Jump to content

cronosnake

Members
  • Posts

    42
  • Joined

  • Last visited

Everything posted by cronosnake

  1. I'm considering making a custom follower in the game and having a lot of dialogue branches to it, but I'm very early in the planning stages of it. I'm also fairly new to modding, and have never worked with dialogue of scripting before. I usually can figure my way around stuff though, and with the forums as a resource, I hope to have a finished product. I probably won't be done until August maybe, though, but I hope I can make something worth the wait. EDIT: I also second Interesting NPC's. It has male followers.
  2. There are the obvious things, bug fixes, more likable characters, more voice actors, that I definitely second in saying that they could go a long way. However... ====MINOR=SPOILERS=BELOW==== I'm not too good at making spoiler tags and I feel the need to cite specific examples to best express my opinion. I kinda want to see more initiative taken on making the big bad characters as big and bad as they should be. I thought that the Alduin fight wasn't really that great in terms of being the 'final boss' of the game; of course, you aren't just supposed to stop as soon as you 'beat the game', but the Alduin fight basically seemed the same as any other dragon with the addition of 3 good companions fighting with you and the unique storm call shout. I liked how Skuldafn led up to it, but the world eater wasn't a memorable fight. That being said, I thought that Harkon was alright as a DLC boss, but Miraak was done really well as a boss. The whole lead-up to a showdown in Apocrypha was cool, I thought. I also liked fighting someone else, namely the only other person on equal footing as you, the first Dragonborn. I remember thinking that Ulfric Stormcloak could have been more interesting since he is one of very few people who can actually shout, yet the fight was just boring to me. I think that in general, there should be more interesting fights in general. You fight one dragon, and you've fought them all. There weren't that many memorable fights. Of course, there were some; just not maybe enough with variety.
  3. I think that Ultimate Follower Overhaul allows followers to learn spells, as well as forget them. It might be limited to Vanilla only. As for the followers leveling, they do level up with you as of one of the patches I think. Also, I believe that their 'class' will ensure that they have more skill in what their class would determine them to be good at, what their AI package would mandate they use in combat; long story short, they should level up with you in terms of what their fighting style is (not counting the skills that NPC's don't use, like speech and illusion).
  4. This is basically what you are looking for: http://skyrim.nexusmods.com/mods/13241/? (I'm not too good with html posting/a link is good enough, right) You heal injuries by sleeping, and it has MCM support. I think it would accomplish everything you want, but maybe you might want to find a mod that overhauls potions and stuff so that they aren't active immediately or something. However, a lot of what you want can probably be done with Battle fatigue and Injuries.
  5. Can you be more specific what messages are you talking about? Some examples would be nice. Thx Sorry about that. By messages, I mean the top left hand default messages; "You are carrying too much..." and "discovered damage health" types of messages. If I remember right, the mod just had a specific setting where it would show those messages as well as level progress; in other words, got rid of health (enemy and player)/magic/stamina and compass. It did not remove the crosshair since it stated (in its description, I remember it being there) that players should do that manually within game settings. Hopefully that helps...The ones I mentioned in my first post keep coming up. However, I found Minimal HUD does what I need to. Still, it would be nice to find the mod that I originally used for this, but if it is gone or something, that's fine.
  6. Hey all, I had a mod installed that removed everything but messages from my HUD; unfortunately, I downloaded it barely over a month ago and can't find it. I've looked at iHud and the less intrusive hud, but neither do what I want it to. Does anyone have any idea what I had? It had a specific preset for removing everything except the messages (since I need those for frostfall and hunger mods). Thanks!
  7. I don't know too much about the MCM, but if I'm right, doesn't it just make changes to .ini files? At least, most mods are configured without MCM via altering the .ini. Would you be able to find the corresponding file and just save the .ini generated?
  8. To be fair, Bethesda might have thought they were taking a risk with Hearthfire in the first place. I feel like a large reaction to it was "If I wanted to run a family, I would play the Sims, not Skyrim." Hearthfire honestly doesn't add too much in terms of adventuring; just a few more player houses and a couple extra child NPC's running around some cities. I wonder if Bethesda was expecting the modding scene to make Hearthfire better. I feel as though there wasn't much effort put into it, and it was cheaper than the other two DLCs because it wasn't as ambitious and it wasn't intended to be as far-reaching. I think a large issue with adding more interactions into the game is the voice acting. This proposed mod looks toward greater immersion as being a paternal/maternal figure, so the last thing you would want to do is break immersion. One thing that would do that for me is mix voice actors, unless if they sound VERY close to the original children. The easy way around this, of course, would be to have a custom child fully voiced by a community member. An ambitious modder could even attempt to revoice vanilla children to keep their place in the game and make them work perfectly in this mod as well. Then, you have to find a child voice actor... Still, if such a mod were released, I'd go for it. I haven't actually really spent much time in Hearthfire yet, but this would make me look forward to it.
  9. Restored content could seem pretty cool, but it doesn't seem like all of it could likely get back into the game as originally intended. I recently used a restored content mod for KOTOR 2, which definitely added a lot back into the game. However, how much of this 'cut content' is actually still present in game files? The modding community seems large enough that they could just continue with their own projects. I don't mean to be antagonistic here, because a lot of these ideas are really good; sometimes, though, content might be cut for a reason. Now, also being a Skyrim owner on PS3, I can say that Bethesda certainly doesn't release a completely finished product, but in a series like TES with the developed lore, they might have ran into inconsistencies with lore or characters. Of course, some stuff would be great to have back in; especially if there is cut dialogue for more radiant quests, or stuff like the pit fighter faction in Windhelm that has no reason to not be in the game. My main point is, the modding community (for the most part) is doing good things with adding stuff; some stuff can definitely be added back in or restored, but the community only needs guidelines before something good comes out of it. These are still good ideas to take on though.
  10. It could have been more. I like the idea of maybe having to intercept an assassination; they could be making attempts on the lives of people that the Player Character normally kills during the Brotherhood's questline; you might be told who is the target, since the Dark brotherhood only found out through rumors and the Penitus Oculatus followed the same information, and then you would be in charge of protecting the hit. This could even be it's own drawn-out questline; just as the Dark Brotherhood's questline focuses on killing, the Penitus Oculatus questline might focus on killing the assassin with a bonus for protecting the targets.
  11. I posted something similar to this a couple days ago, requesting someone to make a mod that does this, as well as maybe stop the time pausing in other various menus as well, like the item menus in inventory and looting. As I said there, maybe you could take a look at the menus that don't freeze like the crafting menus and see what keeps time going in those.
  12. I second this mod. I use it, and am really fond of it; the MCM parameters make it very customizable. As far as I can tell, it doesn't actually increase your stamina, but it does increase your run speed over time so that you gradually run faster anyways. Either way, if any modder was looking at just doing stamina increase, it would probably follow the same formula. The Athletics training mod does count your total running time, but uses it in other bonuses instead. Having stamina increase in conjunction with the other traits in this mod could be a nice touch.
  13. By the way, how does the game handle stats with other characters? I'm pretty sure that NPC's don't gain progress in skills. It seems that there would need to be scripts in place to treat NPC's in your party as player characters. Otherwise (and this might not be a bad thing), one would need to balance time spent playing as each character. It would also make some quests difficult; namely, quests where you have to logically choose to be a single character such as Mind of Madness or some levels in the Dragonborn expansion(I don't know how to do spoiler tags, so I'll just try and be nondescript). At the same time, some quests would be much more feasible with a party that followed you, such as one alternative to the Cidhna mine quest where you take on a lot of people at once. I think that a combination of using the alternate actors mod and installing your own custom companions would do the job for now. I know enough about how to make a very basic follower (not very much, I know) and would be willing to do that quickly for anyone if you PM me. I'm definitely interested in seeing this implemented as a standalone mod though.
  14. This could be pretty cool. It brings up a couple issues though; 1. How would you create each character in-game? Maybe choose from a couple defaults, let people tamper the mod themselves to add custom characters in... 2. How do you switch? Maybe implement it as a greater power or something? That alternate actors mod could help accomplish this, it seems. 3. If you want to be lore-consistent, only one would be able to shout maybe?... This is the type of mod I could see myself using.
  15. Hey all, I was thinking of an idea for a mod, and was wondering if anyone would like to take time to look into it. My mod loadout consists of a lot of immersion/hardcore mods like Frostfall and Drink Eat Sleep Bathe, but I'm always looking for more additions to my list. Specifically, I've been wondering about the possibility of making a mod that prevents time from freezing when certain menus are open. Such a mod would prevent the player from being able to put on their best armor when caught off guard, or use too many potions just because the game lets them. It would also make miscellaneous activities such as reading books pass time as well. For example, I was playing the Helgen Reborn mod (great mod!), and there was a part of it where I had to use the sawmill to saw 15 logs; it would have been nice to manage my inventory while the animation was playing through as opposed to doing that while time freezes. I'm very new to modding, and know nothing about extensions such as SKSE that would likely enable this, but I feel as though there might be some way to implement it. Crafting menus, for example, don't stop time, and neither does dialogue. Maybe whoever attempts to take up a mod like this would be able to use that as a starting point. In addition to this, MCM compatibility would be awesome, as it might allow the player to choose what menus stop time and what doesn't, whether it only limits it to the items menu not freezing time, or only the favorites menu freezes. Of course, the mod would have to be possible to make in the first place. For fun, here is an interesting thread I found that discusses possible implementation of these mechanics: http://www.gameskyrim.com/activities-that-freeze-time-and-those-that-don-t243067-75.html (Please don't attack me if I'm not allowed to post a link like that) Thanks!
  16. The unique races mod looks good, and it's something I'll probably check out. Your advice otherwise was also really helpful; I'm going to finish up my small project (not release it, of course), and this is really helpful for learning more about the functions of the creation kit; I think I'm good from here. Thanks!
  17. Hey all, I've been looking into using different body mod textures into altering each individual race; for example, Elven races might use one specific body texture, while Redguards use a different one, and so on. My chain of thought is this; races such as Argonians and Khajiit obviously use different textures; these must be specified somewhere in their file in the creation kit. Therefore, shouldn't I be able to specify the texture for each race, and thus have each race use it's own texture and look different? I'm only replacing textures, by the way: not meshes. First of all, if this is certainly possible, confirmation would be great. I'm using other people's body mods. I'm also using this as an opportunity to learn more about the creation kit; if there is a mod out there that might do this, I'd still want advice in how to do this myself, though it would also be helpful seeing an example to model off of. Anyways... In searching through the creation kit, I can pull up the data for races through Character-->Race. However, if I choose a race, such as Breton, I don't know exactly where to specify what body texture to use; the body textures I have are all .dds files, and if I go to BretonRace, then BodyData, the texture is a .egt file. I haven't found anything to reference the .dds files. I'm thinking that if I can find where the races references the skin textures, and see how the creation kit differentiates Argonians/khajiit against the humanoid races, I would be fine from there. My main questions are as follows: 1. Is this possible? 2. Am I on the right track? 3. Where would I find what I need to reference the .dds files? Thanks for any help! (As a side note, this is in the right forum, right? I thought that troubleshooting was for getting mods to work, not troubleshooting their builds)
×
×
  • Create New...