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Everything posted by 3EyeSudios
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Title. I know GECK is supposed to come out soon-ish and maybe a script extender soon after, just wondering if it's already in the works or no one's actually gotten around to it yet because of the previously mentioned tools not existing yet.
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While having lots of armor variations to chose from from other mods, I'm just looking for a mod that adds alternate versions of the vanilla armors. Like a Light Armor Daedric chestplate made of chainmail, or heavy elven boots forged with more steel than moonstone (or something) If such a mod does exist, just point me in the right direction
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didn't know that, thanks
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I'm looking for a simple script/mod/whatever that basically removes the need for keeping up your bloodlust to remain in werewolf form. Anything that's compatible with everything (stuff like Moonlight Tales, Bloodmoon, Yet Another Werewolf Improvement, Extra Werewolf Perks, etc.)
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Okay, so the Psijic Order is an incredibly powerful league of mages that have magic that can send entire islands into another plane of existence or even stop time and teleport across Tamriel. Could it be possible to join them? I think that in order for them to contact you again, you must be at level 80 or higher and/or have gone legendary in five of the following skills: DestructionIllusionConjurationAlterationEnchantingAlchemyRestorationThey'll contact you and you'll be given a mysterious spell. When cast, it will teleport you to Artaeum, costing at least 750 magicka to cast. You will meet Sargenius, who will then begin the meticulous initiation tests, which will include getting Soul Sand (finely ground soul gems) from a Dremora, killing a Daedroth using only the storm spells, disenchanting daggers without losing the dagger, enchanting without soul gems, and other seemingly impossible things. Once completed, the Order will recognize you as a member of the Psijic Order, welcome to research, train, and stay on the island of Artaeum. At this point, is where all the magic skills' level caps are removed, allowing you to level them all the way to level 999, with new perks to make you a god among the men, mer, and possibly daedra themselves. Just a thought though. If you do take up the idea, you don't have to follow what I've put here, but you're welcome to do so.
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Okay allow me to clear up a few things about Karliah's tactics by upsetting Maven, Karliah attempted to destroy the guild's foothold in Riften by destroying their relation with thier last influential client in Skyrim.No Maven = no protection from the guard, no jobs, no Ragged Flagon, no Thieve's Guild. What Karliah was trying to do was to destroy Mercer's Guild, and possibly set up her own, rebuild what was lost. BUT by knowingly leaving Gulum-Ei's alias in the Goldenglow deed, she allowed her plan to lead the guild to Gulum-Ei, who would tell them about her and that she went "where the end began" to lure Mercer into her trap so that she could take the Skeleton Key and restore the Sepulcher herself and bring Mercer before the Guild and to expose his crimesShe was planning this for 20 years, she knew what she was doingThe journal and revealing Mercer's treachery to the guild was a back up planspeaking of which Karliah had faith that the answers were in the journalShe didn't know, she hoped. And if you're given 20 years to think about why the luck ran dry and how Mercer got all that moneyYou can probably piece things together pretty quicklyAll she needed was a verified source aka Gallus' journal
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Vanilla Skyrim and many many magic mods don't allow you to do one thing that would make magic much more immersive: discovery. How cool would it be to discover some kind of magic that no one else in the world is able to use? How cool would it be to screw around with dual casting different spells together like Ice Spike and Firebolt and see what you get? I want a mod of this kind to add many many different spells, but not have them learnable via book. The only way to discover all of the spells in the mod is to experiment with dual castings. Some examples are listed below: Water Jet = Flames + FrostbiteHealth Siphon = Flames + Heal OtherSteam Blast = Fireball + Icy SpearAir Stream = Water Jet + FlamesSuffocate = Air Stream + FearScald = Water Jet + FireboltTempest = Thunder Bolt + Water JetThose are only a few examples that I can think of, and most of those only fall into the Destruction school. Imagine what you can do with Alteration and Illusion? Destruction and Conjuration? Conjuration and Restoration? The possibilities might literally be endless!
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Okay, I'm pretty sure that there's been a few mods that allow you to do this, at least eradicate the Thalmor from Skyrim, but what if we could drive them out of Tamriel altogether? Completely out of the Empire. No elves trying to dictate everything the Empire does and says, no justicars trying to eradicate the worship of Talos, no Thalmor. Period. is there such a thing? Can such a thing be made?
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I don't know if there's mods that affect player buoyancy, but it would be really cool to have a special set of armor that would let you sink to the bottom of a lake or the ocean, or let you stand in a river without the current taking you. I have an idea of the weights of the armors would be like so skinny dipping is obviously going to let you floatnormal clothes will let you float, but it's harder to swim (cause of air bubbles in the cloth and such)fur would let you sink slowlyleather/studded would let you floatscaled would let you sink slowlyiron and iron banded would let you sink faster than fursteel sinks faster than ironsteel plate sinks faster than steeldwarven sinks faster than steelorcish sinks faster than dwarvenebony sinks faster than orcishdaedric is half normal gravity in waterelven sinks faster than furglass is about the same as elvendragonplate sinks faster than glass/elven (cause it's bones... bone float kinda)dragonscale sinks at about the same as furother heavy armors would be like a third of normal gravityother light armors would be like a sixth of normal gravityThere could be an enchantment that allows you to swim like normal vanilla swimming, or maybe a toggle spell or something
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So, say you die, doesn't really matter how. So then your player character, upon death, is sent to an afterlife, depending upon which quests you've done so far, or you can choose your preferred afterlife when you create your character. How do you get back to Tamriel, and more importantly your body with all of your loot and stuff? Well, that would depend... If you chose the afterlife of Sovngarde, you would have to venture through the soul snare (or not, depending upon if you finished the main story quest or not) and reach the Hall of Valor, where you could appeal to Ysmir/Shor to be returned to the mortal world. A side quest or three might need to be done before you can return.If you chose the reincarnation afterlife, you get to create a new character! Don't worry, your old body will still be left where you died, so this is an opportunity not only to try again, but to also get yourself some cool stuff the moment you start, or once you reach your other body. You don't get to keep your kids or your spouse though, so good luck trying to find someone else.If you were soul trapped, you get to go to the Soul Cairn, regardless of which afterlife you chose. You would have to appeal to the Ideal Masters, who would give you a number of side quests to return to your body, but not without a random debuff.If you are a werewolf, you get to go to Hircine's Hunting Grounds. You can hunt things forever as a werewolf! But, if you get bored of it, you can appeal to Hircine to let him send you back to your body.If you're a Nightingale, you get to go to the Evergloam, where you can become the shadows of Tamriel. You can appeal to Nocturnal to send you back, but not without striking a deal and paying your debts.If you're a Dark Brotherhood assassin, you get to go to the Void! There is absolutely nothing here, except for Sithis, who can only be perceived as a red light. You can try to appeal to him to send you back, or you can try finding Anu, who is a blue light, and he will send you back right quick.If you apply for more than one of these, then you get to chose your afterlife when you die. EDIT: I forgot a few things! D: Other Afterlives: If you chose the Moonshadow afterlife, you get to go to a place where everything is bright and colorful! You can appeal to Azura, who will promptly send you back to your body.If you chose the Snake Mount afterlife, you get to wander through an endless maze until you find Boethia, where you can battle her other champions in order to return back to Skyrim.If you chose the Apocrypha ending, you get to try and find the right Black Book to get you back to your body! Be careful, one could summon a bunch of dremora, others would give you a crippling debuff. If you are already the champion of Hermaeus/killed Miraak, then the old Herma-Mora will send you back or direct you to the book that does the least amount of damage.If you chose Ashpit, you get to try and find Malacath. Once you do, you have to battle him in order to get yourself back to your body.If you chose Deadlands, you get to try and find Mehrunes Dagon and get him to send you back, either through battle or trickery. Often times, you'll just have to resort to getting a sigil stone and opening a portal back or getting a dremora to banish you back.If you chose Coldharbor, you either get to appeal to Molag Baal to get you back, or if you character is female, you can go through the the pledge and some back as a pure-blooded vampire. Scuttling Void, realm of Namira. Corpses everywhere. You can try and find Namira at the top of her bone throne, where you would have to try and appeal to her, either by eating a corpse or defeating a monster that is giving her subjects trouble in her realm.If you chose the NEVER ENDING PARTY!, you get to chill with Sanguine, who would send you back once you beat him in a drinking contest.If you chose the Shivering Isles, you can try to talk sense into Sheogorath, but it may take a few tries to get him to send you back to Nirn. Otherwise, you can try to talk to the dukes of the Isles, but that may take a few tries, too.If you chose Quagmire, then you get to see a bunch of horrific stuff. You can try to get Vaermina to send you back, but she will probably want send you back to give a certain amount of nightmares to people as an exchange. After being sent back: If you died in a bandit camp, your body will still be left where it was. Some expensive stuff is missing, but you can get that back from assorted chests around the camp. Unless you cleared it out, then everything should be there.If you died in the wilderness, you wake up like normal with nothing missing except for maybe food.If you died in a dungeon or barrow, some of your low level weapons and armor (clothes through steel) may be missing, which will be worn by the draugr or whatever else is around.If you die near a town or city, you wake up in a Hall of the Dead! Either that, or you wake up in a hole that was about to be filled, but you started waking up, so they stopped.If you die in a Forsworn camp or redoubt, you wake up on an altar, about to be sacrificed to the Old Gods for some ritual. At the sight, the nearby Forsworn run away, screaming about how they did the wrong ritual.
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I have been wandering a bit of Skyrim at night and noticed that nothing really cool happens other than the Aurora Borealis and the Tyranny of the Sun if you have Dawnguard, but nothing else happens. I was thinking of having someone do an overhaul of astronomical events like supernovas in distant space making the night hours really bright, or eclipses that make Masser and Secunda block out the sun (Or turn different colors if it's a lunar eclipse), and maybe have some other strange and cool thing that has to do with space and night. If someone has already done part of this, link it to me please. If someone could do an overhaul like this it would be awesome!
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So an annoying thing that happens when swimming is that slaughterfish appear and there's no way to fight them other than to get onto land and shoot them with either a bow or hit them with spells and slash with swords. How about rather than doing that, we have the ability to pull out a dagger underwater and start slashing at them? (the dagger is for game-balancing purposes)
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I was looking through some of the player castle mods that have been submitted and have been sort of unsatisfied by the size of them. Don't get me wrong, I do like some of them and the content within, but what I've been wanting is a castle that is bigger than Castle Volkihar. Like one you can get lost in, but still easy to navigate. You could know one section like the back of your hand and find out that it leads to another section and it'll make you go "Oh, this is new..." That sort of thing is kind of what I'm looking for. Also, if there could be things like an expansive dungeon and perhaps a barrow under the castle with draugr and maybe a couple of dragon priests, that would be appreciated An example: http://wallpaperbackgrounds.com/Content/wallpapers/fantasy/castle/light-fantasy-27322.jpg
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Irmzindaz (erm-ZIN-daz)(a ruin that we'll put off the coast of Winterhold. Yes, it will be flooded in some places). Along with some ebony automatons, this ruin is filled with slaughterfish and armed with many traps and tricks set up by this dwemer that the scholar contacted. When you finally get to him he says to the player "Why were you trying to interrupt me? I was trying to have a good conversation with my good friend Yagrum." The player responds with "There's no one else here..." He will respond with "Are you an idiot? The dwemer have this ability called the Calling. It allows us to speak with other dwemer, even if they are bloody miles away. He just happens to be in Tel Fyr." "So then I'm not an idiot, I'm just ignorant." responds the player. "Oh, don't give me that talk about definitions and stuff. When I want to call someone an idiot, I will, and no one will stop me! Do I make myself clear?" The player is given the options of saying "Loud, especially loud, and clear" "Yes, sir." He will then respond with "Grr, I forgot how sarcastic you beings from above can be..." "Alrighty then, first things first..." He will then lead you around an occulory, saying "This thing is a [some unintelligible word], or what your kind calls it: an Occulory. This I just so happened to have built and programmed with my bare hands. Now, normally, we can project the night sky onto this wall over here, but what I've done is..." he presses a button and starlight is projected through an Elder Scroll, showing the inside of the scroll on the wall. "...I've sent light through the scroll without burning it, allowing us to read it without lexicons and Moth Priests. It took me years to put frost cooling enchantments on that thing." He faces the player in dialogue "Any questions?" "Frost cooling? What enchantment is that?" the player asks. "It's like fire resistance, mixed with a frost cloak on the inside of the enchanted thing, to put in layman's terms. Since I am one of the few who know this enchantment, you can come to me with anything that needs frost cooling and I will enchant it, for a fee of course." "Could this be used in lava diving?" "Lava diving? Why would you go diving into lava? Is the city of Mzunixand still inhabited?" "Yes, but the lava fields cause a magic flux, that's why no one from below has contacted you, save one." "And who was that?" "A scholar at the University, he was trying to develop a telepathy spell." "Ah, so that's who that was. I'll make sure that I visit the city sometime. Oh, and give that guy some words to ponder over while he's working on it: 'Do you hear the tones of Aetherius?'" (that's a hint that the scholar can test the duration and distance of his telepathy with an aetheruim tonal mechanism) The player then returns to the city and...
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Sidenote: If the player does help the falmer take over the city, then they would leave the University intact because that's what the falmer see as an education opportunity and let it do it's own thing. ...and is met with either falmer or dwemer (whichever one you helped) bustling through the streets of the city. The player meets the many citizens and does various menial tasks such as getting frost salts for cooling their homes or getting some ebony to repair their dwarven spheres. Do this enough and Dimi will let you into the Senate to meet him personally, rather than on the far side of a wall. He will say "So, you have been doing many of my citizens a tremendous help with their various needs and wants. Since the people trust you a bit more than anyone else, then I will follow their example and let you into the University and other important buildings." The player is given the options of saying: "Thank you, sir." "Thank you, Senator." "It wasn't that much that I did..." And he will respond: "Sir? Please, call me Dimi. The University has been looking into the chaurus attacks and might want your help. Get to it." "The reason for this is because the University has been looking into the source of the chaurus attacks. See if they need your help." "Oh but it was. If you do want to help further, then go to the University and see if they need your help. Chances are they probably might." The player then goes to the University and is first met with the Dean and he says "Oh good, the Senator said you would be coming here eventually. My students have been needing a bit of help." The player responds with "What sort of help?" "Well, one is trying to make a telepathy spell, similar to our calling ability that isn't interfered by the magic flux down here, one is just shouting 'Eureka!' for a reason that I don't know, and one is, well, trying to harness the abilities of our Elder Scroll." responds the Dean "Telepath", "Ebony Dreams", and "Back to the Scrolls" are activated at this point. Telepath deals with the main questline and telepathy. Ebony Dreams deal with the oblivium alloy. Back to the Scrolls deals with possible time travel (Your call if you want to put this in or not) Once the player has helped the students and learned the telepathy spell then...
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...And he is met with a dwemer farmer who heard the elevator rumbling and banging from down below. He walks up to you and says "Well, that's new." You are given the options of saying: "What do you mean?" "Were you expecting something else?" or "What is this place?" In response he will say: "Well, the elevator was making loud noises before, but not as loud as it was bringing you down here." "Not really. I was expecting the elevator to finally break down and collapse, but someone from above fixed it." "This is Mzunixand (mm-zoo-nik-send), the city of fire. Didn't you know that? How long has it been since the Numidium was activated?" From the last one you're given the options of: "That was three eras ago..." "I don't know, a long time maybe." "What?" And he responds with: "Three eras?! Dear Julian (which is short for Julianos), time passes by fast when you don't have a sun." "Wow, I guess some of the people from the surface really aren't that educated." "The Brass God from the Battle of Red Mountain in Resdayn. Where we fought the Nords and that old Jurgen fellow with the Chimer. People don't remember that? Oh, well then I guess it really has been a long time since then." And then they convene and end with him saying "But at least you came when you did, because some of the chaurus is giving the city trouble and maybe you could help out. I'm just a farmer that farms Harrada Root and Bloodgrass, I'm safe out here, but the city is being constantly attacked by waves of chaurus. You wouldn't mind helping them out, would you?" So the player goes and defeats enough chaurus so that the problem is miniscule and...
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The scholar asks the player what he knows about the dwemer. The player is given the options of saying "Dwemer?", "I know a little bit, but not much.", "Those people with the robots and the cities?", and "You could call me the professor of dwemiri studies." To which the scholar responds "They're known as deep elves and disappeared a long time ago, but not all of them. Meet me here so that I can tell you my theory.", "Great! Meet me here and we'll discuss this a bit further.", "Yes, those people that made the robots. Look, just meet me here so that we can discuss this.", and "That... That's spectacular! Fantastic! Meet me here so that we can discuss a theory of mine!" accordingly. The location is near Aftand and he tells you his theory that the lava field down near the core affected the dwemer in some way, cutting them off from the rest when they were evaporated by the Heart of Lorkhan. He leads you through Alftand and into Blackreach and...
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A brilliant but probably difficult idea came to me today that what if there was a certain cult of mages that dealt with time travel and were able to access the close past, distant past, near future, and/or distant future? Imagine killing bandits with guns, or fighting elves in the Night of Tears and protecting Saarthal? There would be consequences for tampering too much with the flow of time of course, but I don't have any ideas as to what those consequences would be. Perhaps some creatures that will try and kill you or something. This, of course, would require some implementation of an elder scroll, as they "look left and right in the stream of time. The future and the past are as one. Sometimes they even look up. What do they see then?" as said by Septimus Signus. Anyone willing to give this idea a try?
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Omg I think I just died of laughter That is a great idea!
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So I was fighting some bandits and a thought came to mind: PTSD (Post-traumatic Stress Disorder) and guilt trips. The reason why these things came to mind was because what if some of these people had their own unique stories? What if a bandit became a bandit because he had children to feed and couldn't get a job? What if a man became a soldier because he lost his parents in a raid? So the idea is to write many unique diaries, notes, love letters, etc. and place them randomly on enemies to add a bit of depth with some lovely guilt trips.
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Here's an idea: There's this one scholar whom you meet randomly on your journey (he won't meet you in the middle of battle or in a dungeon) and he is taking a survey on whether the people of Skyrim think the Dwemer are still around. You are given the option to ask him to explain the reasons behind this survey. Apparently, he was down in Blackreach and found a really really old elevator that was covered in chaurus pods. Of course, he didn't go down in it because there was too many chaurus nested around the elevator. This lead to his theory that maybe some of the dwemer never transcended, either for being infected with vampirism or the simple fact that some were left behind. So you go clear out some of the chaurus pods and find that the elevator is slightly broken. You then go to Calcelmo in Markarth so that he can take a look. He asks you to escort him to the location of the elevator in Blackreach. He gets it working and the elevator descends downward, down toward the core of Nirn. When the elevator stops, you are in a cave, which expands out into a massive cavern, with small islands dotted in a sea of lava. You are approached by a battle party, who heard the elevator working and thought that the falmer had figured out how to use their technology. They speak to you in the old elfin tongue, but you tell them that you don't speak their language, so they switch to the modern tongue of Tamriel. They tell you that you are the only visitors of the city, and are thankful that you came, because they were running low on troops for keeping the chaurus out of the city. One of them points to a large chaurus hive out on a distant island in the Sea of Fire. That's where the chaurus problem is coming from. Once you kill enough chaurus so that the problem is negligible, they will let you into the city, but not allowing you into the important buildings (the Senate, the University, the barracks, etc.) From there, you can do some menial tasks like helping mine some ebony and maybe some malachite. There's one side quest where a dwemer scientist has come up with an ebony alloy formula, he just needs someone to get the materials. These would include: void salts, ebony, dragon bone dust, ground black soul gems, and daedra hearts to create an alloy he calls oblivium. It is lighter than iron but can deal as much damage as dragon bone weapons. Once the quest is complete, you can craft as much oblivium stuff as you want. After a while, a guard will come up to you and says that Senator Dimi (as an example of course) requests your presence. It is related to the chaurus hive out in the lava field. He says that the hive queen is being controlled by... someone or something. He tells you to check it out. After battling your way through some parts of the hive, you come across a room that has a journal that says that the queen can only be spoken to via telepathy, which is a magic ability only known by the elite of the University. With this information, you go back to Senator Dimi and he then gives you permission to go to the important buildings, including the University. The University quests would be a touch easier if you did some of the College of Winterhold quests first. While at the University, the scientist that you helped make oblivium with has found a new mineral he calls corestone. He theorizes that it could be made into powerful weapons and mechanisms, including crossbows and possibly a thing he calls a ballistic handheld cannon (a gun). The first part of the quest requires that you get the corestone from a cave that goes deeper into the planet of Nirn. Then you have to find the Coreforge, which is accessible by elevator and is on the surface of the mantle of Nirn. It is advisable to have armor enchanted with a frost cooling, which is an enchantment you can learn from the University. Once you get to the forge room, you are faced with the Alpha Centurion: a dwarven centurion that protects the Coreforge from intruders. He is programmed so that he is able to talk to you. He asks why you're down here. If you answer with "To use the Forge, of course," he will tell you that he is not allowed to let you use it, for he is bound to his protocols. If you answer with "I was just exploring. I didn't know this place was here," he will tell you that you must leave immediately. If you respond with "I am the repairman, I heard that something is broken," which requires at least level 50 speechcraft to be successful, he will respond with "Indeed, the heat regulator is broken and requires repairs. I gather that you will have the materials ready in due time." If it's a failure, he will respond with a "Please leave the premises now, before I am forced to destroy you." The heat regulator is in the forge itself, which in order to fix it, it requires a frost cooling enchantment. Once the regulator has been fixed, you can go ahead mad make corestone stuff. After the quests in the University are done, and you have learned the telepathy spell, you can go and find the mage who took control of the chaurus queen. He will be deep in the chaurus hive along with the queen herself. He is basically an Arch Conjurer that can use the queen to attack you with waves of chaurus. Once he is dead, you talk to the queen via telepathy and tell her that the dwemer city wants her to stop attacking the city. She will oblige, and there will be a bit less chaurus attacks on the city. When you return, the Senator will make you his ambassador to the surface and gives you a thane-like position in the Senate. After some time, a courier will come and give you a letter from the Senator telling you to come back down to the city. When you speak to him, he tells you that some oblivion walkers, mages that can walk the many planes of oblivion without the need of an oblivion gate, have made experimental portals to the dominion planets of Julianos, Arkay and Akatosh using sigil stones and the oblivium metal that you helped develop. Julianos has a landscape that seems to generate pure magicka and has many atronachs that roam the blue planet. Arkay has a landscape of shadow, which is prime for using many sneaking abilites, but beware, you aren't the only one lurking in the shadows. Finally, Akatosh has a landscape of battle, perfect for hunting and battling the many creatures there are on the planet, including dragons. Each planet has a specific mineral that you can mine and create weapons and armor out of. Julianos has atronium, Arkay has solid shadow, and Akatosh has aetherian steel that you can obtain of of enemies and melt into bars. And, you guessed it, the scientist has another alloy for you to develop. This time, it's an alloy between oblivium, solid shadow, aetherian steel, atronium, and corestone to make his theoretical nirnium. Nirnium, once crafted, is lighter than solid shadow, generates it's own magicka like atronium, blocks the mightiest of attacks like aetherian steel, cuts even dragon bones like corestone, and is the ultimate piece of armor/weapon that anyone can have. Keep in mind that some of the Dominion minerals are ridiculously hard to find. After you have explored the Dominion planets enough, the Minister at the University has you meet him personally. He tells you that the Dominion planets are the power behind the guardian stones of the Warrior, the Mage, and the Theif. He will tell you to visit any Hall of the Dead and Arkay will challenge you to a duel, if you succeed in defeating him, he will give you his blessing of shadow. Arkay will tell you to go to the College of Winterhold and Julianos will challenge you to a duel. Once defeated, he will give you the blessing of magicka and tell you to go to the Battlefields of Akatosh and Akatosh himself will challenge you to a duel. Once defeated, he will give you the blessing of the warrior. Keep in mind these guys have a stupid amount of health (they are gods after all) and deal stupid amounts of damage. It would be helpful to have a full arsenal of nirnium weapons and armor ready for these battles. These are just some of my ideas :/
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So I was playing Skyrim today and noted that the NPCs are really fearless in combat and when their mates are being murdered by a phantom archer that can't be seen. So I was wondering: what if there's a mod that lets the AI have some sort of fear capability. Like if they were trying to find an archer but he was the only one left alive out of ten, for example, he might stop looking and run away and/or cower in a corner. Dwarven constructs can't feel fear, of course and neither can animals, but if this could be implemented in the form of a mod, if it's not too much trouble, that would be fantastic!
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Done. Should help get people on board
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So there's this idea that I posted here: http://forums.nexusmods.com/index.php?/topic/904796-below-blackreach/&do=findComment&comment=7254425 And there's this guy named joqad who is actually trying to form a team to make this mod, but all he can do is concept work. So we need some help to do things that could make this mod work and be made. He has a team e-mail that he posted somewhere in that thread, but in case you can't find it it's right here: [email protected] The password should be there too, but I don't want to put it here in case of hackers and general trolls. (If you do get into it, fair warning, it's in Portuguese) We have many many many many many ideas that could make this mod hit the ground running, but we don't have anyone to get this mod down in code and things. Any help with it would be appreciated. Voice actors, modelers and level designers would be very much appreaciated. All information should be in the first post of the thread
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Wow, these are all great ideas. I, sadly, can't mod anything that would even be slightly interesting, but if you could get a team together to do this, or if you could send all of this concept stuff to Bethesda, it would be amazing!