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majesticmadman

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Everything posted by majesticmadman

  1. So endlessly I have had issue with the battle of whiterun and message of whiterun quests. That the legate won't talk to you for the quest to end and next one to triggers. Trying all the fixes people offer none of them worked. I managed to force the end of message to whiterun but can't get the battle one to start using any method. So I was wondering if I created an NPC in dragonsreach, could I give them a dialogue to start the quest which doesn;t have any pre-requists for that dialogue?
  2. So in short I want to make a mod for myself, that I can set custom armors for NPCs. However I want to be able to use mods I'm running in the game for this. So I noticed when using them as .esp the NPC would be naked in game. So I did some research and found out it'd work if converted to .esm . However there's then that your can;t have multiple master files loaded in the CK. So I merged the mods I was after, but when I try load it in the CK it just CTDs on me. Does anyone know how this works. What I know: Currently I'm trying to alter Captain Aldis (Solitude Captain). Under Outfits I created a new one called 000CaptainAldis Dragged the relevant Armor into the outfit Applied the Default Outfit in Aldis' Inventory tab Saved and loaded in skyrim. What I'm trying I want to give Aldis armour from another mod, but I then want to change all guards/military armour.
  3. So I was thinking about a mod that allows the player to change any of the armour/weapons lists that certain npcs pull from without having to either make their own armour or make a mod dependent on whoever's armour they want to use. I was thinking a new cell, with a bunch of chests one for each: Guards (One for each hold), dawnguard, vampires, Thalmor, stormcloak & Imperial Solider. And they add the armour that's located in those chests, randomly selecting if they're are more than one of the same type of item (Weapons, helmets etc.)
  4. How about, if your main character dies you take control of your child, and then he has to get married and get kids and if you die as him your reborn to. But when you die your body remains, but is defended by some daedric beast, that you have to fight which depends on the level of the character you died with
  5. I've already proposed this mod: http://forums.nexusmods.com/index.php?/topic/2415634-put-your-kids-to-work/ Is that basically what you're thinking of? effectively yes, just a little broader so that no matter what play style you use that children can be a helping hand.
  6. So I really like the Penitus Oculatos armour and I have it on all my followers plus myself, but It doesn't always suit the style of character so using the colour scheme and design of the armour I would quite like to see these components. Heavy Penitus Oculatos Armour http://i49.tinypic.com/c69eh.jpg I was sort of thinking similar to the Heroic Imperial Armor (see link above), but in the Red and Black of the Penitus Oculatos, with sort of a steel level. Penitus Oculatos Capes I was thinking a shoulder cape, and a full cape variant, as well as hooded variants. Penitus Oculatos Robes Normal wizard robes styled to the penitus oculatos Heroic Penitus Oculatos Armour The normal version of the armor but with the decoration of the Heroic Imperial armor style, with gold trimmings. Light armor stronger than the standard version but not as strong as the heavy version.
  7. First of all, this isn't about changing an NPC in the Creation Kit and having it as a mod, what I'm looking for is a mod which adds 2 spells and an MCM option. So what I'm looking at is a spell say "Alter NPC" which when cast on an npc allows you to change the race, gender, apperance etc. of any NPC. So you could make Ulfric an Imperial etc. And that it would allow you to change their inventory so you can remove every single item they have and replace it with what you choose. As well as changing their displayed name, I know that it will still be the original in the audio dialog. Also being able to change their voice nord elder, young eager etc. A "Clone NPC" which copies the appearnce, inventory and name of the npc and when you use the alter npc spell you can use a load option to "paste" that onto the npc your editing. The MCM menu to have an add spells option, a manage clones option so you can delete npcs that you've cloned, so they can be easily managed, and a reset NPCS mod, which resets to how all affected npcs where. But it would be nice to be done in such a way that itd be mod compatible so you could mod a follower, or character and be able to edit them. I just think it'd be really cool, because you could do it on the fly, to absoutly anyone.
  8. Where as I fully agree with this, for me it would just be useless having children, if it's gonna cost me so much when they do nothing. But what if they had like a chore list, where you can send them into town to do shopping (You select what sort of thing so like Weapon>Sword>"Amount of Swords" then you gave them a certain amount of Gold and they buy the most expensive thing with that gold selection. But you make it so they can buy all sorts of things, but they actually leave the house, and come back a reasonable amount of time later. Because for me they should have some form of helpfulness
  9. Well I can't help, but I would love to see this, the even remotest thing I can think of close to this is become high king of skyrim and that's miles away. I would love to see this.
  10. The Red is what I'm actually requesting the Green is just what the idea could be expanded to So I run the mod that allows you to re-home followers, and allocate sleep, work and guard areas. I think it's "You home, is my home" or something like that any way. I have so many followers I like from mods, and vanilla, but I really don't like just having them all cluttered in one building but also I don't want to be wandering skyrim for them all so what I was thinking is to have an empty town. One to hold about 30 followers. But then this idea could then be expanded on, like you can use hearthfire to actually build up each building, or you can hire workers to build things the more workers that are hired the quicker it's built. Then you could add things like building a wall, and a castle, then you become ruler of said place, and you can set all your guard outfits and equipment. And you can run the town such as setting taxes, defending the town from bandits, etc. And then you could have other non-follower npcs move in etc. So you can end up running an entire city rather than just a small town for followers to stay.
  11. Well all of those above are female, I was gonna make that and then do a seperate quest arc for male followers
  12. Update to Idea 1: Extended the quest information to fit into skyrim, rather than just being a random event meaning the quest is more intresting to do. Also I've added information about the band of argonians at the bottom of the OP Plans: To make the quest overall better and to link to "Light's Out" more so the player can find out more about Deeja, Jaree and the blackblood maruders.To link extend it so the rescue of the prisoners of the thalmor are included.A special weapon will be rewarded at the end of the arc.To wipe out the blackbloods.To wipe out the redemption.and add a final quest where the player goes to the source to stop the argonians once and for all.
  13. Hey, So I tried modding skyrim once and never got it nailed never mind custom unique looking NPCS so I can't really be any help making this mod nor could I do it by myself. So what I'm looking at is a mod that adds 7 new unique followers made to look similar to 7 of my friends (images of friends will only be given to someone who is interested in taking this on as they don't want them just posting) So the followers (Topic says 7 because there was 7 to start with, but after the post I came up with more ideas): Relevant to all: The race should be whatever gives the closest look to the friend.They should level with the player and be useable and not overpowered from the start of the game till the player has done everything.The default attire should either be just clothes (preferred) or no clothes/armour, this is so they will equip any armour given.All default weapons should be removable this is so they will equip any weapon given (If the default weapon can't be removed could it be made so they don't start with a weapon). Marriage and being able to make them stewards would also be great, just increase overall usefulness of followers.A quest to get these followers (See the bottom of the post)Phoebe (Archer, Swords-woman crossover): Light Armour Archer(Longbow and steel arrows) One-handed (Iron Sword) Restoration (heals herself and the player) Abbie(Mage): Restoration and alteration mage (Appropriate spells) One-handed(Iron Dagger)Lucy(Swords-woman): Light armour Heavy armour Blocking (Iron Shield) One-handed (Steel sword) Two-handed ((Doesn't come with but is skilled with) Jenn(Thief): Light Armour One-handed (Default steel dagger) Lock-picking and SneakKaty (Archer): Light Armour Archery(Crossbow and steel bolts) One-handed (iron dagger) Alex (Assassin): Light Armour Archery(Poisoned Longbow[enchant if need to work] with steel arrows) One-handed (dual steel daggers) Lock-picking and Sneak Chloe (mage) Destruction (All 3 areas) Conjuration (Just some minor conjuration spells) Staff with lightning power (Not the type you click and hold to charge and release to shoot put the continuous beam) Off-hand (Steel dagger)Sam (Mage) Conjuration (Main trait)Steel DaggerKeira (Paladin) Heavy ArmourOne-Handed (Steel Sword)Destruction (Fire based)Staff of fireball (Primary)Rhianna (TBD) The Quest: 1 (Redemption) This Follows on from the "Light's Out" quest given by jaree-ra in solitude. The Light's out quest is unaltered apart from a note found when looting jaree-ra, this note is informing Jaree-ra that he has been banished from the redemption for the act of Banditry and piracy , and that if he or his sister step foot on the wretched Rag again they'd be killed. This starts the quest "Redemption?", there is no quest marker, the journal entry reads "Jaree-ra was carrying a note metioning and group called the redemption, who kicked him out for banditry and piracy, I should see what I can find out" an "escaped slave" runs up to the player outside of whiterun on the road near where the giant is encountered with the companions) And ask the player to help, the player then has to ask "what's happened" the dialogue then ends as two "Argonian Slave Traders" appear, the player needs to kill these to advance. Once the Argonians are killed, the player can talk to the "Escaped Slave" who will explain that a gang of slave trading Argonians named "The Redemption" are kidnapping female adventures around skyrim. She explain that their ship is docked in a cave on the coast north of mortal west of dawnstar. The quest "Redemption?" ends 2 (To free the slaves) The player then gets the quest "To free the slaves", with a quest marker to the hideout (Currently haven't thought of a name) the first journal entry could read something like "I met an escaped slave who told me of a band of argonian slavers calling themselves the redemption. There ship is currently docked at (Said hideout), I should investigate more" Upon arriving at the cave they will be met by an Argonian on guard, looting the guard reveals a note "Orders From <ARGONIAN LEADERS NAME>" Reading these reveals that they intended to sell the slaves to the thalmor but the elves betrayed them and took most of there stock apart from 10 slaves and that if another incident happened where a prisoner escaped the guard would be fed to the mudcrabs piece by piece. The next quest update given is to find <The argonian leader> the player has to fight through the cave to reach the ship and has to fight through most the ship, at the end of the ship is a area with 20 cages, all which are empty In the same section is the leader and 2 bodyguards there, they aren't immediately hostile. Instead the leader starts a convo sly saying "We both know there's no need to shed more blood, we can give you your hearts desire if you leave us in peace." The player has 2 options: Option 1: "I've bested all your men, you know I will best you, lay down your weapons and we can come to an agreement" This requires about a level 20< speech level (persuade option). If this is successful the leader will ask "What did you have in mind?" to which the player can again respond in two ways Sub-Option 1: "Your life will be to serve me, these slaves are mine to do as I will." This will make it so the arogonians stay on the ship an each month give the player 1000 gold. He then informs you that the overseer would have to be dealt with, as the cost for betrayal is death. the player can then ask "Who is the overseer?" and the leader will tell them that he doesn't know who they are, he doesn't see them, or hear them, he sends his minions to do the dirty work. If the persuade attempt fails the leader will saying "I think you are mistaken" and attacks the player.(Completing the quest.) Sub-Option 2: "Your Blood" Which makes the 3 Argonians hostile (see "Option 2" for outcome) Option 2: "I've spilled the blood of many Argonians you will join them" Which makes the 3 Argonians hostile killing them The leader will also be carrying a "Safe key" in the captains room is a safe "The redemption's safe" in here will be 2000 Gold coins and some gems. Also the leader will have a mysterious message "We are watching", signed "The Overseer". (Completing the quest) 3 (Hunt for the Huntress) From this point onward Jorrvaska is locked and all companions will be inside, a mercenary will be stood outside, if the player talks to him, he will tell the player that the companions aren't allowing anyone inside, and that Aela the Huntress had been kidnapped. If the player is a companion they can say to the mercenary that they are a companion and that you could help. He'll suddenly recall you, and allow you entry, If the player isn't a companion they can request to help, the mercenary will agree to let you help. The quest "Hunt for the Huntress" begins. The player is directed to a place in the middle of the tundra, upon arrival there will be two dead argonians, the journal will update, telling the player to return to the mercenary and tell him what they found. The player returns to the mercenary, and the mercenary says to the player "Not here not now, under the drawbridge outside is the entrance to a sewer, meet me there", and runs off. The player enters the sewer he's knocked unconscious. They wake up in a cage above a grate, where they can see aela below, led on a stone slab. The mercenary walks up to the player and goes "Nice work, so you where the one who killed the traitors Jaree-ra and Deeja, I'm impressed but to take on the redemption was your mistake, we control more than you know, we have no use for an asset like you, so you can rot in here" The mercenary walks off an leaves the area, the sound of fighting emerges and vilkas walks into the room, if your a companion he says "Good to see you in one piece, let's get you outta there" if your not a companion he will just unlock the cage and say "If you spirit is strong let us fight together and kill these monsters". The player has to fight through the sewers to reach Aela, once all enemies are beat vilkas frees aela and they both thank you, Aela gives the player a "Scrawled Note", saying "I should head back to jorrvaska, but this should help you find what you're looking for", The scrawled not indicates overheard discussion of the guards, one mention a thalmor agent hiding in the ratways of riften. The quest ends. 4 (One Thalmor Please) The quest "One Thalmor Please" begins, the journal entry and quest makers point to the thalmor agent in the ratways, he's a high-elf but wears a full helmet and body armour to hide his identity. If the player talks to him, he will explain that the thalmor had plans and to cripple the nords, by experimenting on the women, who would then return to their homes and slaughter there friends and families. He also reveals that he was at the thalmor attack that took the prisoners from the argonians. If you ask him where the prisoners are he will refuse to tell the player until the player has done him a favour. He's heard that a thalmor search party is in riften looking for him, your asked to plant evidence in strategic locations that point to riften's jail, the player then has to talk to the search party and point them to the first piece of evidence, they will then be distracted in the jail. Returning to the agent, he will ask if it's safe and will follow you out of riften, once the player is some distance from riften he says he can make it on his own, but tells the player where the thalmor took the slaves. The Quest Ends. 5 (The Experiment) Coming Soon The Argonians General Appearance: Red Skin.spiked hair (no baldness).Slightly taller than the average argonian.Bandit Style ArmourMale and FemalesGeneral Weapons: Crossbow, steel bolts and steel daggers for MarksmenSteel Sword and shield for swordsman.Flames and Frost spells for mages.The Bodyguards: Elven Armour (No Helmets)Enchanted Elven greatswords (One with fire, one with frost)Green SkinSpiked HairMaleThe Leader: Black Dawn guard armour (Like what the orc messanger wears (Full suit including full helm)Enchanted Dagger of ShockEnchanted Dagger of fiery soul trapSlightly Smaller than the average arogonianFemaleGreen Skin
  14. I tend to play where anyone and everyone can die, just because it's more realistic True, but maybe they can have there own "sovngarde" like area they can go to, and rather than all followers going there can be a dialogue option which if enabled that follower will go there
  15. What I'm looking for is a mod that simply makes it so when your follower dies they go to sovengarde in the hall of valor, and that it's mod compatible so mod followers and DLC followers will also go there on death, not sure how this would work for animals but I don't mind having dogs in sovengarde.
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