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Everything posted by arcana75
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This mod allows a player to decide between the race to earning the perk versus the race to earning the money to buy the perk. Between the two, both should be equally or nearly as long, hence allowing the buying of a perk to be a valid alternative. And since it's positioned as an alternative, I'd like to see that the buying of a perk doesn't require a skill pre-requisite (eg 50 Destruction), or a pre-condition (eg have Novice perk before Apprentice perk). Then it boils down to either a gold grind (using whatever skills the player has, eg combat loot, stealing and fencing, making potions, crafting, enchanting, etc), or a skill grind. 1mil gold for Master maybe longer than grinding the skill, more because it'll take longer to find the gold around Skyrim, or waiting for merchants to refresh.
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130 hrs, single char. Bought during recent sale.
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Just came out of a 2 hour Skyrim session, and near the end of it, I fast-traveled from Solitude to some cave to clear out vampires. Upon exiting fast travel, I appear and see a Forsworn and a Bandit fighting. As I watch them fight suddenly I realise my compass had a few more red dots around. Suddenly, a dragon landed right infront of me boom! A Storm Dragon! It immediately started to rain and ice spikes started to fall all around, with the Forsworn and Bandits going at the dragon! When the dragon takes off, the Bandits and Forsworn go at each other again or take swings at Lydia and me. As I fight around the forest, I hit a fasttravel marker that said "Warzone: Retaking Pine-something Redoubt" and straight away I realise what had happened. A Deadly Dragon has spawned right on top of a Bandit versus Forsworn Warzone! 10 minutes of epic fighting later, Lydia and I stand alone amidst piles of Forsworn, Bandit Nords and a dead Storm Dragon. Thumbs up to 3jiou and MGE for producing these 2 fantastic mods! Now, the rain just doesn't seem to want to stop :)
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High Elf. The irony (in a Nord land) is comedic gold. Plus the Highborn ability is awesome for my mage.
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How about swinging an axe or hammer at a door? Could be a feature. I remember Fallout 3 and NV people modded in lock-bash. Beth could have run with this, based on damage?
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U have a few solutions. 1) Set your fav companion to Essential. 2) Get the Recruit NPC mod. This allows you to hire virtually ANYONE to be your companion, and up to 5 too. 3) Keep them at home! 4) Dun hire companions :)
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Glad to see the bug workaround. Now get ready for the next 2 Esbern bug, Dragon Hunting and Dragon Research. :)
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120hrs in but glad to say I make it a point to try to complete the MQ. How I do this, since constantly run a circuit around Skyrim in a clockwise or anti-clockwise manner along the quest markers, knocking off quests as I go, while taking on the next quest-arc for the given area or quest NPC. eg go Riften, claim rewards, clear some in-Riften quests, pick up new ones which bring me to Winterhold. Go to Winterhold, claim rewards, clear some quests, pick up new ones which bring me to Whiterun. Repeat. For the record, I completed Morrowind and Oblivion MQs, but I had to force myself to do them, having spent hundreds of hours in faction quests and mods. Told myself to avoid the same mistake!
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Yeah, too much space would just encourage fast travel all the time.
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[WIP] Advent Manor -- Looking for Alpha Testers
arcana75 replied to leoko4321's topic in Skyrim's Skyrim LE
U know what, personally, this is YOUR mod. Let it be a labour of love, not a work assignment. Then it'd be a chore. Just do what you like. If you take in ideas, all the better, otherwise it's still your mod. Back when I was still modding for Morrowind, Oblivion and Egosoft's X games, I did it my way, and customised things abit if feedback from others made me think they were good additions or changes. But otherwise it was still my way. But since you asked: 1) What theme are you guys looking for? -- Think this is going to go everywhere since different people have different tastes. Personally I like dwemer. 2) How large are we thinking about, I will not be doing separate version that is more compact, Sorry, I have work... and not enough time to manage 2 mods ( So what I am looking for is, kinda a scale of 1-10, "1" being small 1-2 rooms, While "10" being something more castle like with maybe 8-10 rooms, I am Ok with a larger mod, But I will not be doing 2 mods) -- Not what you'd prefer but I prefer an open space in a single cell. A size of Wildhelm's main hall would be just right for me. My fav type of player-home is actually styled after Skyrim's open towns like Dawnstar or the smaller villages like Rorikstead, with perhaps a wall around it. Most of the stuff happens outside, with internal cells for the permanent stuff like uber loot hoarding. But stuff like merchants, tavern music and dining, warriors training in swords and archery, etc all outdoors. Gives the player a great sense of life. At night, the companions would just retire to barracks. You should look at Skyrim vanilla and a few mods floating around, which have shown that it's possible to relocate NPCs and companions permanently to a new location and have idle AI kick in at the new locations. In vanilla, ousted Jarls in Solitude, and the Blades quest come to mind. For mods, someone managed to do a mod to permanently relocate your lover companion to any spot in Skyrim. 3) Would you guys like the download link be attached to my save file? Or would you like me to release updates when I feel a new feature is ready? -- Dun get u. You mean upload a save instead of an esp? I personally prefer big updates than small updates. I prefer to get down to gaming after a long day's work, than to fire up NMM and see updates. Feels too much like housekeeping just to get everything ready to game. -
While alchemy may feel unrewarding in TES games, the premise of quaffing or eating something to gain an effect or boon is nearly limitless. The potion is just a pretext to activate an effect. Once you get around that, potion effects can easily surpass what vanilla alchemy can achieve, eg temporary lycanthropy, flight, dragon form, immolation (fire cloak by explosions), super speed and strength (think Asterix!), permanent boost to HP/Magicka/Stamina, etc. Limited only by imagination really. So the ability to get uber potions from the master alchemist is a grand idea. It just adds quite abit of complexity to the mod if new effects are considered since you'll need to add scripts.
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[WIP] Advent Manor -- Looking for Alpha Testers
arcana75 replied to leoko4321's topic in Skyrim's Skyrim LE
Looking good! Some comments: 1) The mine, I was wondering, thematically, I feel that the ruin theme with the earth reclaiming the space in its own way, with caved in walls and such, is abit more fun. The Underhall of Markarth is a good example. Instead of a plain underground, u have nice architecture, earth for your ore veins, some underground streams or leaks, vegetation etc. 2) Would the rooms be themed as well? I'm a mage and am a fan of the Arch Mage Trophy Hall mod, partly because it's themed just right. The room feels magical, and the forging area was done perfectly. Since a forging area didn't fit a mage's room, the room actually used a floating lightorb as a teleporter to a dimensional space which had all the forging equipment. That is a nice touch. 3) For the potion ingredients, I think the Arch Mage quarters had the right approach, a small grove indoors which has the harder-to-find stuff growing. It doesn't make sense for say a Fungal Swamp Pod to grow in a pot. You could add a sunroof with shafts of light coming in, with a small tree as backdrop, and when it's nighttime, artificial lighting kicks in. 4) Speaking of which would be good to see the manor react to time of day, like point 3, and having shafts of light appear from windows, etc. 5) Can't stress this enough, so I'll repeat it. Life in the home. Looking forward to your Hall of Monuments. Will it be based on static items spawned based on progress tracking, or racks and cases, or a mixture of both? -
[WIP] Advent Manor -- Looking for Alpha Testers
arcana75 replied to leoko4321's topic in Skyrim's Skyrim LE
Cool. In another thread someone shared this tip about adding non-tattered banners just by adjusting the alpha values of the banner objects. Having full banners of towns in your manor, based on which way u're aligned and which towns you've liberated, I think is a rather nice feature to have. -
[WIP] Advent Manor -- Looking for Alpha Testers
arcana75 replied to leoko4321's topic in Skyrim's Skyrim LE
Nice progress being made. Any difficulties with making shield and weapon racks work? -
[WIP] Advent Manor -- Looking for Alpha Testers
arcana75 replied to leoko4321's topic in Skyrim's Skyrim LE
Personally if you're modding and asking people for ideas and stuff, it's good for everyone to know exactly what you're doing next and thereafter. I find it annoying when a lot of ideas somehow go into this black hole and nothing comes of it. So for now, would be great if you could articulate what you're building for now, eg is it the Arcanium, or the Merchants, or general interior decorating? It certainly can't be all at once :thumbsup: Of cuz I'm not your boss so I can't expect a blow by blow account of your work, just a short list of tasks in order of your tackling :sweat: -
There are at least 3 such mods I believe, one for a pouch visible on the belt, one for a backpack, visible as well, and lastly one for a bottomless bag found in your inventory. I find it illogical that an added bag or pouch increases carry weight, if anything it should add weight, but improve sorting. Naturally this is a game afterall so I'm cool with it. You should be able to find all 3 mods by searching the nexus based on the keywords I've used.
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[WIP] Advent Manor -- Looking for Alpha Testers
arcana75 replied to leoko4321's topic in Skyrim's Skyrim LE
I would really like to see these 2 features realised: •Give players a chance to have their story told through a Hall Of Monuments. (Yes, this is a Guild Wars inspired feature) •And finally (Once I learn how to accomplish it) create a place to centralize their followers into a single area, Providing them with a "At-the-ready mini army" I mentioned in another mod's thread that there was a Fallout 3 Museum mod that tracked the player's progress and displayed monuments and trophies depending on the player's progress. You should be able to dig up the fallout3nexus link easily. It has an extensive support list, down to quest completions, skills to 100%, specific achievements, etc. Also in the same mod thread (Dovahheim) I requested for any follower you meet to be able to return to your new home instead of to the vanilla location. Eg Lydia going to your manor rather than Breezehome/Dragonreach. Over time all your past companions would mill around and mingle in the manor, creating some really nice life in a usually dead player home. -
kromey, was thinking about how the town is placed in an external cell and that Radiant AI does things to the world when the player is around. I've personally seen some interesting things happen in the world, like bears fighting with frostspiders, Imperials fighting pitdogs, dragons fighting mammoths and giants, and the occasional Stendarr against a spriggan. I am wondering if you would or could make Radiant AI work for you instead of creating scripts and quests to generate activity. I have no clue how Radiant AI works, so just a thought. I once saw on a Skyrim loading screen a town being mentioned and saying how it sits on a trade route. I was wondering if the game was hinting on possible Radiant AI behaviour if you visited the town, eg bandit raids. You do occasionally stumble upon a wrecked wagon or cart along the roads. I once encountered a raided wagon complete with strewn stuff and 2 bodies, with a note that led to a camp, which led to a trail of dead adventurers and a cave. Really cool immersive stuff, though I don't know if that was Radiant AI in action, though iirc no actual quest was generated. BTW the wagon is just south past crossing the Dragon Bridge from the town. Would be cool to just let Radiant AI setup a roaming band of 3 bandits (instead of the usual 3 Stormcloaks/Imperials) and just let them walk into town and trigger a fight with the guards.
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Any progress since 1st release? Capturing Robber's Gorge simply isn't enough to pique most people's interest in a "player home" mod. Would be good to know what next steps you're working on right now. Your wiki doesn't really say much. Here's another idea (and I'm sure you're totally swamped with them now which is why it's good u let us know what u're working on specifically) is a Dovahkiin Museum. Afterall this is the Dovahheim, the Dovahkiin Town. The museum collects individual exploits of the Dovahkiin, complete with tour (like the guy in Wildhelm). This could replace the trophy hall in the Jarl Hall. Some exhibits (unlocked based on progress?) could be: 1) Thane Town shields. 2) Named dragons killed with miniature dragon models. 3) Guild Leader trophies. 4) All the named weapons the faction leaders give you for every town conquest, like Axe of Whiterun. 5) Maybe number of Dwemer Centurions taken down. 6) Daedra gifts collected. 2, 3 and 5 could be displayed like Fallout 3's Bobblehead display table. 1 could be at the back wall with 4, nice weapon+shield display combo using the Shield Rack. Most of this could just be that you put the item into a container and a script scans the box and duplicates the item onto the display case or wall, as a non-interactable object. IIRC Fallout 3 (or New Vegas?) had a working Museum mod that spawned static objects based on the player's exploits. Hmm found the mod in fallout3nexus: http://fallout3.nexusmods.com/downloads/file.php?id=2857 The supported player activities list is extensive. In fact now that I look at it, it's far more than I'd expect as I wrote above, as it tracks skills, quests and a whole lot more. Will be fantastic to have but the scale of it will be an entire separate mod itself and it's better you focus on the town building aspect first. Maybe some modder reading this will take up the challenge.
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Stumbled upon a work-in-progress called Castle Thuum. http://www.youtube.com/watch?v=XZtZaN9txUU I must say it looks fantastic and is a great indication of how things can be done to realise an external cell player hometown. Comes with working stall merchants, recruitable townguards and a dragon fountain :)
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Any modder can choose to avoid conflicts with other modders, but in the end there is NO obligation to do so. Unless the modders come together to create some pack or bundle, ultimately the deconflict is done by the GAMER, not the modder. Even when 2 mods conflict, a gamer is free to request that the modders come together to get the 2 mods to be compatible, but ultimately both modders have no obligation to do so. You see a lot of this mostly because smaller-time or less popular modders choose to make their mods compatible with the bigger players, for obvious reasons aka to get their own mod and work out there. This does NOT make it an accepted rule. Shall we get back to the regular programme?
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Some more ideas. Since you're the lord, would be nice to make the town respond to your exploits. Eg being a thane of a town gets the town shield mounted on the backwall of your throne room, and similarly if you gain status in the various guilds and colleges, some symbol or trophy appears in your throne room. Possible to have custom town shield? Running with the Fight Club idea, interesting to back a fighter and play a mini-RPG with that fighter, giving money for his training and tweaking his training, eg add stamina or hp, strength or speed. Could probably do the same with the Zoo idea, but it's now more Pokemon/Bakugan/<insert animal brawler game/anime>. Create trade caravans. You could escort them yourself or invest in escorts. But the trade items could be the loot you find in Skyrim, or forge in Dovahheim. Could be those custom Dovahheim weapons or just a consignment of 30 Steel Swords Whiterun ordered. Participate in the civil war. Sets up a skirmish outside a location or town's walls and just have 20 or so soldiers go at it. No real impact on the story. Eg Solitude requests 20 men-at-arms to help in skirmish outside Whiterun, or some random watchtower or fort. 20 men actually make a run for the location and go swords swinging at the enemy waiting at the location.
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--Zoo Hahah think this would be nice to do and could be a simple spawn device based on soul gem and a dialogue menu. There aren't that many creatures in Skyrim anyway. --Arena Nice mod idea, but personally I don't think it gels with the "lore" of the player-run town.
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Thinking about this again, changing companion behaviour to return to your town, ends up changing companion behaviour anyway. I know about how companion "objects" have the IDs and stuff and wondered whether the best way to not meddle too much with companions is to somehow achieve this without affecting the main elements of a companion object. Some ways I toyed with in my head: -- add a dialogue option to get companion to "migrate" to the town. This requires new dialogue options for all companions. -- change behaviour of "go home" option to return to the town. This changes vanilla behaviour, in the sense that companions aren't where they're supposed to be after parting ways. -- cast a special spell on companion, or trade an item. Both triggers them to "travel" to town once you leave their cell. This happens all the time for NPCs. A script auto-triggers the "let's part ways" option, then loads a "roam package" to stay in the town. In any case, I think caveat emptor. Mods are mods and are recognised to change behaviour. Whichever way, to fully realise "life" for companions in the town a lot of work will need to be done to add the new behaviours like strolling, chopping wood, swinging swords at targets, etc inside the external cell town. This creates a really nice "recruitment drive" meta-quest for the player to run around the world looking for people to recruit into the town. A nice spin to this is that certain companions (there are a quite few not critical to vanilla esp the mercs) could actually on their "own accord" travel to your town seeking employ, or come find you (like a courier) begging to join your town after "hearing of its independent ways" and how (s)he "tires of the civil war and just wants to be independent".
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Some personal views, not really a bearing on the mod. 1) Enough fetch quests please? Vanilla has enough of it. Though to be fair a quest is a way to sort things out, but if my alchemy or restoration is good enough, hey *I* am the solution :) 2) @kromey the Blades behaviour isn't a bug the bug I read up on was the companion carry weight bug :) Some really fun ideas being bounced around, hope to see some of them realised. The bard idea is good, but could I request that more, MUCH more activity happens in the open within the walls of the township? No bards in inns please. Let there be a dining hall in the open, and strolling minstrels. Abit like how the colonials of the old or the Amish live. Communal, in the open, fresh air, etc :)