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Natsu666

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Posts posted by Natsu666

  1. With my limited modding experience (OBMM use, console codes, OBSE, COBL), I know that these mods shouldn't be too hard to handle.

    I'll get right down to it then. I have a Paladin and a Necromancer that I am playing now and I would love to see if anyone could implement a couple spells into the game. They would just be added to the Spellbook when the mod is activated.

     

    First, A Summonable Slaughterfish! For water battles of course! He would be on the player side, be hostile to all other animals or any non-friendly NPC in the water and spawn for 60 seconds.

     

    Second, a Detect Un-life Spell. This would be similar to other detect life mods like such:

     

    http://www.tesnexus.com/downloads/file.php?id=25179

    http://www.tesnexus.com/downloads/file.php?id=1849

     

    -and would use the shaders from this mod (a personal favorite :P)

     

    http://www.tesnexus.com/downloads/file.php?id=2280

     

    The duration would be relatively short. 25-40 seconds, and would be about 100 feet.

     

    Third, I think the most difficult one.

    The idea would be the same as the zombie horde in this mod:

     

    http://www.tesnexus.com/downloads/file.php?id=18074

     

    It would summon a Zombie (or really anything) and would give the player options to either add to horde, have it follow closely, wait there, or cancel orders. The zombie that would be summoned would be more "spawned." Meaning, the character could cast the spell multiple times to make a horde of companion style zombies.

     

     

    I think that's about it! I hope I'm not asking too much and if anybody has a question or any kind of feedback I'd love to hear it. I'll check twice a day, maybe more to get back to anybody who's at all interested. Thanks!

     

    ~Natsu

  2. OMG I just realized it wasn't checked in my load order... Thanks guys haha!

     

    Just for my two cents worth so far, it sounds well put together but I'll check it out and report anything I find.

  3. The console code I used to get the spells hasn't been working. The parameters are off... Or so the game says...

     

    I'm using the newest version of OBSE along with OBMM and im using "setStage grmCSQ 0"

     

    Something wrong??

  4. Preatty easy. I'm Not a modder, but Hand to Hand arena is easy to make.

    Player would need to have Whisbands of combatant to enter arena (fortify hand to hand and block, 10 PTS)

    Its hard to whrite"disqualification" script i think.

    Mage arena is not lore-friendly, battles are kind barbaric, I dont think that arcane university would allow carefully choiced fellow mages to fight to death.

     

    It may not be lore-friendly but i dont think thats very hard to get around..

    What the Mages Guild doesn't know, won't hurt them.. haha

  5. Some of you may have noticed an alarming problem. Bears are in Oblivion, and they cannot be stopped. Only one person has the power to rectify this: Stephen Colbert. Of course, everyone knows that Bethesda is a swirling eddy of communist propaganda, and so Stephen Colbert has not been included in the game.

     

    But yes, we most definitely need to add Stephen to Oblivion. I've been trying with the vanilla races and FaceGen for about a month now, without success--looks like Stephen's face is too statistically improbable for the default races to handle. This could be a totally awesome mod: a Stephen Colbert race, who starts out in the dungeon, fully armed, in a suit and glasses, ready to

    a. rid Cyrodiil of bears and

    b. unleash his (your) fury upon the planes of Oblivion. And the Isles. And maybe the rest of Cyrodiil, too, if he's feeling peckish.

     

    He could have special weapons/spells, as well. I've taken the liberty of coming up with a few.

    Sword: Truthiness
    Mace: Brass Balls
    Bow: Sweetness
    Axe: A New Segment
    
    Visit Starbucks: Restore Health, Magicka, Fatigue
    We'll Be Right Back: Chameleon
    Threatdown: Demoralize
    Smile!: Fortify Personality
    Who's Honoring Me Now?: Command Humanoid
    Who's Not Honoring Me Now?: Command Creature
    I am FURIOUS.: Fortify STR, CON, SPD, AGI, Health, Fatigue
    Beef with You: Fortify INT, WIS, Magicka
    The Desk: Shield
    I Am America: Resist Magicka
    Nail 'Em: Fortify Marksman
    
    Greater powers:
    Corporate Sponsorship: Gives you gold.
    That's Our Show: Insta-kill.
    Colbert Nation: Summons another Stephen, identical to the first.
    Better Know a District: Effect of cheat TMM 1--gives you every map marker, with the ability to travel to each.

    He's not overpowered. He's Stephen-Powered.

     

    Obviously, this would be a total joke mod, but still unbelievably awesome. At minimum, we need to have the Colbert custom race, like the Chuck Norris race (except better). I would totally do the whole thing myself, except that I am a poor, unskilled, liberal socialist. I do suspect, however, that we'd need a meshes person for his bone structure and items, a textures person to get his face right (and for the items), and someone to start him off with his proper items (not the spells, I can probably handle those).

    Do we have any volunteers? :D

     

    Also, any avatars that I may or may not have that may or may not feature Stephen in his glory may or may not be coincidental. :whistling:

     

    If you use the CS, you could do it all by yourself.. Haha I would love to help but I can't mod I just help with troubleshooting advice or finding stuff for people but I would love it if this mod came out. But this wouldn't be terribly difficult especially if you settle for a resource as your weapons or use Vanilla OB weapons. But yea, I endorse this.

    Oh, and "Better Know a District" would be wasted the first time you use that greater power so I'd scratch that..

    Ha, Cheers

  6. Ah, thank you. I have searched for may Thief mods, (Already have them) but i was aiming for a building. I am aware about searching for thing before I do anything. I'm still hoping for someone to construct Garrett's building and Garrett's bow and stuff. Thank you for the Hammerite links. Kudos +1

     

    Can you post pictures of Garrett's Bow? for modders or CS'ers?

    And his building (is it a house?) doesnt seem too hard to make, it looks just like a Shiv. Isles building.

  7. Yeah from what I can tell, this sounds really cool even though I would not be able to help with this one. I hope it comes out well and I mean it wouldnt be that hard to replicate with the meshes and textures in Vanilla OB and all the resources out there.

     

    One bit of advice to Lassemb, try to be nicer to other people on the site. Snarky comments can still be conveyed in text. Modders and the users in this Community are people too.

  8. If any of you have time could you construct Garrett's building from Thief 3?

     

     

     

     

    http://thief.wikia.com/wiki/Garrett%27s_Building

     

     

     

     

     

    Please get back to me on this if you wouldn't mind.

     

    (I would also like to see more Thief inspired mods.)

     

     

     

    http://www.tesnexus.com/downloads/file.php?id=22421

    http://www.tesnexus.com/downloads/file.php?id=20724

    http://www.tesnexus.com/downloads/file.php?id=19896

    http://www.tesnexus.com/downloads/file.php?id=19678

     

     

    These are all I found. On the main site this is.

    Please try looking by yourself first, its pinned at the top of the boards to look first.

    Oh, and Kudos are nice.

  9. I organized my thought now, sorry haha. I know it was hard to follow. I added some things too

     

    Enforcers:

    I don't think they would assassinate thieves, but they could counter-assassinate assassins. They could be sent to assassinate Dark Brotherhood agents or Morag Tong maybe is what I meant sorry. And for killing members of the thieves guild, while im still on this matter, this could get you kicked out of the guild too.

     

     

    Agents:

    The good thieves could steal back and forth between them and bad thieves like a tug-o-war game of sorts but killing isn't very realistic.

    or you choose to pick both paths as a more freelance thief character.

     

     

    I think I wrote it like this because I was blending both jobs together in my mind, because when I play the game I play every part no matter what character. Even if I have say, a warrior, I still put him in the Thieves Guild and such. So I guess I blended both stealth jobs in my head.

  10. The only problem I have with this is the Agents part. They wouldn't assassinate thieves, but they could counter-assassinate assassins.

     

    The good thieves could steal back and forth between them and bad thieves like a tug-o-war game of sorts but killing isn't very realistic.

     

    And for killing members of the thieves guild, while im still on this matter, this could get you kicked out of the guild if you choose to pick both paths as a more freelance thief character.

     

    I like the idea but the realism in the things I mentioned would break the mod for me, and I'm a big fan of mods correlating with the original game.

     

    Edit: If you did go with Conjurers (I hope you do) then this would;d be groundbreaking! No one has really done that before to my knowledge

  11. LHammonds said you need someone to do the CS work. I could do that EASILY, but not the scripting, I suck at that.

     

    Oh thanks! yeah sure if you want to do it feel free

  12. Oh to make it clear for everyone the idea here originates from old (Scandinavian?) tales where a troll would guard a bridge and make you pay a toll if you wanted to cross. the troll would stay under in most cases and wait for the unsuspecting person to approach. Similar to the bridge troll in "Billy Goats Gruff".

     

    http://users.bigpond.net.au/laing/dsg/dsg-bridge_troll.jpg

     

    ~ and I've always thought it was a cool idea to have in Oblivion since the first day I played.

  13. WOW

    I didn't expect this to catch on at all! I just checked it after like a week!!!

    I dont know how you do it LHammonds! You're always coming to the rescue!!

    Now I just need someone to put it in right?

  14. Yes, a scripted effect would work perfectly. It could open a box saying the Troll's dialogue, then open a box with: "Pay the troll X gold?" Yes No

     

    It would be cool if you could receive a "Troll head" from killing a troll that would make you never have to pay the toll.

     

    Sweet idea!

    Yeah, now we just need someone to make it..

  15. Thats what I meant. Ik that they can't talk to you normally but I meant they approach you in similar fashion.

    and maybe a text box pops up or spmething similar that asks to pay the troll bridge fee or defeat the troll.

  16. I was wondering if someone could add to each bridge, a brown troll that stays under the small bridges or stand on the middle and act how the Khajiit Highwaymen do. It wouldn't be very hard, just a new texture, and they would either replace half of the highwaymen, or just be added separately by hand for optimum mod compatibility. This would be really really appreciated. Any takers?
  17. I've been having hiccups with Deadly Reflex 5, he is currently doing work on it so I suspect that is the problem.

    I read the Readme over and over and it my load order is correct to the best of my knowledge.

     

    The problems that stuck out to me:

     

    Combat is the same as Vanilla. This is anywhere from bow shots to the chest, to close quarters weapons combat

    Scripted Spell Icons have vanished.

    The Combustive Convulsion Spell doesn't explode people, it multiplies them!

     

    Any suggestions? I've run the game with only Deadly Reflex and mods that I know for sure don't conflict..

    Please help!!!!!

  18. SPOILERS!!!

     

     

     

    I was in the vampire cave (my second time through when Rythor asks you to go check up on the miners) and there is a body of a conjurer on a stone slab in one of the chambers. Two questions.

     

    1. What is he for? If you need him later, don't tell me what exactly for just say that.

     

    2. Across from the conjurer there is a locked room, there is a locked room with a chest. Where is the actual key? I used the console to open it and there is a Rusty Key inside.

     

    So, in short. What is the significance of the key in the locked room and the conjurer? And where is the actual key to the locked room?

     

     

     

    STILL SPOLILING BELOW

     

    I'm figuring that they key is in the locked room, similar to the locked chest in Dwyff's Hideout (Spoiler) the Key is right near the chest but you need a spell or something (Spoiler)

  19. Mods make it crash. Vanilla oblivion is totally stable, so Disable all your mods, do the changes, exit and restart your comp. worked for me :)

     

    Well yes of course. I wouldn't be asking if i didn't know that.

    Thank you for giving another way to save the changes but I'm looking for an underlying factor to the crashes

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