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NecromancerOfTamriel

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Everything posted by NecromancerOfTamriel

  1. Hello everyone. So, I'll admit that there are two robe mods that I've always liked the look of from Oldrim, and these robes are just magnificent looking. I'm referring, of course, to GustavL's Imperial Robes and Stormcloak Robes (https://www.nexusmods.com/skyrim/mods/25882 and https://www.nexusmods.com/skyrim/mods/27378 respectively). It's a shame, however, that these two lovely sets of robes haven't been ported to Skyrim SE. So, I suppose my request for a mod is simply - if by some chance GustavL sees this or anyone that can request his permission, is it possible to see this mod ported over and given updated textures for Skyrim Special Edition? I know there's been a request for both mods to be ported over going by some comments on both mod pages, but I thought I'd just ask here as well. These seem ideal for anyone playing a member of the Legion, the Stormcloaks, or just happen to be an Imperial or Nord mage wanting to dress in something a bit more... stylish than the generic robes that shows of their national pride and their people's style. But anyways, on the off-chance Gustav sees this, just know that I absolutely love the designs of these robes and hoods.
  2. Hello everyone. So, I had an idea for a spell mod that would be both unique and could also be added in what I could see as a lore-friendly manner into the setting of Skyrim - as the title suggests, I refer to the infamous Magic Jar spell of Dungeons and Dragons (also found in things like Pathfinder). Since I lack the experience and know-how of coding, model-making, etc. - though I would love to learn such things at some point when I have the chance to initiate it - I thought I could at least post the idea here and see if anyone with the expertise and understanding of mod-making/coding could try their hand at it. Essentially, the idea is as follows: Through a miscellaneous quest upon completing of The Black Star, you could find research notes by Malyn Varen on his attempts of storing his soul inside Azura's Star and a theory he ponders of being able to force a black or white soul into the Star while his own is thrusted into the body of the trapped soul. Upon finding these notes, perhaps going to Nelecar or a voiced, new NPC that is familiar with Malyn's work - or even using Malyn Varen's Grimoire to try and experiment yourself and create the spell in question through his notes - would result in the creation of this new, insidious spell. Essentially, the spell would as you would expect of the spell in a game of D&D - you drop the Black Star if empty (or perhaps a modified, permanent Black Soul Gem that could have been warped/refined through the quest if desired - maybe as a way to avoid potential repercussions by Azura for ruining her artifact and trying to mimic Malyn Varen) on the ground and cast the spell (it would be cast like a Master Level spell such as Dead Thrall) it leaves your character "dead" - they fall to the ground, unable to move or act but would really be in a state of vulnerable stasis and your control and camera shifts to the Black Star/modified Soul Gem. Afterwards, you gain Detect Living and Detect Dead and have two options - pressing the Shout/Power button returns you to your body and causes your character to rise back up and become controllable again or, if you find an NPC or a creature (no Dwemer Animunculi or Dragons though - one has no soul while the other couldn't have their soul trapped in the gem due to their nature in the lore), you can aim your reticle over them and press the interact button to try and wrest control from them. This could either be a guaranteed action or it could be affected by different factors - their level vs yours, maybe your Conjuration skill level affects the chance of success, something like that - but upon success, control is given to you over the actor/creature and the Soul Gem can be interacted with/picked up/carried. I don't know how possible it is, but this mod could be promising if it can be made and functions as close to the table-top spell itself as possible. If possible, this spell could even have similar drawbacks such as requiring the gem and your body to be close if you try to return otherwise death occurs. Anyways, feel free to offer feedback or advice, but for the most part take this idea into consideration and feel free to try your hand at it if you'd like. :)
  3. Hey all, hope you're doing well this afternoon/morning/evening/whatever timezone you're in. So, I have a question about two mods and their compatibility with one another - Settlement Keywords Expanded and Alternate Settlements. I've been wanting to mod Fallout 4 for awhile now though I've been lazy, and the latter mod looked rather appealing. However, it required SKE/SK and I decided to get that mod first. I noticed when I was installing Settlement Keywords that it had a patch for Alternate Settlements and decided to install that through the mod menu. Afterwards, I went to install AS 1.1 first - as instructed before 1.2 - and I noticed NMM gave me a prompt saying a file already existed from the patch made by SKE. So, my question is this - how would I go about installing these two mods? Should I overwrite anything from the patch with AS 1.1 and 1.2, should I keep everything from the patch? Should AS be installed first and then SKE? I tried to find some directions on both mod pages but so far fell short of anything pertinent to my question. If anyone who uses these two mods can help me out, I'd appreciate it!
  4. Huh... That first mod is interesting - one I think I saw before. I guess the "Wood Elf" mentioned on the menu for it represents the player only, instead of all Wood Elves, right? My only question is could this also work with mod-made transformations outside of the Vampire Lord and Werewolf form - if you or anyone else happens to know, that is? Thanks, by the way, for sharing the links, man. :)
  5. Hey guys. Now, before I get into my questions, this also pertains to Morrowind and Oblivion, but I'm gonna focus primarily on Skyrim when asking these questions. I know as well that there is a command you can use to do this, but are there mods that give one the option to change the height of your character in a manner similar to ESO (i.e. through character creation), so that one could play, just to name a couple examples, a Bosmer that's taller than the average male Wood Elf but still shorter than a Nord, or a Nord that's around the average height of an Imperial or Breton? Are there any mods that accomplish the same or a similar effect in Morrowind and Oblivion as well? I ask this because one of the things I actually like about ESO's character creation is the fact it strays from the "This is the typical height of your decided race - no changes because limitations despite what lore says" limitation of the previous character creation menus in these three TES games, and the fact that - like real-life - not everyone of the same region or group is going to be the same, uniform height. Variations exist everywhere - some people are taller than the average, others shorter than the average. Not every Nord is a giant among Men (and most Mer), nor are all Bretons diminutive in stature, and ESO shows this (though there are limits still to the height change, it's still a plus can be roleplayed more easily than with static heights). And if there are mods like this, I have to ask this question as well - when used in conjunction with a mod like Undeath, which includes a transformation - or even using a transformation in general in the game - does the height change have an impact on the new form (does it become smaller or larger compared to your character)? Would the changes made to height be lost (be it from a mod or the setscale command) when changing to and from the adjusted height, or would these changes stick to the original form whether one transforms or not? If the adjustments stick with the original form, could the changes also be made to a transformation form to adjust the height of, say, the Lich form from Undeath?
  6. Anyone? I could really use some input on the requirements of this mod - if AWKCR is what it needs, or if I actually need the French version "ArmorKeywords.esm" going by the link on the Requirements. I also noticed the link ThirdStorm gave to someone in the comment section of the mod page (http://www.nexusmods.com/fallout4/mods/14258?) that mentions a 2LM craftable version when someone saying wish the chain-less Overboss PA could be crafted through AWKCR... anyone with experience with the 2LM version of this mod, as well as this mod in general able to offer any sort of advice? I'd really appreciate it - especially since my knowledge/experience with Fallout 4 mods is, well, limited compared to Skyrim mods. And this is something I'd love to use, seeing as it gives people the option to remove the obnoxious chain-link fencing pieces off the armor itself to properly show off the paintjobs it also provides.
  7. Okay... question regarding my question - is it really AWKCR that's necessary, seeing as on the plugin list it's listed as "ArmorKeywords.esm" or is it really ArmorKeywords.esm/the French translation on the Nexus Fallout 4 page? Figured I should ask this here quickly in case I overlooked anything.
  8. So, I have a question concerning the Overboss Power Armor - Constructable No Chain Mesh mod. It says it requires "ArmorKeywords.esm", but looking at ArmorKeywords shows it's simply a French translation of AWKCR. Is it really necessary for this mod if you have an up-to-date AWKCR mod - and on a side note, what exactly does ArmorKeywords.esm do if you follow the installation instructions?
  9. Hey guys. So, I found myself becoming curious about the Solitude Reborn mod and it seems like it's a very well-made, expansive mod that brings more life to the beautiful city of Solitude and shows off those Imperial ties it has. But I have a few questions I thought I'd ask here to any of you who use/used this mod. Hope you guys can help me out. *smiles* So, first off, is there anything in this mod that seems out of place or non lore-friendly? When it comes to mods, I like to keep things in the lore of the game's universe as much as possible, so I wanted to ask if anything was out of place to any lovers of the lore. Second, I read a comment about the College of Whispers and Treasury - saying they had far too many valuables and no real security. Is this true? If so, how bad is it and are there any fixes for it? Third question - a big one for me - the College of Whispers. It's good to see one of the two Imperial magic institutions born from after the Mages Guild dissolved get some love in a mod, especially the College of Whispers (hopefully more mods can get inspired and bring representations in Skyrim of these groups and their views/practices to fruition in time). But I have to ask, what makes this place special in this mod? What are the spells sold, do the NPCs have personality to them, is there anything that sets it apart from the College of Winterhold native to Skyrim, etc? And finally, the last and most simple question - how is this mod as a whole to you guys? Do you still use it, fellow Skyrim players? Would you recommend it? Thank you for your time.
  10. This sounds like a good idea - but I'd also like to see race specific Lich Forms for Undeath as well, since it's just as weird to see a Khajiit transform into either a human/elven corpse or skeleton.
  11. Hello everyone, hope you're doing well. So, Undeath is an outstanding mod in Skyrim - it gives the player a chance to take the step to become a undying master of magic in the form of a Lich which can have its appearance be decided by one's choices, and such lovely add-ons like Immersive Lichdom help make it a powerful and awe-inspiring form. But I feel that there should be something else for my fellow Liches. Who here remembers the Nether Liches from Oblivion? A Nether Lich, as the ghostly form of a slain Lich, is one that attempts to regain its corporeal form - or obtain a new one in general - and despite being weakened in this state is still dangerous. Since TES Liches don't need their phylactery after the ritual completes itself, the Nether Lich is the form that makes them truly undying with their soul being bound to Nirn. And let's not forget, in Skyrim we see a powerful Necromancer rise from the dead as a spectral powerful similar to a Nether Lich emerging from a slain Lich. So why not have a chance for players killed in Lich form come back as a Nether Lich? My idea for an Undeath add-on for anyone who are up to it and think this has potential is this. Once a player becomes a Lich and, if they have Immersive Lichdom, gain enough power, they should have the ability or perk option to rise from their broken body (be it limited only to their Lich Form or if either form they take would allow this to activate) as a Nether Lich, which could resemble either a ghostly form of their Lich form or Malkoran's Shade. A Nether Lich is weaker than their 'living' counterparts, so they could suffer a decrease in health and stamina and maybe suffer decreased magicka regeneration due to the need to regain energy for a resurrection. And of course, should the Nether Lich be slain, it would be treated as a death and this would be where you have the restart kick in. This form's purpose would be to give the player a chance at revenge against their killer or a chance to recover. The latter would let them regain their energy to either recreate/repair their body, use a fresh corpse as a vessel (with the option to change it into your old body with a perk or spell or keep it as is) or - taking inspiration from Oblivion's Erandur-Vangaril - find a mortal to corrupt and possess. This possession could take place in a separate cell and require fighting their soul in Nether Lich form. Should you succeed in making them yield, you gain control of their body. From here, one can either use the mortal's body, use a ritual to transform the body into a new Lich Form, or collect your remains, bring them to your lair, and reform your old self with a special ritual. Repairing the body, since a Lich (like Dragon Priests) turns to ash upon death, could require either spending enough time as a Nether Lich to use a spell or ability to reform your body from the ashes, or - if able to - have some way to pick up the ashes and bring them back to where you performed the rtiual to become a Lich. From there, with a few reagents and a special tome in your lair you can activate, you could quicken the reformation of your original form and all of its items, health and stamina, and features. Taking a slain NPC's body would require one of two spells found only on the Nether Lich's repertoire that both raises the NPC's body as well as puts you in control. Your magicka amount would stay the same as it was originally, but the health and stamina would fit the body, as would any racial bonuses. The same can be said for attempting to possess living NPCs - using the second of these unique spells that triggers the teleportation to the unique cell and, should the NPC submit, the control over the NPC as though it were the PC. Both conditions could give the player access to their spells as though it were their actual character, as well as access to their shouts, but the Lich form would be temporarily disabled until you either transform the current body or regain your original form. Forgive me if the explanation is less than ideal, and some of this seems like a stretch - or wishful thinking for a mod add-on - but it's a concept that I always found interesting since learning about the Nether Lich. Thank you all for your time.
  12. Well then, alright. Thank you, genolune. I appreciate all the help. :)
  13. You just installed them as they were - no patch or anything? And the X-02 could be modded with legendaries that way?
  14. Er... I actually haven't tested things yet. >< I guess disregard my request. Sorry, geno. Also, where did you find out about the compatibility with the X-02 and LM? I'm looking over Legendary Modifications and so far found nothing mentioning it, same with the DLC and Additional Fixes patch. I'm still looking as I type this but so far nothing. If I find it though, I'll go ahead and post it, but right now nothing is turning up.
  15. Awesome! Thank you for the heads up, genolune. :) I'll give it a look and get to installing those when not feeling tired at almost 6 in the morning lol. Sorry for the late reply, by the way. Also, a bit off topic, but I got to ask - would you recommend the Texture Optimization Project mod by any chance, if you use it or have used it, I mean? I know it's a very popular mod on the site and seems to be very nice for improving performance in the more 'dense'(for lack of a better description) parts of the Commonwealth, but I'm, unfortunately, still green when it comes to Fallout 4 mods since I came from the PS4 version of the game and never really messed with them, so it's hard to go by what happens to the textures by the page's screenshots alone.
  16. Hello all. So, I just wanted to ask a question to anyone who uses both the X-02 Power Armor mod (which brings back one of the best looking suits of Power Armor from Fallout 3 - until the Hellfire is complete, that is, heh), as well as the mod "Legendary Modification". From what I've seen in a few screenshots for the latter (LM), as well as read, power armor can be modified with legendaries, but I don't know if it only permits vanilla PA to have those modifications or if it can be also include mod suits of Power Armor, such as the previously mentioned and gorgeous "Black Devil"/X-02/Enclave Power Armor. Are these mods compatible (haven't seen anything on either page so far confirming if they are or not, still going to look while I can), or would another mod or a patch be required? Thank you all.
  17. So just add the lines to Fallout4Customs as the wiki link says and leave Prefs alone?
  18. Hello everyone. So, I recently received Fallout 4 and the Season Pass over the holiday and have been wanting to add mods before I begin my playthrough. However, I was unaware of the message I received when installing mods with the Mod Manager - saying I need to make ini edits to Fallout4Custom and Fallout4Prefs. However, I have a couple of questions I want to ask before I start making any changes, and I just wanted to make sure I'm up-to-date on what to do and what not to do to enable mods in my copy of Fallout 4. So, question one - are the edits necessary if one has the script extender installed? I'm not entirely familiar with what this ini edits do, so forgive me if this sounds like a stupid question at all. Question two - the nexus wiki page link the message provided me with (http://wiki.nexusmods.com/index.php/Fallout_4_Mod_Installation) contradicts the message and Gopher's video on enabling mod support for the PC version of the game. What exactly would I need to edit - Prefs and Custom, just Custom, just Prefs, nothing at all...? Hopefully you guys can help me out, and thank you for your time. :)
  19. So, I figured I would give a couple ideas of mods that, if I remember correctly, were once available and made but seem to have vanished or become hidden. Or at least one is definitely hidden... not even sure why it is. Anyways! First mod is something I saw a video of once that seems pretty cool - a spell that would have a exploration and scouting utility to it. A mod that induces astral projection - or a Mages version of Psijic/Image Projection which is in the lore and used by not only the Psijics, but also (as ESO shows) the likes of the Silvenar and even Abnur Tharn who projected his spirit or at least his image. It could be a two-handed spell, not sure on the rank, and fall under the school of Illusion due to it creating an ethereal form/image while also affecting the mind of the caster (you see and hear from it while remaining immobile as your control shifts to the image). If possible, a way to force the user's body into the master spell channeling/charging position for immersion would be nice as well while they travel in spirit form. The projection would be unseen by enemies yet can't attack or use spells, but can interact with some objects - things like levers and doors that are in the same cell or area the caster's body is in - as well as be immune to all forms of damage. It could be infinite duration until a button is hit, like the Shout/Power button, which then desummons the image and return control and the camera to the real caster. Maybe even have damage to the caster's body end the spell prematurely. Otherwise, if your body is attacked (it would be left defenseless while travelling) you would know something is hurting you and if your body dies, well... you die. The inspiration for this mod: https://www.youtube.com/watch?v=ARHI4KfnqVc The second mod, well, this WAS available until the creator had it hidden for unknown reasons to this very day. Bound Armor - not just a spell that slaps on weightless Daedric armor, but a spell that improves your armor rating, levels conjuration, and also gives you an ethereal suit of Daedric armor (same effect of Bound Weapons). Whether it levels light or heavy armor skill would be dependent on the creator (even the one who hid the actual mod, if by some chance they want to no longer hide it - that would be fantastic as well), but a Conjurer, a Necromancer, or any purely/primarily Magic-using character would benefit a great deal from such a spell, and look incredibly doing so. Who wouldn't want something like this?http://downloadmods.ru/uploads/posts/2013-01/1359383819_30462-1-1359261086.jpg
  20. If there's a body texture replacer for MacKom's heads though, I wonder if there are others that can work on additional head mods. If anyone knows, a heads up would be fantastic - but I'll see if there's any mention of the MacKom ones first.
  21. I'll have to have a look. Thank you for the heads up! :)
  22. Hey guys. So, I got a simple, though odd, question I figured I would ask about any mods that are available for Morrowind that affect the face and body of both the PC and NPCs. Not sure if there's a mod like this at all, but I wanted to ask because this has bothered me a bit. Are there any mods that can make the body of a character (player character and NPC both) match the skin-tone of their face, even a modded face? I ask because it seems odd that while, say, an Imperial male with a paler face/head chosen looks fine if the rest of them is covered, they seem odd if they look like they suntanned from the neck-down and kept their head in a paperbag the whole time, if you get my meaning. I dunno, it's the little things that affect immersion I suppose, but I've also been curious about this since, in all honest, character creation - the act of making the avatar/model at least - in Morrowind isn't as good or expansive as Oblivion (though that's still a horrific experience, mods help with that), Skyrim (far better), and ESO. Never really looked into Morrowind mods that much - more familiar with Skyrim mods and, to a lesser extent, Oblivion mods, so forgive me if I'm asking a dumb question at all. :P
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