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ebitnet

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Everything posted by ebitnet

  1. I was just contemplating this idea this evening. An interesting post-guild master quest line would be to have a series of grand heists to pull off & adds some interesting and quirky NPCs that join once the guild has been fully restored. Looking over the Nexus site, one inspiration is Dark Brotherhood Resurrection mod--which is amazingly fun & totally off-beat. I'm not in the least talented enough with the creation kit (nor do I have the time required for it) to pull this off, but I can sketch an idea for some one who is. Here are some thoughts for a TG quest, post-dragonborn guildmaster. (0.) There is a mod on Nexus that adds the Nocturnal/Grey Fox Hood...looks really interesting. (1.) New NPCs show up who are potential followers and give quests. One of the NPC is sort of like a Delvin character in that he (or she) seems to have connections with possible new heist targets. (2.) New heists: rather than making a series of new dungeons with a bunch hard to kill bosses that anyone that can swing a sword can wade through, make it so that you really have to put your brain and thief skills to the test in order to solve. For example, the NPC with connections learns of some new object that someone wants stolen. But in order to get to it, you can't simply waltz up and pickpocket your target or crack some safe. You have to figure out a heist...think Ocean's 11. (3) Another twist is that one of the new NPCs is really a mole sent by the Empire or someone to infiltrate the TG and arrest its top command. You get sent on a series of heist quests, which appear to be radiant to build your trust, but one's really a trap and you either escape or you get hauled in to some max-security prison you have to try to break out of.
  2. When you initiate a dialong with a blacksmith they usually have a comment that they can improve or repair you armor FOR you. Unfortunately, in order to actually improve your armor or weapon, you have to do it yourself. Wouldn't it make a lot of sense if the blacksmiths (or if there was a custom shop) that could take your weapon (even an enchanted one) and make the next improvement for a price? For example, you drop your armor or sword off and come back in a week or more and it's now Epic, Legendary, or what ever, and you pay a price to get it back...sort of the way custom shops work here in the real world. This would avoid having to build up experience making tons of iron daggers that you're going to sell at rock bottom price in order to get your smithing level up...even if your a thief or mage character. Moreover, it would add a suitable amount of immersion since one could focus on 1 of Alchemy, Smithing, or Enchanting rather than have to be a jack of all trades. Any ideas on how to do this? Thanks ebitnet
  3. right...what's the deal here? I was playing, then "boom"...game crashes to desk top and will not restart.
  4. OK. After some trial and (a few) errors. Here's the magic Mojo needed that's not stated nearly obvious enough in the creation kit tutorial. You need to supply some prompting text to the dialog box when creating dialog. This seems perfectly obvious in hind-sight. But w/o this, your character has nothing to say to prompt the NPC actor into action. Cheers and Happy Modding, ERB
  5. As per krechlich, I followed the tutorial pretty much to the letter and can not get the quest to initiate. I must be missing some piece of mojo that needs to be in place. Following gasti89's advice, the NPC actor is now referenced by alias. I also double checked that - go to Quest Stages and make sure the quest is "start game enabled": YES - go to Quest Stages and make sure none of the stages is tagged as "Start-Up Stage": YES <--- shouldn't the 0 stage be a Start-up stage? - go to the Aliases Tab and make sure your "TestActor" alias is a "unique actor" pointing to the right reference: YES --the dialog conditions are really basic (and straight out of the tutorial). Still no response. Any hints? ERB
  6. Hi, I'm playing with writing mods I'm trying to write a simple mod for a MG quest similar to the Restortation Ritual quest. I'm using the creation kit tutorial as a starting poing. However, I want to write a script that removes all the player's items (and puts them in safe keeping until the end) except for a bare minimum like a tunic, and restricts the player's ability to equip new items until the quest is completed. Any help is appreciated. Thanks EBITNET
  7. This appears to occur ONLY at the initial character creation. A work around is to immediately after things get going open the console and do "showracemenu" The has not lead to a crash.
  8. I'm just now having this problem. Even turning off ALL installed mods and using just the Update, the program crashes when switching sex at the start.
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