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Rvanbergen

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Posts posted by Rvanbergen

  1. There should be a mod out there that allows you to rotate the camera in third-person-play (which is how I generally play Skyrim) without the game immediately lagging up to the point of Power Point Presentation; I've seen it described as keeping the game from fully loading textures while you're still rotating the camera, until it's sure which way you want to look, thus saving up a lot of memory space and keeping the game going.

    Can anyone point me towards this marvellous mod? Because I'm getting a bit bored with seeing the same slideshow of my character every time I try to look around.

  2. Okay, let's say I'm roleplaying Skyrim as a particularly evil character, who doesn't have much regard for the mechanics of the game.

     

    Now let's say that this character - in my roleplay - has become Arch-mage through... illigitimate means after joining the college.

     

    I know there's some sort of console command I can use to force the game to accept my character as the Arch-Mage - with the privilage of using his chambers and all the stuff in it - without completing the college questline. I just can't find it anywhere.

     

    Can anyone help me?

    (If this is in the wrong forum, then feel free to move it.)

     

     

    By the way, in this "hypothetical" playthrough I've already killed several quest-essential characters, so completing the questline has become impossible. Just so you know.

  3.  

     

    Idk, I don't watch Doctor Who, so I don't know if The Doctor even cares to look the period when he time travels.

     

    Never! He's always sporting his snappy suit and bowtie/converse/glasses/whatever accessory that particular Regeneration prefers. :biggrin:

     

    Which just goes to show how important this is!

    Come on, community! You have shown to be capable of way more impressive feats, so surely a 3-piece-suit isn't beyond your ability! What's stopping you?!

    (Remember: fighting Dragons in a business suit! It's been done in God of War, why not in Skyrim?)

  4. Maybe because people don't want to, and it wouldn't be lore friendly?

     

    Well, I guess it depends on what the suit looks like. The type I'm thinking of definitely wouldn't be lore friendly.

    Perhaps an example of what you mean?

     

    He means a modern 3 piece suit. I sure someone thought of it but decided not to bother, or at least publish it, because like Billyro said it's not lore friendly. Lots of people like keeping within the world of Tamriel so they don't ruin immersion.

     

    Here's the thread I mentioned in the OP. It has some pictures of what this person was trying to achieve, and it's a good example of what I mean.

     

    And while I understand the desire to stay lore friendly (I'm pretty big on it myself), there is plenty of proof out there to show that lots of modders don't have any trouble with making mods that are way more out-of-context than this would be.

  5. You can try the butler outfit mod, kinda suit-like. It's what my time lord wears.

     

    Yeah, I saw that too. But that's just a retextured Sheogorath outfit. Still not quite what I'm looking for. And still no answer to the question of why nobody's thought to make some custom ones yet.

  6. I'd think the Ashara Romantic Outfit would work for you. I think it is just a replacer for the wedding outfit and/or thalmor party outfit but that doesn't mean you can't adapt it to your personal needs.

     

    Thanks. I knew about it already, but thanks still. And it does come with a standalone version.

     

    But that's only one suit mod, and it only comes with a tux. So I'll ask again: Where are all the other Suit mods?!

  7. So, someone created a TARDIS mod, and since I'm completely unoriginal, I thought: "Hey, wouldn't it be fun to play through Skyrim as the Doctor!"

     

    That is, until I found one big hitch in my plan: Skyrim doesn't have any Suit mods. What's going on with that? I thought that a fancy suit mod was probably one of the most no-brainer mods to have been made, yet the only mention of such a mod I could find was from someone who abandoned his own project long ago, and they even pointed out how there weren't any mods for it before then.

     

    What's up with you, community? I was expecting you to have jumped on this one a looooong time ago! Even forgetting the Doctor for a moment, I'd have thought that everyone understood the insane appeal of kicking dragon ass while wearing a three-piece-suit! So what's going on? Why hasn't anyone made one yet?!

  8. You know what I'd like? What I'd really like? Of course you do, it's right there in the title.

    I would like someone to make a hat. A normal, brimmed hat. Not a cowboy hat, not a hood, not a nightcap, a normal, old fashioned standalone brimmed hat that doesn't ruin your character's hair.

     

    It doesn't have to be armored, or look unusual or overly cool (although that's never a problem, of course).

    The hair part might be a little dificult to pull off, but I know it can be done.

     

    And in case anyone doesn't know what a brimmed hat is:

     

    http://i37.tinypic.com/15z2peg.jpg

    This is.

  9. Yeah, the Nexus is back up, yay!

    However, I'm still having tremendous trouble downloading mods. It seems more than half the servers are down, and NMM is only getting download rates of around 20 b/s with those mods, if it can find them at all.

     

    Anyone else having this problem?

    That's supposed to be kb/s, sorry.

  10. Yeah, the Nexus is back up, yay!

    However, I'm still having tremendous trouble downloading mods. It seems more than half the servers are down, and NMM is only getting download rates of around 20 b/s with those mods, if it can find them at all.

     

    Anyone else having this problem?

  11. I have another mod in mind.

    How about a mod that removes the hunched-over stance whenever your character equips their weapons/spells, instead letting them calmly walk around with their sword drawn like a badass.

    Of course, this wouldn't have to apply to all weapons. Two handed weapons would be a bit awkward to walk with without going into a more agressive stance, but things like spells, staves or single-handed weapons would be OK.

    And this shouldn't apply to sneaking, either, because if you're walking around with your weapon or spell prepared while sneaking, you're obviously planning to use it.

     

    What do you think? How hard would this be to do?

     

    EDIT: Never mind, I just found a mod that does exactly this, and far better than anything I had in mind!

     

    YY Anim Replacer - Mystic Knight:

    http://skyrim.nexusmods.com/mods/33914

  12. Good to hear some people like this idea. Maybe it's not as weird as I thought.

    I don't think it would be that hard to do either. The game is already capable of registering if the player is walking around naked (NPCs point it out to you if you do, in case anyone's wondering), so there's already some scripting in place that a modder could use. I think.

     

    Now all we need is for someone to make it.

  13. I have a bit of a weird mod in mind; a mod where an NPC (like a follower) walking around without clothes makes all surrounding NPCs focus on them.

    This is for several reasons. One, it's for immersion, as it seems a bit unnatural that if someone walks around naked, people just ignore them, especially in a cold place like Skyrim.

    The other reason is to provide distractions, because it enables you to just put a follower somewhere people can see to atract attention from guards and other NPCs, while you go behind their backs and perform illegal acts.

     

    Of course, it doesn't have to apply to being completely naked. Walking around with only shoes, gloves or a hat is just as strange, while walking around without those is perfecly normal. It should only be about the body armor/clothing. Possibly, it could even include some of the more revealing pieces, like the raged pants (or whatever they're called).

    And of course, this would have to apply to the player as well, in order to not seem weird.

     

    Could this be possible? I'd love to be able to turn some heads... and steal everything behind their backs.

  14. I know there is at least one mod that allows you to travel in carts allong the "senic route", where you actually get to experience the cart's journey - rather than it just being a fast-travel, but I have absolutely no idea how it's called.

     

    I don't mean a mod that allows you to drive a cart, I already have one of those. What I'm looking for is one that changes the normal carts in Skyrim.

    That's it! Thanks.

  15. I know there is at least one mod that allows you to travel in carts allong the "senic route", where you actually get to experience the cart's journey - rather than it just being a fast-travel, but I have absolutely no idea how it's called.

     

    I don't mean a mod that allows you to drive a cart, I already have one of those. What I'm looking for is one that changes the normal carts in Skyrim.

  16. Not that this should necessarily dissuade you, but FWIW, there is currently a robust "rebuild Helgen" quest mod in late stages of development by the same guy who did the "Bison Steve" hotel and casino mod for Fallout New Vegas. His character story is different than yours, although inevitably there are similarities (there's a relative of someone who died a Helgen, a choice between Imperial/Stormcloak/independent allegiance).

    Oh really? Nice to know that I'm not the only one who's been thinking about this. :happy:

  17. I do like the idea. It always bothered me a little that Helgen remains a bandit infested ghost-town after the starting-sequence of the game and I would like to see it come back to life again. I also like the idea of a small settlement that slowly grows from a few people who wish to reclaim their hometown. But where I see a bit of a problem is that you construct a great deal of the later part of your plot around the assumption that nobody would help the people of Helgen to rebuild their hometown. And I keep wondering, why wouldn't they? Especially after some brave people already made a start. And respectively why didn't the settlers ask for help in the first place?

     

    Look a it from this point of view: Your widow just lost her family, her home and probably all of her fortune as well, most of the other settlers won't be much better of and most of them won't exactly be warriors either. The area has previously been occupied by bandits who might return when they smell good loot an little trouble, there is a witch coven nearby and a lot of nasty animals inbetween. The settlers might feel safer if they had a couple of guards to protect them. (Mercenaries are rather expensive after all.)Asking the Jarl for help and protection would be a good first step to ensure the safty and progress of the widow's plan to rebuild Helgen. After all, what is a Jarl good for if not to govern and help his people?

     

    Let's assume the Jarl (Helgen is Falkreath, isn't it?) rejects the widows plea for help. Perhaps he can't spare the resources, perhaps he thinks it's bad luck ... I am sure there are plenty of comprehensible reasons for not rebuilding a severly damaged town in the middle of dragon attacks and an ongoing civil war. He might even try to persuade the widow to give up her endeavors and promise her a nice place to life in the town of Falkreath instead. But, of course, the widow has a cause and won't give up her plan so easily. So her next step might be to turn to one of the civil war factions and offer them to rebuild the outpost Helgen in return for help and protection - or send the player to do so.

     

    As a good Empirial - Helgen seemed to be very pro Empire to me at the beginning of the game - the widow might want to turn to General Tulius for help first (A Stormcloak Dovahkiin might try to change her mind about that though.). Helgen is right at the center between the two southern ways leading out of Skyrim, connecting the roads to Whiterun, Riften and Falkreath. It's quite an interesting location from a strategic point of view. So I could imagine Tullius would be interested in the plan, especially if the start has already been made. If all else fails, hinting that the widow might be forced to turn to the rebels for help should the Empire deny its assistance, might change his mind. As I pointed out before, Helgen is quite a good location and I don't think Tullius would like to see it turn into a Stormcloak outpost.

     

    Last but not least, there is still his High-and-Mightiness in Windhelm. Ulfric would probably like the plan of being aligned to someone who rebuilds Helgen even bettern than Tullius, because it would give him a foothold in empirial Falkreath (during the cw). Apart from this the widow's tale seems to be pretty good Stormcloak pr-material (especially if the widow has previously been denied help from the Empirial Army or an Empirial Jarl) and Ulfric is much to conscious of the importance of a good story to let one slip through his fingers.

     

    In either way, the plot as sketched above might not lead to epic battles, but perhaps the player could be given the responsibility for rebuilding Helgen and a small bunch of soldiers by Tullius/ Ulfric and so for once become the quest-giver himself and not just the guy following orders. For example the player could make decisions which houses to rebuild, whether to put more emphasis on military or town-life and try to reestablish connections between the craftsmen in Helgen and other cities. Which in the end can result in many different versions of a rebuild Helgen.

     

    While that is an interesting idea - really! - it's not really what I want for the mod. What you're suggesting would be more fitted to a "Build your own Town!" mod, while I want to focus more on the story of the people, like the name would suggest.

    Though I do agree that the "No-body is willing to help them, boo hoo" angle is a bit far fetched. Still, if excecuted right, it wouldn't be so difficult to create - and support - reasons for why neither the Jarl, nor the Imperial legion, nor Ulfric is willing to help them.

    Of course, there might also be a bit of stuborness involved, as with this scenario, it wouldn't be hard to assume there being a little bit of an "We can do it all by ourselves" attitude hanging around in Helgen during all this.

     

    Also about the whole dangerous teritory point; that does get covered later on with the Helgen Guard. I understand that before that point, there is little stopping whatever invadors come around, but that's where the Dovahkiin commes in. As I mentioned, some of the quests before the Battle of Helgen would be about protecting the developing Helgen from just those kinds of dangers, untill the place is decently build up. Don't forget that Helgen is a pretty well fortified town, even in its ruined state. It wouldn't be unthinkable that a small guard could protect the walls from being breached.

     

    Still, you did give me some things to think about. Thanks for that. I would love to hear more ideas about this.

  18. Hello. Here's probably the billionth guy with only a plan and nothing to show. Even I consider this plan way too ambitious.

    In all likelyhood, nothing will come of this mod other than this page. But I want to share my idea anyway, and see what other people think of it. In this case, that means you people!


    So here's what the mod would be about.

    It mainly revolves around Helgen, and the aftermath of its destruction. It can be started at any time, but will only be possible to finnish after the main quest and the Civil war plotline have been finnished (unless the civil war plotline wasn't started at all).

    The mod will require Heartfire, because the building materials it provides will be used in quests.

    The mod also has several alternate endings, or "dead ends" if you will.


    Here's the plan of what I've thought up so far:

    First of all, the mod litters Skyrim with new characters. A few are survivors of Helgen, some are relatives of those who died there. Others are simply fortune seekers.

    The first thing to do in Helgen is clear out the bandits that have invaded the town.

     

    Searching a burned corpse will give the player a burned note/diary, in which the writer asks whomever finds it to inform his wife in Riften of his passing. After the note has been obtained, the bandits will not return to Helgen after being defeated.

     

    After a search for the wife (only part of her name was readable), the widow will insist to be taken back to Helgen immediately, to see her husband. This will add her as a follower, but without the option to customize, acting like a normal NPC. Once she is brought to Helgen, she will help with the extermination of any bandits remaining. When all bandits have been cleared, she will ask to be left alone with her husband’s remains for a while, after which she will thank us for bringing us here, and inform us of her intentions to stay in Helgen and rebuild their old house.


    This itself will not create any new quests, but it will give the player a new dialogue option when talking to any survivors or relatives they encounter. One survivor and one family will be inspired by this to move to Helgen and rebuild their house/their love ones’ house as well.
    If the Dovahkiin returns to Helgen after finding one of either, talking to them about other people from Helgen will provide clues on where to find the other, as well as some others who will not be willing to go to Helgen at this point.

     

    After both have been found, the Widow will ask the Dovahkiin to spent dinner with them. If they stay until nightfall, the characters will strike up a conversation during dinner. Talking to them at this point will trigger a conversation involving the Dovahkiin. At some point during this conversation, one of the participants will joke about rebuilding Helgen, and this will become the main topic. The Dovahkiin can participate and take any side in the debate. If the decision is made to let the plan slide, the mod will move to its first alternate ending, which will just have the four of them living in Helgen, eventually completing their houses.

    If the consensus is reached to go ahead with the plan, the Dovahkiin will be asked to spread the word of Helgen’s reconstruction. At this point, new inhabitants can be added by spreading the news about Helgen to the right people, who will then go there to live there. Asking the inhabitants of Helgen will, again, give clues about their whereabouts. Every inhabitant of Helgen will offer a mini-quest asking for supplies to rebuild their houses. Completing these quests will cause their houses to be partly restored after some time. The Widow (who is in charge of the operation) will also have small quests involving the rebuilding, from protection to informing the Yarl.

     

    After all people that can be recruited have been found and all quests – including collection quests – have been completed, an Imperial messenger will arrive in Helgen with the message that the Imperial legion wants Helgen to serve as one of its outposts again. If the Stormcloaks have won the war at this point, the messenger will be theirs instead. Either way, the Widow will refuse, arguing that the Imperial legion/Stormcloaks weren’t there for Helgen when it was in need. After this, the messenger will give Helgen an ultimatum; allow the forces in, or they will take Helgen by force.

    After the ultimatum has been submitted, the Dovahkiin can either agree to find fighting forces, starting the Recruiter quest, or argue to try a diplomatic solution, starting the Ambassador quest. The Ambassador quest will involve a meeting with the commander of the nearby Imperial/Stormcloak camp, and attempt to convince them to leave Helgen alone. This will only work if the Dovahkiin has a very positive relation with the relative side. If the diplomatic solution succeeds, then this will automatically skip both the Recruiter and Battle for Helgen quests, and Helgen will become an demilitarized town. If it fails, it will automatically start the Recruiter quest.


    The Recruiter quest involves traveling Skyrim and finding/hiring people to defend Helgen. Some inhabitants of Helgen will be willing to fight, and one volunteer can be found in some part of Skyrim, but most will be soldiers for hire. If the Dovahkiin is a member of the Companions, they will defend Helgen for free, but otherwise, they can be hired to defend Helgen, as well as other forces. If dealing with the Imperial legion, the Stormcloaks can be asked to defend Helgen if the Dovahkiin is a member of them, but they want the same thing as the Imperials in return, leading to the second alternate ending where Helgen will fall under Stormcloak rule.

    After the time specified in the ultimatum passes, it will automatically start the Battle of Helgen quest. The Dovahkiin has to return to Helgen, where the forces hired/persuaded to defend Helgen will be present. Talking with the Widow will start the actual battle between the invading troops and the Helgen inhabitants and the forces found by the player. If the Imperials/Stormcloaks win the battle, this will also lead to the second alternate ending where Helgen Keep is populated by Imperial/Stormcloak soldiers, and Helgen becomes an outpost again.


    If Helgen wins the battle, Helgen will become a demilitarized town, marking the end of the first part of the quest.

    The next quest will be not become available until a certain marker in the main quest has been reached, and until a marker has been reached in either of the Civil war quest lines, if the player has started one.

     

    Whatever way the player deals with the Imperial/Stormcloak attention, the new demilitarized status of Helgen will become a reason of concern. Once again, the Dovahkiin will be able to recruit more people for Helgen, but this time, they can also draw fortune seekers to Helgen, which will overload the town's old capacity. They can also ask the residents to join the newly established Helgen Guard. At the same time, the old inhabitants will once again ask the Dovahkiin to help them collect building materials for their houses, and the fortune seekers will ask for more materials to build new ones. Once again, completing these quests will complete their houses after a certain amount of time. The Widow and others also has new quests, involving establishing a farm and other things. During these quests, it will be pointed out that the Yarl is not doing anything to help Helgen recover.


    Once all quests have been completed, Helgen will completely rebuild, and the Yarl will come to visit with a few bodyguards. During this visit, the Yarl will get into an argument with the Widow and other inhabitants, who don’t think Helgen should be a part of the Hold anymore, after the Hold did nothing to help them rebuild it. It eventually turns into a fight between the towns people and the Yarl’s bodyguards. The Dovahkiin can choose to interfere or not at this point. If they chose not to, and the Yarl’s bodyguards are able to overcome the townspeople, it will lead to the third alternate ending, in which Helgen is reabsorbed into the Hold, with the Helgen Guardsmen being replaced by guards from the Hold.

     

    If the Yarl’s bodyguards are defeated, the Yarl will flee Helgen, and Helgen will claim independence.

     

    As may be clear, this mod will deal with far more than just rebuilding Helgen. It will be a complete story about Helgen not only reviving, but rising far beyond its former power, and eventually becoming a new Hold in Skyrim. There will be more to that, like Helgen having to defend its independant status, or attempting to claim Riverwood as its teritory, inciting conflict with Whitrun, but this is all I have for now.

    This is my first attempt at mods. Actually, it's not even that, as I haven't even finnished the tutorials on how to create mods yet. Again, nothing may come of this.

    But I would like to hear your opinions on this. Is it an interesting idea? Not? Is there something I should include, or remove? Please tell me about them, discuss this idea. Hell, you can even steal it if you think you can make this sooner or better than I can.

    All I ask is that you talk about it here.

     

  19.  

     

    Hey. I'm new in town.

    I don't know if this has been asked yet (as there is no way I'm going to read through 300 pages to look for it) but I'm looking for a mod that lets female characters wear man's clothes (and possibly vise versa), while still looking like a woman (or man). Is there even such a mod in existance?

     

    Would you be willing to clarify. Base Skyrim clothes and armor are unisex(If your female it will fit to a female, if male it will fit to male). for modded clothes it will generally be stated in the description of clothes/armor mods if they are unisex, male or female only

    And that is exactly what I'm asking to have removed. I am playing a female character, but I want to be able to wear male versions of some clothes. What I'm asking for is a mod that seperates male and female clothing into two seperate groups, and that both genders be allowed to "crossdress".

    I want my female character to be able to wear trousers, basicly.

    Don't forget about me! Is there a mod that does this?

  20.  

    Hey. I'm new in town.

    I don't know if this has been asked yet (as there is no way I'm going to read through 300 pages to look for it) but I'm looking for a mod that lets female characters wear man's clothes (and possibly vise versa), while still looking like a woman (or man). Is there even such a mod in existance?

     

    Would you be willing to clarify. Base Skyrim clothes and armor are unisex(If your female it will fit to a female, if male it will fit to male). for modded clothes it will generally be stated in the description of clothes/armor mods if they are unisex, male or female only

    And that is exactly what I'm asking to have removed. I am playing a female character, but I want to be able to wear male versions of some clothes. What I'm asking for is a mod that seperates male and female clothing into two seperate groups, and that both genders be allowed to "crossdress".

    I want my female character to be able to wear trousers, basicly.

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