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goobendj242

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Everything posted by goobendj242

  1. I appreciate that. I think it would be amazing to get some of the truly masterful mod authors together to discuss their work along with those who have enjoyed what they have created. There could be workshops dealing with several topics from nifs to textures, quests to Payrus scripting. It would be great to hold it in Bethesda, MD for the obvious reason. I'm pretty confident it would attract lots of interest.
  2. Has this ever been done, proposed or discussed?
  3. I think the best way to approach this is to break it into smaller chunks, a couple characters at a time. That being said, in order of preference and in your opinion, whose dialogue needs replacing and expanding the most?
  4. During one of my playthroughs Eorlund Greymane died. Not sure how but he's dead..confirmed by his wife. Is there a way to write a script that checks to see if Eorlund is alive or dead and if he is dead to change Adrianne Avenicci's AI package to assume duties at the Skyforge? I know it's not lore friendly but given the dialogue in game I think it's appropriate. Perhaps even a small interaction with the Companions to pass the torch? Idk. Also I thought it might be cool to have a unique smithing item like "The Gloves of Eorlund Greymane" similar to the Forge master's Fingers that a player could obtain on this same condition. to recap.. Is the script scenario possible to change Adrianne's AI package on Eorlund's Death? I feel comfortable with creating the rest of the above with my extremely limited nodding knowledge but any thoughts would be appreciated.
  5. Introducing The Dragon Wagon by Calcelmo of Markarth! (See images here) With Alduin gone it was assumed that the Dragon problem would begin to die down but a new threat has arisen, a successor is trying to organize the remaining Dragons and they are turning their attention toward the most vulnerable Cities and Towns. The Jarls are seeking answers from the Dragonborn but there's only so much one hero can do. They need a viable defense. So the Dragonborn visits an old friend, Calcelmo or Markarth to see if he can apply some Dwemer tech to the problem. Several forays into Dwemer ruins will be required to obtain all the necessary parts and men will need to be recruited and trained to man this new weapon. I'm looking for some opinions and any creative suggestions for this concept. Eventually I'd like to add: Driving functionality that I've seen in a few of the Cart home mods once SKSE for SE is ready (which if I'm not mistaken is necessary)The ability to install multiple units (via the Campfire style placement module) to city wallsDragon Tracking Automation as a scalable Skill perk (Better automatic aiming with more successive killsI'm brand new to modding and currently having a hard enough time figuring out how to make the thing aim able which is obviously crucial. For now I'm just filling in the blanks on the quest itself, writing and recording dialogue (I am a voice actor so between me and my colleagues that part is mercifully easy!) Anyhow this is my first post here and I'm just looking for any thoughts , suggestions, etc that anyone might feel like sharing. Thanks in advance!
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