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I love this idea! It would definitely make bandit encounters more exciting and varied. Don’t worry, creating a leveled list mod isn’t too hard, and I can walk you through it. Steps: Create a Leveled List: In the Creation Kit, go to Items > Leveled Item and create a new leveled list (e.g., Bandit_Gear). Add vanilla bandit gear (Steel, Iron, etc.) and high-tier armor (Stahlrim, White Elf) with lower chances for the rarer items. Assign the Leveled List to Bandits: Go to Actor > Bandit and add your leveled list to their inventory in the Actor window. Test: Save your mod, test it by spawning bandits, and adjust the chances if necessary. That’s the basic outline. Let me know if you need more help with any of these steps!
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I love the ambition behind this idea—it’s definitely an intriguing and immersive way to reshape Solstheim and interact with its NPCs. The concept of a spell that sends NPCs to rocks for forced labor is really interesting and would add a unique dynamic to Solstheim’s atmosphere. Here's how I think you could approach implementing it: 1. Forced Labor Spell (Slave Spell) You could create a new spell that targets NPCs and forces them to move to a specific location (like a rock or mining area). This could be done by scripted magic effects that manipulate NPC pathfinding. Using Papyrus scripting, you could make a spell that essentially “teleports” NPCs to a pre-designated location and forces them to perform a specific animation (like mining) or a "laboring" action. To make it feel more impactful, you could also implement some sort of status effect or buff/debuff system that mimics the "enslavement" effect, reducing the NPC's ability to resist or escape for a certain period, while they work. Morality choices: You could make the spell work with karma-based consequences—where if you use the spell on a certain NPC, it could increase or decrease your reputation in Solstheim, influencing how people view you or how quests unfold. 2. Makerstone for the Player Character The Makerstone could serve as a unique item that allows the player to gain certain powers, or even control over other NPCs or creatures in the area. This could function as a special artifact that grants the player a unique ability like manipulating the environment or ordering NPCs into specific tasks (similar to the forced labor spell). Aesthetic: You could add the Makerstone as a placeable object in your player home or as a stand-alone item that can be used to activate special commands or abilities—maybe granting you control over NPCs or unlocking hidden resources in Solstheim. 3. Cathedral Design Building a cathedral could be accomplished using Skyrim’s existing building tools (like the Creation Kit), or with a modding tool like Hearthfire that lets you design your own space. The Cathedral could serve as a base of operations or a symbol of your control over Solstheim. You could use the Creation Kit to create new structures, custom furniture, and decoration. Adding unique elements, like a shrine to Miraak (even though you’re not following Hermaeus Mora), would make the Cathedral feel like it’s yours and help emphasize your rule. 4. Miraak's Defeat and Rule over Solstheim The idea of pretending that you defeated and rescued Miraak and then ruling in his place is fascinating. This could be achieved by creating a custom questline or modifying the existing Miraak storyline. You could have dialogue options where Miraak, after being "rescued," acknowledges the player as his new ruler of Solstheim, shifting the power dynamic. You could add custom quests where Miraak, now loyal to the player, offers advice or assistance in ruling. Since you don’t follow Hermaeus Mora, you could have Miraak offer alternative motivations or backstories for why he is willing to support the player, even without aligning with the Tentacles. How It Could Be Done: Scripts: All of the core ideas—especially with the forced labor spell and Makerstone abilities—will need to be implemented with Papyrus scripting in the Creation Kit. You’ll need to write scripts that control NPC behavior (pathfinding, animations, and actions). Dialogue & Choices: For Miraak’s involvement and the player’s potential to rule, you’ll need custom dialogue and branching questlines that reflect the player’s actions and status in Solstheim. You could create options for either defeating, rescuing, or even replacing Miraak as the ruler. Building Structures: Use the Creation Kit to create custom buildings (like the cathedral) and place assets in the world. For the Makerstone, you could create a unique artifact item, with specific powers tied to it (using the Skyrim magic system and scripting). Modding Tools: A combination of the Creation Kit, Papyrus scripting, and asset modification (for the Makerstone and Cathedral) will be essential. here is a small look as the script Scriptname ForcedLaborSpellScript extends ActiveMagicEffect {This script will force an NPC to move to a location and perform a labor animation (mining).} Actor Property TargetActor Auto Location Property WorkLocation Auto Float Property LaborTime = 60.0 Auto ; Time to labor in seconds (set to 60 seconds by default) ObjectReference Property WorkSpot Auto ; The specific spot to teleport NPC to Actor Property PlayerRef Auto ; Player reference to check who casts the spell AnimationSequence Property LaborAnimation Auto ; Assign the labor animation sequence in the CK Event OnEffectStart(Actor akTarget, Actor akCaster) ; Set the TargetActor to the NPC affected by the spell TargetActor = akTarget ; Check if the target is an NPC and not the player If TargetActor != PlayerRef ; Teleport the NPC to the designated work location TargetActor.MoveTo(WorkLocation) ; Play the labor animation (set up in the Creation Kit as a custom animation) TargetActor.PlayAnimation(LaborAnimation) ; Start a timer for the labor time Utility.Wait(LaborTime) ; End animation after the time has elapsed TargetActor.StopAnimation(LaborAnimation) ; Optionally, you can add dialogue options here for when the labor is finished, or grant the follower option ; Example: TargetActor.StartDialogue(PlayerRef) (to start a dialogue about the player offering them as a follower) Else Debug.MessageBox("You cannot use this spell on yourself!") EndIf EndEvent
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miniquest to get Niluva Hlaalu as a follower
ZeroOblivion27 replied to ndreams's topic in Skyrim's Mod Ideas
I think Niluva Hlaalu is such an interesting and underappreciated character—it's a fantastic idea to bring her to life as a follower! Her backstory, especially the struggles with skooma addiction and debts, could make for a really compelling personal arc for a miniquest. The three options you've suggested for recruiting her are fantastic—each one opens up unique roleplaying possibilities. The idea of offering her a Potion of Cure Disease as a way to help her overcome her addiction, or paying off her debts, makes sense for a more honorable or compassionate approach. The more shady option of giving her skooma adds an intriguing darker side to the story that could make for some morally complex choices. There’s a lot of potential for interesting dialogue and character development, especially given her ties to the old Hlaalu house. I’d love to help you develop this mod further! I'm particularly interested in seeing how you might approach the miniquest mechanics, especially the dialogue and how we can trigger those follower options based on player choices. I also have experience with Pandorable's follower mods (I’m guessing that’s a reference to a Pandorable NPC version) and could offer some insight or assistance if needed. If you’d like, I’d be happy to contact you directly to discuss more details and see how we can make this happen. Feel free to reach out to me! -
Avowed Combat mod for vanilla skyrim combat?
ZeroOblivion27 replied to Saiyan91's topic in Skyrim's Mod Ideas
I absolutely love this idea! The combat in Avowed definitely has a satisfying fluidity to it, and the dash/dodge mechanic would be a great fit for Skyrim’s more dynamic combat. Bringing that level of movement and animation to Skyrim could really elevate the way combat feels in the game, especially if it’s paired with smoother, more intuitive dodging and animation transitions. It would be great to see this implemented through something like MCO (Mod Configuration Menu), where players could customize the intensity or style of the movement, but even just a vanilla-friendly animation pack could make a huge difference. Having the ability to dodge with a quick, slick animation would bring a sense of weight to combat that’s often lacking in Skyrim. The combination of swift, natural movement and improved animations could breathe new life into the combat experience. I’d be curious to see if the animations could be seamlessly integrated into the vanilla combat system, or if it would require deeper modding with things like Combat Mods or Dynamic Animation Replacer (DAR) to get the perfect flow. Either way, I think there’s a lot of potential here! Looking forward to seeing this come to life if anyone decides to take this idea on. It could be a game-changer for Skyrim’s combat! -
Reply: Things Not Covered or Said First off, thank you for such an incredibly thorough and helpful guide! It’s clear a lot of effort and experience went into this, and it’s been invaluable. However, there are a few points I think are worth mentioning that weren’t covered in the guide, and I’d like to add them to ensure everyone has all the info they need: Testing Your Mods as You Go While the guide does a great job of explaining load order and mod tools, one thing I think is often overlooked is testing mods as you go. Modding is a gradual process, and it’s essential to check your game after adding a few mods at a time. By testing each mod and combination, you can catch any issues early on before they snowball into bigger problems. This approach will save you from hours of frustration if something breaks. Mod Performance and System Specs Another thing not often discussed is the impact mods can have on your game’s performance, especially for newer users. High-res textures and complex mods can place a heavy load on your system. If your frame rate drops or you experience crashes, it's a good idea to check if your PC specs meet the requirements for the mods you’re using. You might need to reduce the number of high-impact mods or find lower-resolution versions to maintain stability. Modding for performance is just as important as adding new content. Modding Etiquette and Community Behavior One thing worth mentioning is modding etiquette. As we dive deeper into modding, it’s important to remember to respect the work of others. Give credit where it’s due, don’t redistribute mods without permission, and always follow any terms of use provided by mod authors. Being respectful and following ethical guidelines helps create a better, more collaborative modding community for everyone. Backups and Safety This may seem like a given, but backing up your save files and mod data can save you from a lot of headaches later on. Sometimes mods can conflict, causing game-breaking issues, and having a backup ready allows you to revert to a working state without starting from scratch. Always make a habit of backing up your mods and save files before making major changes or adding new mods. Mod Updates and Maintenance Finally, modding doesn't stop after installation. A mod that works perfectly today might be outdated in a few months. It’s always important to keep an eye on updates for your favorite mods—many mod authors release bug fixes, compatibility updates, or improvements regularly. Staying on top of updates ensures you’re always using the best and most stable versions of the mods in your setup. Thanks again for the guide, and I hope these additions help users even further! Modding is such a rewarding experience, and with a bit of patience and the right tools, everyone can create the Skyrim experience they’ve always wanted. If you have any other tips or thoughts, feel free to share!
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looking for Team For Top secret projects
ZeroOblivion27 replied to ZeroOblivion27's topic in Skyrim's Mod Ideas
One of the most frustrating things is the expectation that you have to prove your work on a platform that doesn’t allow for deletion or edits after you’ve posted. It can feel like you’re expected to already have something to show before anyone will even consider helping or collaborating. To me, this approach misses the mark. In my view, it’s important to teach people to do things for themselves, rather than only focusing on what they’ve already accomplished. A true community should be built on sharing knowledge and allowing people to grow and improve through guidance and mentorship, not just demanding proof of past work before anyone will give you the time of day. By fostering a culture where learning and development are prioritized over past achievements, we can create a space where everyone is empowered to contribute and improve, no matter where they start. -
looking for Team For Top secret projects
ZeroOblivion27 replied to ZeroOblivion27's topic in Skyrim's Mod Ideas
There’s a lot of talk out there discouraging people from joining teams, warning that you'll fail or get nowhere. Yes, maybe projects won’t always work out as planned, but that doesn't mean failure is permanent. The truth is, no one should be afraid to try. It’s all part of the journey, and we learn from every step, even the setbacks. Unfortunately, some voices out there would rather see you stumble and stay stuck than offer real guidance or encouragement. There’s a tendency for a few in the community to act as though only certain people "deserve" to succeed, and they’d rather confuse or discourage newcomers than lend a hand. The reality is, modding is about collaboration and growth. Everyone starts somewhere, and the key to making progress is having a space where you can make mistakes, learn, and improve without being held back by those who want to keep things exclusive or out of reach. So, instead of focusing on the fear of failure, let’s focus on building a community where everyone has a chance to grow, share ideas, and succeed together. -
looking for Team For Top secret projects
ZeroOblivion27 replied to ZeroOblivion27's topic in Skyrim's Mod Ideas
When you are told go look at X,Y or Z article.. and get totally confused because the Article goes Stright from start to Finished Product with a lot or jargon in between that confuses you or or without telling you how they got there or articles like this: https://moddingskyrim.com/beginner-guide/ In the category of things it doesn't say: 1. Mod Conflicts & Load Order Management The guide introduces modding but doesn’t explain how mods can conflict with each other. Load order is critical—improperly sorted mods can break quests, crash the game, or cause visual bugs. Solution: Use LOOT (Load Order Optimization Tool) to sort plugins automatically. 2. The Risks of Removing Mods Mid-Playthrough The guide doesn’t warn about save corruption when uninstalling mods. Script-heavy mods leave behind “ghost scripts” that can slow or break your game. Solution: Avoid removing mods once you’ve started a save. If you must, use FallrimTools to clean your save. 3. Backup Your Saves Regularly No mention of how modding can ruin saves, requiring backups. Solution: Always keep multiple save backups, especially before adding or removing mods. 4. Modding Limits & Skyrim’s Engine Constraints The guide doesn’t mention that Skyrim has a 255 plugin (ESP/ESM) limit. Script-heavy mods can cause script lag, crashes, and bloated save files. Solution: Use xEdit to clean mods and merge plugins when possible. 5. Reading Mod Descriptions & Compatibility Notes The guide assumes mods work together without issues, which isn’t always true. Some mods require specific load orders, patches, or other mods to function. Solution: Always read mod descriptions and comments before installing. 6. FPS & Performance Considerations Installing too many mods can tank performance, especially on weaker PCs. High-resolution textures and script-heavy mods can cause lag, stuttering, and crashes. Solution: Use BethINI to optimize settings and monitor VRAM usage with tools like Reshade. 7. Testing & Troubleshooting Mods The guide doesn’t suggest testing new mods before committing them to a playthrough. Some mods can cause game-breaking bugs that aren’t immediately obvious. Solution: Test new mods on a separate save before adding them to your main playthrough. 8. Modding Tools Beyond the Basics The guide mentions some tools but misses key ones like: xEdit (for cleaning and checking conflicts) Mator Smash (for merging leveled lists) DynDOLOD (for improving distant landscapes without FPS drops) Solution: Learn how to use these tools for a smoother, crash-free experience. 9. How to Fix Common Issues The guide doesn’t provide troubleshooting steps for crashes, missing textures, or infinite loading screens. Solution: Keep a modding log, disable mods systematically to find issues, and check for missing dependencies. and you wonder why your mod isn't working.. but you get no answers. -
Why is no one making my mod request? The reality.
ZeroOblivion27 replied to micalov's topic in Skyrim's Mod Ideas
I completely understand the perspective here, but let’s be real: when the focus is solely on whether or not someone can already make the mod, it can make people feel like their ideas don’t matter unless they’re already experienced or have a portfolio to show. Sure, there’s truth to the fact that modding is about action and not just ideas—but dismissing new creators or those without experience from the start can shut down a lot of potential. The reality is, everyone starts somewhere. Not everyone has the skills right out of the gate, but that doesn’t mean their ideas shouldn’t be considered. If you only encourage people who have already shown they can build something, you leave a lot of talented, creative minds on the sidelines who might just need some guidance or a chance to learn. That said, I agree that collaboration is essential, and it’s always best to show you can contribute in some way before asking for help. But if only those with extensive experience are the ones welcomed into the fold, it can feel like a system where you're either already "in the club" or not. So, instead of dismissing new modders outright, why not foster a culture where ideas are valued, but new creators are also given the support to grow and contribute? Modding is a journey, and we should be encouraging people to join it, not making it feel like they’re being blocked at the door. -
looking for Team For Top secret projects
ZeroOblivion27 replied to ZeroOblivion27's topic in Skyrim's Mod Ideas
I know that getting started in the Skyrim modding community can be challenging. It’s not always easy to find the right help, and sometimes questions go unanswered. If you're new to modding or have been struggling to get responses from the usual channels, I’d love to hear from you. While I’m currently assembling a team for some larger projects, I also want to connect with people who are eager to learn and improve their skills. Whether you’re interested in scripting, 3D modeling, level design, or any other aspect of modding, having the right opportunities and guidance can make a big difference. This isn’t a formal mentoring program, what im offering is to learn together but if you’re looking to gain experience and collaborate with others, feel free to reach out. I can’t promise instant answers to every question, but I believe in building a supportive environment where we can all grow and create together. Looking forward to connecting with passionate modders, whether you’re experienced or just starting out! -
Hey everyone, I’ve recently returned and am diving back into some ambitious projects. While I can’t share the specifics just yet, I’m looking for skilled and trustworthy individuals who are interested in collaborating. These projects will require dedication, creativity, and teamwork. If you're experienced in modding, scripting, 3D work, or any related skills, and are open to working on something exciting, send me a message. Trust is important, so I’ll share more details as we build a solid team. Looking forward to connecting with like-minded creators! there is a discord so please message me direct for that.
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Skyrim SE/AE, Looking for people proficient with Blender and possibly Voice Actors and Actresses if i have to use AI i will but id prefer not to. Im pretty ok with most of it but still trying to recapture what i forgot in amongst RL!
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Hey everyone, It’s been quite some time—about eight years, to be exact—since I was last active in the modding scene. A lot has changed since then, but I’m excited to finally be stepping back in. Over the past weeks, I’ve been working on some projects some are still in planning stages some are slow work, and now, for the first time in ages, I’m reaching out to reconnect with the community. I represent a small but passionate group of modders who have been collaborating on new and ambitious content. We have our own Discord where we discuss ideas, share progress, and support each other in bringing creative visions to life. While we’re still growing, we’re eager to engage with the wider modding community once again. Looking forward to catching up..