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I don't think he's updating that mod, unfortunately. Really wish he would - I enjoy his earlier slot machine mod. As far as I can tell, there are only three mods that attempt to include gambling: * "Dice Game in Taverns" ---> skyrim.nexusmods.com/mods/17711 (mentioned earlier in the thread) * "MoWs und DoDs Tic Tac Toe Wetten" ---> skyrim.nexusmods.com/mods/18524 (its German language, unfortunately for me) * "Slot Machine v1_0_3" ---> skyrim.nexusmods.com/mods/27499 (earlier mod by the casino mod creator) Would love to see a mod that is more involved (and finished). I beg for card games, dice poker (a la Witcher games), .... anything!
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Full Controller Support and Xbox 360 UI Mod for Oblivion PC
Bizzquik replied to Gamelander's topic in Oblivion's Discussion
Interesting. Thanks for sharing, digitaltruck. Have you figured out how to change the UI-interface to match that of an Xbox360-Controller? I stumbled upon this Xbox360 controller interface for Elder Scrolls Online (called Stratejacket Controller Support) - which also seems to have decided that the best path forward is to use a combination of an esp (ESO "add-on") in conjunction with PinnacleGameProfiler. -
Full Controller Support and Xbox 360 UI Mod for Oblivion PC
Bizzquik replied to Gamelander's topic in Oblivion's Discussion
Hi all. I've wanted a comprehensive Controller fix for Oblivion for a long time. I'm disappointed that an Xbox-like UI isn't an option, but amazed at the efforts made here to find a way to achieve the closest equivalent. Does the Skyblivion mod offer a clue as to how to make "native" controller support possible? Skyblivion is a kind of remaster of Oblivion - its the same Oblivion base game, but using Skyrim's engine. That mod is still a long way from release, I understand. But is it possible to just carry the UI over without the rest of the Skyrim engine or the mod's graphical improvements? (Skyblivion will require the use of both Skyrim and Oblivion to operate.) -
I'd like a mod that featured an unkillable villain that would (rarely) stalk the player when out exploring.....with the music suddenly fading away, the color palette turning dark...and a mad dash to the nearest town. Kinda like Ichabod Crane and the Headless Horseman....or Frodo running from the Ring Wraiths. (Finding the baddie's bones and burning them solves the quest.)
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An immersion mod.... I feel as though its a little self-serving for the Dragonborn to be wandering scary dungeons and inhabited caves with a Follower in-tow, expecting that person to guard the player with their life....but never giving that person Gold when looting or their pick of equipment when scavenging. If you think about it, after battle the typical Follower will just wait around for the player to finish what they are doing so the two can advance to the next battle, so as to then do the battle-wait-advance cycle all over again. And sure, the player can always give the Follower "stuff"....but even that conversation is one-sided: the Follower must take what they are given. Really, there's only so much the modding community can do to change these static design choices made by Bethesda. But a well thought-out MCM-based mod can help make adventuring with a Follower more immersive. The point of the mod would be that the player MUST give the Follower a share of the Gold collected as they journey Skyrim together. When a new Follower is added, the mod would keep track of all Gold found by and awarded to the player. This counted Gold would be different than Gold acquired through selling an item; the mod would just count the gold the player finds and is rewarded in quests while exploring with that particular Follower. Then, when the player enters a major city or inn tavern, the mod would automatically take a percentage of this Gold count and deposit this income with the Follower. This Follower Gold would then never be accessible by the player - it is the Follower's money, NOT the player's! Here is where the MCM menu could make things fun for the player. The menu should be configurable so that the player can decide the percentage of Gold that the Follower gets. Then when entering a major city or inn tavern, an in-game text-based notification would appear to tell the player that "(Amount) Gold Was Given to (Follower's name)." For simplicity's sake, this total Gold count of the Follower could be either in the MCM menu or somehow shown in the Follower's inventory (though, again, must not be transferable to the player). At its core, that is all the mod would want to achieve. A sense that the Follower has earned their own money along the journey with the player, through a simple behind-the-scenes math equation. But, if the mod author wanted to develop the mod further, more advanced features could be added later. Such as.... * Loyalty Matters - if enabled, the Follower automatically receives a higher percentage of Gold when the Follower has been in the player's company a certain number of game days (percentage can escalate as more game days pass). * Sell, Sell, Sell - if enabled, the Follower automatically receives a portion of the player's sales of looted equipment (and, if also enabled, potions and crafted armor & weapons made by the player, etc). * My Follower, the Bargain Hunter - if enabled, the Follower will randomly acquire better equipment (and show as owning less money, as it is assumed the Follower made a purchase). The equipment would be of the same type as what the Follower already has equipped (two-handed weapon upgraded to better two-handed weapon, etc) so that the Follower can maintain a consistent combat role with the player. * Picky, Picky - if enabled, the percentage of Gold that the Follower requires of the player will be higher or lower based on factors such as the Follower's race, faction, gender, or skill proficiency (healer mage may require a higher percentage of Gold than melee fighter). * Karma - if enabled, the player's Luck skill is improved if the Follower's Gold percentage is over a certain (very high) percent. The mod could continue adding features along the way, such as in-game text-based notifications being replaced with a Follower conversation tree....or even the Follower directly starting a conversation to ask for their portion of the Gold now. The possibilities for feature expansion are endless, but the core idea of the mod would continue to be rather basic in implementation. .....So, what do you think? _______________________________________________________________________________________ My other mod requests: * A Merchant that Charges Soul Gems * Better Animal Followers (i.e. "Stay Outside, Dog!") * Color-Coded Quest Markers / Waypoints
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Best "New Game Only" mods.... looking for suggestions
Bizzquik replied to Bizzquik's topic in Skyrim's Skyrim LE
An archer, I think. A 'thief' style character that does not steal. (Not melee. Not destruction/restoration magic.) Thanks for the reply. :) -
Best "New Game Only" mods.... looking for suggestions
Bizzquik replied to Bizzquik's topic in Skyrim's Skyrim LE
Thanks for the reply. Interesting stuff! Are there any mods that increase the role of Thalmor in the game? I know about MadFrenchie's series Fight Against the Thalmor, but it is incompatible with Helgen Reborn....so I'm wondering if there is other stuff like it. Always enjoyed killing those guys.... EDIT: I understand that the Cutting Room Floor mod adds stuff related to the Thalmor Embassy. Would love more mods that do something similar! -
Best "New Game Only" mods.... looking for suggestions
Bizzquik replied to Bizzquik's topic in Skyrim's Skyrim LE
Those are good words on SkyRe. I actually used that mod during my second playthrough. And you're absolutely right - I would not play Skyrim again with it! I've been looking at Organized Bandits in Skyrim. That sounds like it would add another layer of depth and immersion to the game. That mod, combined with Immersive Patrols and Skyrim Immersive Creatures - to say nothing of texture packs and ENB - could be a bit much for my system; a lot going on. But I kinda want to try it all together anyway. Interesting to read the mod author of Immersive Patrols state that using it in conjunction with Open Cities can lead to slaughter in the streets of major cities....that sounds like it could kill my game (so many dead, important NPCs).....but my interest is piqued! Anyone have experience mashing those mods together in a playthrough? -
Best "New Game Only" mods.... looking for suggestions
Bizzquik replied to Bizzquik's topic in Skyrim's Skyrim LE
Ah, I did not know that. Thanks for the info. Hmmm......maybe I should read up on it before pulling the trigger. :smile: -
Best "New Game Only" mods.... looking for suggestions
Bizzquik replied to Bizzquik's topic in Skyrim's Skyrim LE
Thanks for the reply. Yup, I have the Unofficial Patches installed, lots of texture packs installed, lots of immersion mods - Frostfall, Wet n' Cold, Hunterborn, Dynamic Things - lots of NPC mods installed - Interesting NPCs, Inconsequential NPCs, various follower mods - new lands installed - Falskaar, Wyrmstooth, some economic overhaul mods - Trade & Barter, Trade Routes. I have a lot of fun mods that really add immersion aspects. But I know there are some mods that are so different, you really can't just add them to an existing play-through. Those are the mods I would like to hear about, in particular. If I plan on using those special "New Game Required" mods from the start, I can build my mod base out from there. (That's why I mentioned Civil War Overhaul; it adds & changes so much that you can only use it with a new game, apparently.) -
Hi all. My 100-hour save file is gone. (Not sync'd with Steam, hard drive died.) Rather than bemoan my loss, I think I'll just create a new character instead. That made me realize this would be the perfect time to try mods that are so fundamentally different from Vanilla Skyrim that the mod author says only to use them when starting a new game. Mods I'm currently thinking about that REQUIRE a brand new game before using: * Civil War Overhaul - The Vanilla Civil War quests are boring. This sounds like a fun way to change that. * Open Cities - A new game may not be required, but with so many in-town add-ons in my last play-through, Open Cities was not really an option. Now I can use Open Cities as my foundation, and add other mods only when their compatibility is confirmed. I would love to hear your suggestions as I explore my options for my next play-through!
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Hey, if you wanted to spend time on it, that'd be great. Thanks for showing interest.
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LE Destroy Soul Gems And Free The Souls traped Inside Them?
Bizzquik replied to xXLoboSolitarioXx's topic in Skyrim's Mod Ideas
I like the idea of this. It'd be a fun role-playing mechanic for certain characters. -
Thanks for the reply. I totally agree on disabling the HUD. That's actually what I do now; I love Gopher's iHUD mod. Two things: * I don't know about you, but I'm easily distracted in open-world games. So my momentum in quests can come to a grinding halt as I do something else, then completely lose track of where I'm going - and why I'm going there - as I try to pick up the pieces later. And this absentmindedness only gets worse when real life intervenes and I can't get back to the game for a few days. So it'd be nice to have several quests up on my map at once, each color-coded with my journal for easy reference as I try to get back on track in completing some quests. ("How did I end up here again? Nevermind! There are four open quests for me to choose from nearby here, so I'll just do one of them. Now what were they again? Right, the purple quest is that mage quest.") * I guess part of the fun for me is in the planning. I can't help but thinking - were this real, and just the day before I had been chased by a bear, assaulted by a bandit, and burned by a dragon - I would probably try to figure out how I could get several quests done in the same day. But I would *still* want to keep track of what quest I was doing each minute. (Go to a dungeon & learn a shout to complete quest one, swing by a bandit camp to kill a bandit leader to advance quest two, and then speak to an NPC in the nearby small town to progress in quest three. etc etc) I could queue up several quests at once, zip from one to the next, and always know which quest I was going to tackle next, because each was clearly distinguishable on my map and journal. (No small feat when you have twenty formal quests available and thirty Miscellaneous quests available.)
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Hi all. For a long time, my biggest frustration with quests in Skyrim is how to keep track of them all. When the player's journal overflows with formal and Miscellaneous quests, the player has a choice to make: * Toggle just a few quests to "Active" at a time so that the map isn't ridiculously cluttered * Toggle many, many quests to "Active" so as to reduce backtracking later What would be nice is if quests were color-coded on the map, compass, and journal.... This could be achieved by a mod in a couple ways, but perhaps the most straight-forward.... The mod cycles through a dozen colors randomly. When the player toggles a quest to "Active", the mod randomly assigns a color to that quest. Now in the player's journal the toggle arrow next to the active quest displays as pink, for instance. On the player's map, the quest location marker / waypoint is now pink, too. As the player approaches the quest area, the spot is pink in the player's compass. Result: The player now knows exactly what quest they are advancing, can read their journal again to remember the quest's previous events, etc. This would be much more immersive than simply following one of many giant white Down Arrows on a map, and would make venturing out to complete several quests at once a little easier to plan & manage.... What do you think? How achievable is this? Would it be helpful and/or more immersive?