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TheBxushis

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  1. Hi, this is a ideia i'm working on. currently, i have finished 20% of it. so it should be usefull if anyone has ideias or sugestions to it.: This is a project is aimed to improve the universe of the Khajiits and Argonians at Skyrim in a immersive and lore-friendly way. -Turn the Argonian Assemblage into a mini faction to be joined -Add inner basement with smithing and alchemy station, with liveable place -Overhaul the four argonians at the place (Stands-In-Shallows, Neetrenaza, Shahvee and Scouts-Many-Marshes) with new rewards to the player. -Scouts-Many-Marshes is now leader of the group with a unique quest that enables the player to join the Assemblage with acess to the satch at each 30 days, with a chance for rare crafting itens. (ebony ignot/flawess diamond etc) -Stands-In-Shallows becomes a fence who can buy stolen itens, and is acessible as a poor merchant who sell a small, yet rare alchemy ingredients. -Shahvee become a potential follower who serve the player in the same sense as Quest reward followers, willing now to train the player in pickpocket. -Neetrenaza is now a Hireling after you help the 3 others argonians with a secret past and side quests that indirectly explains the past of the place, and their origins? -Remaster Chases-Starlight, Ram-Ku, Vi'mune and Ma'Rakha as adoptable Children with new AI Package, history and Background. -Adds 4 non-adoptable children in the same style Incosequential NPC have done making the world of Skyrim feel alive in a lore friendly and logical way. -Adds Beleei and Sakeepa as "Haelga's Eyes" who helps their mother (Wujeeta) to complement her earning so they can survive at a miserable place at Riften with limited, yet solid AI package and interactions. they don't get along very well, since her mother became a addict. -Adds Jo'ji as Dro'Marash and Zaynabi hactling, they hide their relationship, and has Do'Dargo as friend at the harsh land of Skyrim -Adds Do'Dargo as Ahkari hacthling. he follow his mother, as they have lost his father to the Thalmor. -Allows the player to spare Shavari's life after you rescue Esbern, turning her into a potential follower and unique mobile merchant/hybrid follower. Relationship Dialogue Overhaul -Nubaree is now a hireling with unique dialogue based on the original female argonian voice, has extended package (Will virtually protect Lily and violet if you have "Inconsequential NPC" mod in your game) and train the player in alteration with unique easter eggs. -Razita is now a hireling with unique dialogue based on the original female Khajiit voice, will act like an assassin who is addict to skoma. Page loaded in: 1.257 seconds
  2. Had a similar, yet trick issue, i'm working in a custom npc who uses vanilla dialogue ( i edit and customize like foxfingers to create new ones ) and every thing is well and working outside one thing.: When i make a prompt with multiple answers by the npc, it's only display the first answer i have added. and always ignore the alternate ( in this case RDO is the master of my mod, and i want to add some new dialogue)
  3. Thanks, for now the changes i made so far was done in the quest section. IE.: When a quest given by a npc is completed, they give a improved/rebalanced reward. also i did add extra dialogue (Basically unfuzzed, edited on cantasia, then added back so the vanilla npc has more interactions) some fuctions only works in a fresh save. Trainer script runs only once, if loaded in a save game, the hability doesn't work. there is for now only one script that i have edited, the other 3 is separated, but i will eventually port to a separate script, althougt the changes i have maded are small.
  4. Hi, i have finally managed to learn the basic of scripting, and i'm in the route of lauching my fist mod, yet, there are some small issues i encounter when modding. i want to actually work on elements already existent in the game instead of just adding new stuff, as a result, some changes only takes effect with a fresh game. for exmaple.: Trainer Script. Faction Script. and some minor that can be fixed in game such as weight. why does this happens, is there a basic tutorial that explain how to implement new fucntions to the vanilla game in a used save game? also, is there a problem if i edit some vanilla PSC/PEX scripts? (add simple stuff, such as combat behavior, new dialogue and interaction)
  5. Hi, the NPC Revyn Sadri is one of the few Trainers in Vanilla Skyrim who has a pre-requisite to train the Player, and it is something that i want to use. (Basically show a dialogue Tree "only" if a quest, or if the realtionship of the NPC with the player has raised to 1)
  6. Hi, i want to add a NPC as a trainer as a reward for a quest. basically, addfaction at the end of the quest to an especify npc, but i don't know the porper code. sorry for bad enlgish.
  7. Merge plugins merge ESP files, Not BSA, so if you have one, you will need to extract them out, also, some mods will overwrite other changes in the the porcess if they both use the same model.
  8. Use MergePlugin, but don't merge masters and script like mods.
  9. Half Solved.: Some script prevent Revyn Sadri to display the Trainer Dialogue to the player, on the other hand, it's kinda hard to find it, if anyone with time can point to me the changes for his quest i will be thankfull. ^^ Hi, i wanted to turn a NPC into a trainer after you complete a quest, up until that it was easy and simple to do. (Basically the goal is to set a condition so the player must gain relationship rank for the NPC to offer the dialogue topic, if not, they will simply greet you like a generic NPC and keep their basic routine) However the condition GetRelationshipRank = 1 at the Trainers topic only seems to work with "Revyn Sadri" (who also uses said condition) i do believe, this has something to do with the <<Shared>> topic response, or with his particular Script, but the <<Shared>> seems tied only to others JobTrainer+Skill, but there is no "JobTrainerSpeechcraft" tied to his own topic for me to see what i'm missing. (Or at least, i don't know what Answer he uses if his trainer topic doesn't meet it's requirements.) So, can anyone give me a little tip to what effectivly prevent the actor "Revyn Sadri" to use his Dialogue "Can you train me in speechcraft" when his relationship is set to 0 while other actors, and even vanilla trainers don't? no matter if their realtionship is also set to 0? Basically, Create a trainer, but set his service to be offered only when the player gain the NPC trust In vanilla, you only get Revyn Sadri trainer topic if hee sees you as a friend. (in this case i simply tested using commands, so works as inetended) but the same doens't happens with other trainers, or with customs ones. IE.: In both last cases, if the NPC has Relationship Rank = 0 they will still display the topic, and answer with <<Shared>> as if the player has already mastered in the job skill. for now, a solution i did find was with alea and vilkas, both are trainers who are set at Faction JobTrainer -1 who at the completion of the quest have their jobtrainers unlocked to 0. i'm new to scripting, so can anyone how to add at the Favor Quest204 not just the relationshiprank, but also the Jobtrainer Faction at the quest? Thanks in advance for anyone with time to help me to understand the problem. and sorry for any mispelling. Thanks in advance for anyone with time to help me to understand the problem. and sorry for any mispelling
  10. it's good, but it does require time and investment, i myself, started to learn CK and go after old modders to get permission to learn about their work and apply in good ideias for the game. for someone who has already some knowedge on scripting, your ideia might be a good tricky way to reach what you want. but you could might try, and see if you could get permission for the necessary resources to work around what you want. sorry for bad english.
  11. i had a similar ideia, an "I'm sorry, go ahead, i will try to help as fast as i can" after CurrentFollower: Has been injured 2 to 3 times, stay at the location for sometime, then it's teleported to the closest temple or inn for the next 2/3 days. Has spent 7 days with Player and decide to take a short brake at the closest city. basically unfollowing temporaly the PlayerFaction. Follower doesn't need to die, only go to Bleedout State at least 3 times, or have spent to much time (5/7) with Player to relax at the location.
  12. hi, i have created a unique dialogue line for a npc, but i want it to only display when he is following the player, adding the "GetInFaction" = CurrentPlayerFaction as a condition doesn't seem to work, can anyone with some little explain what i'm missing?
  13. Resolved: some changes only takes effect with a new game. editing existing values that pre exist may conflict with any big changes, due to that, some simple changes can be done for a new mod, but reworking a existing quest/npc are a bit more complicated. Issue: I want to create a custom trainer that doesn't align with pre existing trainers. I have already done and reworked the necessary dialogue that will play when the player prompt "i'need you to train me in" with the necessary new responses and all minor requiriments. Very well, i hope you are not going to cause any trouble. When the player surpass in Job skill > Are you joking? there is no need for that. Not, not, that won't be necessary. however, when i talk to the npc, the option doenst appear, i have completed the necessary requirment and tested in others Npcs and it did work well, so i want to know if someone have some small time to explain to me why the dialogue box doesn't show. (if i add for example a orc with armen onehanded request, the dialogue will appear normaly, but this isn't working with Shahvee) i do believe, this might have something to do with "sharedvoicedialogue", or with the script used in the trainerquest, but i don't find any resource to explain that. i know what i'm requesting is something ordinary with nothing new or especial. but i will be very thankfull to learn more over my mistakes with CK. my goal, is to rework vanilla followers, improve and ability new ones that could potentialy be in the game. so i thank for anyone with some spare time. :D
  14. Ah, thank you, i was trying to figure if there was something that allowed the npc to be recruited, but haven't tought about that. thanks for the the time. :happy:
  15. Hi, sorry for any incovenience, but i'm having some problems to understand how some quests works. if someone have time, can someone explain (don't need to be to much, just some tips will help.) how the Vanilla quest "A Lovely Letter" ID FreeformRiverwood01 works, as i want to know how Faendal/Sven can be recruited as followers after you complete it, as i want to use it to turn a vanilla NPC that already also have a side quest into one. thanks, sorry for any mispelling. ^^
  16. Hi, i know already how to make a follower and how to turn a vanilla npc into a follower, however, i don't know yet how to make a npc be avaliable only after a circunstance. Do anyone know a tutorial that explains more or less how to do it, or have a small time to explain to me? For example, i want to make Shahvee have the "Follow me" after you complete the quest "Shahvee's Amulet" (And yes, it's possible to make a female argonian follower with female argonian voice). thanks, sorry for bad english.
  17. Hi this is my first attempt at working with fanfiction and also a wip to create a mod for skyrim (also SE). The goal of this ideia is to add Unique Journals, Notices, Letters and so on across Skyrim with ordinary purposes so to leave the player with assumptions and ideias on their own. thus, my attempt to providie something different to the modding community. When i play the game, one thing that makes going at camps to not be boring (to avoid the impression of fighting cloned zombies), is having a place with unique traits, most with past events where a bandit, or a victim talks about a subject. so to know if their goal was someone, some unique artifact, a trade deal etc, and so on. I plan to make 7 unique journals. and i don't have yet a ideia of how much small notices i would do. but it's meant to be generic and fun to read. To Understand, bandits are the triple of commom npc, have no background or purpose to benefit the lore and the player immersion unless is heavly tied to a quest. due to this, any bounty quest will end with a generic formula, and by doing it repeatly, you will inevitably felling like they are some sort of "Bandit cabbage" growning everywhere with no reason and utility outside of being a humanoid challenge for the player. For instance a mod like Immersive Creatures and Revenge of the Enemies provide natural and irrational treats that the player must overcome or avoid to not be killed, while a mod like Skytest overhaul animals so they blend propely in the environment, have a natural cycle and can preserve themselves if they see a stronger enemy than them. on the other hand rational foes such as bandits are not limited to this and are not explored outside of better IA mods and additional types of enemies like OBIS. My aim to tackle this is by.: -Making them to be more relatable to the game/history (The War/The Past and the return of the Dragons)-To fit better in the world (Why they are are at Camps/Small Camps/Forts/Mines/Towers/Caves/Castles/Near Rivers, Farms and Cities, Etc)-To have a purporse and be relatable to the player. (Future goal? Make every vanilla bandit have a lore friendly title and function) sorry for my bad english. it may look stupid, but any help, recommendations and sugesttions are welcome. Gedde's Journal - DoneGuidel Report -DoneIgnor Diary - In progressLetter of Nord Bard - In progress "Rance Ignor = Ignorance > the old folk who make very bad misjudgments, but it's the one who drives the group.""Erol = Lore > The girl who is always f***ed by something but has indefinable value to them.""Hist and Oria = History > The strange and misterious guy who search for something that it's impossible to reach." Dedicated to Erol whom i consider a friend and a daughter if i had one.to be honest, i'm not a good writer as i work more with coin than fancy words. but is the way i do for my wrong doings. Ah, i remenber pretty well that time... Noises, dirty, disgusthing moviment in this... i'was in a sort of jail? have been locked so much time, that i don't even know what i did to be in that place.Oh... light, shinning oohhhh, that cursed sun, and, ah... this land... have been once here, Norse land, skyrim, pigs who kill themselves over a bottle of mead...it was kind of... desert, maybe i'm near rokirstead or whiterun, cant see while moving, three aldmire was in the the back mouthing about something, hated to walk eh??there is a big guy and a girl pressed against my body. and i can't walk propely in this condition, but someone is pushing us while a carriage is fading away on the road. Morndas maybe... They bought us to an old abandoned fort, looks like we are going to stay here for awhile, forget, looks like there was a lot of activity here. it's well fortified at the inside, so no chance to escape.One of the fist thing i have noticed in this guy was his back, that girl just won't stop staring at it. probaly why they let her here, or is it for him to not cause problems? they don't seem related thought. Two have come, got him, can't walk down, probaly to break some of his bones. well, time will tell and time to sleep. Oh, she know how to talk, want to know where i am, why i am, for what? ah no, she is just looking for something and now is looking non stop at the roof, pointing its finger like a child. It's barely the morning, that prick have not sleep and is making every annoying noises in the cell, i would call the Aldi guards, but they don't seem to care, or they wouldn't come as even the skeevers have being agitated with it. don't know, but it was a bad trade to whanever put their job in them, unless they are doing it on purporse, who knows. Now looking at her, she has a face, torso and legs of a decent daughter, yet scrappeds ant arms, and seems to be for some use. want to know if it's to the limit of the fort, and not in the middle? keep trying to pierce the wall with her fingers and look at the wall.It's seems that they are looking for something, for not coming here and take us instead of him. Turdas probaly "Ignore that I kind of, anyway, we need someone who makes coin. want to stay there lil cat?" she didn't look like someone who was mocking, nor my visual as i was almost a senil man, or a reference to the Fussy people? comparing me to one she knew?, well... i will never know.the big one told something that it's stick in my head while we where escaping the strange fort:"They’re outsiders just like you, disliked by the people, living outside of the walls, just wandering. The people who you question about their homeland. Have already a connection to them, and may love or hate till the end of their lifes." Unlike with most of the group, I did not bother to give him his weapon back, so when it came time for him to betray me… he didn’t exactly stab me? Oh, he went threw the motions, of course, but motions do only so much damage when the sword is not only invisible, but also non-existent.Of course, enough damage was done that I passed out, and it must have been the cold that endangered me. Whatever! When it came down to the right time, i will have his head and get back my work! It was not much of a challenge, but, then again? What could I expect when he didn’t even notice he was missing his lil tome. " An treined Imperial serving the regime should have a concept of what he would be dealing in this Skyrim." Guidel Report # -To the Captain I Hope that with this, it will help you to track down and prepare yourselves against the problems that pertain in this land.It's a common consensus between scholars and it's native citizens of the factions, enemies and bandits that infest Skyrim.Split in 5 sections using the Nordic words you have.: "Baria" Or Barbaric, used to describe enemies of dominant nature and nordic tradition, who fight to keep Towers, Castles and Forts.Usually with low quality equipament but accustomed to battles. self pronounced warriors, carry little to ordinary purposes and are a crudge between holds.Responsible for great part of the control and influx of people and it's influence. "Milai" By other words, criminals, organized bandits and mercenaries of all kind, usally ocuppies mines, farms, rivers and any well profitable business.Are the most well equipied factions, but doesn't invest their lifes in combat as others groups, or by my experience, don't have as the primary focus.The problematic kind who control great part of the fewer resources in skyrim. "Acadia" Usually refered by elders as worshippers, researches and the foes who have not given up working with filthy pratices. hidden or in places you wouldn't expect.Carry artifacts and cursed objects, with low to high knowedge to destroy anything in it's patch. while each group usually work individually with ordinary goals.The underworld foes who are a treat to all and the uncontroled power that destabilize and split it's people. "Loiwa" The ones who decide to revolt against their own good, the lowest and disposable, and a higher consequence of Ulfric and the betrayers. either living at the shadow of it's people or serving for the other factions.Usually don't have equipament, nor have good training at combat. often are not a treat and doesn't offer resistence, that personally, make me feel bad for some of them.Basically Fools without salvation and hope, who are destined to perish either by it's actions against it's own people or by it's tragic fate. "Oldrai" And for the last, Ocultist from all it's elder tribes that could never adapt to the new order. Deadly, they can live anywhere, but are hard to find.There are few data of them, as most don't return alive to report it. usually don't relies on natural resources to resist or to attacks it's victims as they are a treat by itself.Lost to time, these ones are already a part of this land, something that doesn't seems possible to erase. Just for curiosity, some folks like to refer to us as "Paria", or patrols, including for some reason other organizations and even the rebels, from the Aldmeri Dominion, Warrios of Hammerfell, Vigilants of Stendarr and many others varying from estabilished guilds to outsider institutions. which doesn't make sense because after all... we are their protectors. "The work of a misterious scholar who tries to restore something." Geddes's Journal #1 “The Nords of Skyrim are not followers of false kings, but to Ysmir (Talos) and the true forgotten Gods.” The Habitants of Skyrim carry within themselves many histories that was lost to the river of time, but still, have many unique traits, values and habits with signs of their past culture.As a scholar, i do believe it can be split in four Generations. the first on, within i like to refer as “Before the Empire”, are the most fascinating and rare to find. their way of life and resilience are very interesting to me. It’s commom for them to coexist with ruins, tombs and cursed places while preserving, instead of looting or demolishing it in search for anything with value. It did surprise me to learn that they are actually the responsible for protecting it, setting and adding traps, polishing old mechanism and a lot more to avoid any outsider from reaching it. personally, i thought it was due to hunters from the south, but well, that is for another research. They often live in small communities with a strange agriculture based apparently by the sky language, not having a property to cultive or live for. or what some would call, “a home”. where it’s meaning is something i cannot comprehend.The Eldery are responsible for the group, and the one who carry the line to the next offspring. sometimes, this work is delayed upon the strongest mother, or at least, it was my impression to it. there are tests to the young to survive the land and unlike the Orcs, there is no predatory fight or leader. It might look strange, but they are not tribals, they produce their own order, laws and guidelines orally .the old don’t talk often but has a presence of knowledge, and feels like he can understand his people by his big, calloused hands over people sorrows.Their dress codes looks similar to commom nords, but have peculiar traits between Draug armor, and a well done fur clothing. often with an artesanal good level of work and a unique smithing job, using also clothes not so far from the commom folks ruled by the jarl. Unlike most nords, they are proud of the use of magic, and mostly, are something highly linked with their religious faith. one thing that i didn’t understand yet, and a reason for further research is that the elderly best upon their blessing on the mother after she gives light to a healthy child, passing arcaic knowedge to her, and in rare ocassions, to the father, if the child dies under some strange circunstances, being something more passed to the woman with split responsabilities. I do believe that there is two or a max of three families that travel at each, humn... three moon cicles? alway at night it seems, under some strange conditions with smaller camps for the youth. Often formed, or perceived with pure blood nords, but it’s not impossible to find other races mixed in it. To me, it makes sense that histories, rumors and even legends with great heores of the past and warriors of this time share and descend from them.In general, the fist generation are not taken as a direct treat to the province, but a small annoyonance to the refusal of any submission to the jarls and the local government. With the ones that saved my life from criminals, they are pacific unless treatened with anything that try to subdue them out of their beliefs. Geddes's Journal #2 "there is a reason The Aldmeri travel with a scout of their own kind on this land." To the ones who started all this mess, the second generation, which i call "The Empire Apex", are the most diverse and an inflicted race in this land.Those bandits in skyrim are in general the primitive people expelled due to the imperialization. probably the result of impositions of systems, laws and beliefs that conflicted with their own. Great groups absorbed part of the Imperial traditions with the gradual bastarization and degradation of the nordic culture, some seems to share traits with commom folks who replaced them and became organized factions over the Holds. Most of them are ignorant of their own sad fate, and part seem to be proud to share bogus values believing to be worth while destroying what it's left of their own good, like urchins posing as as warriors. Unlike the Nords of the old Era, most segments is not unified and are split in different factions with ordinary purposes. some share noticiable and similar beliefs of the The Bear of Eastmarch. having a crudge against elves while making Torygg work to keep Skyrim united impossible, either by destroying and taking control of Vigillance forts, or by blocking the flow of resources from the capital. Some elders even proclaimed vainly at the main Districts how this has tainted this land for generations, and fear for a inevitable war, that even i can't contest as wrong anymore, but if, not the main reason.These ones who likes proclaim themselves to be "The real Nords" often share bad language as a sign of strengh and carry many rank names as a tool of identity. MeatArm, BoneBraker, MeadCryier, SkullEater, BeastHearth, ButcherPig, MammothHead, PaleFang, ElkyFlyer, WolfRider, Stormcrown you name it, from High Tier ranks to the bottom well of criminals. in order, so in case you see rumors of one, to know their progidy, and not only shared among windhelm soldiers.But unlike them, these savages could never truly integrate with the new owners. On the other side, many outsider groups took the oportunity to use their influence freely, often posing as allies to "help" by taking care and control over the few productive places in this land, as a result of the Empire being now a mere shadow of it's former self and its inability to control its own borders. Bandits, Thiefs, Looters, Riders, Mercenaries, Brigands, Pirates, Dealers, Hunters, Traders, Assassins, Barons, Lords and so on... are likely the only opposing force to the Outcasters, althourgth they don't conflict with native criminals as one group of scholars believed it would happen. It still indescribable how segregaded bands have Adapted so fast that either absorbed part of the Old Nords, or merged with them. They use in general the same armors used by Commom Nords warriors or use what the Empire tries to use against them, sometimes adapting to the cold land and harsh conditions, depending on their rank and utiliy to the group. Most don't produce, or either have goals that are not allowed. I did lost count of how many times rudic pieces of journal was ignored and burned like pile of woods by guards that should in theory, explain these radical changes over the time... some unknow factions have been here destroying evidence? a Dremora Cult trying to expand it's influence or a Faith War between the Alessian Order and the Totemic pantheon? Don’t matter, It was all lost to the clycle of time, not that it do... rotten race... Geddes's Journal #3 "Dismiss the Land, to lose it to the LandLords, so to eat from your Gods and the rotten corpses of yours own honor vows" No man's or Knye looks to be the true owner of this land, so that the people don't know where they go anymore, The pupit of the Bear killed the High king and is now starting a war to my inevitable nigthmare.And those, who cannot choose and obey to move foward like them are becoming what can be described as the third generation or "The Lost People". people who are in the middle of the New chosen ones's affairs, have lost their homes, their reason to live and are submited to peasants children that makes any sane living rebels gainst them, become slaves of others for more dignity or become enemy of anyone who still respects the jarls. Bereavers, Addicts, Decadents, Slaves, Burlglars, Refugees, Travellers, Maniacs, servants, Workers, Haversters, Eyersees, Rogues, Insanes, Deserters, Traitors, anyone who is expelled from the capital to keep the city united and clean. What the High clycle did will never correct anyone who has misguided themselves, and any fool like Ulfric and his allies are not going to help it, just make it even worse and fail. the number of Bandits are on the rise, and there is nothing to do, but to lie and pretend that everything is on control. It's disgust me to see many coming just to be used to keep resources flowing, put to die and dig old graves to get to some food, working like wolves to protect what doesn't deserve any respect nor support, serve the old abandoned forts and patrol towers to have somewhere to sleep. to control their hopes for a better tomorrow, when there is none, but the desire for an end, for death. they come from all races, some even more than others to my own shame. I'm starting to believe the old folks who dreams about the end of the world, fire and wings crossing the sky, and seeing bad keeps burning with the war, won't help to make it any less believable.The denial of it's people felling without a home and the constrats between the Houses and villages, with people who are defending it as some sort of necessary and natural order while the rest are condemning when it's to late to avoid it. They walk with what it's low, they dress with what is left of them, they carry no skill, but the ability to work hard on this land. serve to no one, but to nothingness. offer no fear, as they are fear, and work side to side with death. The irony and tragedy, that they are the ones who ties this land togheter, and all the other factions and generations as one. from all beliefs and purposes, are what make Skyrim, the lost land of the Nords. Geddes's Lost Journal # "You can’t get excommunicated for your beliefs if you leave the Council of Reclamations" It's not something particular from skyrim for those who still suspect the workshipers, cultist and scholars that are not tied to the Empire, as they work in a land that don't recognize the infinite value of knowledge. The fruits of the oblivion crisis should reconsider to persuade the college and even, could be a key point to solve the Urchins's conflict with their works. although most of you treat me as a senil for even thinking about that. (Lost Page) I don't want to be misjudeged due to their own strange beliefs and sinful actions as there is nothing wrong with them neither their workship as it's the core itself that has gotten to much corrupted when they see the bare notion of limits and ethics as some sort of violence, transgression and blasphemy.Their profanity will cause irreparable damage to all causes across this land... (Lost Page) ...they are getting into matters they cannot control, luring Studendts, Researchers, Advisers, Workshippers, Cultists, Followers, Patrons and so on for... (Lost Page) ...I'm dying, it's a shame that i couldn't help them... please, if you read this, forgive them. Tell me what you think, what you like, and elaborate to me if i could improve or anything. thanks. ^^" An treined Imperial serving the regime should have a concept of what he would be dealing in this Skyrim."
  18. Main post Updated The goal of this ideia is to adds some Unique Journals to Key points (will describe later) and add ocasional ordinary notices that would be added to the bandit loot so leaving the players with assumptions and ideias on their own. providing a better game experience. when i play, one thing that make going at camps not be boring, is that some places have unique traits, some with notices where a bandit, or a victim talks about a subject. so you know if their goal was someone, some unique artifact, affect a trade deal. a witch hunting someone ass, and so on. i plan to make 7 unique journals. and i don't have yet a ideia of how much small notices i would do. but is meant to be generic and fun to read.
  19. Hi this is my first attempt at working with fanfiction, and a plan to create a mod for skyrim. my original goal was to fill one of the gaps that lacks in skyrim whitout much attetion, its vanilla enemies. they are the triple of commom npc, and have no background or purpose. and as gamer, i started to imagine, many different reasons of their exsitence, origins, and purpose, for immersion sake. one way i tought this could be achieved, even with my low knowledge and limited modding experience, was to create primary, Journals, books and humorous notices from bandits, telling lore-friendly vague histories that could fit cannon. sorry for my bad english. it may look stupid, but any help, recommendations and sugesttions are welcome. my fist work, is a fanfiction running over a misterious scholar. second, as i progress, of a merchant and a bandit. Geddes's Journal #1 “The Nords of Skyrim are not followers of false kings, but to Ysmir (Talos) and the true forgotten Gods.” The Habitants of Skyrim carry within themselves many histories and secrets that was lost to the river of time, but still, have many unique traits, values and habits with signs of their past culture. As a scholar, i do believe it can be split in four Generations. the first on, within i like to refer as “Before the Empire”, are the most fascinating and rare to find. their way of life and resilience are very interesting to me. It’s commom for them to coexist with ruins, tombs and cursed places while preserving, instead of looting or demolishing it in search for anything with value. It did surprise me to learn that they are actually the responsible for protecting it, setting and adding traps, polishing old mechanism and a lot more to avoid any outsider from reaching it. personally, i thought it was due to hunters from the south, but well, that is for another research. They often live in small communities with a strange agriculture based apparently by the sky language, not having a property to cultive or live for. or what some would call, “a home”. where it’s meaning is something i cannot comprehend. The Eldery are responsible for the group, and the one who carry the line to the next offspring. sometimes, this work is delayed upon the strongest mother, or at least, it was my impression to it. there are tests to the young to survive the land and unlike the Orcs, there is no predatory fight or leader. It might look strange, but they are not tribals, they produce their own order, laws and guidelines orally .the old don’t talk often but has a presence of knowledge, and feels like he can understand his people by his big, calloused hands over people sorrows. Their dress codes looks similar to commom nords, but have peculiar traits between Draug armor, and a well done fur clothing. often with an artesanal good level of work and a unique smithing job, using also clothes not so far from the commom folks ruled by the jarl. Unlike most nords, they are proud of the use of magic, and mostly, are something highly linked with their religious faith. one thing that i didn’t understand yet, and a reason for further research is that the elderly best upon their blessing on the mother after she gives light to a healthy child, passing arcaic knowedge to her, and in rare ocassions, to the father, if the child dies under some strange circunstances, being something more passed to the woman with split responsabilities. I do believe that there is two or a max of three families that travel at each, humn... three moon cicles? alway at night it seems, under some strange conditions with smaller camps for the youth. Often formed, or perceived with pure blood nords, but it’s not impossible to find other races mixed in it. To me, it makes sense that histories, rumors and even legends with great heores of the past and warriors of this time share and descend from them. In general, the fist generation are not taken as a direct treat to the province, but a small annoyonance to the refusal of any submission to the jarls and the local government. With the ones that saved my life from criminals, they are pacific unless treatened with anything that try to subdue them out of their beliefs. Geddes's Journal #2 "there is a reason The Aldmeri travel with a scout of their own kind on this land." To the ones who started all this mess, the second generation, which i call "The Empire Apex", are the most diverse and an inflicted race in this land. Those bandits in skyrim are in general the primitive people expelled due to the imperialization. probably the result of impositions of systems, laws and beliefs that conflicted with their own. Great groups absorbed part of the Imperial traditions with the gradual bastarization and degradation of the nordic culture, some seems to share traits with commom folks who replaced them and became organized factions over the Holds. Most of them are ignorant of their own sad fate, and part seem to be proud to share bogus values believing to be worth while destroying what it's left of their own good, like urchins posing as as warriors. Unlike the Nords of the old Era, most segments is not unified and are split in different factions with ordinary purposes. some share noticiable and similar beliefs of the The Bear of Eastmarch. having a crudge against elves while making Torygg work to keep Skyrim united impossible, either by destroying and taking control of Vigillance forts, or by blocking the flow of resources from the capital. Some elders even proclaimed vainly at the main Districts how this has tainted this land for generations, and fear for a inevitable war, that even i can't contest as wrong anymore, but if, not the main reason. These ones who likes proclaim themselves to be "The real Nords" often share bad language as a sign of strengh and carry many rank names as a tool of identity. MeatArm, BoneBraker, MeadCryier, SkullEater, BeastHearth, ButcherPig, MammothHead, PaleFang, ElkyFlyer, WolfRider, Stormcrown you name it, from High Tier ranks to the bottom well of criminals. in order, so in case you see rumors of one, to know their progidy, and not only shared among windhelm soldiers. But unlike them, these savages could never truly integrate with the new owners. On the other side, many outsider groups took the oportunity to use their influence freely, often posing as allies to "help" by taking care and control over the few productive places in this land, as a result of the Empire being now a mere shadow of it's former self and its inability to control its own borders. Bandits, Thiefs, Looters, Riders, Mercenaries, Brigands, Pirates, Dealers, Hunters, Traders, Assassins, Barons, Lords and so on... are likely the only opposing force to the Outcasters, althourgth they don't conflict with native criminals as one group of scholars believed it would happen. It still indescribable how segregaded bands have Adapted so fast that either absorbed part of the Old Nords, or merged with them. They use in general the same armors used by Commom Nords warriors or use what the Empire tries to use against them, sometimes adapting to the cold land and harsh conditions, depending on their rank and utiliy to the group. Most don't produce, or either have goals that are not allowed. I did lost count of how many times rudic pieces of journal was ignored and burned like pile of woods by guards that should in theory, explain these radical changes over the time... some unknow factions have been here destroying evidence? a Dremora Cult trying to expand it's influence or a Faith War between the Alessian Order and the Totemic pantheon? Don’t matter, It was all lost to the clycle of time, not that it do... rotten race... Geddes's Journal #3 "Dismiss the Land, to lose it to the LandLords, so to eat from your Gods and the rotten corpses of yours own honor vows" No man's or Knye looks to be the true owner of this land, so that the people don't know where they go anymore, The pupit of the Bear killed the High king and is now starting a war to my inevitable nigthmare. And those, who cannot choose and obey to move foward like them are becoming what can be described as the third generation or "The Lost People". people who are in the middle of the New chosen ones's affairs, have lost their homes, their reason to live and are submited to peasants children that makes any sane living rebels gainst them, become slaves of others for more dignity or become enemy of anyone who still respects the jarls. Bereavers, Addicts, Decadents, Slaves, Burlglars, Refugees, Travellers, Maniacs, servants, Workers, Haversters, Eyersees, Rogues, Insanes, Deserters, Traitors, anyone who is expelled from the capital to keep the city united and clean. What the High clycle did will never correct anyone who has misguided themselves, and any fool like Ulfric and his allies are not going to help it, just make it even worse and fail. the number of Bandits are on the rise, and there is nothing to do, but to lie and pretend that everything is on control. It's disgust me to see many coming just to be used to keep resources flowing, put to die and dig old graves to get to some food, working like wolves to protect what doesn't deserve any respect nor support, serve the old abandoned forts and patrol towers to have somewhere to sleep. to control their hopes for a better tomorrow, when there is none, but the desire for an end, for death. they come from all races, some even more than others to my own shame. I'm starting to believe the old folks who dreams about the end of the world, fire and wings crossing the sky, and seeing bad keeps burning with the war, won't help to make it any less believable. The denial of it's people felling without a home and the constrats between the Houses and villages, with people who are defending it as some sort of necessary and natural order while the rest are condemning when it's to late to avoid it. They walk with what it's low, they dress with what is left of them, they carry no skill, but the ability to work hard on this land. serve to no one, but to nothingness. offer no fear, as they are fear, and work side to side with death. The irony and tragedy, that they are the ones who ties this land togheter, and all the other factions and generations as one. from all beliefs and purposes, are what make Skyrim, the lost land of the Nords. Geddes's Lost Journal # "You can’t get excommunicated for your beliefs if you leave the Council of Reclamations" It's not something particular from skyrim for those who still suspect the workshipers, cultist and scholars that are not tied to the Empire, as they work in a land that don't recognize the infinite value of knowledge. The fruits of the oblivion crisis should reconsider to persuade the college and even, could be a key point to solve the Urchins's conflict with their works. although most of you treat me as a senil for even thinking about that. I don't want to be misjudeged due to their own strange beliefs and sinful actions as there is nothing wrong with them neither their workship as it's the core itself that has gotten to much corrupted when they see the bare notion of limits and ethics as some sort of violence, transgression and blasphemy. Their profanity will cause irreparable damage to all causes across this land... (Lost Page) ...they are getting into matters they cannot control, luring Studendts, Researchers, Advisers, Workshippers, Cultists, Followers, Patrons and so on for... (Lost Page) in progress Hi this is my first attempt at working with fanfiction, and maybe a plan to create a mod for skyrim. my original goal was to fill one of the gaps that most lack in skyrim, its vanilla enemies. they are the triple of commom npc, and have no background or purpose. and as gamer, i started to imagine, many different reasons of their exsitence, origins, and purpose, for immersion sake. Tell me what you think, what you like, and elaborate to me if i could improve or anything. thanks. ^^
  20. Lore Food and Alchemy I play mods as Caco, Inned and others takes that aim to improve the player gameplay, make some elements in the universe more usefull in a unique, immersive way. Still, Skyrim is a power RPG (some may disagree) and since SE came out and some authors have been reworking their mods, either making smaller, more simple but carrying hard driven elements, other redoing from scrach. i have been thinking in what could be done that althought doesn't carry all the good things, still make it unique. I feel that Potions are meant to be used reguraly by the player in combat like vanilla, while food should be usefull out of it and being used casually to the benefit/interest of the player, and not necessary a obligatory need. being something like smithing, enchanting and so on. On the good side, player will deal with a bonus challenger. (having to rest if they are wounded, or fight by their own risk) and adds more options for the player to scale, and even become more stronger. There is no need for the player to care about food as potions suply all its needs, my sugestions is... instead of nerfing potions like CACO, or to create rules or systems to make the player to use food regurlary. i would suggest to adjust vanilla standart values and bonuses (reduce vanilla health, stamina, mana regeneration and make it short other bonus effects such as sleep and pray) and adds better distintions to it. Potions are pretty much the same, no rules or limits, insert more formulas such as CACO, make vanilla potions to scale better, add option to create bombs or addictives to be used with weapows. (bows and armors) with unique poisons and so on, but on the other hand, make it harder to scale, so now the chance to find stronger potions are lower. (edit level list?) Food would require a bit more than just balance, haversting would be now a crime if you are caught, Food is now treated like MUS, (Being hard to find good fresh Food ingredients in bandits camps, instead you find old, spoiled or rotten food) vanilla food would now carry only regen effects that could be used to recover fast a "X" amount of sort of tribute out of combat. and instead of adding diversity to what you will find in the world, the focus goes on the services wenchs gives to the player. being now similar to what LootAndDegradetion does to the blacksmith. (like a dialogue option to repair armor for the player) having "the day menu" of the inn, with basic bonus (3 days of normal regenaration) and others meals with unique bonuses. Quality Meals gives bonuses (Extra health/stamina/mana for 1/3 days, or normal health/stamina/mana regeneration for 3/5 days) plus other uniques meals. and a option to create yourself, with the alchemy perk. Pray meals, are a miniquest to gain a unique blessing. (eat only some potatos or modest food). and like the board notice, you will get sidequest/jobs to recover supply of food. and gain a complete or advanced meal. In a sense, Food would have 4 main goals in game 1) Scarcity.: it does not make sense in a world where bandits population are 3 times bigger than citizens that's depicted as a hard land being so damn abundant on food and resources with small farms and workes. all food will now have a bad variant of it, and the spawn would be severaly reduced. while escaling in quality according the player level, making every fresh food worth like MLU/MUS. "Disgetible" Old/Spoiled/Rotten Food would now carry the same value of Vanilla food, and can be traded by farmers for some coins, gaining ocasionally potions. and maybe, sidequest like The Board Notice where you will need to recover resources from bandits, or search for spoiled/rotten to use as fertilizer. (Remeber how Carlotta Valentia talk about hard work and Marise Aravel talks about how she keeps it fresh? now it makes sense) 2) Fresh Food.: Basically, it will work like low tier potions, with regeneration utility in general, but slower than the same, with longer effect. like above, it will be more commom to find old food than fresh. and the player will no longer be able to haverst farm without being arrested if people caught you. 3) Basic Meals.: Will replace 70% of the player standart values (player basic Health/Mana/Stamina will have low regeneration rate) and have it's effects last for 1/3 days, and give to wench dialogue options like "what is for the day?" instead of buying single food wich doesnt make sense at all. having 3 days in case you consume in a inn, and get 1 day of bonus if you find a decent meal in a bandit camp. I'M HUNGRY!!! 4) Chief meal quest: Meals that can only be achieved by repeatable side quests with unique status for the player. can't be crafted and can last 7 days. 5 Chief meal 5 Bandit meal 5 Hold meal Dawnguard meal Vokhihar meal Companions meal Namira meal 3 Deadra meal 3 Devine meal Soulstain Meal Creator Meal Dovakin meal Meal of the nine sorry for bad english. post in construction.
  21. There is an intersthing ideia, a mod that adds a option/quest where the player can join two NPCs (Follower or not) togheter, for example i imagine the player bringing Onmund and Brelyna Maryon togheter, and so on. could be fun
  22. Now i remenber i maded a post about this, but better to explain than redirect this post, i like OBIS, but OBIS is tecnicaly a "interesting npcs", i would love to see a ICAO/RDO in a "sense" to commom bandits, there is a mod, that does a bit of this, that is done by CEMN, that explore more the lore of commom Bots you face. i think explained the best.: (Look up, Discussion/Sugestion is welcome, and i know it not easy, but don't hurt to talk about it. =D)
  23. PS.: i'm starting this ideia out of the paper, nothing big yet. but plan to make an alternative to OBIS. One ideia that i didn't see done yet, is a mod aimed to make vanilla bandits, chief, and so on more unique, having better abilities, a new improved look to bosses, to make it apart from the commom ones, a unique variety for some unique quests. (Dawnguard, Dragonborn) Imagine a mod that mixes ideias from Legendary Bandits, concept design (Or at least something similar) and so on. There is something that has always bothered me in all my experience by playing Skyrim, meanwhile many mods reduced this problem, it was still a issue until it became tangible with works like Immersive Citizens - AI Overhaul and RDO relationship Dialogue Overhaul. that revitalize vanilla NPC. and make them not feel so much like robots. For now, there are mods as engaging as Beast of Tamriel, Revenge of the Enemies, Immersive creatures and OBIS (and others, the two cited being the most know, the last cited, the only that focus on bandits unless someone corrects me) that offer more diversty to the game, but no change on how the vanilla enemy behaves, its own nature, it's strategy and how it interacts with it's own universe,(I don't mean Combat or emeny IA) it's like they are just bandits who are there just for being, they do not have classes/hierachy nor unique durties (having the Eyersee, the Keeper, The chief Right hand, Bundler, etc.) than just bandit, bandit chief. The game itself offer so many points/plots that can give immersion to vanilla, like the war/conflict, the world it's in risk, and Tamriel, you know, is not a place full of rainbows and flowers, where everyone can live forever happly after. that it would take a long time to list all the possiblities. :laugh: but now returning to the main point.: Has you even, been playing, and felt, sometimes like rambo, by just passing trought wanever was on the way, and saw a camp, like you was just killing zombies and Clones? not criminals, a cult, or a gang or whanever? so yeah, the point of the Project is mainly that. reimagining the origins of the vanilla enemies, what they do, and how they relate to the world. in some ways, some imoral things should be taken in acount, like age, class, race and gender. Bandits can have a lot of classes based on location and organization, instead of being just placed by the player level. Some are maded for lower criminals who are just making a living without trying to raise to much attention, to places where people fear and simple avoid by having the local settlement to pay a bit to keep them in peace. It's purpose and time invested also determinate the level of dificculty and not just to have a 16 Teen Thief as the same level of a 48 Exiled Baron Dealer. The basic goal, is to make a enemy title mean more than it's level. but it's nature, location and background where they will be found.: Bandit Fledgling- Person that sucumbs to the crime life, always young and bad equipped/skilled. usually out of the main operationsBandit (Vanilla) - Typical Enemy with no unique trait, they are not new as criminal, but not old or experienced. defualt bandit among many placesBandit Peddler - Beggar like bandit, cowards that atempt to intimidate peopleBandit Wanderer - Like the peddler bandit, but stay at isolated areasBandit Paw - Criminal who serve it's clients and other factionsBandit Trainer - Bandit who train animals and creatures to serve it's own purporsesBandit Thug (Vanilla) - Bandid who can attack victims in clear day, prefer safety and easy targets to focusBandit Cooker - Bandit who carry meat and animal parts, skilled in dual wieldBandit Chaser - Bandid who is hard to escape and can detect it's victim at long distanceBandit Brute - Well bodied bandit, tank wise who use two handed attacksBandit Attacker- Bandit that attack from long sight, usually found in cities during the day, but more rare than vampire attacksBandit Shredder- Criminals who destroy places in search of profit, high agressiveBandit Highwayman (Vanilla)- Bandit of long life, usually found in roads and sometimes near cities. likes to work alone in general.Bandit Keeper - Bandit who patrol resourcesBandit Charger- Bandit who carry the weight of the work. heavy tank focused in defense.Bandit Stalker - Bandit who watch targets on the road or near citiesBandit Brawler - Skilled at one hand combat, standart combat and soldier like levelBandit Dealer - Bandit who use resources, carry many poisons and is smarter than the commom onesBandit Outlaw (Vanilla) - Famous criminal recognized by it's hold.Bandit Scraper - Bandit that takes the rest of an empty place, agressive, skilled but bad equipedBandit Watcher - Bandit that protects any given operation. can alert it's allies and call for reinforcement.Bandit Marauder (Vanilla) - Trained and well organized Criminal who work in a solid matter in it's operations. generaly into places of profit development.etc... The proposed change is to expand and give meaning to bandits while being split into four natures.:Each group have a unique trait and will have a unique behavior towards the player. The reason, is to fix some inconsistencies within the world. (Bandits being 3 times bigger than the native citizens) (Criminality and economy inconsistencies. etc) Wanderers Crime: Small thefts, disturbance, illness, people falsely accused of crimes. Identity: Sub class citizens, the kind who commit small crimes, rejected from cities in general, are formed by beggars, unemployed, the sick, disturbed and the poor people. Location: At isoled or safe places?, villages and roads, rarely at forts, mines and dungeons. rejected by higher criminals and greater Factions Behavior: Lazy, don't care for much stuff and work only for it's well being near small fire, relaxing at one place, drunk or sleeping Agression: Avoid combat unless in group, cowards in general that run when outnumbered Skill: Unarmed combat, One handed and Two Handed, short weapows and no use of shields in general with afinity for magic. can sometimes pass a disease to the player in some camps. Campsiters Crime: People who work out of the law, abuse the land and commit passional crimes, bad behaviour and conduct, where the self interest reach danger. Identity: Individuals and bad people in general, of Skyrim and from other places out of it who take opportunity of the current state of the land and it's affairs. where the line may not be perceived by the player. Location: Near cities, villages and roads, sometimes at forts, mines and dungeons. Can work with or for greater Factions Behavior: Self colected, greedy and brave, as arrogant sometimes. hunt, train and patrol. use tools and are self aware. Agression: Avoid combat unless provoked, easy to be agressive and can assault when in favor. Skill: Good at hunt, good skill in combat (One Hand/Two Hands/Dual, Shield and Bow, Magic only if dedicated user) Keepers Crime: Organized bandits who trade influence and power across holds. domain key places that return profit and knowledge for more strength. Identity: Dealers, Barons, Corrupted chiefs, people of powers in general and it's followers across and out of Skyrim Location: At forts, bigger mines and dungeons. rarely out of dungeons. and generaly far away from big holds. Behavior: Arrogant by nature. study, work and develop it's loaction. Agression: Agressive when detected. possible to avoid Skill: Well trained, use all types of skills. (using two types at once) and tend to use equipament with decent quality. Raiders Crime: Agressive bandits and violent people by nature. the kind who enjoy destruction, suffering and death. Identity: Assassins, monsters, barbarians, murderers, psicopats and people raised as tools and weapows. Location: At desoled places, generaly far away from roads and the commom people. can be at dungeons. and also far away from big holds. Behavior: Violent, train or torture it's victims. don't tend to patrol much. hunt sometimes Agression: Always agressive when detected. never possible to avoid Skill: High Skilled in combat, tend to use skimpy armor in general and use standart weapows. Class, Name, Scaling and new forms of classification: Bandits almost never form a faction by itself, criminals, being mainly organized in smaller to mid groups, or in service of groups with high hierachy. Bandits may gain a title before or after their name, or just carry it's base title according to their current location. In vanilla Skyrim any Enemy (Humanoid) are defined by Type + Level. (Bandit Thug) With exceptions to mages. (Mage Aprentice or Ice Mage) The rework change Level to Type and Type to nature, as.:(Example Bandit + "type", "type" + Bandit or just "Type") A example of type and new bandits are as it follows.: Bandit + "type" (Bandit Peddler, Bandit Looter, Bandit Watcher, Bandit Cooker ,Bandit Trainer, Bandit Brute, Bandit Brawler, Bandit Shredder)"type" + Bandit (Lazy Bandit, Lead Hunter, Wanted Hunter, Hired Thug, Merciless Thug, Suspicious Guard, False Guard)"Type only" (Lowlife, Lazy, Peddler, Wanderer, Vagrant, Looter, Charger, Scraper, Addict, Watcher, Cooker ,Bucther, Hooker, Right Hand, Door Guard, Trainer, Wanted, Hated, Brute, Brawler, Shredder) Also having Victims and gray Npc to encounter that does not make a faction by itself, victims of the Conflict and the Dragon Menace, are in general being used by Bandits or any high hierarchy. State/Nature = ( Lost, Captive, Slave, allied, Runaway, Rebel, Revolted, Forsaken, Insane, Troubled) + Name = (Farmer, Miner, Worker, Laborer, Refugee, Bounty Hunter, Adventurer, Child, Son, Daughter) and so on, i'm going to update this post later. hope my english doesnt suck to much. if someone know a modder who is already working on this, highlight me. Thanks =D Tell me what you think, and if you also like the ideia, what you would like to suggest and see too. ^^ sorry for my english.
  24. just some ideia for anyone with time, basically, mix the the dark brothehood pants with a more neutral color with the barkeeper top, and some parts of the hide armor. like that to Female .: and i forgot, the male model. more or less
  25. i have completed the Gauldyr amulet Quest, but when i try to use it, it is automatically removed from my inventory, but any follower can use it normaly. can someone with time help? thanks and sorry for my bad english.
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