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SirSilverscreen

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  1. It's rather strange for there to be an entire faction/group out there that you are not allowed to join. So, a fix to that is to make the SilverHand a joinable faction with quests. Essentially, it's just a reversal of the Companions story (forgive me for the puns in the quest names). A Silver Tongue This quest involves gaining support for the Silver Hand and getting new members to join. Spreading lies and rumors around via stronghold taverns and bards would be the best way to go about this, presumably with a high speech skill. Base of Operations In order to be a proper faction, the Silver Hand needs a place to call their home. You are sent to Driftshade Refuge to clear out all the bandits and turn it into a base of operations for your group. Once done, the silver hand will reside there and you be given your Trial Quest. Kick the Dog It is time to prove yourself to be a true member of the Silver Hand. You are given a (very weak) Silver Sword and told to join the other members in Dustman's Cairn for a trap. Unlike with the Companions' Proving Honor quest, this time the trap is mostly successful, killing Farkas while Aela manages to escape. Afterwards, you return to Driftshade Refuge to be initiated into the ranks of The Silver Hand. Silver and Gold Starting to run low on gold and supplies, the Silver Hand's sister camp at Gallows Rock asks you for help. Upon discovering that the faction as a whole is running out, you are given one of two options: Either make a deal with the Thieves Guild (easier to do if you've already joined them) or make deals with key shops in several holds. Either way, you are given items to return to Gallows Rock with. Unfortunately you reach the place right after the Companions raided the Rock in retaliation for the death of Farkas, and learn that they're headed to Driftshade Refuge next. Rabid Beasts You have to hurry to Driftshade Refuge to aid in their defense. You manage to get there just in time to fight off the two Companions that are still there (random NPCs). Upon killing them, you walk into the Refuge to find that they've killed the previous Silver Hand leader, Krev the Skinner. Put the Dogs Down After the companions daring attack on the Silver Hand's stronghold, it's time to finally bring an end to the Companions and their wolfy ways. You lead the assault upon Jorrvaskr, slaughtering the entire group and taking the heroes' hall as your own. In a ceremony for your victory, the fragments of Wuuthrad are melted down and reforged into a unique Silver Axe, the symbol of the Hand's vow to rid Skyrim of all Werewolves. Hircine's Game The victory over Jorrvaskr and the Companions is not the end of the story. During the celebration, Hircine himself comes before The Silver Hand. As much as he likes his hunting grounds being filled with followers, he is displeased that it's done so by attempting to "cleanse" the real world of his precious creations. On the other hand, he is amused how the Hand has turned his Hunters into the Hunted, and therefore issues an (ongoing) challenge: Every time you kill a Werewolf, offer its pelt and its blood to his (self-placed) shrine in Jorrvaskr, and he shall give a reward for it. What he doesn't tell you is that he uses the blood to create a new werewolf in Skyrim, thus creating a never-ending cycle and career for The Silver hand, as well as keep the god Hircine pleased. A Silver Tongue pt. 2 After winning Jorrvaskr from the Companions, the group has a horrible reputation among Whiterun. The best way to fix this? Why just exposing the truth...if only that was easy. First you have to reveal Kodlak's journal to Irileth, which is a strong start to proving that the Companions were werewolves. Then, you have to repeat the first part by spreading rumors. All Bark, More BiteA particularly troublesome werewolf has been keeping a town in fear. The Silver Hand is being called to their rescue to rid them of the foul beast. This side quest is available any time after joining The Silver Hand. A Silver Platter (optional)You are sent out to gather food and supplies for the Refuge. This side quest is available any time after joining The Silver Hand. Completing Silver and Gold before this quest makes it much easier. Just go to a vendor/Thieves Guild and tell them to you'll deliver their shipment. Picking up Slack (optional)With the companions dead, Whiterun is forced to turn to the Silver Hand for completing the merc jobs, thus making use of several radiant quests from the Companions. Silversmith (optional)Upon being accepted into The Silver Hand, you can visit their weapons maker to learn how to craft your own silver weapons. The weapons themselves will be edited to be more effective against those with the Blood of the Wolf perk. Silver Lining (optional) If you speak to one of the NPCs, they explain that they became a member of the Silver Hand when a member of their family (mother, father, brother, sister, whatever) tried to kill them under the influence of the Wolf Blood. The member has yet to find them since he escaped, but the member states that he can see the horror of being a mindless beast. You and said member journey forth to find this specific Werewolf related to him, and bring an end to the person's "suffering." The Silver Vigilant (optional) The Vigilants of Standarr and the Silver Hand have a common hatred for warewolves, a relation that is recognized by a fellow member. You may set out to recruit a member of the Vigilant to become a member of the Silver Hand. Silversmith (optional) Upon being accepted into The Silver Hand, you can visit their weapons maker to learn how to craft your own silver weapons. The weapons themselves will be edited to be more effective against those with the Blood of the Wolf perk. Silver Lining (optional) If you speak to one of the NPCs, they explain that they became a member of the Silver Hand when a member of their family (mother, father, brother, sister, whatever) tried to kill them under the influence of the Wolf Blood. The member has yet to find them since he escaped, but the member states that he can see the horror of being a mindless beast. You and said member journey forth to find this specific Werewolf related to him, and bring an end to the person's "suffering." The Silver Vigilant (optional) The Vigilants of Standarr and the Silver Hand have a common hatred for warewolves, a relation that is recognized by a fellow member. You may set out to recruit a member of the Vigilant to become a member of the Silver Hand. Pet the Dog (optional) A side quest only available after the Silver Hand's story is completed. You are told of a reluctant werewolf who seeks to cure himself. The quest could quickly be ended by killing him like all the others, however you are given the option to follow through with the Hagraven quest in the original Companions story. This quest results in the cured werewolf joining the Silver Hand ranks and becoming an optional follower.
  2. Who is Barenziah? What is the importance of his crown? Is there any other pieces of attire that one can find of his? Barenziah was a Thane of Skyrim, a mage-knight known for his golden armor. Jewels were implanted each piece, but the crown was most well known because of the magical and extremely rare stones placed in the wings. Some time after his death, his armor was separated by each of the major cities of Skyrim and placed on display in his honor. The Stones of Barenziah and the Crown are only a piece of the puzzle. The entire set of Barenziah items consists of six pieces: The crown, the armor, the gloves, the grieves, the staff and the sword. Each item is found in a unique location within Skyrim, none of them are found by chance. The whole quest begins with the Crown. The crown is obtained from the No Stone Unturned questline as usual. Upon completion of the quest, you can either bargain for it, steal it, or (if you completed the Thieves Guild questline) just take it. When you have at least half of the stones, you'll be delivered a letter requesting a visit to Whiterun. A new NPC in Whiterun will comment on the gems (or be impressed that you've got the whole crown) and tell you the tale of the greatest thane in Skyrim. After the lengthy conversation with said NPC, she'll tell you where each piece is located. The armor is in Solitude, the grieves are in Windhelm, the staff is with the College of Winterhold, Markarth keeps the sword, and finally Falkreath guards the gloves. The helmet was entrusted to Riften, so it was appropriate that it was reassembled there. One must become the thane of each location (or join the College for the Staff). Once that's done, speak to the NPC guarding the piece and they'll give you the key to the display case that the armor is in as well as a Book of Barenziah, which details each part of his life (for the Staff, you "borrow" it for "research"). Of course, if you don't want to go through all that trouble, you could just steal it. However, there is still one more piece of the puzzle. Barenziah's armor was said to be enchanted, but all the pieces you get are just normal gold armor. Kinda weak gold armor at that since its stats are equivalent to Ebony armor. If you take all the pieces back to the NPC in Whiterun (all at once. Doing it one at a time just has her congratulate you on obtaining it), she'll have one of two reactions. If you gained the pieces by becoming thane of each city, she'll lead you to her basement which is a huge magical room, something akin to the Archmage quarters in Winterhold. There, she'll reveal herself to be the ancestor of Barenziah, and happily restore the insanely powerful enchantments and stats to the Barenziah armor. She'll also be available for marriage and/or a follower, giving you an extremely powerful partner for the rest of the game. If you stole any of the pieces, she'll become angry and attack you for dishonoring the armor that you hold. Beating her gains access her basement and an enchanting table specifically for enchanting the armor. However, the armor's enchantments are only a quarter of the power you'd get from her doing it, and you've officially killed off the bloodline of incredibly powerful mage-knights. ------------------------------------------------------------------------------------------------------------------------- As you can tell, this is a mod that would require a lot of work. Work I don't have the time, skill, or knowledge to do. I just saw potential in extending the Barenziah questline with a lore-friendly story.
  3. Who is Barenziah? What is the importance of his crown? Is there any other pieces of attire that one can find of his? Barenziah was a Thane of Skyrim, a mage-knight known for his golden armor. Jewels were implanted each piece, but the crown was most well known because of the magical and extremely rare stones placed in the wings. Some time after his death, his armor was separated by each of the major cities of Skyrim and placed on display in his honor. The Stones of Barenziah and the Crown are only a piece of the puzzle. The entire set of Barenziah items consists of six pieces: The crown, the armor, the gloves, the grieves, the staff and the sword. Each item is found in a unique location within Skyrim, none of them are found by chance. The whole quest begins with the Crown. The crown is obtained from the No Stone Unturned questline as usual. Upon completion of the quest, you can either bargain for it, steal it, or (if you completed the Thieves Guild questline) just take it. When you have at least half of the stones, you'll be delivered a letter requesting a visit to Whiterun. A new NPC in Whiterun will comment on the gems (or be impressed that you've got the whole crown) and tell you the tale of the greatest thane in Skyrim. After the lengthy conversation with said NPC, she'll tell you where each piece is located. The armor is in Solitude, the grieves are in Windhelm, the staff is with the College of Winterhold, Markarth keeps the sword, and finally Falkreath guards the gloves. The helmet was entrusted to Riften, so it was appropriate that it was reassembled there. One must become the thane of each location (or join the College for the Staff). Once that's done, speak to the NPC guarding the piece and they'll give you the key to the display case that the armor is in as well as a Book of Barenziah, which details each part of his life (for the Staff, you "borrow" it for "research"). Of course, if you don't want to go through all that trouble, you could just steal it. However, there is still one more piece of the puzzle. Barenziah's armor was said to be enchanted, but all the pieces you get are just normal gold armor. Kinda weak gold armor at that since its stats are equivalent to Ebony armor. If you take all the pieces back to the NPC in Whiterun (all at once. Doing it one at a time just has her congratulate you on obtaining it), she'll have one of two reactions. If you gained the pieces by becoming thane of each city, she'll lead you to her basement which is a huge magical room, something akin to the Archmage quarters in Winterhold. There, she'll reveal herself to be the ancestor of Barenziah, and happily restore the insanely powerful enchantments and stats to the Barenziah armor. She'll also be available for marriage and/or a follower, giving you an extremely powerful partner for the rest of the game. If you stole any of the pieces, she'll become angry and attack you for dishonoring the armor that you hold. Beating her gains access her basement and an enchanting table specifically for enchanting the armor. However, the armor's enchantments are only a quarter of the power you'd get from her doing it, and you've officially killed off the bloodline of incredibly powerful mage-knights. ------------------------------------------------------------------------------------------------------------------------- As you can tell, this is a mod that would require a lot of work. Work I don't have the time, skill, or knowledge to do. I just saw potential in extending the Barenziah questline with a lore-friendly story.
  4. After playing through the game as close to my mod as I can, I've discovered a few changes that I'd like to make to the original post. HERO'S ARMOR In my previous post, I said that either the Thieves Guild or the Dark Brotherhood armor would be best. I was wrong. I found that the Leather Armor is the closest thing to actual armor that looks like Link's usual attire. Recoloring the armor part as green and the leather under the armor as white should make it work. I did find an actual tunic that's designed exactly like Link's outfit (simply labeled as Clothes), that would be great to start off wearing as a fun gag, but I still don't think it'd look good for an adventurer/mercenary for hire like Link. I've also concluded that there would be no such thing as a hat for Link in Skyrim that doesn't look silly or ruin the look. So, perhaps the Invisible Helmets mod would work or just go without a helmet for the entire game. HERO'S SWORD AND SHIELD I tried playing the game with the mods mentioned above, and they just look so cartoony that it doesn't work for making a serious Zelda crossover with Skyrim. I actually ended up using Chillrend (an unenchanted version) and a Glass Shield in exchange for them. I saw a few more Master Sword mods out there, and I'll try all of them out before making a decision. ZELDA'S DRESS I started a game as Zelda and, out of curiosity, gave her the Archmage Robes to see what she'd look like after I complete the College storyline. I have to say, I was quite impressed. If the hoodless version of that outfit could be recolored into Zelda's usual dress, it'd match her into Skyrim more. SILENT QUEST DIALOG After reading through the Companions mod a second time, I came to realize that silent dialog would work best for this mod. It'd make the games feel more like Zelda games, and it means no voice acting would be required. HERO'S BATTLE ARMOR I couldn't help but notice that the dwarven armor looks amazingly close to the golden armor that you get from Castle Town in Twilight Princess. A slight moderation to it (looking more like actual gold and editing the Officer's Imperial Helmet into the same color) would make it lore-friendly to both Zelda and Skyrim. All the other mods work perfectly for this project except for the issues mentioned on the mod pages themselves. I am quite eager to do the missing mods myself if I had the ability to do so.
  5. The things you mentioned are actually quite cool. Would you mind reposting them to my Legend of Skyrim thread? I don't want to take credit for your ideas.
  6. On the Illusion skill tree (far right line, second up), you'll find a perk called Quiet Casting, which silences your magic use to everyone around you. It should do what you're looking for, however it'll require three more perk points and a high enough level in Illusion to get it.
  7. Well, you can, but it can make navigation through the skill trees a pain. I have two of them added already (one for forging armored robes and another for making silver weapons) in the Smithing skill, and it's hard to find the right way to get to the perks to add them.
  8. That's a clever idea, just replacing the perks rather than the entire skill. Of course, now you have to pick and choose which perks to keep or replace, which gives many more difficult options and decisions to make. EDIT: I'm in the exact same boat as you. I have some good ideas (see my Zelda and Silver Hand threads), but I have absolutely no skill or experience in doing mods myself.
  9. It's rather strange for there to be an entire faction/group out there that you are not allowed to join. So, a fix to that is to make the Silver Hand a joinable faction with quests. Essentially, it's just a reversal of the Companions storyline (forgive me for the puns in the quest names). A Silver Tongue This quest involves gaining support for the Silver Hand and getting new members to join. Spreading lies and rumors around via stronghold taverns and bards would be the best way to go about this. Base of Operations In order to be a proper faction, the Silver Hand needs a place to call their home. You are sent to Driftshade Refuge to clear out all the bandits and turn it into a base of operations for your group. Once done, the silver hand will reside there and you be given your Trial Quest. Kick the Dog It is time to prove yourself to be a true member of the Silver Hand. You are given a (very weak) Silver Sword and told to join the other members in Dustman's Cairn for a trap. Unlike with the Companions' Proving Honor quest, this time the trap is mostly successful, killing Farkas while Aela manages to escape. Afterwards, you return to Driftshade Refuge to be initiated into the ranks of The Silver Hand. Silversmith (optional) Upon being accepted into The Silver Hand, you can visit their weapons maker to learn how to craft your own silver weapons. The weapons themselves will be edited to be more effective against those with the Blood of the Wolf perk. Silver Lining If you speak to one of the NPCs, they explain that they became a member of the Silver Hand when a member of their family (mother, father, brother, sister, whatever) tried to kill them under the influence of the Wolf Blood. The member has yet to find them since he escaped, but the member states that he can see the horror of being a mindless beast. You and said member journey forth to find this specific Werewolf related to him, and bring an end to the person's "suffering." Silver and Gold Starting to run low on gold and supplies, the Silver Hand's sister camp at Gallows Rock asks you for help. Upon discovering that the faction as a whole is running out, you are given one of two options: Either make a deal with the Thieves Guild (easier to do if you've already joined them) or make deals with key shops in several holds. Either way, you are given items to return to Gallows Rock with. Unfortunately you reach the place right after the Companions raided the Rock in retaliation for the death of Farkas, and learn that they're headed to Driftshade Refuge next. Rabid Beasts You have to hurry to Driftshade Refuge to aid in their defence. You manage to get there just in time to fight off the two Companions that are still there (random NPCs). Upon killing them, you walk into the Refuge to find that they've killed the previous leader of the Silver Hand. Put the Dogs Down After the companions daring attack on the Silver Hand's stronghold (which resulted in the death of Krev the Skinner), it's time to finally bring an end to the Companions and their wolfy ways. You lead the assault upon Jorrvaskr, slaughtering the entire group and taking the heroes' hall as your own. In a ceremony for your victory, the fragments of Wuuthrad are melted down and reforged into a unique Silver Axe, the symbol of the Hand's vow to rid Skyrim of all Werewolves. Hircine's Game The victory over Jorrvaskr and the Companions is not the end of the story. During the celebration, Hircine himself comes before The Silver Hand. As much as he likes his hunting grounds being filled with followers, he is displeased that it's done so by attempting to "cleanse" the real world of his precious creations. On the other hand, he is amused how the Hand has turned his Hunters into the Hunted, and therefore issues an (ongoing) challenge: Every time you kill a Werewolf, offer its pelt and its blood to his (self-placed) shrine in Jorrvaskr, and he shall give a reward for it. The blood will then be used to create a new werewolf in Skyrim, thus creating a never-ending cycle and career for The Silver hand, as well as keep the god Hircine pleased. Pet the Dog A side quest only available after the Silver Hand's story is completed. You are told of a reluctant werewolf who seeks to cure himself. The quest could quickly be ended by killing him like all the others, however you are given the option to follow through with the Hagraven quest in the original Companions story. This quest results in the cured werewolf joining the Silver Hand ranks and becoming an optional follower. A Silver Tongue pt. 2After winning Jorrvaskr from the Companions, the group has a horrible reputation among Whiterun. The best way to fix this? Why just exposing the truth with a hint of lies. Requires a high speech level to successfully complete, as well as obtaining "proof" of your exposed "truths" about the group. All bark, more biteA particularly troublesome werewolf has been keeping a town in fear. The Silver Hand is being called to their rescue to rid them of the foul beast. This side quest is available any time after joining The Silver Hand. A Silver PlatterYou are sent out to gather food and supplies for the Refuge. This side quest is available any time after joining The Silver Hand (completing Silver and Gold before this quest makes it much easier. Just go to a vendor/Thieves Guild and tell them to you'll deliver their shipment). Picking up SlackWith the companions dead, Whiterun is forced to turn to the Silver Hand for completing the odd merc jobs, thus making use of several radiant quests from the Companions.
  10. So basically you want the same idol animations that NPCs randomly use throughout the game. That shouldn't be hard, however it may require carrying the random items with you in order for the animation to work unless you like playing charades by yourself.
  11. Before anything else, I'd like to say that your story, especially the way you told it, is quite hilarious (calling him your attention-deficit horse specifically had me laughing). Now on to the real topic.... I too find it stupid that a horse is still 'owned' by someone who died by a random troll/spider/bear/whatever attack in the wild. If the owner died in the woods, who the hell will recognize that it's HIS horse I'm riding? Simply setting the horse to Unowned when its owner died and then setting it to your horse upon mounting it shouldn't be that hard.
  12. Sounds like it'd be a big mod. Perhaps doing little things and building up from there would be easiest. Like adding Oz's wardrobe and retexturing trees, making all roads made of yellow stones and making the hag witches look more like Wicked Witches from Oz.
  13. Similar to what Wafflelon said. Simply get a mod that adds elemental damage to your fists, either through enchanted items or through spells.
  14. The animation itself is simple. Just use the stumble animation for the body and a particle/cracking animation for the shield itself being broken. Dropping stats for a broken shield until it's nothing is just a matter of script manipulation as well, and once past its breaking point, the item just vanishes from the character and is moved to the "Misc." section until fixed at a Workbench. It's not hard to do in theory, but I can see how the application would be difficult.
  15. Considering that almost all necromancers you come across are malicious towards you and the idea of using the undead is detested by most characters that the subject's brought up with, I'd say that this would be a nice addition.
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