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bruce142

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Everything posted by bruce142

  1. @Tony1999 : On the contrary, I'm uploading a public version (RC = Release Candidate, stable but not 100% finished) right now. Please stand-by... (link will follow in this post). Edit : Uploaded : http://www.nexusmods.com/skyrim/mods/50378/?
  2. Sorry for bringing back an old thread, but I have finally finished the redemption sketch. Please let me know what you think and in a few days I will implement this in the mod (maybe the final version will be a Christmas/New Year surprise but no guarantee) : Follower commands (I've decided to make only the Thieves Guild members with unique voice types available to be a follower of the player, because there are enough vanilla and/or modded followers with generic voice types).
  3. As now, this would be impossible because the game can't keep track of the Thieves you have killed and the ones you need to arrest if the mods are in separate esp files. Maybe I could make a compatibility patch of these two mods, because I needed to make this anyway for : - Enabling Valentina after you have finished the Disband the Thieves Guild quest without having to duplicate her and duplicate her voicelines. - Automatically fail the Disband the Thieves Guild quest or Destroy the Thieves Guild quest if one of these is started before the other (the last activated quest will fail the previous activated quest). I need to be honest, I have a lot of work on my plate right now (I haven't even found time or the creativity to make a sketch for the Redemption part yet), I'm going to postpone all development to Mid-November. Expect an update around December or even later.
  4. 1. Even if I make a follower option for Maven after her redemption, you won't be able to sacrifice her for the Boethia quest, because she will remain essential and unique. 2. I've send you a reply to your PM.
  5. Goodness ... that's really A WELL-THOUGHT idea to deal with redemption Bruce ... ending DiTG first. So sequence "might" be ... 1) ask Jarl permission once all are jailed 2) player goes talk to free certain TG member 3) you take a TG member to Jarl 4) Jarl redeems her/him and I decide her/his future (what u mean by her/his future, follower or not only?) u still don't have voice for all these Jarl dialog lines, right?? :rolleyes: allowing only 1 or 2 TG members to be followers would save some time? not too much? keep up the good work :thumbsup: P.S. how much time you'd save if leaving the followers option behind? (like releasing a version without followers first) You really want to see this mod released as soon as possible, don't you? Can't blame you, I want to move on to a next project as well. The main part of the time I will have to spend on this feature is searching voicelines (Laila Law-Giver's voicetype, femalecommander has 1900+ voicelines) and making a dialogue sketch, I already have voicelines for the basic follower functions already (except for trading items and Vex is missing some voicelines), I know how to implement the DialogueFollower script functions.
  6. That is the plan as you will see in the beta I'm about to send you, the mod has its own esp plugin file. The mod is standalone (you don't need to have Destroy the Thieves Guild installed, in fact I'm also look for some beta testers who haven't installed DeTG), but it's fully compatible with DeTG. Leaves me out. I have been using DeTG since it was first released.No, I need both testers with and without the DeTG mod installed, PM me if you want to sign up for the beta.
  7. That is the plan as you will see in the beta I'm about to send you, the mod has its own esp plugin file. The mod is standalone (you don't need to have Destroy the Thieves Guild installed, in fact I'm also looking for some beta testers who haven't installed DeTG), but it's fully compatible with DeTG.
  8. Due the high request for the redemption feature will I make a concept of this feature as follows : Redemption is only possible after the Disband the Thieves Guild quest, not during this quest (to avoid errors in the counting of the number of arrested thieves). You still need to arrest all the thieves first during the DiTG quest (DiTG is the abbreviation of Disband the Thieves Guild, DeTG is the abbreviation of Destroy the Thieves Guild), when the quest is finished you need to ask the Jarl for permission to redeem certain TG members, I was thinking of allowing the player to get a TG member out of jail and bringing him or her to the Jarl to let the Jarl decide over the redemption of a TG member (I was thinking about a speech check for this), when the Jarl grants permission to redeem the TG members in question you will decide over her or his future, release him/her or make him/her a follower (this is going to take a lot of work to accomplish this, it's a good thing that I already searched for some follower voice lines. I don't know if this concept is feasible and I need some time to investigate some options to accomplish this, I hope you'll realise that making this feature will postpone the release date of the mod (which might be next year).
  9. A) The title of Thane doesn't grant the right to arrest people. A Thane is a high title in the Jarl's court, surely they won't be dealing with low-life scum like the Thieves Guild would they? And second problem, the way you become Thane of Riften is already coded in to Skyrim, so you need to do the two quests The Raid & Supply and Demand first, then you have to buy a house in Riften (Honeyside) and help 5 NPCs before you will become Thane of Riften. I don't think other users of the mod will go to some much trouble to arrest some thieves. B) Redemption, I seriously doubt how this could be pulled off, there is no Condition Function I could connect to the dialogue you want me to implement. Secondly this would endanger the way the quest Disband the Thieves Guild works, to proceed to stage 40 (Return to Jarl Laila Law-Giver to receive your reward) there need to be 15 thieves who execute/have executed the PrisonersSandbox0x0 AI Package, if you will release them and arrest them again you will potentially break the quest by manipulating the number of arrested thieves counted. Finally, I think you don't know how AI Packages work, you can set the day of the week, the duration of the package (max 24 hours, an AI Package controls a NPC's day not his life), Date and Month (this is useless because the Day of the week and Date and Month are fixed and not variables) but that's it. And pitfighter, spreading random disease so they all will die? I've made the Destroy the Thieves Guild mod if you want to kill them personally. C) The first thing I can do, the second, third and fourth I can not, far way too complex (the assassin ambushing you is completely random and controlled by a WI quest on which the alias is already filled (I can't force the guard in this alias), the guard doesn't have the voicetype MaleDrunk so he can't become a beggar, I think putting him in jail automatically would be a better solution so the Disband the Thieves Guild can have a fixed number of people you need to arrest, the public punishment is also impossible as there is no such scene in the vanilla game of Skyrim to my recollection).
  10. The guards would be temporally followers as long the quest Disband the Thieves Guild is running, meaning they will assist you in arresting the Thieves Guild members but when they are all in jail, the guard followers will be automatically dismissed. No, you need to put every thief in jail to complete the quest, no exception, but with the one than more thief I mean that you can take multiple Thief Guild members at once to jail instead of walking 15 times to the Ragged Flagon/Ragged Flagon - Cistern/Bee and Barb/Riften Market Place/Riften Docks to Riften Jail and back. I was thinking about either exiling him (strip him of his rank as guard and let him leave Riften), putting him in jail (I have still room open in the jail box of Niruin and Mercer Frey) or let him be executed (although this seems harsh, this was common in the Medieval times). I shall make this a poll question as well.
  11. RC version released of this mod : http://www.nexusmods.com/skyrim/mods/50378/? Disband the Thieves Guild an alternative way to deal with the Thieves Guild, instead of destroying them (like in my other mod Destroy the Thieves Guild, you will be able to put them in jail. Best thing of all, it's fully compatible with this mod Destroy the Thieves Guild so you can combine the two quests to lure Brynjolf away by using the arrest option of the Disband the Thieves Guild and taking him into an alley and kill him softly or you can simply assassinate him in jail if you want to, but you can also let him simply rot in jail (insert *cough evil *cough, ahem innocent laughter here). I will be further improving the WIP - Disband the Thieves Guild before releasing it to the public but you can sign up for a beta by sending me a PM. Future ideas : - Let the other guards (than the corrupt guard who approached you) be potential followers who will dismiss themselves after the quest is completed. I need to find a solution for the one follower threshold to implement this. - Allow more than one thief to be hauled to jail at the same time, I need to find a solution for the one follower threshold to implement this. - Jarl Laila Law-Giver says she deal with the corrupt guard, but for now nothing happens, what should happen to the corrupt guard? I need some input on this.
  12. With flushable toilets and working baths and sinks added to the world of Skyrim thanks to Stroti (for the meshes and textures) and me =P (for the scripts and adoptations of the meshes). I was wondering if anyone was interested to start a project to make a mod like the Basic Personal Hygiene mod of Oblivion, so adding bathrooms to player homes & other homes in Skyrim, make a basic needs script "engine", ... Please PM me if you're interested and/or comment below. bruce142
  13. Abandoned, sorry, I couldn't fix the issue with Vignar Gray-Mane becoming jarl and throwing him out of the Companions doesn't feel right.
  14. @StayFrosty05 : You're welcome. @all : Bethesda seemed to had a fix for Balgruuf being replaced by Vignar Gray-Mane, Hrongar. I don't know if I can activate the replacement of Vignar Gray-Mane by Hrongar upon death of Vignar Gray-Mane. Without this my project is doomed to be abandoned. Edit : I think I'm going to exclude Eorlund Gray-Mane and Vignar Gray-Mane from the Companions. If you ask to Eorlund Gray-Mane, "Are you a companion?", his reply is either : "Not actually a Companion myself, but none of them know how to work a forge properly, and I'm honored to serve them." or "Why? Who says I have to be? Skyforge Steel is my art and honor. The Companions need the best, so they come to me.". And Vignar says nothing good about the Companions either : "They used to be something. Nowadays they just squabble amongst themselves. Take my advice and keep away. You look too smart to get caught up with this bunch." But he admits he is one but seems to have regrets joining them, if you ask him why did he join the Companions he says : "When you get to be my age, you don't remember why you did much of anything. Only that it happened." Edit : Manage to make an option to lure Kodlak away, sweet. Now I need a betrayal option and some voicelines.
  15. @StayFrosty05 : You will have to look inside C00 and C00GiantAttack (don't mind C00VilkasTraining as it's triggered after you have joined the Companions), in C00 there are quest aliases named AelaEssential, FarkasEssential, VilkasEssential and SkjorEssential, open these aliases and uncheck their essential status (I did make them protected). If you want them to be essential at first but you want to make them unessential after certain script event, you need to make a quest that runs once and is start game enable and run a script which makes them essential through a script, this way you can turn the essential status off both ingame and in a script later on.
  16. Managed to fix quite a bit, Kodlak is now killable and so is the rest of the circle, the quest works however it is a bit basic. There is still the matter on how to deal with Eorlund Gray-Mane and Vignar Gray-Mane (and fix the Vignar Gray-Mane becoming a Jarl problem). I need to find a way to lure Kodlak away so you can kill him silently. I need to find more shared dialogue lines (because the Silver Hand and Krev the Skinner can be any race) and I need to make the Krev the Skinner name tag work. And maybe I need to find a way for the player to actually join the Silver Hand.
  17. <p>Guys, great suggestions, but I immediately must break the bubble : Vignar Grey-Mane is also a member of the Companions and he can become Jarl after Whiterun is taken by the Stormcloaks and I can't seem to kill Kodlak and the other members of the Circle, they are set essential ingame (even tried to&nbsp;deactivate the essential&nbsp;status ingame, no results)&nbsp;but their actorbase is set to unessential (so there has to be a quest where they are set to essential). Without these two issues fixed this mod will never succeed.</p>
  18. @modder3434 : Yes, I'm intending to make the Silver Hand friendly towards you if you have killed Kodlak Whitemane, the moment you have suggested is maybe a bit too late (they need to be hostile towards you if you have joined the Companions). I can't test this however because I can't seem to kill Kodlak, in his ActorBase in CK he isn't set to essential and even when I type setessential 0001A68F 0 he is still essential.
  19. This project has been abandoned due issues with Vignar Gray-Mane becoming a jarl. I'm holding a poll to see if there is enough support for my next idea, a Destroy the Companions quest similar to my mod Destroy the Thieves Guild. I was thinking of letting you join the Silver Hand and letting Krev the Skinner be the questgiver. The quest will be initiated by maybe a letter from the Silver Hand recruiting members for the fight against the Companions. You will be able to join the Silver Hand and wipe out the Companions (maybe after some minor quests). There is one suggestion I will never implement, this is that you're able to become a werewolf after you destroy the Companions because this is a reason for the Silver Hand to hunt you down as well. Now the effects of your actions, it has been suggested that you would be banned from Whiterun, seems a bit drastic, but not unthinkable because Whiterun is the home of the Companions. I was thinking about a maybe less drastic approach, let the guards in Whiterun hate you for killing the Companions and disable the option to pay your bounty. Let me make one thing clear, you will receive bounty for killing the Companions (other than killing the Thieves Guild, for which you don't receive bounty because this is not an evil action and the Jarls want to get rid of the Thieves Guild) because this is something more for the evil characters. Progress on the making of this quest (if there is enough support for this idea) will be posted here. Please comment and vote to keep this forum thread alive. --------------------------------- I've found a problem, I can't turn Kodlak to non-essential both ingame and in CK, he keeps getting on his knees. Anyone got an idea?
  20. I can relate to the situation of people wanting to use adblockers and the Nexus network needing the advertising income : my opinion is that you can't make people turn off their adblockers by simply lowering their download speed, why you might ask? Because they can surf adfree with an adblocker in one browser and use another browser to download their stuff without an adblocker, this way they get an undeserved adfree surfing experience and a relative uncapped downloading speed. A better idea (I don't know if it's feasible), is a integrated browser in NMM, so you can ensure ads are visible for all non-supporter/non-premium members. I need to point out something about the endorsement system as well. I don't think connecting download speed to the number of endorsements you make is a good idea because it lowers the value of an endorsement (a l'art pour l'art philosophy or more an endorsement for a download speedboost philosophy), if people only endorse your mod to get better download speeds, then you won't know if the endorsement is genuine or not. A better idea to improve endorsements is to allow endorsements of files that you have downloaded before without login in to your account (because the file was under 2Mb), but are included in your mod list in NMM. Nexus complains that you can't endorse the file because you don't have downloaded it but at the same time it's in your mod list in NMM, a bit weird don't you think. Another suggestion of mine, is to allow mod authors and moderators to post a note on a hidden file modpage, I have a mod (WIP - Destroy the Thieves Guild) that has been hidden to avoid people downloading the old version, but at the same time I lose potential downloaders because they think the mod development has cease to exist, but the truth is nothing more than there is a new much better version of this mod (Destroy the Thieves Guild), I want to post on the hidden file page, something like new version released here with a link. This would also come in handy for moderators that can state the reason for the file being hidden for reasons other than "file under investigation" (the Skyrim FPS booster by tris has been under investigation for over 3 months now, a solution could be a file hidden page, with a note from the moderators, that the safety of this mod can not be guaranteed and that further investigation is needed for determining this mod safety status). One more thing, I think there needs to be a redesign of the Hot Files section. The criteria aren't really clear to me, the criteria itself seem to adapt to the endorsement rate of the Hot Files themself with paradoxal results as effect (on Fallout Nexus you need only two endorsements to reach the Hot Files section, on Skyrim Nexus in the month december/january you needed over 50 endorsements to reach the hot files section, so it's more of the timing which matters not the quality of the mod itself). I think the "hot" status of a mod needs to be determined by other criteria than endorsements, maybe let the votes for file of the month count towards the "hot" status of a mod? This should end the discrimination of quest mods to be not included in the Hot Files section, which is now being dominated by skimpy armor mods, ENBs, menus based on MCM/SkyUI, armor retextures and other retextures.
  21. Just to let you know : this version of Mercer Frey's journal is included in the final version of the nighingale part ;).
  22. No, I'm not turning him back to life. That would go against the whole clue of this mod. I can maybe duplicate the tg09post quest like I did the TG08A (Trinity Restored) quest. Oh boy, extra work great (insert sarcasm here :unsure:), this will probably my last contribution to this mod. If you know how much time I've spend on this mod, you know why I'm growing tired of making quest mods. They are underappreciated I think. People pay money for DLCs, but when they see a mod that's just as big of a deal for free then they don't want it (I not refering to you guys who downloaded my mod, you're awesome :thumbsup:) but I'm refering to mod reviewers. I emailed a couple of them (Gopher, Brodual, MMOxReview and some others) and no one seems interested, too much work I guess to review these mods, but not as much work to making them. I even send a message to the guy from GEMS, no reply at all :confused:. I'm delivering them a great mod on a silver plate and they aren't interested, a strange world indeed. Even if they say no, I'm still glad I get a reply at all, but they just ignore me. If I see mods like ENBs configurations (just some ini files) or some skimpy armors make the hot file section, I'm not sure what I'm doing this for anyway. Just my two cents :whistling:. Edit : Okay, maybe I overreacted a bit, I had to duplicate the post quest anyway because of this dialogue line Karliah says : "I've decided to make my home at Nightingale Hall. Since it's your home as well, I hope to see you and Brynjolf there." I'm making good progress btw. Edit : Done, everything works now (including the duplicated TG09Post quest, turns out that nomatter if you have set Brynjolf to optional and allow dead, if he has voicelines the quest will not start) I'll make a video today and begin the upload probably tomorrow. Edit : Video upload failed, youtube complains that the video is longer than 15 minutes, I've tried to increase the limit but then you have to send a sms, which costs me money. I didn't know youtube asked for money, any alternative? (besides making the video shorter/split in parts). Edit : Gopher finally replied (after some pushing by me :tongue: ), he will consider reviewing this mod in one of his Let's Play Skyrim videos. Edit : I'm reuploading the video after I've "validated" (I did need to this already when I had created my account, but now I had to do it by sending a sms) my youtube account.
  23. Things got even weirder, when I just do the quest tg09 (and no other tg quests) with the console command setstage tg09 10 after adding the skeleton key and the perk, the tg09post quest works. Brynjolf is still alive true, but remember I've set Brynjolf to optional & allow dead so Skyrim should skip him if it can't fill this alias. I will try to activate tg09post directly by using setstage tg09post 10 before and after killing Brynjolf and report the results. Even weirder is when I type the command player.placeatme 0001B07D (Brynjolf's Base ID) 1 just before the completion of quest tg09 and thus the start of quest tg09post (when playing first the Hunted by Shadows quest), the tg09post quest don't start. Edit : when typing setstage tg09post 10 before killing Brynjolf, it works but when typing setstage tg09post 10 after killing Brynjolf it doesn't work. Normally I would say that this is caused by an alias fill error but since I set TG09PostBrynjolf's Alias to optional and allow dead, this is a Skyrim vanilla bug.
  24. Which program (FRAPS, Bandicam, ...) do you use to take screenshots? If you use one of these programs it should work, just press the F-hotkey configured in one of these programs to take screenshot if the message box pops up.
  25. I've decided to rewrite the Mercer Frey's journal as the previous version (see above) seems lore-unfriendly. The Eyes of the Falmer are retrieved in the quest blindsighted (tg08b) not prior to this quest. I need some help with this. The journal needs to contain basic information regarding Karliah, Gallus and Mercer Frey, the Nightingales, the truth involving Gallus' death, the skeleton key (why it is located in the Snow Veil Sanctum, i'm not intending to change this location) and why Karliah might attack you if she sees you "stealing" the key along side Gallus his body. I need some help with this issue as well. Only if these two things are done, I will release the new version of the Destroy the Thieves Guild mod including the part of either destroying (only killing Karliah)/joining the Nightingales (with oath sequence and everything (except for the weapons : Nightingale Bow and Nightingale Blade (I need to figure out how to give the player these two weapons : either through the Nightingale stone you have to activate when playing the Trinity Restored quest or giving it as a present from Karliah at the end of the Darkness Returns quest (probably put it somewhere (Nightingale Hall or Breezehome, ...) with a note from Karliah)). Any help is appreciated. Edit : is this better as Mercer Frey's journal text?
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