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mprep

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  1. Well it is the number 2 most endorsed mod in the Combat category so it gets a lot of love already.
  2. I'd say the first name Live Like A Bandit would be most fitting. It's simple, the users would know what the mod is about just by seeing the name.
  3. Regarding Valtheim towers, the defense on the road is a bit overkill in my opinion. The wooden defenses on the other side are great, but the road is used by various folk, including guards (especially if you have a travellers mod like Immersive patrols). Now lets imagine this in the real world: if there are brigands actively blocking the road and the blockade is unavoidable and seen from far, shouldn't a guard raid be sent to clear up the roads? However, if they're not blocking the roads, just situating around the tower, not many people would notice, but the weaker ones will be robbed.
  4. This looks awesome. Always wanted to have a playthrough of a bandit. Maybe in the long run you could add radiant quests. Found a request thread that has good suggestions in my opinion: http://forums.nexusmods.com/index.php?/topic/1338191-join-a-bandit-clan/
  5. Of course it would be a lot of work, though the end result would be overwhelming, in a good way. I already imagine raiding cities, robbing travellers and burning down houses. Probably have to start a new character with some mods to make the character non dragonborn for immersion.
  6. Seems like a great idea. I was actually thinking of this after a few months of playing the game. Didn't think to request it though. I have a few ideas for more radiant quests : 1. Raiding cities, towns, villages - you'd have to attack a settlement with several other bandits (5-12 bandits) and: a) take items from shops, while killing guards that attack you. b) (Optional - if you have Populated Cities Towns Villages) Kidnap the generic town folk for later ransom . Simply create a weapon named like a wooden stick that'd knock out NPCs once they're out of health, instead if killing them. Once knocked, out interacting with them would give you the choice to kidnap. If selected, a heavy item named unconscious person that would look like a bag would be added to your inventory. Once back at the camp, you'd have to either talk with the chief and he'd take it from you, rewarding you or if the camp has prison cells, interract with the cell door of an empty cell, choose put down the person and it would place him/her already conscious in the cell. After a certain amount of time, he'd disappear and once you'd talk to the chief, he'd reward you. Of course, the feature should be made not to mess up the Populated Cities Towns Villages, as in once the people are kidnapped, they should be marked as killed, so'd they respawn and the one placed in a cell would be just a new spawned NPC. c) (Optional - Better with Populated Prison cells) Rescue jailed bandits. 2. Raiding caravans - Attack a newly generated caravan. Fight off the guards, kidnap or kill the others, loot the goods and carry them back to the camp. 3. Defend the camp - Defend a camp from an incoming force of rival bandits or guards. Quest initiated randomly once talking with the bandit chief. He'd mention, he heard that some guards/rival bandits were planning a raid. He'd tell you to stay here for some time to help defend. 4. Smuggler jobs - escort a caravan until it reaches a random border point. Have to protect the cart driver from bandits. The moving cart could work similarly to the Touring carriages cart, just a bit slower. 5. Rival smugglers - Similiar to caravans, however the defenders are bandits and you can destroy the goods. Attack a smugler's cart of a rival clan before it reaches the border. Destroy or steal the goods (destroying could be done by activating the cart and choosing destroy once everyone is dead). 6. Punish raids - Attack a settlement/specific shop/other building and torch it (activate the door with a torch in your inventory and select Torch the building). Stay and fend off the guards for some time until the house is all up in flames (a random number determined once the quest started (user doesn't know the number) of real time minutes). Once done get back to the camp. 7. Prevent ambush - Wait for and ambush the troops of bandits/guards heading towards the camp. Will post more if I think up more.
  7. Thanks. Good luck in your further endeavors to you too. BTW, if anyone knows someone who might be able to do this, I'd be very grateful if you'd refer them to this thread.
  8. I do understand that SKSE expands the scriping possibilities quite a lot. I was referring to a method, used in the vanilla game: decapitation with a killmove. As I read around the forums, it seems that the decap animation is done on a dummy, while the real one gets equiped with a decap head helmet and a prop of a head gets spawned. I simply would like someone to design and animate such kllmoves with other body parts. I can't really do it myself, as I suck and 3D modeling and animation.I still do not see a reason why anyone would waste their time remaking a huge mod that already exists just for one person. I know you don't want me to ask, but seriously, why are you so unwilling to use SKSE? Firstly, it breaks my mods. I know people say it's impossible, but it does. I used a basic needs mod (outdated, yet still working). I haven't had any problems with it until I installed SKSE. Poof, none of the mod scripts work, the troubleshooting tools don't offer any help either. Some other mods also started having various glitches. I uninstall SKSE, loaded a previous save, poof and everything's back to nomal. It probably has something to do with the mod itself, however it was the first mod I've installed and the first one for a reason. Every time I install a mod I make sure it is lore friendly. I am a big fan of the TES games for quite some time and I am a fan of the lore of those games, trying to keep it true to it rather than adding mods which even by a slight bit break it. The second reason is a bit cheesy and might sound stupid, but it just doesn't feel the same when playing it. I don't know why, but it doesn't. Besides, what I'm requesting isn't a remake: I'm not asking for real-time combat dismemberment, I am requesting a mod that adds dismemberment killmoves for other body parts, besides the head. Well, I am sure you've heard this many times before, but there are literally THOUSANDS of people using SKSE right now with no problem. Are you sure you are not doing something wrong with installation, load order, etc? All I'm saying is that there is a mod(Deadly Mutilation) that does EXACTLY what you want. Take it or leave it. What you want is a remake because everything you describe is already in a mod. Read the second reason. Besides, Deadly mutilation doesn't fully accomplish the things I mentioned. Since deadly mutilation did real time dismemberment, it wasn't very fluid (seriously unrealistic delays, chopping any part still makes the dismemberment the same, corpses without feet manage to do a little spin after death while floating in the air ), I saw many mod review videos. The vanilla dismemberment, on the other hand, was believable, well timed and the blow wad dealt to the appropriate body part. So the difference is that I'd like if someone could make a KILLMOVE mod with dismemberment done BETTER. Yes, it's similiar but techically a killmove from real-time dismemberment differs as the killmove can be made from modified versions of the head decap, just with decap left or right hand, decap left or right feet armor as well as a decap body armor and all of those killmove animations can be done on a dummy while tye real NPC is moved aside just for the animations. Again, about the SKSE issue, reason 2 is important as well
  9. I do understand that SKSE expands the scriping possibilities quite a lot. I was referring to a method, used in the vanilla game: decapitation with a killmove. As I read around the forums, it seems that the decap animation is done on a dummy, while the real one gets equiped with a decap head helmet and a prop of a head gets spawned. I simply would like someone to design and animate such kllmoves with other body parts. I can't really do it myself, as I suck and 3D modeling and animation. I still do not see a reason why anyone would waste their time remaking a huge mod that already exists just for one person. I know you don't want me to ask, but seriously, why are you so unwilling to use SKSE? Firstly, it breaks my mods. I know people say it's impossible, but it does. I used a basic needs mod (outdated, yet still working). I haven't had any problems with it until I installed SKSE. Poof, none of the mod scripts work, the troubleshooting tools don't offer any help either. Some other mods also started having various glitches. I uninstall SKSE, loaded a previous save, poof and everything's back to nomal. It probably has something to do with the mod itself, however it was the first mod I've installed and the first one for a reason. Every time I install a mod I make sure it is lore friendly. I am a big fan of the TES games for quite some time and I am a fan of the lore of those games, trying to keep it true to it rather than adding mods which even by a slight bit break it. The second reason is a bit cheesy and might sound stupid, but it just doesn't feel the same when playing it. I don't know why, but it doesn't. Besides, what I'm requesting isn't a remake: I'm not asking for real-time combat dismemberment, I am requesting a mod that adds dismemberment killmoves for other body parts, besides the head.
  10. Yes. Everything MostlyMuggie said. In addition, I've taken mod requests from people with less than 100 posts before. Usually they wander off and lose interest in the 2 days it takes for me to make their mod. I guess only time will tell whether I'll loose interest. To clarify, I'm more of a lurker type: I tend to read around and post only when I feel is necessary. If you could make the mod, I'd be very grateful. If not, thanks for the suggestions, replies and overall contributing to the discussion and I hope you'll be keeping an eye on it to see whether I have already lost interest. ;)
  11. I do understand that SKSE expands the scriping possibilities quite a lot. I was referring to a method, used in the vanilla game: decapitation with a killmove. As I read around the forums, it seems that the decap animation is done on a dummy, while the real one gets equiped with a decap head helmet and a prop of a head gets spawned. I simply would like someone to design and animate such kllmoves with other body parts. I can't really do it myself, as I suck and 3D modeling and animation.
  12. To clarify, yes, I do know of the Deadly Mutilations mod or however it's called however it uses SKSE. Anyone who who wants to ask why don't I like SKSE, don't. Even though I'm a computer geek and a novice coder, I have my reasons, which most people probably won't understand. So, as stated in the title, I'd love to see and use a mod that adds full body (arms, legs, torso, no need for head since it's already in game) dismemberment, without the need to have SKSE. As it would probably be pretty tough to implement it in real time combat (even the SKSE mod Deadly mutilation doesn't have that fluidness), maybe it could be implemented with killmoves, which are added to the already existing head dismemberment killmoves when you have the perk requiring for those to happen. If there are questions regarding this, more ideas, an existing mod or someone taking up this idea, please post here. Edit: After testing out SKSE (uninstalled it later) I found out that the Deadly Mutilation mod isn't really fluid. So I guess the only way to make it would be to create decap killmoves. Edit 2: Nevermind. After a lot of convincing myself to use SKSE, I've managed to step past the descision and install SKSE. The mod request still stands though, just the "no SKSE" part can be removed.
  13. It would be awesome if somebody made a mod where you could own and operate your own shop. Something like this mod for Oblivion: http://oblivion.nexusmods.com/mods/39255 . No OBSE required (well it would be preferable since I don't want to use it; I have my reasons an I like to keep them to myself).
  14. I wanted to make a Hearthfire and Dragonborn unofficial compatibility patches for this mod however I was only able to modify the main mod file for it to work. Here's how I did it. Also everything that is written with commas (e.g. "Word") should be used without them: 1. Download the Creation Kit. Simply go to "Library" (in Steam). Near the upper left corner there should be a text ALL GAMES if your viewing the game library. Click the text and it should open up the list. Select "Tools". Then find a tool named "Creation kit", right click it and select Install game... Follow the process of installation. 2. Go to your Skyrim folder. The destination should like this: "C:\Program Files (x86)\Steam\SteamApps\common\skyrim" or "C:\Program Files\Steam\SteamApps\common\skyrim" 3. Find a file named SkyrimEditor.ini or just SkyrimEditor 4.Open it up and search for a line: bAllowMultipleMasterLoads= If it's set on 0 set it to 1. If it's 1 then save and DON'T close the file. If you didn't find this line then paste this line bellow the text [General]: bAllowMultipleMasterLoads=1 (This should allow you to load multiple Master files that means it will allow you to load the files of the DLC) 5. In the the same file find a line called [Archive]. Bellow you need to find a line that looks like this: SResourceArchiveList2= Simply add more values to the line. Add "HearthFires.bsa" if you have Hearthfire and "Dragonborn.bsa" if you have Dragonborn or add both texts, separating each with commas (e.g. "HearthFires.bsa, Dragonborn.bsa"), if you have both DLC. You can add "Dawnguard.bsa" if you have Dawnguard but were not going to use that here so it's optional. 6. Save and close the file. 7. Open the Creation Kit by going again to Tools and double clicking the text "Creation Kit". 8. Once it's ready, go to the top left corner and click "File", then click "Data...". A small window named Data should open up. Simply select the check boxes by double clicking them for Skyrim.esm , Update.esm , HearthFires.esm (if you have Hearthfire) , Dragonborn.esm (if you have Dragonborn) and TRO_BasicNeeds.esp. Then make sure you selected the file TRO_BasicNeeds.esp (it should be highlighted; if not click ONCE) and click the button in the bottom left corner of the window "Set as Active File". Once you've done this click OK. 9. Wait until the Creation Kit loads all the required files. If errors appear just select the option "Yes to all". 10. Once it's loaded, you should see a window in the Creation Kit called "Object Window". There should be a list with expandable items (expand them by pressing the "+"). Expand the item named "Magic". Then select (NOT expand) the word "Potion". 11. In the upper left corner of the window "Object window" there should be written "Filter". Near this word there should be an empty text box. 12. Go to a Skyrim wiki site such as uesp.net. I recommend them since they wrote a very detail explanation of items included in both DLC. 13. If you're using the uesp.net then find the Hearthfire or Dragonborn page. You'll have to go to both if you have both but select one of them for now. 14. Once you went to those pages. Under the line "Gameplay Information" you should find a link to the items named "Hearthfire Items" if you chose Hearthfire or "Items" if you chose Dragonborn. Click the link and it will take you to a page where all the items added by the DLC are listed. 15. Find the items which are food or alcohol. 16. Now go back to the Creation kit and the text box mentioned in Step 11. Write part of the name of the item, e.g. if the item is an "Apple Dumpling", write "dumpling" or "apple". Once you searched for an item it should show you the name of each item in the section "Name". 17. Double click an item you want to change. A window should open. 18. In that window look for a section named "Results". There should be several or one effect(s). Simply right click them and select Delete. Do this until it has no effects. 19. Right click on the empty "Results section". 20. Select "New". It should open a window. 21. Near the word "Effect" there should be a dropdown list. simply open it and press the keyboard key "T". It should quickly put you on the first item that starts with a "T". 22. Scroll down slowly until you see an item which begins with "TRO_bn". 23. Now you have to select one of the items e.g. If the item you're editing is a light snack select "TRO_bnFoodLightSnackEffect". Simply analyze the names and you'll understand what they mean. One of the effects are harder. This is making an alchohol work. You have to add 2 effects: 1) "TRO_bnBottleDefault" (this works for any drinks that are in the unchanged (a.k.a. vanilla) Skyrim game) 2) "TRO_bnLightAlchohol" or "TRO_bnStrongAlchohol" Also if you aren't sure if you chose the right effect, simply click OK in the "Effect Item" window and look in the "Potion" window in the "Results". The name of an effect should be written, e.g. if you chose the effect "TRO_bnBottleDefault", it should be written "Default bottle action for vanilla drinks". 24. Once you've done this click OK in the "Potion" window. 25. Repeat steps 16 - 23 for every food and drink item listed in the Hearthfire or Dragonborn (or both) pages. You can check the effects of the other foods already with effects simply by searching for them. 26. Save the file you just edited and quit the Creation Kit. 27. Start Skyrim and in the launcher open "Data files" and make sure that the box of the "TRO_BasicNeeds.esp" is checked. 28. Start the game and enjoy
  15. You are loading more than one ESP at the same time? because, thats pointless, you can only modify ESM records/Forms and you can only save one ESP at a time. What you can do, if you're trying to provide a patch for a mod that is an ESP, is convert it to ESM. Duplicate the ESP file, rename its extension to ESM, load that renamed ESM in the CK (set as active aswell) and when done loading, just save. Close the CK, and now you can load the ESP patch to have the new ESM as master. I did the above but how do I make it use the ESP version of the mod and not the ESM because I'd like to upload it to the Nexus? Also, If I launch it without the ESM (moving it out of the Data folder) and with the ESP it shows the Bethesda logo and then crashes to desktop.
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