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BrabbelKP

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Everything posted by BrabbelKP

  1. There are som mods that work on the feet: http://skyrim.nexusmods.com/mods/16976 gives both beast-races clawed feet http://skyrim.nexusmods.com/mods/19283 gives Argonians raptor-like feet http://skyrim.nexusmods.com/mods/6041 is going to give both beast-races completely unigque looks, moire like the ones from morrowing not sure if there's anything for the hands
  2. http://skyrim.nexusmods.com/mods/19611 also has (combat-)scythes, they even work with any texture-replacer you use for the vanilla-weapons.
  3. Unsing CBBE and the bodyslide-tool, it would be possible to recreate most other bodymods (there are even presets for some of them). Using a mesh that covers the whole body but is invisible apart from the tatoo itself could probably take away a lot of work, as adding new tatoos would only mean adding new textures. Not sure if something like that is possible.
  4. There is a mod that changes all 1st person animations to the 3rd person ones, but it's not completed and I'm not sure if it's still being worked on. I think it was called something like "real first person".
  5. Better males has "clean" textures: http://skyrim.nexusmods.com/mods/2488 There are non-nude options, if you want them to wear underwear.
  6. It could be possible to make a mod that allows to equip more items to the helmet-slot, but they would all be invisible. At least there is a mod that does exactly that for rings and amulets.
  7. It would be possible to use one of the existing but unused slots (unused by vaniulla-skyrim). I'm not sure what slots aren't used that much by mods, but I think there are lists out there where that could be looked up. To prevent clipping and stuff, the tatoo-meshes could probably be based on the body-meshes, completely with weighting and stuff. The tatoo could be added while the rest of the mesh is removed (or turned invisible in some way) to keep the weighting. As I have no idea of working with meshes myself, I guess it would be a lot harder to actually make them than it sounds. It would also be cool if there were more mods that add piercings to the game, they could be created the same way and would probably fit the theme of a tatoo-mod. As I'd like that kind of mod to stay more or less lore-friendly, I'll just throw in some ideas: -piercings would obviously be crafted like rings and pendants and available at general merchants -there could be body-piercings (belly button and perhaps more intimate ones) and face-piercings (nose, lip, earrings) -they could be crafted and equipped seperately or combined to one set of different piercings to only use one slot (using the same slot wouldn't allow them to show ingame, as the mod that allowed that for rings made them not showing up anymore) -they could use all sorts of materials, bones, ivory, gold, silver, gems, ebony -tatoos could be crafted at a new crafting-station or bought at alchemists and mages (they make the most sense to me) or a new merchant, not sure where he/she could be placed -probably one set of tatoos for the whole body would be the best to not overuse the available slots -they could be equipped in a way that doesn't allow you to remove them, like the cursed ring (mentioned in my first post), but perhaps only afer equipping them once to allow followers to be equipped with them too (not sure if that's possible) -they should be enchantable or available in enchanted versions -both could be added to leveled lists, with tatoos not lootable (like the armours of DB-members that are hired to kill you) everything should be available for both males and females and if possible for all body-mods
  8. It would be possible making them as clothes (sort of, you could use one of the slots that aren't used that much to allow equiping of all standard gear), as David Brasher said, with the problems of clipping and stuff. It would only be compatible to one body-mod (or the vanilla bodies) at a time, but that shouldn't be a problem. Using the skripts that auto-equipped the cursed ring of hircine during the quest would make it so you can't change the tatoo on your own. I actually like the idea, maybe with an option that allows enchanting (or has them preenchanted). For CBBE it would be cool if it was compatible to the bodyslide-tool to allow maximum compatibility.
  9. Finaly someone on the way to give the females their fangs. I can't help with that, but I hope someone who can takes the time to fix the problem and upload it. Just a short question: what are the eyes you are using? I'm still looking for the right eye-textures for vampires and these seem to look good.
  10. You could use the bodyslide-tool of CBBE (which has an option to make BBP-compatible bodies) and create bodies with huge differences between low and high weight. That would make them look different depending on their weight. If that's not enough you could use one of the mods that make every race use seperate meshes combined with bodyslide to give them more variety.
  11. Something like this: http://skyrim.nexusmods.com/mods/15656 ?
  12. http://skyrim.nexusmods.com/mods/18045
  13. Nice idea, if possible, it could be set up with different stages: -completely imune to fire when in deep water -imune to burning and only slightly demage by fire-effects when completely in water, but not really deep (basicly the water boiling around you hurtsing you) -immune to burning when half submerged -reduced duration for burning when in heavy rain or snow
  14. I managed to get killed after killmoving Dragons at least twice, which is basicly the same as what JanusForbeare described, only on foot. The first time, I hit some of the guards nearby and they killed me the moment I got off of the Dragon's head, the second time I gut hit by the giant that didn't like me and the Dragon fighting. I didn't even realize it was there untill that point, which means it went all aggro when the dragon got too close, then I kiulled the Dragon while the giant walked to the place, only to smash me by accident. Aparently, it was the same Dragon. The third time I managed to get the giant go all out even faster, got killed by it and left me facing the giant on my own (and on a really low level, it was the second Dragon I met in the whole game). I think they will add the mounted killmoves on their own, like they did with the ranged ones.
  15. It would probably be easyer to recreate the meshes than trying to port them to morrowind, as it uses a different system (eg has seperate slots for legs, torso,..., youi can even wear robes over some armours). Permission from the mod-author is allways a good thing.
  16. That would make the weapons overpowered if you simply take all theperks that add stuff to different weapon-types (and with the mod to all 1H/2H-weapons). You could try one of the mods that allow you to change Dragon-Souls for perk-points, that way "wasting" a point doesn't hurt that much and you have a use for all the souls you're having. (Searching for "soul" or "soul perk" or something like this should give you some mods)
  17. I use the Dragon Bone Weapons of http://ktacreations.com/ , (they were on the nexus, but for some reason they aren't anymore). You can still get them via SteamWorkshop (linked on the page).
  18. "Better Vampires" has an option to make the best-fed stage hated (or invert the feeding-system to make you weaker when you don't feed). Like most of the vampirism-overhauls it has a lot of other stuff that you might not want to have. I didn't read too much in the other overhauls, but I don't think there is one that simply removes the hatred. If you are going to get the Dawnguard DLC you probably won't need a mod for this, as it seems that they will remove the hatred with it (and you get the epic vampire-lord transformation on top of it).
  19. "Armed to the Teeth" will make more of the weapons in your inventory show on you, even when you don't have them equipped.
  20. "Unique Beast Races" would be a good base for a race like this, once it is completed.
  21. http://skyrim.nexusmods.com/mods/16575 You'll simply have to craft the invisible helmets. Making the players helmet invisible without any new items would require completely recreating the races (making the player-race a copy of the NPCs, there is a mod that does that) and making the helmets for that race the way these helmets are.
  22. These two also work well together (as should all optional variations of MoMod), you just have to merge the leveled lists with Wyre Bash.
  23. There was a huge Elsweyr-mod in Oblivion (even had some Egyption flair to it) and there are some being worked on in Skyrim. To get to the scale where you cover most of the province it will take a lot of time, after all the worldspace would be of the same size as Skyrim itself. Even more work would be populating the new worldspace, designing new armours, clothes, weapons and all the buildings (all with potential to have Egyptian elements)and maybe creating the different Khajiit-subspecies. "Unique Beast Races" could be a good base for that, maybe together with the mod that gives Khajiit and Argonians humanoid feet with claws (don't remember the name), to give them unique looks.
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