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Elleh

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Everything posted by Elleh

  1. Woo! Thank you, that worked! I guess I was so obsessed with figuring out what was wrong with the nif, I didn't even think about the Creation Kit. For the record, I originally wanted the gloves to be standalone... but I was having some serious clipping problems that couldn't be solved with weight painting or moving verts around. The easiest way was to just chop off the problematic parts and make the gloves inseparable from the torso. -_- If I work out a way to have them separate, I surely will..... Anyway, thanks again!
  2. Yeah, that's what my bug looks like alright. D: On my gloves, the skin partition for the fingers is set to 33. The gloves are also 33. I did not think this was a problem, as it worked fine with my modular gloves. Maybe something went awry when I added them to the torso nif? As an experiment I set the fingers to 33 (hands), the gloves to 34 (forearms), the torso to 32 (body), and the pants to 38 (calves). Sadly, the problem still persists. I'm betting you're on the right track, though - so I'm going to play around with the partitions more and see if I can fix it. Thanks again ^^ . Oh, and for nobrot: In terms of Skyrim modding, the nif tri shape always need to have the field "Has Vertex Colors" set to "yes". I believe the actual colors are always white (so no actual colors?). If this field is set to "no", the textures will appear completely black in-game. I have no idea why this is, I just know it needs to be done. ;)
  3. Mmmkay. Well, I won't be much help when it comes to actually figuring out how to trigger the dialogue (as I have never made my own voice quest - I have only ever altered vanilla quests), but I think I can help you with the problem you originally posted. You will probably need to make a custom voice type for your skeleton (I think you said you have already?). In my experiment, I called it "TestSkeletonVoice". I made a unique NPC (by duplicating an existing skeleton) and gave him the new voice type in the actor window. I made a new quest ("DialogueTestSkeleton"), and added some conditions. On the Quest Data tab in the Quest Dialogue Conditions I made a new Condition Item that ran on the subject, used the function "GetIsVoiceType", and was able to set the parameter to "TestSkeletonVoice". Alternatively, you could use the function "GetIsID" and select your specific NPC as the parameter - in my case "TestSkeleton". I'm not sure wich is better in this case - but I'm thinking "GetIsID", because you want this dialogue for one NPC only. From here you can create your new dialogue in the various quest tabs. Like I said - that's as far as I've gone, so I wouldn't know how to actually implement your dialogue. I hope that gives you a good starting point 'tho. :)
  4. I believe it can be done. Let's see..... Are you just trying to give him dialogue as part of a quest? Or part of the follower quest? Is the skeleton NPC marked as "Unique"? I believe it must be for custom dialogue to work. I might be able to be a bit more detailed (even though this is not my forte) if you give a general idea of what you want to do. You might want to check this tutorial, too: http://deck16.net/post/22645519500/making-a-unique-voiced-follower-in-skyrim-part-1 . It talks about making a custom-voiced follower, but the same concepts apply to other characters.
  5. Well, I'm only using a texture replacer for the vanilla body. I don't have UNP or CBBE, so I'm using the vanilla hand meshes for my gloves and taking the shader property directly from there. (The feet I mentioned are a seperate incident. But..... oh my... now that I think about it, I may have deleted those feet texture files. OTL ) I thought it was a mapping problem at first, as well. It is bizzarre to look at: either the shading is really boogered up, or the textures are moving around. The black spots and bright areas move in the light or as she turns. But that makes me wonder why it only looks strange while being worn, and not while looking at it in my inventory. (I assigned the exact same mesh as the "world object".) I don't think it is my vertex colors - I double-checked, and all the vertex colors of the fingers in my gloves are white, which matches the vanilla hand. I dunno.... maybe something is going wrong when I export..... Thank you for your suggestions, lamer. I'll look into texture mapping issues more. Best lead I have, atm.
  6. On a whim, I tried exporting as an OBJ, then importing, and rebuilding the skin modifier and BSDismember from scratch. Still no change. *SIGH* Another pic, if the first wasn't clear enough:
  7. Ahaha.... I know I should just let it alone but... this just made me think: I assume the girl gamers are less bothered by the idea because we've been playing as male characters for a long time, and a great deal of them are not so attractive. Having the opportunity to play a major game as a non-super-sexified and powerful woman is always a huge bonus. Not to say that I don't enjoy games that have male leads, or that every game needs a playable female counterpart. It's just - as a woman - I find the topic interesting, and curiously watch as major game developers make shifts in their target audiences. (Or make no shifts in their audiences. Or try to make strong female leads and fail miserably... usually because they are just trying too hard.) The psychology behind developing games and how we experience them is very fascinating. ..... for science. I guess you're right, bben46. It's really all about maturity.
  8. (Wasn't sure if this should go in the 3D forum, as it might be directly related to Skyrim.) Okay, okay.... this is driving me crazy. I've been working on and off on some custom armor for a while now, and I've suddenly run into a problem that just won't go away: Whyyyyyyyy? The armor covers every part of the body except those three fingers, so I imported the femalehand.nif and deleted everything but those fingers as per usual. I've tried many, many things to fix this but I simply do not know what is going wrong. Part of the reason I am so puzzled is due to the fact that I did this once before and it went perfectly. In the first version, I had the gloves as a seperate armor piece but I later decided to attach them to the torso. I have the old modular gloves in my game as well, and they still look okay. But these.... these..... They look fine when I view them in my inventory (same mesh), but when I equip them the shaders seem to be messed up. Using "sexchange" in the console and then switching back will sometimes fix it - but somtimes it is only fixed in first person, or sometimes only in third, or sometimes in both, or sometimes not at all; and, when I save and reload it is always back to being messed-up. Here's my process: Import hand into 3ds max. Do not remove Skin or BSDismember modifiers. Delete unwanted faces. Export as nif with the rest of the torso. In nifskope, set BSNumUVSets to 1. Set "Has Normals" to "no". Set "Has Vertex Colors" to "yes". Delete shader property, and Block>Copy/Paste Branch directly from vanilla femalehands.nif I have also tried deleting the old Skin and BSDismember modifier and creating new ones (Skin Wrapping to the vanilla hands). I've deleted the fingers and imported the femalehands nif multiple times, and exported from Max multiple times. I have tried setting BSNumUVSets to "4097" and "Has Normals" to "yes". I have welded the verts on the editable mesh, used the Vertex Weld modifier, and added a Smooth modifier in various combinations or not at all. In nifskope I have used "mesh>face normals" and "mesh>smooth normals", or tried doing nothing. In Max I have made sure that the BoneEffectLimit is set to 4, but I've also tried leaving it at 20. It probably makes no difference, but the "fingers" and "gloves" tri shapes share the same partition, and in total the "torso" nif has four tri shapes. I have absolutely no idea what I am doing wrong that I apparently did correctly the first time around. I am equally frustrated because I cannot find the tutorial that I followed the first time, and I feel like if I read it again I might figure it out. And if it makes a difference, I have texture replacers for the body, the official Bethesda HD texture packs, and an ENB. (But I absolutely don't know why that would affect anything.) I mention this, because I noticed that another custom mesh I downloaded a long time ago (feet) is also suddenly showing bizzarre shading. Please tell me I just missed something small and silly. Q_Q
  9. As a girl, I play my roleplay games as a girl 90% of the time. So I suppose I'm one of those boring people without an imagination. :P True answer is: I usually play as my own gender because I can indeed find it more relatable. And whether I am playing as "myself" or not it is greatly empowering to slip into a world where I am a strong (physically or otherwise) and heroic woman. If I want eyecandy, I mod the fellas I travel with. And I do like to play "dress up" with my female characters, but I'm probably not drawn to the same types of armor, clothing, and body mods as someone who is looking for a sexy piece of bum to stare at for hours. I choose stuff that I think is cool and practical. For the guys? I tend to choose things I like to look at (even though I still tend toward "cool and practical"). But when I do play as a guy.... yup, I admit I pretty much attempt to make them as attractive as possible. For the same reasons the boys play as attractive female characters. I'm unsure what the original meaning behind the "playing as themselves" statement was. As in... literally "themself"? Or a character with their tastes and moral code? Because really..... it's just a different experience. I usually play story-driven RPG's as "myself" the first time through. (As in not with my name or face, but with my values and emotions). I like the thrill and emotional tug of being in situations that challenge my morals, without actually needing to worry about thousands of lives in my hands. I want to see the outcome of "my" actions. I want my character to be able to react the same way that I am actually feeling about that situation. It feels more natural. But on the next few playthroughs, I roleplay as whoever I want and react according to how I think they should behave - it's a completely different experience, and I hardly think anyone is mentally disable for playing one way or another.
  10. Thank you rhowington. I really didn't think I was saying something naughty, but the censor doodad thought otherwise. >_> But yeah. OP brings up a good topic, and I agree that it's frustrating to see people flocking to a mod only because it is popular and not take the time to "shop around", as one might say.
  11. ....I don't think of an endorsment as a vote. I suppose it depends on what abstract concept you feel you are endorsing. I've endorsed two directly competing mods because I tried them both, and both of them did what they offered and did it well. I suppose when I am endorsing a mod, I am saying "Yes, this is quality. I can vouch for it.". Actually voting for a file of the month is a different matter - in which case I would want to go a step further and decide which one I thought was "better" and that generally comes down to purely personal preference. (.... and in all honesty.... I haven't yet voted for a file of the month. I can never decide. I don't often look in that section, even.) But then again, I don't hand out endorsements left and right. :) I only endorse when a mod has served me well for a period of time (or I anticipate that it will) - even if I eventually switch to a competing mod, if the mod has provided a resource or been helpful in some manner, or if the thing is just darn cool. Some things just astonish me. I might have no intention of leaving them in my game for long, but the cleverness and craftmanship is above and beyond. In general, I wouldn't view your hypothetical situation as a problem - I'd hope people would have enough gumption to read mod descriptions and decide what is best for them. Popularity and quality are two different things, and they don't always coincide. EDIT. You know..... some phrases are rude... but only when taken out of context. .__. The automatic censor isn't smart enough to know which is which. Edited so people do not think I said something innapropriate....
  12. Well, unless you want to have your horns "standalone" you can just replace the textures. :smile: Here's what you do: Download and install that mod like normal. (Manually or with the Manager - doesn't matter)Navigate to your data>meshes folder and find where the mod author put the meshesOpen up the one you like in nifskope.Normally we wouldn't need to do anything to the nif if we just want to overwrite the textures, but we need to change a few properties..... unless you want your ram horns to glow!In the "block list" pane, navigate to "NiNode> NiTriShape > BSLightingShaderProperty"Look in the "block details" pane, and change some things: Make sure the value for "Skyrim Shader Type" is "Default". Change the "Emissive Color" value to black. Change the "Emissive Multiple" to 1.0.Visual aid! Now we can look at the textures! Expand the BSLightingShaderProperty and click on the BSShaderTextureSet. ( NiNode > NiTriShapeData > BSLightingShaderProperty > BSShaderTextureSet )In the Block Details pane, you will see all the textures listed. This is useful, because now we can find exactly what textures we need to replace without guessing.The only thing you need to do here is delete the path to the glow mask (textures\angelic_demonic\horns_g.dds). Double click on the file path text and delete it. Save the nif with the same name it had before and in the same folder. Back up the original in case something gets messed up!Pic! Now you can change the textures. Find the diffuse and normal files used by the horns you like (For the one I picked, they will be in " data > textures > angelic_demonic > hornsdiffuse.dds " and "textures > angelic_demonic > horns_n.dds ".Open them in Gimp or Photoshop and have at it!Once you are satisfied with your textures, save them with the same file name and in the same folder as you found them. (Again, backup the originals!)Now when you play your game with that mod installed, the textures of those horns will be replaced with yours. Easier then modelling them, yes? This is the same method you'd use to replace the textures on anything, only normally you wouldn't need to change the nif at all. Unless you wanted to alter the actual shader property that is.
  13. Yeeeeaah it's a complicated endeavor, to be sure. But, making a set of horns is probably one of the easiest things you could do tbh. (because they aren't very complicated to model, or unwrap. And you only need to skin it to one bone - so no tedious weight painting!) So if you feel like learning, I'd say that'd be a great starter project. What version are you using? I'm actually not very familiar with 2.49b (I do all of my importing and exporting in Max), but if you have 2.6x try this: tap "N" on your keyboard to bring up a new menu on the right side of the screen, scroll down to the section that says "display" and expand it, find the section that says "shading" and select "GLSL". You might need to also check "textured solid" right below it, and make sure your "viewport shading" is still set to textured. Also make sure the texture on your material is set up to display the diffuse color - but I'm assuming it is, since your preview looks okay. And..... I haven't worked with hair, so I could be completely wrong but...... I think it might be more complicated that way. I know most hair needs a TRI file which requires extra messing around and has way less documentation, and that hair is situated at the origin which is different from armor. I actually think it might be easier to just make it like a "helmet" or "circlet" and skin it to the head bone. (You can always set it to an unused slot if you want it as an accessory.) I know that would work without a doubt, and you could use it with any hair you wanted if you felt like a change in style. You could try requesting it - you never know. I'd say horns aren't a completely unusual thing for a fantasy character. And have you seen this? http://skyrim.nexusmods.com/mods/11005 Not ram horns per se, but you could retexture them for yourself. :)
  14. Hi there! Sad to say, but it's going to take more than a few hours to get a handle on using Blender. I think the best thing for you to do would be to check out more beginners tutorials. All of what you described is just normal Blender behavior, so once you understand what is going on and learn a proper work-flow you should be o.k. . :) I'll give you some general answers to your questions, with the hope that it will give you some direction to search in. You may not be able to see the default textures in blender for a few reasons: they need to be extracted from the BSA, and/or you need to hook them up manually in Blender.To see your texture on your 3d model, you will need to set the viewport shading to "Textured".You cannot see any textures on your model in nifskope, because you need to hook them up in the shader property (from within nifskope).And some general advice and recommendations: The Blender GUI changes drastically after version 2.5 . Make sure you mention what version you have when asking questions and include it in search engine queries. You will need the NifTools import/export script to create items that will work in-game. Last time I looked, this script only works with Blender version 2.49b.You should probably import the head mesh if you want to make sure your horns fit properly.This tutorial gives a basic run-down on making armors for Skyrim with blender. Blender Cookie has a lot of helpful tutorials in general. You might want to also look at Blender Noob to Pro.And finally, the Nexus has a forum for general 3d modelling questions. ;)
  15. You know..... I hate to say this, but..... You'd probably be better off attaching your 15 pieces into one (or no more than a couple when absolutely necessary), then unwrapping it again into one UV. Your sandles with straps should all fit into one UV and have one diffuse, normal, and-whatever-else file. You know what I mean? I know completely unrwapping and redoing your textures will be a pain, but there is no easy or practical way to do what you're trying to do. And not only is it not practical for what you're trying to do, it's not practical for game play. The game will take a preformance hit when trying to load 15 textures for one item, in addition to whatever else might be present on-screen. I'm not sure what you mean by elements "overlapping". Do you mean something like... the straps are criss-crossing, for example? Do the elements clip into one another? Neither of these should cause a problem if you unwrap carefully. You could unwrap straps into the very same UV, and make sure they don't overlap in the UV. That's the important thing.
  16. Hm, I don't believe it becomes invalid really. If you fudge with it too much then you might have some wierd stretching going on with animations. I.e, you move this vertex here, but the skin data hasn't changed, so it will move like it was over there , wich could mean it will fly off strange places if it was moved from it's original location a great deal. Deleting parts also should not be problematic - the weights in the skin data will remain the same. You will only run into problems if you add geometry to the mesh, such as from extruding. And with BSDismember, just think of it as a way to tell the game what parts to cover on the body. It's the same situation as the skin data - taking away parts will do no harm, but it you add anything new you need to tell the exporter what partition that geometry is a part of. Unfortunately, you don't actually have many choices in Max - it just needs to be there in some shape or form so the exporter won't crash. I'm assuming selecting different faces will allow you to specify multiple partitions, but I have not yet needed to do this so...... IDK. So here's what you can try: Import your prisoner clothes (make sure you are importing the skeleton and skin modifier), and delete all but the body. Don't touch the existing Skin or BSDismember. In the editable body mesh, select the shins and delete. Alternatively, you could import the entire malebody_0.nif and delete the necessary parts. At this point, if you absolutly feel the need to reskin this portion (but as I said, it shouldn't be necessary in this case), it really is exactly the same as using Skin Wrap with clothes or armors. Just delete the existing skin, import the malebody_0 and copy the data from that. I really, really encourage you to try it without doing this and just using the old skin data. You might be suprised. :wink: For BSDismember, same deal. Should not need to be touched, but if you want to double check you will apply it in the same manner as clothes or armor. Delete the old modifier, add a new one, select the entire body portion and set it to.... anything. In fact, as I am looking at the prisoner clothes in Max it would appear that the body under the clothes has only one partition - "Skyrim Main Body" (or Skyrim Torso 1). So choose that when you set up the BSDismember and you shouldn't need to change anything in nifskope. Then just export your edited male torso along with your armor. :wink: Fix up your shaders in nifskope and make sure your dismember partions jive with the CK and your other armor pieces. That ought to be it. There is a tutorial somewhere 'round here that talks about what you want to do. If I find it, I will link it. I have lost it, somehow. -_- EDIT. Can't spell.
  17. (Aaaaah I saw this before work, but I had to leave. :C ) So anyway...... Have you considered simply making the leg portion invisible with textures and an alpha property? Wouldn't be the most "optimal" way of doing it, but it really shouldn't cause any problems. If you want to do it "properly" however, it should be pretty straight forward. For one, you shouldn't need to delete the existing skin modifier. I have a few fingers that show in my custom gloves, and all I needed to do was delete the extra faces of the hand. If for some reason you do want/need a new skin, you should just be able to do a skin wrap to the full male body nif as you described. I'm unsure why it did not work for you. Could you explain your process? As far as BSdismember goes, you probably don't need to delete that one either. (Unless you are not importing it, for some reason?) Or delete the old one, quickly slap a new one on there and set it to whatever - I usually use "SkyrimTorso1" for everything. In nifskope you can set it to the proper body part. I'm assuming it will be "forearms" in this case. Honestly, "a mess of exploded arms" does sound like a potential problem with the weight. I have no experience with that yet myself 'tho, so I wouldn't be much help if that is indeed the problem.
  18. I think you may have answered your own question. Skyrim just won't be very stable with 200 mods installed. I'm not say it's not possible - and I'm not the best one to give you advice on that front - but the chances that all of your mods are perfectly clean and well-made are slim. And it kind of depends on what combination of mods you are running. Lots and lots of plugins? Plugins with scripts? Texture and/or mesh replacers? Your PC isn't the issue, it's the game and what it will take. My advice is - figure out what mods you can drop and still have a game you enjoy. Mainly plugins. Simple replacers shouldn't be a huge issue. Or just expect the occasional crash or infinite load screen. Vanilla Skyrim isn't totally stable to begin with, so even with just a couple mods there's bound to be issues.
  19. This is my combo: Climates of Tamriel (better lighting and color outdoors) Enhanced Lights and FX (better lighting and color indoors) And Skyrim Enhanced Shaders Classic (This does not have all the fancy effects of any of the recent ENB presets. But it won't kill your frame rate and gives light a nice volumetric feel and can be adjusted to your taste.) My pc's specs are nothing to brag about either, and I can run this for normal gameplay reasonably well. I agree that looking into a little more ram probably wouldn't be a bad idea (and like Jeir implied, anything over 8 gigs would be overkill)..... on a 64Bit system Skyrim can use a maximum of 4GB ram. Naturally, you will have ram being eaten up by just running the operating system, which leaves less for Skyrim. This is more related to game crashes than lag, however. Buuuut decent ram would be a relatively inexpensive improvement you could make to your pc.
  20. I haven't messed around with your model yet, but I'm wondering.... How did you go about setting up your BSLightingShader property? Have you tried copy-pasting it from a vanilla object with similar propeties to what you want? Skyrim and the CK can be suuuuper finniky. Oh, okay. :P So you are looking at a vanilla nif. Try copying the BSLightingShader directly from that anvil and see what happens. Also, try adding the suffixes "_d" to your diffuse and "_n" to your normal. Sometimes that can help. EDIT: Oh, and. Your textures are a bit messed up. First, add an alpha channel to your normal map (this is your specular map, btw. For testing purposes, you can just make it a medium gray with some noise or something.). When you save out your dds files in photoshop, use the setting "DXT5 ARGB 8 bpp interpolated alpha" and generate MIP maps. And I will once again suggest saving the normal map with an "_n" at the end. Like "ColumnTest_n.dds". EDIT2: Got it working. Here is what I did: Added an alpha channel to the normal map with a quick gray scale of your diffuse.Saved both texture files as DXT5 with MIP maps, with _d and _n suffixesCopy/pasted the BSLightingShader property from the anvil nif, and hooked up the proper texturesMade a new static object in the CKI put it outside of Whitrun and was able to view it in-game. So really, it was just a matter of setting up the shader properly and fixing up the textures. Bad news is, you still have some work to do with your normal map. It looks like it is an Object Space map rather than Tangent Space. This is why the shadows are all crazy. This really really needs to be tangent space to look right. Also, it needs collision if it will be somewhere accessable. I watched a guard walk through it. :P Here's the files for you to look through. http://www.mediafire.com/download.php?bohtvucobmiwoy7 To find the column in the CK, search "ehColumnTest". To find it quickly in-game, type "coc whiterun" into the console. It'll be near the meadery.
  21. Waaaiiiit..... I'm pretty sure the whole "leveling NPCs not leveling with player after meeting player for the first time" was solved in a Beth patch some time ago. In which case, you would only need to use PCleveloffset like Scott and Scary described. Unless I missuderstood something at some point. Which is an ever-present possibility...... I love the idea of giving a follower abilities a certain levels, though. I want to try that! But oh man, I also have a custom follower who levels. Now I'm all paranoid that I didn't do it right. ._.
  22. What Dave said. I'm no expert here, but from personal observation - it all depends on the situation. I think the only things that would truly benefit from an ultra high-res texture are very large things that you can get especially close to. A 4k cliff face would probably have a good advantage over a 2k cliff face. Or... a mammoth, or something. (Although I don't recommend spending a lot of time near mammoths.) A 4k handkerchief, on the other hand..... not so much. In fact, I'd say a lower resolution might look better in that case. I work with my textures at 4k, and test them in-game at 4k. If I am working on something small - like a weapon - I have noticed that the textures look a little crisper and bolder after being scaled back and sharpened slightly when they are finalized. That's just the thing - a weapon will never take up enough screen space for those few pixels to be missed. But alas, most of us are unable to run a great deal of 4k textures in the first place. *sigh* In reality, 2k is just fine. My 2 cents.
  23. Unless something changed while I wasn't looking, Immersive Armors/Weapons also show up in leveled lists. So you will see them around the province, in dungeons, being worn by bandits/hunters/etc., and sold in shops. But don't take my word for it, check out the mod pages. ;) And replacing an armor is quite possible. You just need to rename the files to match those of the vanilla Forsworn armor, and drop them in the appropriate place in your Data folder.
  24. Hm. I am looking in the CK, and it seems to me that Karliah's eyes ought to already be playable for female dark elves. It is selectable for any female dark elf NPC within the CK, at least. (It's called "FemaleEyesDarkElfUnique") To make it useable for males, you will need to make a new head part. But it's fairly easy. Load up the CK Under "Character > HeadPart" search for any default "MaleEyesDarkElf". For example, I will select "MaleEyesDarkElfDeepRed". Right click and duplicate the head part. Open the duplicate and rename it as you like - such as "MaleEyesDarkElfUnique" (for consistency, you know?) The Model and Tri should be correct because we selected a male head part. Just make sure "Playable" is checked, "Male" is selected and "HeadPartsDarkElf" is selected as the valid race. Now, you just need to find the correct texture set! Under the drop-down menu, choose "EyesDarkElfUnique1". Hit OK and save! That's all. Now you should be able to have Karliah eyes for a male. For a completely new eye color, you will indeed need a custom texture and there will be extra steps. Make your texture. Save it wherever you want in your Data folder. Now you need to make a new texture set. In Miscellaneous>TextureSet, duplicate an EyesDarkElf texture set, open it, and rename. All you need to do here is change the Diffuse file (unless you want to get all fancy and make new effects.) Click on "Diffuse", click "Edit" next to the box where it shows the texture file path, and navigate to your custom texture. If it shows up in the preview window, you are good to go! Hit okay! Follow steps above to make a new headpart. Fin! As far as heterochromia eyes go, you will probably need to work with "EyeBlind" in some manner. Otherwise, 3D editing software will be necessary to remap the UV's. EDIT 3: Edited for general stupid. Note to self - stay away from the internet while sleep deprived. -_-
  25. What mynamethatislong said. :) You could also try some camping mods. I've been using Portable Campsite and Camping Kit of the Northern Ranger together for some time. One of those in conjunction with a Needs mod can really have you spending more time thinking about just surviving, packing, and planning than storming keeps and killing dragons. You could become a hunter by trade. Set up a base camp, hunt trap and fish for a week, travel back to town and sell your goods with the Your Market Stall mod. Or mine ore. Or be an alchemist...... Just some ideas. Oh! Or maybe your character could be a good candidate for Gypsy Eyes Caravan. You could be a travelling trader! That could be really fun if it works with Market Stall. (What was that blog.... where the guy tried to live as a normal NPC in Skyrim and avoid adventure? I think the poor guy ended up getting half a town murdered by a cave troll. Heh.)
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