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Everything posted by Antaran5
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Nexus Mods centralisation complete, we now support mods for all games
Antaran5 replied to Dark0ne's topic in Site Updates
Loving the idea of it all and more than willing to put up with sluggish page loading till it's fixed and back to smooth running. However.... 1. Some mods i choose to track till everything is 100% again are not showing as tracked when i later go back to check. 2. had some issues with NMM loading up to start with, then it was refusing to log in and now it just refuses to do anything (22:00 GMT Tuesday 3rd Dec). JFYI : I mostly use for Skyrim these days but always use for my Fallout games also and using the current 0.45.7 NMM on Windows 7 Ultimate 64bit with more specs than is ever used (everything maxed out on BF4 with 50+ FPS minimum) Hopefully all this will be sorted soon. -
LE Severin Manor Style Home on the mainland. (Request)
Antaran5 posted a topic in Skyrim's Mod Ideas
Greetings all Modders and Modder fans. I'm hoping a skilled modder or mod team would consider making a House/Mansion mod based on the Severin Manor from Dragonborn but... on the mainland of Skyrim. Exterior look kept the same as well as the interior. The Manor from the Dragonborn DLC is one of my favourite homes but once the DLC is finished it's wasted on Solsthiem, the basics i'm thinking of would be like a copy/paste of the exterior and interior centrally placed (say a little west of Whiterun) purely for the greenery as i myself enjoy greenery outside my home instead of snow. The interior would consist of a similar layout to in the DLC version : Entrance/Kitchen = Hearthfire oven directly opposite you upon entry, spit on the left wall and a small dining table with chairs on the right wall (i estimate maybe a 5 seater at the most). Storage for this room would consist of a drop box (chest) near the door and a couple of units that would look the part for a kitchen. Downstairs. Main Corridoor = Alchemy and Enchanter in the small alcoves with a form of storage for each, maybe a couple of mannequins. Smithy area complete with everything required in the large area (as in the DLC) with a couple of mannequins, chests (preferably named) for ores and leathers etc. The first bedroom off the corridoor with 3 single beds and basic bedroom storage (wardrobe, mannequin and shield/sword plaque beside each bed with a chest at the foot of the bed). Master bedroom would double as bedroom with a double bed (same setup as guest room but wardrobe/mannequin/plaque at each side of bed with 2 chests at foot of bed) but instead of being centrally located as you enter the room it would be to one side as the other side would be like the library/study consisting of usable bookshelves, desk with seat and maybe a nice fireplace. For the Vampire lovers out there perhaps a hidden room added from a fake bookcase in the library/study with an upright coffin in it. pretty much clutter free for the whole house and it being lit via sconces like the hearthfire homes (horn shaped). I look forward to responses and hope there are others out there wishing someone could make this as much as i do.-
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- severin mansion
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First off i'll apologise for the title being a little bleh, however i was unsure as to call it. Smithing/Farming/Jobs/Career or something similar would bring out those flamers who "work all day and want to relax in a game not work in a game as well" if you catch my meaning. @ Sagenth and Icedgamer : If you didn't bother reading the ideas then why post a reply at all? fair enought he title was uninteresting but it drew you in to post in this thread non the less. One last thing, if your both good modders then you should appreciate the amount of info i prefer to provide instead of simply putting "i want to be a Smith/Farmer". It's not so much a Jarl mod as the part about the village building around you is merely optional depending on what can be done in CK and such. I just think the game lacks the full potential for players who would like to start out as a Blacksmith/Farmer or other job before the main questing. Think of it as hiding out after escaping execution, while your working as a Smithy/Farmer time naturally passes and you eventually build up a nice amount of money before starting out on the quests, and a small base in which to work from. The Smithy wouldn't need a lot of ground space in order to get started, i'm sure there's enough around Whiterun. As for the Farm that understandable would require a bit more land and thats gonna be harder to sort out with it needing to be within close range to a town/village in order to be profitable (think of yourself in this position, you farm for days/weeks/months and last thing you want to do is travel to the other side of the country in order to sell your produce). One last thing i just thought of as well, in order for this to be fairly realistic instead of buying the Smithy/Farm you'd have to work for someone else as an apprentice to start out with and build up some money from that, maybe the owner leaves it to you in his/her will after a set number of days working for them or something like this, otherwise it would require questing to gain the capitol to buy it (negating the working while hiding out idea) or the dreaded console cheat for gold. Anyways the ideas are there and tbh i'm hoping for a realistic approach to it in order to enhance the game rather than it being classed as cheating or not lore friendly.
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Just a few things i'd like to see done once the creation kit is released. 1. Farming : The ability to buy and run a farm, Initial purchase would include the basics (House exterior with empty interior, Windmill, Barn and land fenced off). Upgrades could be bought that will add the usual furnishings for the house, possibly animals as well for the barn, an actual working mill that can be used to turn wheat into flour for additional cooking recipes and if it'll be possible the ability to buy seeds for a cheap price in order to grow foodstuff on the land and sell for a profit, making Farming a viable option for money making. 2. Smithing : Same sort of principle as Farming but with with the appropriate changes made, Gathering Ore (or buying it), smelting it to ingots then creating items to sell. now this is possible within the game as it is now however it's not a viable way to make money or use as a carreer choice. Again, buy the house/hut with option of decor upgrades, have a smelter, tanning rack, full anvil and it's trimmings, workbench, grindstone etc, with the possible addition of contracts, either people come to you and request things for which your paid for or you recieve mail via the courier for contracts or whichever would be possible to do. Ore nodes would have to increase their output a bit in order to make it worthwhile as well. 3. With the above 2 things integrated i think it would be awesome if we could start our own little village, maybe start of as one of the above and as you progress in that field you get the option of people wanting to move in around your Farm/Smithy and small homes spring up (NPCs build them, you build them/place them or they just appear somehow with the aforementioned NPCs living their with their families or alone etc.) Slowly but surely you end up with a nice village to call home. 4. Lastly another profession related to the towns that have a dock, Shipping Manager. You buy a small office on the docks and recieve orders every so often that you have to fill and supply a ship with in order for the ship to sail off to deliver the goods, perhaps 1 order per game week giving time to fill the order and send it on it's merry way to wherever. I can imagine that something like these might seem simple additions to an outstanding game but i'm sure there's a lot involved in making them happen and woould appreciat eit if a team of modders could do something like this at some point when it's possible. Please post a comment if you like the ideas.
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Please excuse if 2 weeks difference is classed as necro posting. I haven't tried it myself but found a Smart Gun mod http://www.newvegasnexus.com/downloads/file.php?id=43347 I'm not the creator or uploader of the mod, i'm just linking to the mod on this site.
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Yeah i used to use that mod in Fallout 3, never played a game without it, however it was a bit overpowered. thats why i'm hoping an experienced modder/team can do something similar to the idea i've posted.
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I'm hoping a kind modder is either working on or will consider the time involved in making this mod idea. It all has an Aliens theme to it (the film). Armour = Combat armour style (uses in game combat armour to repair) not overpowered, most likely very similar to Combat Armour Reinforced MK2 in both looks and stats with just a few changes in the look. The helmet might need a bit more work as i was thinking of whoever takes up these ideas would see about getting permission from the person who did the torch that mounts to head/helmet and integrate it. For those who are fans of Vasquez and Drake a headwrap and headband. Weapons = This is where it gets interesting, first off the Flame Thrower, probably the one requiring most work not just for meshing and textures but the idea of using flamer fuel for it even though it's the size and class of rifles/assault rifles, damage would work similar to the stock big flamers (most likely a bit lower though). Smart Gun, Classed as a big weapon and probably close to a minigun in stats. Now the creme de la creme, the M41A pulse Rifle, usable grenade launcher on it using the standard 25mm grenades, the main rifle itself would be comparable in stats to the Sercive rifle with perhaps an extra point or 2 in individual bullet damage, 99 round ammo clips. With the damage being as described i would hope that they are not God or overpowered items as i'm personally not a fan of them as they reduce the immersion of the game. I'm thinking along the lines of 2 variations/mods which the users will choose to install 1 but not both, purely regarding ammo usage for the Smart Gun and M41A. One being using standard in game ammo (5mm or 5.56mm maybe) and one using custom made ammo according to the guns in the Aliens Film. The reason for the 2 files being so people have the option of wether or not they wish to use any other mods that might be required in order for the custom ammo to be used. Ideally this mod idea wouldn't require any DLC for those of us who don't have them. (also more downloads and endorsments for the modders with this standard open style) I'd love to work on these things myself but i'm a complete know-nothing about making any kind of mods, i have ideas that i'd like to see but no knowledge or time for doing anything myself. Any modder or modder team willing to take up this task would be greatly appreciated by me personally and i encourage anyone else wishing to see this come to our FNV game to please comment here.