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Spl1nt3rC3ll

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Everything posted by Spl1nt3rC3ll

  1. While exploring Solstheim I ran across Saering's Watch and killed the dragon there, absorbing it soul. Every now and then, the dead, intact dragon appears in random places. Just laying there dead, sometimes it'll drop down from the sky first. Once I reached the part of the main quest where you must save the Skaal village, I realized that I probably wasn't supposed to kill that dragon just yet. Read up on the quest and it says Miraak is supposed to appear and steal the soul. Oops. Am I screwed? I'm a bit too far into other side quests to just start from an earlier save. No other dragon has appeared on Solstheim and I've spend quite some time on the island. (I was doing side quests as I encountered them on the way to the Temple. The end of the Mead hall quest leads the player to a cave within aggro distance of Saering's Watch.) Edit: Realized I miss clicked and posted this to the wrong troubleshooting section. I do have Dragon Combat Overhaul installed, not sure if the dead dragon is related to that or the fact that I killed it too soon.
  2. I don't have BOSS installed, I was just hoping someone would know. BOSS would more than likely scramble up the load order with quite a few unrecognized mods. Figure it's easier just to ask over installing and running a separate program.
  3. I have had Realistic Water Two above Realistic Lighting Overhaul for quite some time (both at the end of the list), is this the correct load order or should it be swapped? I apologize for not testing this out myself, but since each of those mods has a specific load order within itself I figure it's better to ask before touching it.
  4. I'd like to buy the DLCs like Dragonborn, Hearthfire, and Dawnguard, but only if they won't in some way screw up my game. If I decide to buy the DLC, would I need to hunt down compatibility patches for every single mod I've installed, from Falskaar to immersive details and small bug fixes (some of which might not even be updated anymore)?
  5. Indeed. I have a lot of respect for the Khajiit caravans. This idea was partially inspired by talking and trading with them frequently. One of them says something like "most people look down on us as pickpockets and thieves, I am glad you are not such a one." The Khajiit are by far my favorite race. I love everything from their voice to their culture. Too bad I only ever seem to run into them as bandits and have to kill them. This mod would fix that.
  6. Is the lack of water at far distances a vanilla feature or an issue with one of the mods I have installed? If it's vanilla, is there a mod that fixes it? If it's a mod, well, I get to have fun hunting down whatever's causing it. . . (any ideas?) Here are some images progressively closer to water: http://i.imgur.com/K7eGacX.jpg http://i.imgur.com/U32RJ9h.jpg http://i.imgur.com/YOlzQzE.jpghttp://i.imgur.com/X6UpbT1.jpg
  7. Thanks, I think this mod has some interesting potential for quests and features that I can't even think of. Like I said, though, I'd be genuinely surprised if someone actually picked it up. For now, it's just fun to theorize.
  8. Needs a better name, obviously. I am in no way capable of creating this, but I think it's an interesting concept. The mod begins with a quest from a stranger. A treasure hunter sulking in the far corner of a tavern requests that the player join him in exploring some nearby ruins, offering a share of the ritches and stating that the player is 'the best canditate out of this sorry bunch.' He then leads the player to said ruins and, once (s)he reachs the final chamber, turns on him/her. In an animation sequence similar to a certain Thieves Guild quest, he stabs you and leaves you dying on the floor after looting your stuff. As the screen fades to black, you hear a Khajiit and Argonian say lines based on race. (Player is a Khajiit/Argonian:) They will sadly proclaim that "(s)he is another victim of such mindless violence toward our kind and to quickly bring him/her to the sanctuary, there isn't much time." (Player is a Nord or High Elf) Arguments regarding "we can't just leave him/her here to die, nobody deserves that." and (for Altmer) "might be Thalmor scum." The player then wakes up in the bedroom of a small shack. A female Khajiit enters and says she's glad you're awake, her husband was in a scouting party that found you on the brink of death. She took you in and cared for you. Again, she will say something about your race. She will then offer the player food and clothes, "it's not much, but it's all they have." The player's inventory has been cleared* (now wearing only ragged trousers and a new apparel called 'bloodied bandages:' a bandage wrapped around the chest) and (s)he is given basic cloths and bread. Scattered next to the bed are a few 'empty healing potions' and bloody rags. The player emerges from the shack (depending on the player, after offering to repay for the kindness) and finds him/herself in a massive underground cavern. Similar in style to Shadowgreen Cavern, about the size of Blackreach, and packed with tents and shanties bordering a large underground lake. It's an entire town built to shelter the unwanted and the abused: victims of the civil war, the Thalmor, and other displaced people. It's made up of Khajiits, Argonians, Dunmer, and any other refugee. It also serves as a home base for Khajiit caravans and has a fairly impressive 'foreign' market at its center (offering exotic new items). Since you lost all of your items, you have to obtain unique or basic local gear through quests. Quests: The Watch (better name needed) Broken Wheel's version of the town guard. It's a brotherhood dedicated to keeping Broken Wheel secret and safe. The player has the option of joining their ranks and rising to the top. Watch Quests would include: * Assisting the Khajiit caravans (finding goods, providing protection on the road). The player patrols alongside the caravans and fends off bandit or animal attacks. An example of a larger quest under this catagory: A member of the Watch runs up to the player and informs them that a caravan has been ambushed by bandits. The player then discovers a band of bandits holding the Khajiit prisoner on the side of the road (their guard either dead or currently being 'roughed up') while they riffle through the caravan's supplies. You have the option of fighting the bandits, taking them out stealthily, confronting the chief and persuading/intimidating/bribing, etc. * Seeking out potential refugees and transporting them safely to the sanctuary. * Helping out 'citizens' in need. * Hunting down and dealing with a Falmer camp that has been causing trouble. * "Some bandits found their way into the tunnels outside of Broken Wheel. Make sure they don't get any further." * Defending Broken Wheel from a Thalmor or Bandit/slaver/bounty hunter/racist Nord attack. * And more, all with unique dialog trees and player-centered options. Other Quests and Features Quests gained from the people of the town. Possible quests include (again, each with varied dialogue trees and options): * Rescuing someone's captive brother/sister/husband/wife or freeing a slave. * Something involving skooma or thievery. Ties to the Thieves Guild. * Hunting down the person that left you for dead, recovering your stuff from a chest in his home. * Tensions between Argonians and Dunmer which the player could chose a side or attempt to resolve. * An arena where one can watch, bet, or participate in animal fights or unarmed brawls. * A new player home. * A market offering unique items of Khajiit, Argonian, and Dunmer origin. * Hist smuggling. * Seeking out Dunmer in Winterhold. * Entering the Thalmor Embassy near Solitude and informing them of Broken Wheel's location. Leading a party of Thalmor into the town and destroying it. (Despicable Thalmor Scum that you are) * So much more that I can't think of. Notable NPCs * The Khajiit that takes you in. The husband is a member of the Watch. For starters, you can replace or repay the healing potions used to fix you up and other favors. Their home acts as a player home until you get your own. * An exiled Renrijra Krin: a fearsome Khajiit and high ranking member of the Watch. This Khajiit was once a slave. His owner cut out his tongue as punishment for his violent actions and attempts at leading a revolt. He can become a follower. * An ex-Ordinator Dunmer: Another high ranking member of the Watch. Possible follower, his quest rewards include Ordinator gear and heirlooms. * Broken Wheel acts as a safe haven for players with bounties: one can find a man who is willing to make any bounty dissapear. . . for the right price of course. * Plenty of shady characters offering poisons and other less than legal items. Fences. * Merchants and members of the Khajiit Caravans. * More Layout The entrance to Broken Wheel consists of a twisting series of caves and guard posts leading up to a massive underground cavern and lake. Broken Wheel's opening is hidden behind a waterfall, and the cavern itself is tucked away deep into the mountains. There is also a large hidden area that serves as both a shortcut to the town and a stable for horses/ caravan storage. Obviously I don't expect anyone to make this mod, but I think it would be fun to discuss the possibilities.
  9. I've found a perfect location for the entrance. It's secluded, yet within reach of Whiterun and the road to Riften. Its paths are steep and treacherous, but nothing a skilled caravan couldn't navigate. Plus, it has spectacular scenery. All it needs is a hidden waterfall/pond with some carts parked in a cave nearby. http://i.imgur.com/eITgF.jpg http://i.imgur.com/lTbFf.jpg
  10. Pretty much the mods in my signature. However, there is a simpler one (relatively speaking) that has been kicking around in my head: Adds a new cave, with a twist. The cave is a spider den, packed full of webs and animal corpses of increasing size. As the player ventures further into the cave, they will notice a conspicuous absence of frostbite spiders, only their corpses. Finally, the player encounters a giant frostbite spider in the end chamber, but it's dying. The player will then notice an NPC argonian entangled in web on the chamber walls surrounded by desiccated corpses. Upon release, the argonian will panic and rave about a gigantic spider. The player will reassure the argonian that the spider is dead, the corpse is just over yonder. In reply, the argonian would simply scream and run. Out from a crack in the wall emerges a monstrous, black widow-esque spider akin to Shelob in Lord of the Rings. The spider's venom is deadly, if the player takes a hit they will be paralyzed and life-drained until death (it would be cool to have an animation of the spider wrapping the player's paralyzed body in silk). This forces the player to engage at a distance. Upon death, the player can harvest two spider fangs and several vials of its venom. The fangs can be wielded like daggers and retain the "paralyze and drain until death" effect. If the player so chooses, they can craft one fang into a unique carved fang-dagger (keeping the effect) or combine two to make a fang-sword. The fangs in raw or crafted form have a fairly large "charge," and can be refilled (recharged) with the venom vials. The vials act as regular poison (again, paralyze/life drain) as well. Edit: Also, a "detect corpse" spell. Every time an ancient dragon attacks a populated area, I do a thorough sweep of the area for bodies once it's dead. If I find any named NPCs that are not guards or generic soldiers, I will reload (Skyrim's towns are empty enough already, I don't want needless deaths turning them into ghost towns). A "detect body" spell would make that a whole lot easier, plus you could use it to find bodies to loot after a large scale battle.
  11. I'd rather have Elsweyer as the focus of another game instead of a DLC expansion. Previously visited areas like Morrowind or Cyrodiil, however, would be rather cool.
  12. Yes, exactly! I was thinking that each race would have their own unique items that the player can obtain through quests. One of which was a badass ex-Ordinator companion who would give you Ordinator gear as part of his quest. Also, scratch the previously mentioned cave. Shadowgreen Cavern is closer to the look I'm aiming for.
  13. Southfringe Sanctum is similar in looks to what I'm imagining the caves before entering the Underground to look like, just to give a general reference of what I had in mind. I'm still torn between locating the main town completely underground like Blackreach, partially underground with a ravine in the ceiling, or in a hidden open valley like Hag's End.
  14. I'd like to see the mods listed in my signature. :wink: Other than that, I'd like to see this damned elbow gap fixed for Ebony gauntlets worn with Blades armor. It's my favorite combo, but whenever I look up I see those immersion breaking Rayman arms.
  15. I thought this was going well, but it seems as if it just dropped dead. I thought there would be more interest now that the creation kit is out, huh. I already have some of the faction quests planned out.
  16. Yes, please fix this. She's one of my favorite characters in the Elder Scrolls series and she's stuck in a lousy crypt. It's beyond frustrating.
  17. Would be nice if you could use your bow and/or spells during the ride. Skyrim's roads are dangerous nowadays.
  18. There seems to be a graphical glitch when ebony gauntlets are worn with Blades armor (and possibly others). It causes a gap where the elbows should be. It's driving me nuts, and I'd love a fix! http://i.imgur.com/DyapL.jpg
  19. Anyone think they have the skills to make this happen now that the kit is out? I sure don't.
  20. Originally, I ran Skyrim with Vurts Skyrim Flora Overhaul, Lush Trees & grass, Skyrim HD 2K textures, and RWT water. I loved this setup, looked fantastic, but decided to try Bethesda's new HD pack. Armor and weapons looked great, but I missed the other mods so I reinstalled them. Here's where things seemed to be a bit... off. Flora overhaul and RWT water work normally, but it seems like Skyrim HD only half works. By this I mean that snow, roads, rocks, and almost everything else looks the way it was before I installed Bethesda's pack (crisp, HD, high-res). However, tree bark, tree stumps, Windhelm, and certain wooden support beams are back to their regular lo-res look. I remember I could look at a tree stump on the road out of Riverwood and count the number of rings it had. Now it's just a blur. I'm at a loss on how to fix this.
  21. Yea, the Khajiit caravans hold so much potential. Such an interesting bunch! That's what inspired me to write up this mod, pretty much. The cavern doesn't need to be wholly underground, just deep enough to be hidden from outside view. I've been thinking that there could be a massive ravine in the ceiling of the cavern letting in sunlight and possibly an exit to a hidden valley above. Maybe there could be an underground lake at the edge of the cavern that the refugees have stocked with various fish for food (which also serves as an entrance to the Argonian section). There could be a hidden lumber mill in the valley above the cavern where the refugees fell trees then drop the lumber down the ravine and into the lake, where it is then pulled to shore for building material. There could be farms and trees growing inside the cavern where the sunlight manages to reach. Maybe even a waterfall or two... Also, construction kit bump!
  22. I'd love to have the full range of Game of Thrones armor. Lannister, Stark, Goldcloak, Night's Watch, all fit Skyrim's setting perfectly. I'm a stickler for realistic armors like the Blades armor.
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