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About GeorgeCorbul

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A mod that lets you avoid doing the KotN questline
GeorgeCorbul replied to GeorgeCorbul's topic in Oblivion's Mod Ideas
Ah, but then I'd be missing the new locations, npcs and items added by it. -
A mod that lets you avoid doing the KotN questline
GeorgeCorbul replied to GeorgeCorbul's topic in Oblivion's Mod Ideas
Bump? -
Fallout 4: Red Allert - EUSSR invasion
GeorgeCorbul replied to elyssov's topic in Fallout 4's Mod Ideas
If you've played Fallout 3, there's that Irish guy in Megaton that gives you information about dad (forgot his name). In the lore, he actually did travel to the Americas and was indeed born in Europe. I'm pretty sure there are a few other characters that've managed to cross the oceans, outside of the ghoulified Chinese agents and whatnot, of course. -
DLC poster character face presets or followers?
GeorgeCorbul posted a topic in Fallout 4's Mod Ideas
Just what it says on the tin. I imagine at least some of you thought these arts were nice enough to look at to warrant turning them into companions, or at least into face-presets. I imagine the guy in the Automatron poster should be the easiest to make (just take Sturges' and modify him slightly), but the girls might require some custom hairstyles. Still, should be a fun little project. I'd make them myself, but sadly, I suck at the game's face-sculpting (even with LooksMenu). Here are the links to the images on the wiki for reference, because I can't seem to post the images themselves (without them being oversized): AutomatronWasteland WorkshopContraptionsVault-Tec WorkshopNuka-WorldThanks in advance! -
Skip opening (by the mirror) dialogue
GeorgeCorbul replied to GeorgeCorbul's topic in Fallout 4's Mod Ideas
I know this mod and I'm using it, but it doesn't skip over the opening cinematic and mirror cutscene. -
Sounds cool actually. Playing with a mod like that would feel a bit like playing Arena (or maybe Daggerfall too? don't know, never got out of the starting dungeon).
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A male and a female, as a joke mod, based off the synths, should work. Come on, we all know you want one! ;)
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I was wondering if anyone thought of making the musket held by Redcoat mannequins into a useable weapon. It doesn't need to use actual flintlock reloading animations, but just as a joke weapon, a weak rifle with long reloading time, or something? I just thought it'd make sense at least for some people to try to loot historic weapons from museums and use them in combat, however impractical they might be. I mean, the game already uses those Revolutionary War rapiers, so why not flintlocks? Image link, because the site won't let me post the actual image.
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When you start a new game, you first wait for the loading, then watch the 'war never changes' cinematic that you can skip, then the game finally starts proper, showing Nate repeating the thing into the mirror, with Nora then telling him about how he's gonna knock everyone dead at the veteran's meeting or whatever. It's a fairly short intro, sure, but when you restart the game for the millionth time (because mods), you'd really like to get straight to the character creation, so I was hoping someone could make a mod that actually skips their dialogue and goes straight to it after Nate says 'war never changes'. If such a mod already does exist, please give me a link, because I couldn't find it. And yes, I know that I can just save right after this, but with new mods, that's not always viable. Thanks in advance!
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Glittergear has moved: https://glittergearplays.wordpress.com/glittergears-oblivion-mods/The author speaks of adding them for daedra and nine divines, no mention of non-lore deities. Thanks for the link. Guess I confused it with another mod. Checked now, and I could have sworn it was this mod, but I guess it's not. Strange. Anyway.
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Technically, only about half of what you wrote is necessary. I was not talking about a script-heavy mod with deep dialogues, special events like religious holidays, etc., but something simple: choose patron-deity -> pray -> get boons\ curses. Skyrim's "Religions" and "Wintersun" do just this. How to choose a patron? Get a menu to run during the character-creation sequence, prompting you to choose a deity; Talk to a priest of said deity (this doesn't need to have VO, the Universal Silent Voice mod will be enough); Read a book associated with said deity (there are plenty in the game), prompting a window to pop-up asking you if you want to accept the deity as your patron.As to what boons and curses to expect, that's where you need to know the lore. In general though, it's fairly simple: Azura - Magic Reflection (based on Skyrim's Dragonborn dlc that added shrines to Azura, Boethiah and Mephala), or bonus to Mysticism (magic school responsible for soul magic - Azura's Star is a glorified soul gem);Boethiah - bonus to Blades (based on Skyrim's Dragonborn dlc that added shrines to Azura, Boethiah and Mephala), or bonus to Blades and Sneak (Boethiah is described as a backstabber in the lore, despite the fact that in Khajiit lore, it was Mephala that did the backstabbing on Trinimac (future Malacath), and Boethiah just fought him like normal, plus, in the lore Boethiah, Mephala, and Azura (maybe even Namira) were on Lorkhan's side, and Lorkhan wanted to free the denizens of Mundus from the permanent cycle of death and reincarnation, so you have to wonder who the bad guys really are);Clavicus Vile - not really sure, since in the lore he just gives you the stuff that you ask for, but it ultimately backfires on you. Maybe improve Mercantile or Personality in general (though that'd ruin the whole point of his Masque), and as a curse, he could decrease your Luck.Herma-Mora - Intelligence (he is the Lord of Knowledge after all), but decrease personality (because nobody like a wiseguy, and Herma-Mora is described as physically hideous anyway);Hircine - Archery (Lord of the Hunt, could also improve Sneaking, though I feel that should go to either Mephala or Nocturnal), or Speed (covers Acrobatics, Athletics, Light Armor, all important for hunters);Jyggalag - may be passed, since he was rather obscure prior to the events of SI, and even after that;Malacath - Endurance (covers Armorer, Block and Heavy Armor - all three have importance to Orcs), but as a curse, decreased damage to Orcs, Goblins and Ogres (if that's programmable at all), or decrease personality (because he's the Lord of Pariahs), alternatively, no curse at all;Mehrunes Dagon - Destruction (Lord of Destruction), but as a curse, increased damage to fire (because his realm is full of flames);Mephala - better sneak attacks (if that's even programmable), otherwise Sneaking, Persuation, or Illusion (Mephala, to the Dunmer at least, represents the 'sneak' archetype, she taught the Chimer to survive by using stealth and subterfuge to deal with enemies) (in Skyrim's Dragonborn, her shrine gives bonus to Mercantile, which doesn't make much sense; in the 'Wintersuns' mod praying to her makes your brewed poisons stronger);Meridia - bonus against undead (hates the undead in any form), but as a curse, increased damage to lighting (lightning is a manifestation of light, Meridia is the Lady of Light), otherwise, no curse;Molag Bal - Illusion or Personality (Lord of Domination; Illusion magic lets you twist the target's mind, causing them to fear you, or go into a frenzy, so domination it is), but as a curse, increased damaged to frost (because his realm is cold), or decrease of Willpower (because he dominates you);Namira - better disease and poison resistance, but decreased Personality (she is Lady of Darkness and all things vile, originating from the primordial darkness (probably the first child of Padomai, AKA Sithis). Her worshipers deal with a lot of dirty, poisonous\ venomous stuff that's prone to make them sick, and they prefer to hide in darkness, so the world doesn't seem them doing the vile stuff that they do; and as lady of vile things, her worshipers also learn to love them, which the rest of the world will see as disgusting or disturbing, hence the Personality decrease);Nocturnal - better Security and\ or Sneak (in Khajiit lore she is described as Namira's shadow that came to life, believing herself to be the true Namira, and it was only after - if I'm not mistaking - Boethiah beat her, and Azura trialed her, that she accepted the fact that she was not Namira and started doing her own thing, becoming the Lady of Shadows, patron to all thieves);Peryite - better physical resistance or more health points, but increased susceptibility to disease (increased Endurance could work, because of increased HP and Stamina, though the Skill bonuses associated don't). Otherwise, diseases are to have less effect on you, but it's easier to catch and transmit them (Lord of Disease);Sanguine - all potion effects are twice as strong and last twice as much (or something, he's the lord of debauchery, but the game itself doesn't offer much in that regard), but you get a random bounty (for drunk and disorderly behaviour, or public indecency). Alternatively improved Alchemy (because brewing booze and drugs, y'all!). I'd also offer Endurance, since it is necessary for debauchery, and it affects your HP and Stamina, but the skill bonuses associated with it work better for Malacath;Sheogorath - get a increase or decrease of a random skill or attribute (or all of them); alternatively - fortify Luck but drain Intelligence, or something like that (Lord of Madness, unpredictable, can help or hinder anyone on a whim; crazy and foolish people are described as very lucky);Vaermina - become weaker against magic effects (magic starting with the mind, and Vaermina's the Lady of Dreams, and nightmares in particular, so it affects your mind) or creatures (the slumber of the mind creates monsters, after all), or never get "Well rested" bonus, but improve Alteration (because life just is a glorified dream, and in a dream you can do whatever).The Divines could offer boons based on what we had in Daggerfall. Alternatively, a twist based on them could work too. And the more you pray, the better the bonus (0-30% - 5 point bonus; 30-60% - 10 point; 60-100% - 15 point; or whatever). Now, I don't remember about Skyrim's "Religions", but in "Wintersuns", once you reach 100% favour with your patron, you also get a special magic power, using which decreased your favour, requiring you to start praying again. This much is not really necessary, though it'd be nice to have. As to making the mod myself, I've tried, but I wouldn't be able code my way out of a paper sack if my life depended on it. :pinch:
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Skyrim (both LE and SE) has several mods that make religions into a thing: 'Religion' - lets you choose a patron from among the Nine Divines or the sixteen Daedra Princes. You can then pray to your patron to improve relations with them and receive boons.'Patron gods of Skyrim' - adds a new dungeon with altars of the Nine Divines and sixteen Daedra Princes, and you can choose one to be your patron. You then get a permanent bonus (and sometimes a curse) from the deity's patronage. No prayer mechanics, if I'm not mistaking.'Daedric shrines' - adds a few missing Daedric Princes' shrines, adds themed decorations to existing ones, and adds blessings from Daedric Princes, similar to those you'd get from the Divines, but with a twist. No praying mechanics either, if I remember correctly.'Wintersun - Faiths of Skyrim' - adds a prayer mechanic similar to the one in 'Religions', lets you choose a patron from among the Divines, the Daedric Princes (including Jyggalag), but also some race-specific (lore) deities. Adds new shrines, slightly decorates the existing ones (again, if I remember correctly), and the boons you get from the deities? Absolutely grand! Did I mention that there are ways of improving relations with your patron other than prayer?Now, I'm not asking for anything as epic as 'Wintersuns' (though that'd be great), but something like 'Religion' would be just enough. I mean, deities play such a big role in the TES universe, it's really strange that Bethesda and Zenimax don't make religions into a full-fledged, player-engaging thing. And I know that there are some Oblivion mods that touch upon religions, but they either are mostly visual, or specialize only on specific deities. Examples include: 'Oblivifall - Losing My Religion' - overhauls the Nine Divines cult, bringing it closer to what it was in Daggerfall, as in, each Divine has an individual cult, each cult offering specific services. The problem? Well, for one, it still ignores the Daedra. For another, it adds a lot of stuff to the chapels making them feel cluttered, and you still can't pray (plus, I could never get it to work properly for some reason).'Who am I' - an alternate start mod that lets you select your character's background (including faith). Don't get me wrong, it's good for what it is, but I'm using a different alternate start mod that gives you actual game-start options, as opposed to just expanding the character creation segment and still starting you in the imperial prison. Plus, the bonuses provided by the various faiths feel somewhat unbalanced, and you still can't pray.'Finding my religion' - a now-deleted mod that added new shrines to the game world. It was pretty cool, but still didn't add a functional prayer mechanic, and the new shrines were dedicated to non-lore deities. A mod that adds carryable statuettes of Divines and Daedric Princes to their dedicated places of worship. They offer bonuses and sometimes new powers.'KotN Revelations' - it's a quest mod revolving around the Knights of the Nine. No religious mechanics here, as far as I can tell.'Worship in Cyrodiil' - an immersion mod that adds statuettes of various deities to npcs' homes. They can't be interacted with and are just for show, though some give hints as to the npcs' affiliation. Still no prayer mechanics, and no amulets.'Holy amulets of the Divines' - a small mod adding wearable enchanted and unenchanted amulets of the Divines, purchasable from chapel priests. Good, but still ignores Daedra, and still no prayer mechanics.'Paladin mod - The hand of Arkay' - lets you become Arkay's champion, granting you new spells to deal with npcs and undead creatures. This is good, but since it only specializes on the Divines (on Arkay in particular), it's, again, not what I want.'Druid mod remade' - a similar mod focusing on either Hircine or Kynareth, and their respective domains.'Vows and Covenants' - another good mod, and probably the closest to what I'm looking for, but it's unfinished and abandoned. Not sure if you can pray, but you can apparently make sacrifices.'Integration - The stranded light' - a quest mod where you have (or can?) help a group of daedra stranded on Nirn to establish a Nirn-friendly guild and live a "normal" life. Have yet to try it out, as the description looks promising, but I'm pretty sure it's not what I'm looking for with this request.Edit: Thanks @mixxa77 for the link to Finding my Religion.
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Yeah, so there's already a request on here asking for the option to side with Meridia\ Umaril. Since I don't care about Meridia, and hate the Divines, I want a third option. "But why do you need a mod for it?" - you might ask - "Just ignore the Prophet and you're good!", you might say. But there's a problem with this. The game, as it's designed, just forces the quest upon you. You ask for rumours, because that's one way of getting new quests or learning about random stuff, and then - Bam! - "The holy Prophet of Anvil preaches his bulls***, you should totally go on a scavenger hunt for him!", and the quest gets stuck in your journal forever, or at least until you either do it, or use cheats to remove it. Neither of the solutions is good, because both break immersion for me, as a Daedra-worshiping Dark ELF and as a player respectively. So then, what can we do? That's where you, dear modders, come in! My idea: The Prophet sends you (the player) on his scavenger hunt, but you get a couple of new dialogue options. Option #1: Simply refuse. Let someone else do it, there were a few potential npc candidates added by the expansion already (that traveling knight "that found God" comes to mind), so why not let them have a go at Umaril? They don't really need to programmed into doing anything of course, just make this option 'solve' the quest. Yet, Aurorans will start spawning in their usual locations, and will attack you on sight, but fighting them will be like fighting any other npc or creature in the game, as in, it will not be tied to quests or anything like that. With this option you should also be able to restart the KotN quest by talking to the Prophet again, and saying something like "I've changed my mind, I will do what you ask." and then going along the quest-line as intended. Option #2: Goad the Prophet into attacking you. Say something like "You are a fool, the Daedra will kill you all!", turning the Prophet hostile. He will attack, and either you, or the nearby guards will kill him. This will mark the quest as 'failed'. Like in the previous option, Aurorans will start spawning in their scripted locations and will be hostile, but you will not be able to stop them by restarting the KotN questline, as the quest-giver is dead (obviously). Another (or the only, if option #2 is selected) way of stopping the Aurorans\ Umaril will be by finishing Oblivion's main quest before finishing KotN. That way, Martin sacrifices himself to stop Dagon, and in so doing restores the barrier between Mundus and Oblivion, making the Auroran invasion impossible. So, regardless of how far you've advanced in the KotN questline, it will automatically be tagged as 'solved' by the game. And just for the fun of it, maybe add the option to automatically fail KotN if you've already beaten Meridia's quest. Because, after all, if you're her champion, why would you want to foil an invasion that she is involved with? So that way, Aurorans spawn, but are friendly to you, whereas the Prophet is hostile.
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I agree with the OP. I hated that KotN (just like the main quest and the SI main quest) forced you to be a good guy (provided you believe the Empire, Pelinal, and Sheogorath to be good guys). I mean, this is supposed to be a role-playing game, right? So where's the role-play? Same with all TES games, really. Also, if you play as an elf, how is Pelinal's spirit not trying to kill you? There is a problem with OP's idea though. From what they wrote, it makes Umaril's\ Meridia's invasion pointless. What's the end-goal? Sure, Umaril wants to get revenge on the Divines, and potentially, to re-establish himself as ruler of Cyrodiil, hence why we're trying to stop him, but if we were to side with him, what would we, as the player, be achieving? Umaril fighting the Divines in impossible, because a) they are physically dead, and b) we won't be able to participate in it, so it would make for boring gameplay. Him becoming king of Cyrodiil is bound to break the game, as it would conflict with the way society in the game is programmed (same if the player sided with the Mythic Dawn\ Mehrunes Dagon or Jyggalag, though at least here, there's room for maneuver). A more viable way of implementing this would be to speak to the Prophet, then go to Meridia's shrine instead of where the Prophet sends you. She would give you Umaril's sword (because forget Umaril, he's had his chance!) and an item or spell that allows you to summon several Aurorans at once. She would then task you with going to the chapels, slaughtering the priests, desecrating the altars, and destroying the relics. And the summoned Aurorans are gonna be your aid in this. Once the relics are destroyed, you return to her shrine and she just tells you something like "Go now, Champion, and bring chaos into this world in my name!". A simple, yet elegant solution. A somewhat more complex one would be the player siding with Umaril, as the OP suggested, but Umaril betraying the player. You now have to fight and defeat him in the physical plane only (you're still doing Meridia's bidding, so no need to kill her champion to death). This way, we get to defeat Umaril without siding with those lame-o Knights, and the world stays intact.