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MitchelKnight

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About MitchelKnight

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    TESV: Skyrim
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  1. I once thought of an SM questline. In my interpretation, it's a what-if scenario. We all know Beryl was defeated in the first season. But rather than accepting her fate, she used what little Magicka she had left to escape to Mundus. It leads to the genesis of her own plane of Oblivion, Negaverse. She became something of a Daedric Prince, the only factor is, she can still be killed by mortals, assuming they possess a star seed. Very few people on Mundus have that spark, and among those is the Last Dragonborn. Outraged over her bitter defeat at the hands of the Sailor Guardians, Queen Beryl decided to use her Daedric Influence to ensnare and eliminate all who possess these star seeds. For each star seed collected, her power grew. Once the Main Questline is finished, you will encounter her the moment you step foot inside Whiterun. She will first congratulate you for taking care of Alduin but will change her disposition as she asks you if you have eliminated Miraak, as well. Regardless, she will monologue for a short moment, will suddenly assault you. You won't be able to defeat her that time but will engage in a conversation when your health drops to 25% or below. She will attempt to absorb your dragon soul which also includes your star seed. Then Sailor Moon appears out of nowhere and intervenes. Beryl ducks out via teleportation, and Sailor Moon will ask if you are okay, she'll introduce herself, and depending on how well you managed to last Beryl's onslaught she'll either praise or scold your efforts. Then she'll become a companion, as she explains the other Guardians are also investigating Beryl's resurfacing and that you have to help her find the other four Sailor Guardians. Luna and Artemis are Khajiit, you must find them, as well. Once all the characters are found, your next act involves finding the Rainbow Crystals in Draugr dungeons. And then, you have to craft the Legendary Silver Crystal, Moon Stick, and help the Guardians finish off Beryl for good.
  2. These guys are either dead, inactive, or hacked. If this is not true, SOUND OFF!!!
  3. Yes, mator, is there a feature in one of these scripted tools that can merge record data betwixt two mods? Here's what I'm trying to do with your toolkit. I'm making a compatibility patch for CCO to compromise for the radical changes in the activators done in The Gemstone Collector. The Gemstone Collector's overrides not only uses it's own leveled gem lists, but also ignores CCOs mining and mineral properties defined in its MCM menu. Instead of hand-editing every activator override one-by-one, I want to apply the same data changes to activator overrides of similar structure. In short, I'm just copying record data from CCO's overrides, ignored by TGC's overrides, into new overrides that both mods can agree on. Also, I'd like to take advantage of this scripted toolkit, by breaking down/ recycling gemstone wares into 75% of the materials used in crafting the final product. Plus I'm adding a passive perk obtainable from reading a series of books. This one will make breakdowns more efficient by an additional 25%. However, it will only breakdown wares into the mainstream materials (e.g. Iron for Iron, Steel for Steel, Studded for Leather, etc.). However, this perk grants a 25% bonus chance to spit out an extra smithing material that relates to the recycled item, and adds an extra 3% if you recycle one more of the last object recycled. This scripted feature is radiant like certain quest objectives, and thus the chance for a secondary output will increase up to 100%. Features like these, however must have checks and balances. When the secondary output returns successful, the chance resets back to 25%. If I can make something like this happen, I'd have the power to redefine Skyrim.
  4. Why have you not updated your Dinosaurus Era Mod?
  5. Interesting idea, but I fear this is nigh impossible to pull off. True, it would help in writing fanfics, but to record every kill and action, in general, would be too much for the text file to record. Unless It starts a separate log each time you save. I would like for someone to make this happen, it can't be me though.
  6. Story: The Brotherhood of Steel has always despised the Talon Company's anarchist posture. The Talons have always targeted the Brotherhood as a matter of principle. And now that you have emerged from the Vault, the stakes will rise if you choose the path of righteousness. The Brotherhood has created a task force to end the Talons morally bankrupt disposition. Dubbed, the Diamond Atom Society, they are among the highest echelon of the Brotherhood's field-ops. Entry to the Diamond Atom Society requires a lot of experience in the Wasteland. As a result, very few members of the Brotherhood came through the Society's own ranks. And their recruitment rate is steadily declining. But that's before you decide to step in. Features: * New Questline: 10 all-new Talon-clipping missions. * New Faction: The Diamond Atom Society. * Support for well-known Overhaul Mods: FWE, MMM, WMK, EVE (possible, though I don't use it, yet.), and more to come. * New Unlockable Perks (FWE Required): - Diamond Sense - Your mind is clear as a diamond, your perception is increased in bullet time, enabling you to detect attacks before they are made. (FWE Extra) - Dodgeball-istics - Elite training from the Diamond Atom Society has increased your effectiveness of bullet time. Your sprint action becomes dodge in bullet time. (FWE Extra) - Art of the Bullet - Your mastery of Bullet Time has reached it's peak, using VATS in bullet time guarantees near perfect accuracy, assuming your target is unobstructed. (FWE Extra) * And more to come (Suggestions encouraged) Requires: FWE (optional for the perks) MMM (needed for NPC variation) WMK (They will have modded arms) EVE (might be necessary for realism) If you would like to help me with this project, or if you have any suggestions, please reply.
  7. Ok, this is a post-civil war quest in that you are the determining factor to drive the Aldmeri Dominion out of Skyrim. Long Answer: If you chose the Imperial path to victory in the Civil War Questline, soon after Ulfric's death. You'll get the option to state your true intentions to Tullius of joining the Legion: to undermine the Aldmeri Dominion. But first, check inside the late Ulfric Stormcloak's palace before you see Tullius for a book containing information regarding an ignored clause in the White-Gold Concordat about the Conqueror's Challenge. The excerpt states, in vernacular: In the event that a member of the Imperial Legion discovers this clause, said member can refer to this to issue the Conqueror's Challenge. In a Conqueror's Challenge, the Legionnaire-in-question is to fight against the best warrior from the Aldmeri Dominion. The battle will take place in the location of the Champions choice within the vicinity of the Challenger's province of residence. The winning representative's faction will claim dominance of the province. The faction of the fallen must absolve from rule of the province indefinitely. Long story short, you issue the chllenge upon discovery, if you win the battle against the High Elf Champion, the Thalmor will have no choice but to shut down all operations, in doing so the Talos ban will be lifted. It is recommended to finish the Main Questline and the Legionnaire Civil War Questline, as this quest might conflict with the two causing CTDs. This warning is due to certain quest-based house mods, such as Castle Draco breaking questlines including the Main Questline. I give you this warning if you plan to do this request, because certain Questlines breaking others will cause constant CTDs. Please check your pitch in TES5Edit before distributing it. Be sure to share the error log with it, because someone might know what to do about it.
  8. In a word, I should do all the changes in one sitting, right?
  9. Remember this game: Still don't, here's part 2: That's Right! I'm talking about Battle Arena Toshinden, the first weapon-based fighting game for the PSX! And I would like to have all 10 (11 if you count Cupido) characters in Skyrim, a few followers, but the others as enemies. Three Followers: Eiji Shinjo (the spiky-haired wielder of the White-Tiger Sword) Ellis (The Turkish-Japanese Dancer that carries dirks) Kayin Amoh (Scotty and student of Eiji's older brother Sho Shinjo) Eight Enemy NPCs (The first five you must find, before facing the bottom three) Rungo Iron Fo Fai Duke B. Rambert Sofia Mondo Gaia Sho Shinjo Cupido So what's the reward? A dragon soul, because I don't know a better prize other than a sword. Any of you up to it?
  10. Alex is in a bind and cannot update ScriptDragon until crybabies like you, stop spamming his comments, demanding an update for Script Dragon. In fact, I heard rumors that he'll probably give up on Script Dragon unless you can have the balls to wait for an update! Let's face it, I couldn't get Creation Kit to work until I read the Error Heading: "ScriptDragon critical error, your game is not supported, etc." Just give, Alex some air, he's gotta do programming crap for Dragonborn compatibility.
  11. To help with this project, I've decided to list all the possible vanilla factions the CK recognizes. You can find them in the actors library, unless it's a different mechanic. This might require a high command of papyrus, because overriding combat music for factions, usually goes more into scripting. Something, I don't have time for. If you are adept at papyrus, or know anyone that knows the language, like the back of their head, you're welcome to test that hypothesis. Jeez, I wish a Skyrim programmer would write a book on papyrus.
  12. This is something that needs to be done. I've noticed whether your enemy is a bandit, wolf, bear, dragon, Draugr champion, a boss NPC, etc. the vanilla combat music ends up generic. Absolutely nothing epic comes from fighting bandits with a generic combat theme. So, here's what I propose. A different combat theme to go with it's respective opponent or common group of opponents. Here's an example, if you are fighting bandits, the theme for bandits will play until none are left. Same thing vs. wolves or vampires, vanilla or Dawnguard. Now unlike the other music mods, it needs a combat music fix (there are more than one, use one that's more accessible, and/or compatible). In addition, only one theme will play, and the one that does is dominant on the basis of threat level. This feature is important, because you might face different types together, and the one that poses the greatest threat to the player, has that foe's theme played until killed. Then, it transitions to theme of the second most dangerous enemy. If you know which theme is which you can use this to your advantage by focusing on the more dangerous enemies first. Just make sure the others are not in a position to gang up on you. For the initial version, whoever wants to use the mod must provide their own music for the time being, until we have musicians contributing to the project. If anyone is willing to start the project, I will be happy to produce music for the more general enemy archetypes. Eventually, there will be a theme for every specific enemy, and prioritized from most to least dangerous.
  13. I don't have time to fiddle around with a trial version of L3DT Pro. Yet, I can only do a four quad world at the maximum with the standard version. But, surely there's a way to merge the modules together like a puzzle, right? I mean the landscape is divided into quads of 1024x1024. And I don't know how big of a world you can make, but I like to work in modules, quad-by-quad. And I want the best seamless fit possible without breaking the bank, or the CK. Any concerns or ideas with modular landscaping? Update 1/12/13; 09:31: I think there may be a way to workaround the limitation. Since standard version L3DT can only work in 2x2 quads, a 3x3 quad worldspace is impossible without going pro. However, here's the rub, once you plugin the horizontal scale factor, and the conventions, save your project as multiple copies, one for each quad that will be used in your new worldspace. Work on each component from land-sea bounds to finer details. Don't go overzealous over a seamless fit, those tweaks come in last. When you finish the world, export them in the RAW format with conventions intact, this is where I need help. Piecing the modules together is flawless in the CK, but the big picture will still have imperfections, especially when working with high LOD. And I fear the CK will crash if I manually mod the terrain too much. Even worse, the worldspace has to be converted to .esm since we're talking about a 3x3 worldspace project. I heard TES5Edit might help, but how?
  14. Hi, many of you don't know me, but I love the Hearthfire DLC, and the idea of adding new plots of land to build on, but I hate it when Bethesda doesn't release any notes on making in-game, buildable houses through the Creation Kit. First, I know the Dawnguard and Hearthfire papyrus scripts are inaccessible by conventional means in the CK. But the Hearthfire scripts are needed to enable buildable land in the CK. Unless those scripts are write-protected. So, time for an alternative approach. What does anyone in the forums know about Hearthfire's house construction system? Has anyone risked the EULA to reverse-engineer the Hearthfire DLC? And more importantly why are there so few buildable player homes that utilize the DLC? Has Bethesda released any development notes on the DLC?
  15. I'm still new to this modding experience, but I think it's time to test the limits of the Creation Kit, but this project is missing one crucial detail, YOU! That's right, I'm thinking about creating a new overworld for players, by players. What do we need to create this world? A big overworld to add-on to skyrim, that's gonna be worth a few gigabytes. Interior cells: cities, dungeons, homes, etc. Actors: merchants, mercs, animals, etc. Items: weapons, artifacts, food, etc. And, let's not forget. . . dangerous new quests, more dragons to slay, and new spells shouts to learn. Will there be introduction to new lore? Probably, but a new world means new mythos, think outside Daedric lore. Finally, the content: recycled or original? It is possible to create Exia with player-made content, then again it wouldn't hurt to reuse the content of Skyrim, if not with subtle alterations. So what is Exia? Short answer: A Dragon-infested land. Long answer: A once-successful civilization, now under forceful rule of the parent dragons, who gave birth to the invaders of Skyrim you fought. Now you must travel to Exia, and take it back. Beware, death awaits those that heed no caution. This thread will be used for suggestions, and concepts. A new thread will take shape when the alpha is released. So, any opinions or alternatives?
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