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WBizzyW

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  1. 3,66 gb? :o I would have said something, I knew that mods up 1gb have massive problems to upload it on the Nexus, but It wouldn't have thought, that your mod ist that big.
  2. For the wilderness shrines I mean, Totems, single sights, wood carvings, the forgotten kind of thing. And for the imperial gods: "The Eight" Divines are viewed by the Nords as a “Southern” import. They retain some of the taint of the Alessian Order, and are basically viewed as a religion for foreigners. Their gods are fine for them, but Nords need Nord gods. Some of the gods are the same (or similar) – significantly these are the three female gods, which are far more important to the Nords than they are in the Imperial Cult. (Kyne is in fact the de facto head of the Nord pantheon.) The Nords are perplexed and disturbed by the Imperial Cult’s focus on the Dragon God – they regard this as a fundamental misunderstanding of the universe, and one likely to cause disaster in the end. (Which fits perfectly with the pessimistic Nord view of the world in general – things are likely to turn out badly, and it will probably be caused by some foreigner.) Lucky for the world that the Nords are so diligent about keeping Alduin asleep, while the southerners are busy trying to get his attention! Any mention of Akatosh in a Nord’s presence is likely to bring a muttered invocation to Alduin to stay asleep in response. The Nords believe that, During the Oblivion Crisis, it was Talos (Dragonborn, Martin’s forefather) lending his aid, not Alduin." Again, that's from the guy that basicly invented the TES cosmos.
  3. I'm a bit torn on the adaption of the real life christian conversation, as I think an important aspect of preoblivion TES, is that i not follows the typical tropes. Also the Empire has religious freedom, but yeah the existence of the Imperial Cult is I think a very important factor, as I recall this faction is not even mentioned in Skyrim. As for the worship in general, I think it's important to convey, that they worship the gods differently, if at all. They don't really have chapels, only the three female gods get really worshiped, I think the "huts of important witches" (ideal place Mothal?) or this huts build on pikes for Kyne is an interessting concept from the design document. Also I always thought that Kyne would have a female Shieldmaiden faction, maybe some are Stormcloacks. I think in TESO, there is something of this sort in Kynesgrove. As for the other gods, I think that most nords should look very suspicious on the imperial Akatosh worship (Yeah I know there is this Akatosh isn't Alduin Book, but this just a lame and lazy explanation from Betheseda, also each Nord will view that differently). As for the other Nordic gods I think they shouldn't have priests, except of course for Talos (Some Talos Totems in various homes would be nice), and their shrines should be maybe more "Hero honor places" as they don't directly worship the dead gods, maybe the Shor shrine could be a bit creepy? Also Jhunal (the nordic predecessor of Julianos) could have a forgotten shrine in the ruins of Winterhold, as his worshipped already died out in Morrowind and Oblivion time, but I think this god could have been still worshiped in Old Winterhold, as he fits the place. For Orkey (who is, this is the interessting thing a combination of Malacath and Arkey) and Herma-Mora "the Woodlandman", maybe obscour totem like things in the Wildernis. A nice insperation for lore of Skyrim is the forum section of the Morrowind: Home of The Nords Mod project: http://project-tamriel.com/viewforum.php?f=20
  4. Absolutely I look forward to this. One thing came to my mind about the nordic gods. Does your mod adds new shrines/chapels? One thing that bordered me about my favourite city mods, is that they tried to add chapels of the remaning of the nine, which didn't have any sort of temple like zenithar or Stendarr, which, in my opinion, weakens the uniqueness of the Nords even more. Well now some can say, that the nords adopted more or less the Imperial gods, but thats just plainly boring (and it's compeletly stupid the Nords lived under thousands of years under Empires and never switched, why should they do that under the relativ weak Mede Empire that heavily relies on the Nords good will) and even when, the old worship would not immidately dissapear. Well the real reason is, that the full grown nordic religion got not in the game, because some developer thought in the concept phase that this would confuse players (Yeah Betheseda doesn't seem to think highly of their player base). This the original concept: http://michaelkirkbride.tumblr.com/post/128602974278/excerpt-from-a-tesv-skyrim-design-document-with Makes much more sense, then what we have in game, it explains for example why Talos is so important for the nords, a fact that we don't even know ingame. But also it is kind of ingame as the only gods that have temples in the game, are the only gods the Nords really worship Kyne, Dibella and Mara. The only contratiction that we have are the Talos Temple in Windhelm and the Arkay Priests. The Talos Temple is easily explained, that he was comissioned by Ulfric, who ironically adapts a more imperial style worship of that deity to strengthen his course. But the main reason why I tell you this, it would fit nicely with the Arkay cult that you have planned with Falkreath, because, your lore could explain, how the colovian influenced Falkreath cult spread over Skyrim because it's quite practicaly to have Priests tend to the death, although some Nords should be very wary of these priests as they viewed that god for thousands of years as an trickster and enemy of their people. As I understand you mod wants to make Skyrim a more unique place and I think this different understanding of Religion from the nords could really add to this. (And sorry for my english, I tipped this a bit fast for my english skills)
  5. For Weather mods I would argue that Climates of Tamriel has a succesor, that's maybe more worth looking into: http://www.nexusmods.com/skyrim/mods/73937/?
  6. I'd just be wary of using other assets atm though. After the whole fuss with Immersive Citizens and ETaC's patch for it I imagine copyright issues are a bit odd right now. This are mod ressources, the whole point why the author uploaded it, is for other modders to use it as a ressource. And when you look at the front pages, this mod uses already a lot of ressource mods.
  7. Maybe useful for your project: Whiterun Interior Expansion Set
  8. Well to be honest, I never saw this quest/land plans, as doable for pretty much one person, but dam are the assets great, they would be perfect to use to give Dawnstar, Winterhold, Morthal and Falkreath unique Architecture.
  9. Little suggestion, as you maybe know the Witcher Games are free to use as ressources for modding. As most modders seem to mainly use this to import the outfits of the female characters, I am a bit confused that nobody ports the more obvious parts, fitting for Skyrim in the game. For example for your clothing variations, you could maybe you use clothing textures of the Skellige people: http://media2.giga.de/2015/06/witcher3-skellige-r%C3%BCstungsset-banner2.jpg http://images.bit-tech.net/content_images/2015/06/the-witcher-3-review/witcher12-1920x1080.jpg
  10. If you still need a tester, I would happily do it, wheter with a modded or unmodded game or both. I use mods since ages, know basic tools like TES5Edit and I am fairly good into TESLore. So no "special knowledge". But I would be highly motivated, the represantation of the Cities and the nordic society in Skyrim always bugged the hell out of me, not as bad as the Imperial in Oblivion, but sill could be so much more. So I would be happy to help, since this is the first mod that really seems to be a major attempt.
  11. Just wanted to say that I was "amazed" when I discovered this project, really looking forward to testing it out. :turned:
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