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monkseal

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Everything posted by monkseal

  1. What the title says. Realized that, while there are mods to add some baby animals, most of them skip horses entirely. The only mod i found that has foals in it is More Horses, but well, as it's primarily a horse mod, it's bound to cause trouble with the horse mods I already use. Is there literally anything else? I don't need them to be anything fancy - just to stand there and look pretty, so that all the horse traders mentioning foals don't look like they're talking nonsense.
  2. Okay, now THIS mod definitely existed, even though I can't remember if it was LE or SE. It added some spells that you could use to place flowers in the world. I think it came with its own new flowers, but that's not 100%. If I remember correctly, you bought the spells off of some Khajit vendor, and it's possible that the mod name was also in Khajiti language. Can't find any trace of it now, so any assistance will be much appreciated.
  3. Questioning if there are any PLAYER-ONLY werewolf sound replacers. I've seen player-only mesh replacers, but nothing for the sounds, although these would certainly go nice together.
  4. I've seen this before, but never tried it myself, so can't tell how well it works.
  5. Ooh, ideas ideas ideas! I tried to keep the original post's idea as contained as possible, since, from my (limited) understanding, integrating stuff into other vanilla quests is an extra layer of trouble. And I've seen way too many cool ideas never happen because the scope ended up being too much... But still, if this ever happens, that could be in Update 1
  6. Maybe it's just me, but I never really minded Fultheim. He's never struck me as anything other than sad and bitter. Nazeem does fit the bill, true, but I find it hard to imagine that he would be willing to depart from his beloved Cloud District and go wander some murky swamps where he isn't important. Still, fun ideas, thanks.
  7. Thanks for the answer! And I know that people don't usually intend for followers to be annoying, but occasionally they can still suit this sort of roleplay if they accidentally come off as such from a certain angle. Like you said, some people do find Lucien annoying (even though I play with him occasionally and so far I don't), or some find Rumarin from INPCs annoying (which, granted, he can be) while some love him, or some find Vilja's happy-go-lucky attitude annoying. I myself had to dip out of Shezarrine, as I just couldn't mesh with the new Onmund at all, no offence to the author. So I was mostly hoping someone once found a character annoying for the reasons I mentioned.
  8. Yeah, you read that right... I'm looking for some custom follower that my next character could really enjoy leaving behind when the time comes. So, give me your suggestions for who might make you roll your eyes with every other remark! Would be great if they're a "holier-than-thou" type. Holier-than-thou and also patronizing? An instant win! But just being full of themselves, and generally obnoxious also works. Just no one too criminal-leaning, as then the story would make no sense. Bonus points if you can actually argue with them/make them displeased. But without doing the major questlines aside from MQ and possibly Dawnguard, as I don't plan on taking them that far. Unless there is some really satisfying dialogue
  9. That does sound fun, although, considering how "efficient" dragons seem to be in my game, that fight could last a few hours
  10. So there I was, playing Dawnguard in a way that really wasn't intended, and I had a thought. Durnehviir is supposed to serve the Ideal Masters while Valerica lives, right? Well, what if she dies? Could work like this: after the Dawnguard questline is wrapped up, you can go back to Soul Cairn, where you get an extra option to fight the now non-essential Valerica ("Harkon is dead... and you're next!" or something of that kind). If you do end up killing her, Durnehviir appears, expressing his surprise at this turn of events. He can then say that he's now capable of leaving the Cairn entirely without ceasing to exist, but that would cost him most of his power (what with him being tied to the place for so long). And, since the player has now both defeated and unadvertedly helped him, he will leave the final choice to you. If you choose "I still need a strong ally", nothing changes: Durnehviir leaves and stays a summon. If you pick "I want you to be free now", you will lose "Summon Durnehviir" (as he's now too weakened to assist you), and the dragon will relocate to Kjenstag Ruins and stay there perched on the wall (maybe with a couple non-hostile undead minions hanging around). Here, he can be talked to, teach some conjuration, maybe some fancy necromantic spells, or, possibly, have a mechanic similar to Paarthurnax's meditations, but with different words of power. Since I'm not much of a modder, I would be interested to hear your opinions on how possible that is!
  11. Been looking for an item that could serve as a sort of "roleplay-endgame" for my current character, and ended up too tired fighting search parameters, so decided to ask actual people What I'm looking for is a potion, staff, jewellery piece, useful misc item or clothing item (just something that's not explicitly armor or weapon), that is: - CRAFTABLE (hardest requirement. If it has extra crafting requirements, even better.) - unique-ish (there might exist a few more in the world, but well-hidden enough to be able to avoid them) - powerful (not necessarily endgame-powerful, but something that feels rewarding to have. May be unbalanced) - NOT dwemer in nature and NOT explicitly connected to soulgems - not a part of some large overhaul of existing crafting mechanics/magic systems If it has connections to alchemy, that's a bonus but not necessary. Sounds like quite a list any suggestions appreciated!
  12. Thank you for your help! I think it's working now - on my way to iron out some other things.
  13. So I wanted to try and do something beyond my usual "make a follower - drop them into the world - done", even despite the fact I know nothing about coding. The idea was to make a mini-quest by ripping off vanilla Moss Mother (Valdr) quest - NPC sits wounded, player offers them potion, NPC is no longer wounded and can become follower. But, as expected, my copying strategy didn't take me very far... For the potion-giving part, Mossmother uses the following: If akSpeaker.ShowGiftMenu(True, PotionList) > 0 GetOwningQuest().SetStage(20)Else; Debug.Trace("ShowGiftMenu returned a value <= 0")EndIf But if I try to just copy it, it refuses to compile, claiming that "variable PotionList is undefined" From my (VERY limited) understanding of what's going on, script has no idea what PotionList is, and, while the vanilla one probably had it "explained" somewhere earlier along the line, I would need to do it again to make it work. I tried to locate where that happened in the vanilla quest to figure out how it's done, but failed miserably. So, how to? Or is it actually more complicated than I thought? Thanks!
  14. Hmm, Kaidan... I've got to confess, I'm not particularly fond of "complex" followers, as more often than not they just clash with anything and everything I have going on in my own game. Thank you anyways! I'll see if I can find something else first, but I'll keep him in mind.
  15. I know damsels in distress are way more popular, but still. Any mod (non-vanilla NPC) MALE followers that start off being in some kind of peril? Caged, chained, trapped, engaged in a fight, sitting there wounded after a fight, anything of sorts. Examples that I already know: - Interesting NPCs Daenlyn Oakhollow starts off being escorted by Thalmor; - nt6486's Thjalfi Wild-Wind is found chained to the wall in a bandits' camp. Thanks for any ideas!
  16. I've come to want to try my hand at finally making some custom overlays... however, the link to the tutorial I had saved for such an occasion (at winkingskeever.com) seems to be broken now and I can't find any others. Does anyone maybe have an alternative tutorial? Thanks!
  17. Hm! I'm not a big fan of super followers, so it never occurred to me to look at one of them as a quest source. But, from what I'm reading now, this is a good fit! Thanks!
  18. Hello everyone! I was wondering if there are any QUEST mods that would suit an alchemist. I couldn't find any myself, so I assume there's probably not much if anything where alchemy's front and center, but some smaller side quests would work, too. Might not even be alchemy-related via mechanics, just via story. Even if it's something of vanilla-level, i.e. looking for alchemy-related artefacts or collecting a few specific ingredients to help a fellow nerd with their research, that would still be great. All I can find myself are overhauls (which I don't want) or house mods... and running through same few vanilla quests while basing the rest of the story elsewhere is getting a bit old. I play LE. Thanks for any help! :blush: (one last note, no Death Consumes All recs, please. Sorry! Thought of it already, tried it, but we just don't mesh)
  19. What it says - just some more ways for a werewolf player to engage with the Frostmoon Pack. Maybe just something simple, like "kill a werebear at X location for Hjordis" "find her parents' heirloom for Rakel", "hunt some notorious prey for/together with Akar" or "recover Something Something Hircine's Thingamabob for Majni". Or something more complicated if anyone gets invested in this idea - save Rakel who overestimated her strength and got captured by some foe? Retake Snowclad Ruins from the werebear pack? Restore the Hircine shrine there to its glory by doing... something? Some kind of "Boss" co-op hunts? Basically, I'd be happy to see anything that would make it worthwhile to stick around this pack. It's easy to find roleplay reasons for that if you're a devout werewolf, but without gameplay reasons, it gets old real fast...
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