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MrWillis

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Everything posted by MrWillis

  1. Is there any update on this mod? Just curious.
  2. I really like the Requiem Health Poultice system (and health rework as well); however I don't find Requiem fun as an entire end product. So I was wondering; how hard would recreating Requiem health poultice be? Is it just making a craft-able item within CK? Or is it much more complicated? If so, how would I pull this off? (Or could I just extract the system from Requiem?) Thanks in advance!
  3. In Oblivion, I dislike how it zooms into a person's face during conversation. I honestly prefer Skyrim's full body shot of a character during a conversation. I know there is a mod does reverse of this in Skyrim however I wondering if there is Skyrim's conversation mod for Oblivion and if not, how hard would it be to do this?
  4. A Son Divided The idea behind this quest is a farmer’s son wants to join the war, yet cannot decide which side he wants to join. He wants to ask his parents but is afraid because he might hurt one of their feelings. His mother is Stormcloak supporter because her family is from Windhelm while her husband was a former soldier of the Imperial army and is pro-imperial. You can talk to both parents in search of arguments that would help the young man find an answer or you can use persuasion to convince him. There could be three options: 1) Convince him to join the Imperials. Convince him to join the Imperials based off the fact that the Imperials are most likely to stand up against the Thalmor when war between the two factions rises again. 2) Convince him to join the Stormcloaks: Appeal to his sense of morality and Kantian philosophy, saying that the Stormcloaks must fight for what is right, even though it may seem like a lost cause. 3) Become an adventurer. If you have high enough persuasion, you could convince that he does not to join either side instead that he would Skyrim better in the longer run by becoming an adventurer and protecting the travelers of the road. The reward would be the fact that you helped a young man decide his fate and what he wants out of life. Consequences: If the mod developers want to extend this ques via having consequences in the world, he could be patrolling with fellow Stormcloak/Imperial soldiers and/or be in a major battles of the Civil War quest line much like Rolaf/Hadvar and if he becomes an adventurer the PC would see travelling the roads of Skyrim with a fellow archer and mage as companions. That is what I came up within a few minutes.
  5. I was wondering if people could create the Dark Dungeon character armors such as the Crusader, Bounty Hunter, and the Vestal. I was just wondering if it was possible. Here are pictures of the different characters: http://cdn.escapistmagazine.com/media/global/images/library/deriv/692/692427.jpg Vestal http://cdn.escapistmagazine.com/media/global/images/library/deriv/692/692411.jpgCrusader http://gamersinbeta.com/wp-content/uploads/2014/01/unnamed.jpg Bounty Hunter Thanks in advance if someone does this and will not be disappointed if this does not happen.
  6. I have been wondering: why isn't there an Auriel's amulet? I mean there is armor, bow, sword, shield, and a shrine yet no amulet. Can someone make an Auriel's Amulet? Anything beyond the actual item and item code would also welcome.
  7. For weapons? On the nexus there is bastard gun and the Duplet mods, which are the weapons from Metro 2033 and Last Light. Beyond that I do not know.
  8. The DLCs are part of mythic arc that is completely optional and non-integrated to the game. However each DLC is set in its own little area with a different theme/mood.
  9. In Skyrim there are a couple mods that limit what you carry by item type, alongside encumbrance weight. Is such a system possible in New Vegas, or is it not capable in New Vegas because of engine limits? Just wondering because I believe this sort of system would be nice to have in New Vegas, to add realism and immersion. Here is an example of the mod I am talking about: http://www.nexusmods.com/skyrim/mods/17371/? Another example, and in my opinion, the best mod of this type: http://www.nexusmods.com/skyrim/mods/11322/?
  10. I have an idea for a mod that might seem feasible to do however I am not sure. Premise (And Why It is Unique) The premise of this mod is to allow the player to become a mercenary, sellsword, etc. and do objectives for money and prizes. Now this is might come of as the same concept as the player does in game: find someone who needs help, help said person and profit. Rinse and Repeat. However this mod concept is different in the fact that how you it goes about it. You see this mod, in my mind, is radiant. There are no stories behind these quest, just someone who needs X done and is willing to pay gold for this to be done. Maybe it is beat someone (or intimidate) for reasons. Maybe you need to escort someone from one place to another. Maybe someone wants a place cleaned out. Or heck maybe someone needs an mercenary to help them out with fighting, like a hireling. Doesn't matter. You are freelance and a sellsword. You only in it for gold. How Will It Work? How this mod will work is that there will be an unofficial group of informants scattered throughout Skyrim. When you talk to these informants you have several options. All dealings between clients and contractors are handled through them; acceptance of contract, cancellation of contract, and payment of contract. First is to ask if they have any jobs that need to be done. This option is completely random in what you will receive. Maybe beat someone up, maybe escort someone from Point A to Point B, or maybe they need someone deliver a secret package. And the rewards for this option will be random, depending on the job. Second option is place yourself as a contractor for certain jobs. This will cost the player a hefty fee however it is beneficial in three ways. First you have an idea what kind of jobs you get instead a random kind of job, second is that clients come to you via couriers, and finally you do not need to repeatedly come back to informants for work. Instead you only come to them for payment for your job. Why Should This Mod Exists? Because this mod give players an option to roleplay as sellswords, doing radiant missions like those in Companions and other guilds, without having to actually join a guild.
  11. Okay. I found the axe01, just though there was first-person axe mesh.
  12. Sweet. I was looking for this tutorial for using nifscop. And I know where the meshes are. EDIT: I was partially wrong; I cannot seem to find 1stPersonAxe mesh in the mesh bsa after unloading it via BSAopt.
  13. Right now I am trying to make the Woodcutter's Axe a two-handed weapon because, well, why not. However I have came a problem that I honestly cannot figure out how to fix. The problem is when the player draws the weapon out..it stays on the player. Animations play out as the should, it hurts people, but it is not in the actual hands of the player. Is there a reason for this?
  14. Why is there a lack of Guild mods? There are some good mod that enhances the vanilla Guilds, but I haven't seen a major mod yet. I totally got you, I would appreciate a good Guild mod too. It is very essential to my gameplay as well. Eh true. I was mostly focusing on the vanilla in that comment. But as to why? I guess lack of interest or want in creating new guilds, and more interest in the individual adventurer and storyline, evident in multiple DLC-sized mods like Falskaar and Wyrmstooth.
  15. Do you need help with writing or doing basic modding work? Just wondering because I am willing and wanting to help.
  16. Focus of resources? Maybe Bethesda did not focus so much on the Guilds this time around?
  17. I have a question about how perks work on followers. If I add a perk to the follower, does it work automatically? Or the followers skill level required for that perk determines whether or not that it is active. For example, a mage follower has twenty skill in destruction. I give her the master destruction perk, which requires one hundred skill in destruction for a player to use it. Does it activate still? Or does it not activate until the follower reaches one hundred in destruction. Sorry if I confused anyone and thank you in advance.
  18. Where exactly do you do you that? Sorry for the ignorance.
  19. Right now I am working on a simple mod making Angi into a follower but I have run into a snag. You see I need to choose a follower voice for her to have the option for her to be a follower to show up. But the problems lies in the fact when I do, all her other dialogue goes silent. The only workaround I can figure out is to have her switch between the two voice sets, using her standard voice for ordinary dialogue and the follower voice for follower commands. Does anyone have an idea on how to do this or any other alternative in this situation?
  20. I do not know it there is a mod for this. But I find it ridiculous that you can only twenty sunhallowed arrows at a time, and not just convert all of them. When I looked at the Nexus I did not see anything like that. So can someone make a mod that does this?
  21. As some of you may know, Bosmer are one of the least played races in the game, even though they are the best assassins and have the most interesting cultural aspects. Among those cultural aspects is the Green Pact where Bosmer can't harm plants and must eat the bodies of their fallen enemies. And while there are ways to eat bodies in the game (i.e. werewolf), I want a mod that allows players to play as a traditionalist Bosmer, the one who leather's his enemies skin, uses the bones for arrows, and eats their remains. The way I see it being implemented is by it being a race ability that comes with the character from the get go. And when looting a dead body of a sentient species, you just add onto the loot things like human heart, human meat, and so on whenever it is appropriate. Obviously the main problem is creating items for the different kinds of species and getting up a script that does this. So anyone up or it? Or is this easier than I though it is to implement on my own?
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