Jump to content

BolasNicol

Members
  • Posts

    28
  • Joined

  • Last visited

Everything posted by BolasNicol

  1. Its a nice idea, but your picture is depicting planetary rings, I was looking for a 'ring world' look (i.e. halo ring world).
  2. It would be a really cool mod in my opinion, having the halo world in the horizon. Something like this: http://nikon.bungie.org/screenshots/bnet.040904/halo_3.jpg www.gameinformer.com/cfs-filesystemfile.ashx/__key/CommunityServer-Components-ImageFileViewer/CommunityServer-Blogs-Components-WeblogFiles-00-00-00-00-09/7652.Halo-ring2.jpg_2D00_610x0.jpg Alternative, or perhaps in addition: would be cool with a halo ring replacer for the big/small moon. http://fc05.deviantart.net/fs6/i/2005/083/6/a/Halo_Ring_World_by_UncleLou.jpg Hope someone likes this idea and implements it.
  3. No one likes the idea? I will have a go at it when I've read up on how the creation kit works.
  4. Is it possible to solve this by killing Lydia, looting her body and then resurrecting her?
  5. This is an idea I came up with, but I lack the skill, software and time to do it myself. By doing these armor one can easily bypass the really annoying fact that followers keeps replacing their default armor. (so you can keep your follower naked but with armor better than the default, giggety) http://www.clothlands.com/images/cls7/12496/Bridal-Musical-Garter-45-Floral-Thigh-Band-Satin-Ribbon-1.jpg Like having one for elven, one for daedric etc. Hope someone likes the idea.
  6. As the topic suggests, wouldn't it be awesome to conjure bound daggers? All other weapon types are there, but not daggers, why? 1-handed warriors have their bound swords, 2-handed brawlers have their battle axe and the archers have their bow, so it wouldn't be more than fair to have a bound dagger for the sneaky assassin. Bound daggers would be really fun and make conjuration assassin even more fun to play. Is there any way to implement this to the game? To stay true with the vanilla version, a daedric dagger would be the best model for a bound dagger.
  7. That is what I did too. Good job providing the link. I changed her default outfit to NONE. That way, she wears whatever you give her. Yeah, but will it conflict with other installed body mods?
  8. So I've been trying to force the character to wear iron armor, but since it isn't better than Lydias standard steel armor she won't wear it. I've tried the 'removealltiems' but as soon as I transfer the first armor item she reverts to her old steel armor. Is there any way around this? Any idea how I can solve this problem?
  9. Almightygir Please bear in mind that my critique was not made in order to offend or upset you. You asked for comments and critique so I gave you some comments and critique. :) I only pointed out that for some players arms on the dragons can be a little bit out of place, but it's your art and of course you are entitled to do whatever you want to do. Anyway, your dragon design, with or without arms, is very lore friendly and will certainly make a fine addition to many gamers mod list. Just curious, what are your next plans for the dragon? Also, given that you now have a solid model, will you use it as a base for more dragon variants?
  10. Hmm, how come it changes the script for dialogue? Seems weird to me, just reskinning shouldnt affect other parts of the script. But then again, I have no experience in skyrim modding.
  11. You could try to reskin the dog into a sabercat?
  12. Here is some feedback from a fellow artist: Too me the arms of the dragon just doesn't fit the lore of Skyrim. In skyrim dragons seems to be more closely linked with drakes (arms have evolved to wings) rather than ordinary fantasy dragon (arms and wings). (Although, this is just my personal opinion so it's all up to you whether or not you want arms along with wings). The texture is very detailed, but you seem to have left out a lot of detailing inside the mouth, the teeth aren't really up to par with the rest of the model. Since you've put so much work in your model, perhaps you could try to individualise some of the teeth? Like for example, make some shorter, make some overlap each other, some can be broken. The symmetri of the teeth are really spoiling the realism of an otherwise very realistic model. The bottom of the mouth seems a bit too flat, perhaps you could ridge the roof and bottom of the mouth. The texture on the skin is very neatly done and so is the texture of the horns. It would also be nice to see a series of color schemes. All in all it is a very fine model you're working on, just put some finishing touches on it and it will be amazing.
  13. Would love to see the good old iron boots, and perhaps some ocarina of time inspired dungeoun? But most importantly, we need gerudos!
  14. Yeah, but not designed like this.
  15. Really cool ideas, especially the idea of metallic dragons, it's an idea I must implement! Oh, btw, I saw your work, it's amazing!
  16. So most of us have encountered dragons, and lets bet honest, after 4-5 battles you have seen pretty much every kind already. I will be trying to get a mod that adds diversity to dragons, thus making dragon fights more interesting and should add some extra enjoyment for the avid player. This will be a pretty big project so anyone willing to help will be appreciated, be it if you want to help with the modelling, adding sounds, effects, battle music, ideas for where to place the dragons etc. Got some ideas and I am already doing some conceptual art for some of the ideas I have (will upload them as soon as I can). Here's a list of some dragons that I've come up with so far: 1 Storm/Lightning Dragon: It will be more lithe dragon, far less muscles, longer neck, tail and legs. The idea is that this is a dragon designed to be more adapt for soaring the skies. The attack will be shock based, like for instance it will be sending out the spark spell, but with higher damage and longer range. These dragons can perhaps be encountered nere shores, and the chance of encountering it could be increased during the raining. 2 Black dragon: I felt it was kind of a let down that there was only one black dragon in skyrim. This implementation could be easy by just using an already existing model, just making it black. Encounters can be increased during night time. 3 Marsh/Swamp dragons: Been doing some concept sketches for this one, the idea is that this dragon is more amphibian like, i.e. the skin should be smoother and the feet should be webbed. Also it should emit that green vomit that can be seen used by sick people in the quest for the spellbreaker shiel (don't remember the name). In addition the breath attack should add poisson damage. They could for example be encountered around or in marshes and swamps. 4 Albino dragons: just an idea and it would be really cool, white dragons with red eyes. They should spawn very rarely and perhaps drop something extra. Another cool idea to go along with them being white could perhaps be that they have the ability to heal themselves every now and then. Can be encountered anywhere, but should be very rare. When it comes to sounds, I will try to find some sound samples that will add diversity to the sounds the dragon makes (roaring, breathing fire etc) As for now, I will try to finish the concept art and try to figure out how to model them. I need ideas for dragons, sounds, effects, pretty much everything that would be cool to implement to the mod. And feel free to join in!
  17. Anyone who reads this thread is more than welcome to join up, the more the merrier. Also, coming to think of it, quests for weapons would be cool as well, and these dwarven weapons would also have some sort of steam-effect (dealing some damage over time) and be equivalent to ebony in damage.
  18. So the modding tools are out, all I need now is to buy the pc version. From what I understand, the implementations are almost limitless so I will be able to proceed with my idea. Here are an updated idea of the armor: Dwemer Gauntlets of Automatons Strength: Confers a 20% damage increase to 1-handed, 2-handed and archery. Dwemer Boots of Hydraulic Endurance: Increases Stamina and Carrying Capacity by 35 Dwemer Armor of Steam Power: Emits steam, damaging close opponents for 8 damage per second Dwemer Helmet of Elemental Defence: increases resistance to shock, disease and magic by 20% So my idea is that this armor should give the feeling of actually being a Dwemer powerarmor, rather than just an ordinary armor. After all, according to the background story all the armors are remnants of automatons. With the modding tools I will be able to add a few extra cool ideas to the armor. First idea is to use a smaller sized centurion helmet as helmet, this will make the armor feel a bit more unique, and also it will look really cool. http://4.bp.blogspot.com/-d3pND6aVT8w/TraCfL-nQfI/AAAAAAAAAcQ/k8cPblxDIPA/s1600/589px-SR-concept-Dwarven_Centurion.jpg The can perhaps look like this also: http://images.wikia.com/elderscrolls/images/a/a9/Dwemer_mask.jpg Second thing that might be cool to add would be a "Large Decorative Dwemer Strut" running from the helmet along the back (like the centurions) http://images1.wikia.nocookie.net/__cb20111124113729/elderscrolls/images/5/57/Skyrim_large_decorative_dwemer_strut.jpg Another idea is the possibility to upgrade the armor through blacksmithing by using centurion dynamo cores (would require lvl 60 or higher in blacksmithing)
  19. Really like the idea, if I get the time off I might be able to round up some friends for voices if you need any. (We are Swedes so I assume the voices will be fitting for the game).
  20. Wow, you are really talented, props for the good work. I really like that you also aren't a fan of overpowered weapons (just makes the game boring) How about the idea of also making a series of dragonbone weapons? So just like the dragonbone armor it would be slightly weaker than daedric, but weigh less (i.e a trade-off between damage and weight). Since you have the talent it would be a really cool idea and certainly one of the most appreciated mods for download. I was hoping for dragonbone made weapons. Although these should be usual craftable weapons, like using a set amount of iron ingots, steel ingots, dragonbones etc to craft. Would love the idea of dragon maces, axes, warhammers, etc. Again, very nice work.
  21. Yes, I was thinking about that. I really hope that the modding tool about to be released will be intuitive and easy to use. Most certainly would I have a go at trying to make the armor stand out a little bit from the usual Dwarwen armor. I've been thinking about if it would be possible to change the coloring to that of the brass doors of the ruins. It would look really cool in my opinion. Got any good ideas for the armors look?
  22. Coming to think of it, perhaps another sidequest should be centered around aquiring dwemer weapons? I guess this one should be a bit more challenging, and upon finishing the quest the player will be left with the choice of chosing one weapon. For instance, the player gets the choice to pick one of the following: Dwemer dagger Dwemer 2-handed sword Dwemer 2-handed axe etc Also, perhaps adding a quest for the shield. But the main target will be to learn the basics of modding so I can create the first quest. Once I get the hang of it I will try to produce a series of quests related to the Dwemer ruins.
  23. So here are some suggestions to the quest, I will try to improve and feel free to come with tips and ideas to make the quest even more fun and challenging. So here's the idea I've come up with so far: Stage 1 Reading the book "Dwemer Inquiries Vol I" (can be found in College of Winterhold) will initiate the quest. The quest description will be something like "Retrieve the full set of Dwemer Armor" Stage 2 Locate the Dwemer Gauntlets in Nchuand-Zel. They should be located deepest down in an expert level locked chest, guarded by two Dwemer Spheres. Stage 3 Locate the Dwemer Boots in Avanchnzel. Again located deep down inside the ruins in a master level locked chest, guarded by two Dwemer Spheres. Stage 4 Locate the Dwemer Chest Piece in Irkngthand. Again located somewhere deep down, but this time placed in an expert level locked chest, guarded by a centurion Stage 5 Locate the Dwemer Helmet in Blackreach. This one should perhaps be placed somewhere inside the fallen city (the one with the light globe). The helmet will be placed in a master level locked chest, guarded by one (or maybe two) centurion/s. *Note* This set of armor will be named Dwemer armor, instead of Dwarven Armor and will confer the same armor stats as Ebony armor. Also, I'm still in progress of trying to think how to solve the armor part as easy as possible. Would it be the easiest way to reskin a set of enchanted ebony armor to look like Dwarven armor and then just rename it? Here are the powers that I feel would be best fitting to the armor set, but feel free to add ideas. Note the powers should at least have something to do with Dwemer Armor being powered by steam and arcane technology: Dwemer Gauntlets of Automatons Strength: Confers a 20% damage increase to 1-handed, 2-handed and archery. Dwemer Boots of Hydraulic Endurance: Increases Stamina and Carrying Capacity by 40 (Might be too strong?) Dwemer Armor of Steam Power: Emits steam, damaging close opponents for 8 damage per second and raises carrying capacity by 20 Dwemer Helmet of Elemental Defence: increases resistance to frost, fire, poison and magic by 15% Again, this might not be easy to implement. So I've also been thinking if it would be possible to then use a reskinned copy of the ebony mail, only that it would emit steam instead of blurry black smoke. The helmet might then be easier if it's a reskinned copy of the Otar mask. Also, I don't know anything of modding so I don't actually know if it's possible to go past 2 enchantments on items. If it's not possible then I will have to revert to using reskinned dual enchanted ebony boots and gauntlets. I've seen a mod on youtube which enabled the player to use steam as a ranged magic missile (much like the one the Dwemer Centurion use). So Perhaps it will be possible to add the 'steamy' effects to the chest piece.
  24. Yeah, sorry for being unclear. What I meant was that each separate piece of the armor would be distributed in separate dwemer ruins. For example, the helmet would be found in blackreach, while the chest piece would be found in mzulft and so on. Also, I meant that only this set of armor would be stronger, not every dwemer armor. So what I mean is that this would be considered unique quest items, if they where sold they would then be lost. Also, it would be called Dwemer Armor instead of Dwarven Armor (since I guess the dwemers called themselves Dwemer and not Dwarves). Happy to hear that you like the idea. The dwemer related quests were my favourites and I did feel that there were way too few of them.
×
×
  • Create New...