readily identify them as a unique gang set apart from the rest?
  10. Excellent point! It's funny because I had just thought of them being tolerated by the Legion because of the gangs large guard presence, however after your suggestion it became obvious to me that the Imperial Legion could wipe out both gangs with a concerted effort, thus making a bribe quest something to tie the Legion over from bringing the skooma trade down once and for all. It could even tie into a conspiracy type story, where the chancellor and the count of Bravil (skooma den city) are involved with funding both sides of the skooma war in order to maintain control over the people. So in effect, the chancellor doesn't enact the Legion to take down the two gangs because of both bribes and other interests. I'm not sure how hard it is to make quests, so I tried to keep it somewhat short, however your suggestion will be noted as it is good and goes with the plot.
  11. Important Note: This is just a suggestion. If you like this suggestion, please post, even if it's just saying that you like it, or if you don't like it and why, which is what it will take to get something of this scale made. Mod Name: Skooma Wars Mod Description: Join one of the notorious gangs responsible for bringing skooma to the streets of Imperial City. On one side, you have the "Green" Skooma Gang who dons green hoods, and their leader wearing a green cape, and on the other the "Red" Skooma Gang who dons red hoods and their leader a red cape. http://img153.imageshack.us/img153/9131/skoomaredboss.jpg (This quest line will be similar to the fighters guild quest involving the Blackwood company.) The two factions are vying for control of Imperial Cities skooma business, the Red Skooma Gang controls the south to east (Talos,ElvenGardens,Waterfront), and the Green Skooma Gang control the north and west of IC (Market,Arboretum,Temple Districts). ===NOTE=== These mod's listed below are the foundational aspects of making a quest line, at least for me at this point. I'm sort of imagining it and using the tools I do have in game (thanks to mods) to make this sort of theme playable. Though, as far as this goes I have yet to contact the authors of these mods to collaborate on a quest mod, so this doesn't rule out having to make/add modify anything else...as for permissions, that will be another story. If enough people want this type of mod, maybe some collaboration may be the result, we'll have to wait and see on that. =========== Skooma Gang Headquarters: Red Gang: Imperial City Manor Green Gang: Arboretum Manor Both Gangs Skooma Lab Operations: Improved Skooma Lab The Dealing Aspect: Skooma Deals - Buying-Selling-Having Others do it for you QUESTS: Join the faction by going to their headquarters and talking to the boss, you may have to tip the guard to let you in. Once you are accepted, you will be given a quest line. The Skooma Dealer - By going to the basement, you will see an npc making skooma, when you talk to her you will see an option called, "get skooma", choose this to be fronted the skooma to sell. You are given 5 skoomas, you can sell them for 60-100 septims, and you will owe the boss 50 septims per skooma, leaving you with 50 septims for the days dealings. If you drink them or don't pay up on time, the gang/faction becomes your enemy. Dangerous Territory - Once you sell enough, you get promoted to dealer rank 2, and are sent into the enemies territory to sell 5 skoomas, this time you only owe 40 septims per skooma and can sell them for 60-100 septims depending on your skills. (I would recommend crowded cities type mods for this quest). Disruption - After getting promoted once more (rank 3 which allows only to pay 35 septims per skooma sold), you are sent to disrupt the enemy skooma production by stealing their ingredients. (skooma mods needed here) The Bribe- This quest will involve bribing Chancellor Octavo. Details on this quest will be updated as soon as they are thought up! ;) (Thanks to spazzization for suggesting this quest) Death Dealer - After earning the second highest rank (rank 4 which allows only to pay 30 septims per skooma sold), you are then sent to kill the enemy skooma boss, which will be no easy task as he is protected by many of his guards. (Once the enemy skooma Boss is dead, you inherit his gangs head quarters and you are promoted to be the boss's number 2 guy, over seeing the territory once had by the enemy who now lay dead.) The Skooma Boss - As a final quest, which is optional at this point, you can go kill your skooma gang boss to become the BOSS of all skooma operations in IC and then appoint a number two of your own. So far, that is the most I can imagine up right now for a quest line involving this theme, any extra ideas here wouldn't hurt. As for the requirements, yes there will need to be some mods installed to enjoy this type of quest line thrown into the middle of IC. mod quest - end ____________________________________________________________________________________ ===================HOW=THIS=CAME=ABOUT======================= This idea came from a game I started after finding and installing this mod: Skooma Deals - Buying-Selling-Having Others do it for you made by PrettyMurky. http://img375.imageshack.us/img375/5143/redganghangout.jpg I also have these mods installed that add to this Skooma Gang Theme: -Crowded Cities(Allows me to sell skooma to more than just the vanilla pc's, and make more money!) - MoDem's City Life (This link actually goes to a search result showing all 3 Mo Dem release's regarding this file (Adds a lot to the city with additional npc's including children that run around) - Improved Guard Presence (I chose to add this for immersion, but only to the Market District, and the Palace District, which makes it a lot harder to sell skooma and thus making it quite a challenge to some who enjoy that kind of thing.) - Extended Imperial City (Adds more unique npc's to Imperial City) - Improved Skooma Lab (This is an awesome skooma mod I was thinking could be used for the basements at the skooma gangs headquarters.) - CM Companion mods (Always nice to add more guards to the scene, or even have some personal body guards walk along with you.) - Imperial City Manor (I use this as the Red Skooma Gangs Headquarters. I even spruced up the place and added tents, bed rolls to house my Companion based Gang who all wear steel armor with red hoods.) - Capes and Cloaks (For gang identification) - Imperial Furniture (sprucing up any place such as making a barracks for the gang as seen in the ss above) - And of course, Skooma Deals (as mentioned above) I found a mod that would work for the Green Skooma Gang Headquarters, and instead of being located outside of IC, the house is right there in the Arboretum. CLICK HERE to see what mod home I'm thinking about. I may add more to the list as they become obvious to me, till then I am going to go ahead and post this because I need some sleep. If you like this idea, give me your ideas, feedback ect.
  12. I like these Soul Caliber outfits, and quite honestly have been looking for a Sophitia outfit for some time, but to no avail. That would be awesome if these outfits suggested could be made if not already. EDIT: I found one that is like one of her outfits here: http://www.tesnexus.com/downloads/file.php?id=28964 Here's a link to her other outfit images that could be made: http://extmovie.com/zbxe/files/attach/images/979625/852/690/001/cassandra-alexandra-in-soul-calibur-4-jpg.jpg http://upload.wikimedia.org/wikipedia/en/2/23/Sophitia.png http://ui28.gamespot.com/411/sc4cassandra_2.jpg
  13. I unfortunately got the D2D version of Oblivion, which only allows up to OBSE 16, but as this mod and Empires Glory mod will surely require OBSE 18, once they are close to being released, I will be heading to the store and picking up a cd version of the game just so I can play these mods, they look and sound THAT GOOD! :) Thanks for the update and all your hard work!
  14. I think it would be cool to just start out with a non-disposition type mod, that way there can be a foundation for any further complicated disposition factors to be involved in an upgraded version of this type of mod. This way it may actually get started, as with the difficulty of the disposition factors, that can be decided to be done after a simple version is released and tested I believe.
  15. To be honest, after looking at those links you provided, I don't even know where to begin. I look at all that code and think, hours of time I don't have atm. Your questions raise a good point, and the programming for this would require OBSE I'm sure. Perhaps there can be two versions of this, a simple non-OBSE version, and a disposition related OBSE version. If OBSE is needed never the less, then the simple version would not include any disposition effects. And as far as being compatible with other mods that use hot keys, make it so that you can configure them yourself.
  16. Hopefully, the mod will allow customizable voice files, to where each individual player can record their own voices for their own characters. I figured as a default, vanilla voices can be used though I'm not sure if those files can be overwritten with custom files. Details still a bit shady in that area, so if custom voices are needed to make this possible, I will also lend my voice. Also, if nobody picks this up, can someone at least guide me in how to make a mod like this possible? I'm training in A+, Network+, and Security+ certifications but programming isn't on the list anytime soon, though I have a lot of website creation history, so I know a little about programming as in html, java, and a little bit of c+ and php. Other than that my modding experience is zero.
  17. I wish I knew what I was doing when it comes to modding, but that's why I threw this idea out there, hopefully someone picks it up.
  18. I would see how that would make it more realistic, but can also take away from the mod even being considered depending on how difficult that may be to pull off. But if it isn't too difficult, and perhaps binding the two functions into one hot key is functional and without conflict, than that would be cool. I know there are mods out there that use hot key assignment scripts, and using that might be as easy as getting permission and modifying the script to function with another script that plays the voice commands by use of hot key...errr something like that...right? lol
  19. Mod Concept: I was playing a highly immersible style character today and thought that it would be cool to respond to npc random comments. I was thinking that there could be a high to low positive scale, and a high to low negative scale in which you can respond either very nicely, some what nice, in between, not so nice, kind of mean, or very mean. The mod would need to incorporate a means to program six hot key spots on your keyboard that can be assigned to each pc comment. You could either use vanilla oblivion voices for both female and males, or use custom sound files, in which can be modified by each player that downloads them so that they can record and use their own voices if they so pleased. I'm not sure what it would take to make this type of mod possible, but thought it would be cool and would bring your character more to life rather than having just a blank and no response to npc comments. There was a part of me that wanted to download the mod that turns off npc passing comments, however another part of me thought that it would be less immersible. Perhaps tweaking some npc comments to more suit this type of mod would be an option as well if possible. I'm pretty sure if this mod were made I would use the very negative response to anyone that tells my female character, "look at the muscles on you." Anyways, any additional suggestions and or comments will be welcomed as well as anyone considering to assist or make this mod.
  20. Hey Goranga, I must say I am a big fan of your mods, and even though they were removed I was able to find them on the net, if there is a will there is a way right. :) I will be waiting in much anticipation for GES, as I am a big fan of economy/business driven games/mods. Is there a thread already about GES or are most of the details still under wraps?
  21. A few questions first: Did you try playing it totally vanilla to see if you were still getting a slow gaming experience? This way you can clarify if it is any particular mod or not. Did you already optimize your computer? Often new computers come with a lot of junk software installed, and those programs can be running in the background and slow down your gaming experience. Do you have automatic scans on your anti-virus? I've had this happen where I was playing, and the auto-scan kicked on and suddenly my game was slow and choppy. Hope these questions help.
  22. I would also recommend Pats Business Mod (http://www.tesnexus.com/downloads/file.php?id=9310), and Hillsborough Estate (http://www.tesnexus.com/downloads/file.php?id=21353) if that's something that you may be looking for. I was looking for more business mods, and thought I'd search before I posted a suggestion and came across this suggestion, so I will go ahead and add my suggestion here as it is similar to the topic request. What I would like to suggest is something like Pats Business Mod, but in the IC Market, and or every major city instead of only being available in Chorrol. Also, making a few tweaks to the original mod by making the inventory accessible 24 hours a day instead of being limited to only after 7am. That could be an option as well, depends on what most people would like though idk. Perhaps if it is not too much trouble, rewrite the statistical display to be more aligned and offer more information like what was sold and for how much, but if that's too much than no worries.I would love to have more room than the Chorrol shop to display my items as well, so any takers of course with permissions from PatOLoughlin who made Pats Business Mod possible would be awesome! Note: If this mod is still actively being worked on, then perhaps offer help in making it bigger, that would be great!
  23. Ok, so I am going to say this suggestion will take too much work for too small of an impact. I will leave it up just in case anyone would like to tackle this, but from my perspective, it would take too much time, and not have much of an impact to gameplay in return.
  24. Hello Modders, I searched for this mod, but came up empty and thought I'd throw it out there and see if anyone was willing to make this mod, as I don't yet have the skills to pull this one off. Mod Name: Faction Recognition Mod Description: Allows a chat option to be added to NPC chat menu of your particular faction. I always thought Oblivion devs lacked detail when it came to the faction system, among other things, and thought that it would be a cool way to earn some fame/infamy and/or disposition of the locals and travelers. How it works: Join a faction, for example the Blades. When you chat with an NPC, you will have an option called "Faction". If you choose this option, the NPC says something along the lines of, "Oh, you are a Blade huh." The end result will be a gain in Fame and/or Disposition of a random value with an added bonus for the Blades being an elite group. Depending on the Faction, you will get a range of available bonus to your Fame/infamy and/or Disposition. Since the Blades are a pretty elite group, you would get near the high end of the spectrum in random increase. The most recent Faction you join will be the faction you will be currently identified as. So for instance, after having joined the Blades, but then you join the Thieves Guild, you no longer are recognized as a Blade, and instead of fame and increases to disposition, you can gain infamy and/or lose some disposition towards you if you talk to middle to upperclass npc's, however if you chat with lowerclass and those who are aligned more towards infamy you will get an increase in disposition rather than a decrease. Variables: Faction, rank in faction, faction alignment, personality, level If anyone would like to take this up that would be awesome! Thanks for any consideration
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