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TWarrior

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Everything posted by TWarrior

  1. hell yeah! can't wait! oh btw i also thought a mod i installed causes crashes but later i found out that bugs bake into your savegame if you have many mods installed and uninstalled in your save. oblivion didnt have the problem, skyrim unfortunately does -.- have to start playing all over again. boss and wrye bash didnt change anything. so sometimes just test your mod with a new charakter(if u havent tried out already). well i am very unexpreienced in modding, so sorry if this idea is nonsense :) just wanted to let you know that savegame corruption and ctds are common issues and bake into your savegame :) keep up the awesome work !
  2. pr is awesome, but now back to the topic guys :P realism has to be somehow fitting to the game, otherwise play larp or go to medival cons :P
  3. ahh that sounds too bad :/ i am checking this thread here everyday, keep up your work and i hope you find a solution :)
  4. i dont use rtw ,so no problem here :D keep up the work and thx for the short update!
  5. make sure to keep us updated about the progress! your mod looks so awesome. the problem about other house mods is : they are either too unrealistic, too empty or too messy. i have huge hopes in your mod finally finding a good house for my dovahkiin :D
  6. nice offer, even though i dont need a video atm. so what i do is, i record a video of a mod i like (once evry 2 or 3 days) , upload it on youtube and then send the link to theit nexus profiles. some add my video then, some won't. but you always have mods worthy of a video.
  7. i still have a bit of interior work to do before i even start work on the city/castle life. although i think it will be safe to say that i will release it without the city/castle life as an initial release/beta test while i go to work on the quest. i am still working on the idea of the two being separated but still workable together and it seems sound and quite possibly that you will be able to utilize the castle during the initial release and then add in the quest without worries of "losing" anything. BUT the way it will work is that you will have to gain it back before you have access to the items. I am right now getting a lot of votes for people who want the quest instead of wanting the house mod. there will definately be two separate mods as there is enough interest for it. There is still a lot of exterior work and interior clutter than needs to be added in. as I draw nearer to the possibility of release I will let everyone know....But i should have a releasable copy within the next couple of weeks. i dont have a problem with questing and such :) i didnt want to say: "go hurry". take your time man. release the mod in three parts: 1.castle only, 2. castle with quest, 3. village/castle life. everyone should be happy then, eve thouhg i prefer the quest version :D
  8. looks awesome can't wait for the release! looks pretty good and nearly done tough. so when do you think the initial release will be?
  9. now that sounds nice. i never played mage in any game. im always the melee guy, but i guess th idea is so good because shield and ward would then fucntion the same way.! coming back to the topic: i love that you release the mod in modules and dont make a complete overhaul. for example i would like to have fasttravel, but no compass and no "your position"-marker active. so you can fasttravel to known locations easily, but have to find new locations by using ur f***ing eyes :P :D another example. your basic needs mod is immersive , yet not too realistic to break my gameplay experience. thats why i prefer ur mod over some other food and drink mods. but i think you have in mind that ballance is more important than realism. you have to find a good way in between. but from what i am reading you seem to get that point :) so just to encourage you in your work: release the mod in parts is the best idea i think. for example i wont use a carry wight mod, but i use a food and drink and a a combatoverhaul mod. your mod series could make easy succes due to its versatality and the way you can pick single tweaks and changes. i wont activate a fire, water, hypothermia mod (or however it is called ^^) etc. keep up your awesome work!
  10. same here. i am a noob with blender, i have a lot of good idead for lore friendly armor, which also looks nice on females but isnt alle skimpy and sexed up crap. but i am too unexperienced to do them. maybe i start learning and will guve you a lore friendly amror pack, like the one that already exists :)
  11. yup i hate all this anime, manga sexy chick crap. it is elder scrolls and not f***ing final fantasy!!
  12. solstheim and black marsh is currently being worked on! get in contact witht he authors, they might help you.
  13. yup, would be nice! thought the same. sadly my moddeling skills arent high enough :D i just get a basic cube done in blender XD
  14. wow your sites are already great, but you keep even improving! holy mother of god!
  15. hey guys, i read that whole thread here and i have to say this all sounds awesome. i would really like to help you. i am a noob with the creation kit, but some interior cells are no problem for me. i dont know if u want help from a noob like me, but i guess i can make 2 or 3 interiors for the new houses if u want me to do so. for example i could do some witherun interiors, u just have to tell me what the interior should be, like an inn or a normal house. so u do the large pro stuff and i help you out with some interiors. i think i need like 4 times as long as u guys do to finish a small house interior, but hey at least you can focus on the large things :D plus i am from germany but speak very fluent english, maybe i can come up with some pretty funny accents in voice acting. german is quite an nordic language so it would even fit with my accent :D
  16. hey guys, i came up with that idea i will explain to you in the following. i never really got into the creation kit and construction kit in oblivion besides placing some houses and some minor stuff. so i cant realize the idea myself. as u can read in the title how about you have the possibility to buys ur own mine? at first a jarl gives you the quest to kill some random bandits in the lost mine (somehow like all the jarl quest start) and then when u killed everyone the mine is empty. but since the bandits have been there for quite a time, there are stonefalls everywhere and the ore veines are deeper. so thats where it begins. first u have to hire workers. every week they need their payment, but also genrate ores depending on the amount of workers and the level of your mine. by level i mean : step 1: 1000 coins : make a mine out of that cave, by removing 1 stonefall to a deeper area, where there is iron ore, and your workers start mining. step 2: ur miners have found some rarer ores deeper in the mine, they want to dig deeper and try to get to some ore veins. (eg. what ore comes after iron) step 3. continue step 2 till the last ores are found deep in the mines. how about on some deeper plateaus the miners dig thorugh a dwemer wall by accident and u first have to clean the ruin and hire some guards to defend that hole in the wall? you know what i wnated to say with that short description? somehow a dynamic mine, workers need payment and stuff, bandits occasionaly attack it. perhaps it shuld be near markath cause its a mining area ^^ what do you guys think? is this possible to realize as a mod?
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