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Mystra007

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Everything posted by Mystra007

  1. 80% of the issue is the totally broken respawning default equipment for followers. 20% is that they prefer to use default weapons over crafted ones. +10 fire damage ebony axe over 25 fire +25 frost legendary glass sword. the 80% is a quickfix tomorrow. I hope you are right... Hopefully the creation kit will be similar to the previous ones so the experienced modders can cook something quickly...
  2. Getting it as an additional reward for becoming Thane of Whiterun sounds good.
  3. Here is a map of Riverwood with possible expansion zones: Yellow: current walls Black: current and future roads Upper Purple Zone: good zone for a potential mining area and mine. Island in the middle: Estate for a rich NPC. (owner of the sawmill closer to the waterfalls) Green zone: Trading area with a warehouse - incoming/outgoing caravans stops here Left half of red zone: Jarl (the player) area with barracks, training areas and "dragon bunker". The area is area elevated in the game, so the guards can have a better view of the surrounding and the player can see the place they own. Right half of red zone: small farm and lumber camp + moved sawmill Blue zone: Riverwood herbalist + fishing camp Riverwood ======= Population: ~50 Number of Dwellings: 22 + 5 for future expansion Exports: lumber, wood products, pelts, game meat Imports: weapons(whiterun), armors (whiterun), magic items(winterhold, whiterun), alcoholic beverages(whiterun, riften) Self-sustenance: metal products, food, fishes, alchemy Philisophy and special features ======================= - Respect original geographical major features - Recruitable troops: Imperial/Stormcloak/Player Faction, can be trained(over time) and equipped as you wish - City management: you decide what to expand and when to do it, since you have to pay to equip the guards and "upgrade" the shops it's a way you can spend money in the late game. Defense: - 2 rings of walls - Magic towers powered with soul gems - Guard towers, can be upgraded to towers with more cover - Stables Generalt: - A mine can be eventually be built after discovering ores and expanded - Trading contracts with surrounding cities - Fishing can be further developed - Nature around the city will be degraded as you expand : this will reduce your revenues from the sale of wood - Upkeep to pay (wages/seeding fishes/etc) - Initial troops when the population elect you as the Jarl: - Riverwood Militia: sword/shield/light armor - Riverwood Warden: patrol the nature around Riverwood (sword/bow/light armor) - Riverwood Charlatan: newbie magic user - Modular design so that support for mods can be added in the future What I need ========= 1) I can do interiors, but I cannot do exteriors without flattening everything 2) A good writer, English isn't my first language 3) Someone who can do dialogues and quests quickly (ie: already done them before and know how they work) 4) Comments on this proposal
  4. Nah it just gaves us a couple of months to finely hone our plans to take over the world of tamriel with mods ;)
  5. I really like the transmute spell, but I think it is a bit broken (not as much as 9 septims iron daggers with banish enchantments turned to 2700 septims dagger though). For role-playing reasons I like to keep a ratio of 4:1 of silver ingots to gold ingots in my safe. The problem is that it's much more difficult to obtain silver ingots because of this: Gold ingots: 1- Keep casting transmute till all your iron ores are transmuted to gold ores 2- Smelter the ores Silver ingots: 1- Cast transmute one time 2- Put your new silver ore in a chest 3- Rinse-repeat step 1 and 2 till you have no more iron ores 4- Smelter the ores So my suggestion is to split the spell into two spells: - Transmute Iron to Silver, with a base cooldown of 1 - Transmute Silver to Gold, with a base cooldown of 4 Then release a couple of alternative esps with different cooldowns: - Cheat esp (no cooldown) - 15 minutes for silver, 1 hour for gold - 1 hour for silver, 4 hours for gold - 3 hours for silver, 12 hours for gold - 8 hours for silver, 24 hours for gold I'm not looking for someone to do this for me, I'm just looking for inputs on cooldown and wheter someone else have the same problems with transmute,
  6. I think this thread would be better if there was lore-friendly alternatives. Maybe a format like this: Quest X ------------ Lore-friendly 'good' alternative: Explanation Why it makes sense given the complete quest Why some aspects doesn't make sense given the complete quest (ex: for the abandoned quest it might be that a daedric prince is much more powerful than you and can force his will on you). Lore-friendly 'neutral' alternative: ... Lore-friendly 'evil' alternative?? and so on. It's much more easy for a modder if there is a clear plan of what he has to do to help with a request and it will avoid the "your mod doesn't respect tamriel lore" comments later. Personally I'd like all the daedric quests to have alternatives like the Vaermina quest. I also think that you should be able to abandon misc quest so they don't clutter your journal if you don't want to do them - I'm looking at you "bring me 3 flawless gems worth 2000 septims and your reward is 50 septims". Also if you hire me to clear a mine from mercernaries that demand payment to leave and I am rewarded me with gold - why didn't you just pay them in the first place instead of wasting my time...
  7. How exactly does one make an interior cell like this when there is no CK yet? I've seen a couple of mods with custom interiors so far - is there a tool or something?
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