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Posts posted by Indigoblade
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You can give them the vanilla guard dialogue sets after all, accent is not based on race or birthplace in real life but based on where and how you are raised. For example, I was born in the south and raised in the north according to what was implied in this game I should have a southern accent but I don't. Also, I read on the wiki that there was a story about an argonian that lost his native accent and sounded like the redguards that he lived alongside.
Good point, I was born in Germany but raised in the south of America. Therefore I have a bit of a southern accent.
This is a fair point, unfortunately the way the game handle dialog and history of mercenaries differ with your opinion. Voices of characters usually follow a kind of grouping per race within the game, with the more human races having the most variety while the rest having a more limited set. I rather not change up the whole scheme of things just for a feature. Also historically, mercenaries are usually drawn from other lands to bolster their patron's numbers so different dialects is very common in mercenary armies... Again very possible to just draw in voice clips from other parts of the game to suit this need... Unfortunately I am going to have to learn how dialog works now -_- Probably not too bad, others have done it in good quality, so can I
Great, so you do feel like doing all the work?
What I can do now is add mercenary guards as nords/imperials in the initial release... As I learn dialog snipping and figure out a good way, or getting someone to help me do this, I will expand on other races.
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Well for mercenary guards if you don't feel like doing all the dialog stuff and whatever, just make guards, give them armor and weapons like iron, leather, all that stuff, and make them roam the hold, and lastly name them Mercenary Guard or whatever you have in mind.
That's the issue, if you want to do something, you got to do it right. Especially if you know how to do it right. Normally if when making something I try to do it within my knowledge, I know making proper merc guards IS possible so doing it right is my duty.
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when do obis bandits actually come in contact with guards? I run obis but I cannot recall a single situation where they did encounter guards.
Anyways my "counterarguments":
1. Redoran guards: Make no sense. House Redoran perceive themselves as the saviours of the Dunmer people. After the erruption of Red Mountain and the Argonian invasion House Redoran proceeded to establish itself as the one guardian the Dunmer have. I do not think there is a good reason why they would use their own troops to guard Nord holds in Skyrim. MAYBE some at the Windhelm docks as a lookout for illegal immigrants. Then again, why would Ulfric allow them there.
2. Dual wielding guards: I'd say guards would be trained in the classic style for Nords. I guess it is debatable but I think dual wielding would not be a fitting style for someone trained to guard.
3. Poisoner guards: Same reason really. I do not think it is very Nord-warrior-beardman-like to use poisons. Look at how ignorant of alchemy they are "can you brew me an ale?".
As for mercs: you might be able to recycle dialogue from other occasions. You would have to check but there ought to be lines like "Hand over your gold" etc. e.g. from thieves. Not 100% guard like but given that they would be mercenaries somewhat fitting.
Thanks for the input
1. If I do anything Dragonborn related I will not be adding in any Nord guards. They will all be Dark Elves and at best there will be MAYBE a regional specific guard. To be honest I never really cared for the guards in Dragonborn... They were just kinda there
2. I think dual wielding is an acceptable practice within Nord society, taking inspiration of old viking tales, dual axe berserker stereotypes, and just the plan fact that dual wielding is very much ignored in Skyrim, only like 2 people uses it... That always bothered me.
3. This one I do agree with unfortunately... I am REALLY pushing it for that one lorewise... Unfortunately to make this region specific thing work I did a bit of research of each region's flora, fauna, reputation, social standing, ect. Hjaamarch is a poor region with little of anything... it's only noticeable difference from this hold and others is that it has a really high number of deathbells... plus poisonous chaurus can attack once in awhile at night. Although you are right, alchemy is a very ignored practice in Skyrim, a poor region can easily coat their weaponry with deathbells... Still if I can find anything better to represent a poor region with a high concentration of poison... I will make that change faster than you can say it...
Finally about mercs... That's true... I can but checking every sound file for each race will be a pain... UGHHHHHH... LAZYNESS VS REALLY COOL FEATURE.... IT BUUUUUURNNNNSSSSSS
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I would say add something like mercenary guards, there people forced to be a guard, they don't have very good armor or weapons, and they wonder the roads of their hold. Such as argonians in Riften and dark elves in Windhelm. Just an idea, you can tweak it how ever you want.
As much as I love this idea (and when I mean love I mean I instantly wrote about a page what kind of diversity that might bring to the game after I read your post) it's soooooo hard to do! I mean the guard dialogue, the way factions work, how they need to ignore the usual guard duties but still combat you when you are bad... ERRRRRRR it bothers me how much I want it, but the possibilities of it going wrong is too many to be able to be worth it. Mercenary troops is a staple in any fantasy/medieval army, in many a grand strategy game I hire tons of merc troops to supplement my own forces where it is most pressing... Alright... If I EVER get to do this, they need to be Nords, Imperial, Bretons only, due to dialog restrictions. I would love to do other races, but if they are a part of the guard faction they will confront the player when they do something bad and I have no idea what kind of dialog it would say...
Damn... Merc guards... I want it so bad...
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Makes me wonder what kind of mod I am using that is adding the female guards in my game. I thought that was vanilla ~~
As for the ideas, I can only think of counterarguments to some ideas that have been uttered but not of an actually useful new idea. So, I'll pass for the time being.
What made you contemplate upgrading the guards? Do you use them as followers in your playthroughs? Did you find it too easy to combat them when there's a bounty on your head? Is there a reason other than diversity behind this? Just curious.
Are you talking about my ideas for the mod or other people's ideas? Either way share your thoughts, I do not mind counterarguments.
Well, besides OBIS bandits outclass guards after lvl 30, I starting thinking about guards purpose in the game, both in the gameplay and their general feel.
They should be 4 things:
1. Deterrent to players wanting to commit crimes in towns
2. Add to general population of the town to increase immersion
3. Defenders of hostile entities that may harm the more helpless people
4. The standing military force of the Jarl
Guards only achieve the second purpose. The only reason I didn't go off on crime spree wasn't because I was scared of the guards, but instead it would be a huge inconvenience to deal with all the hassle of getting caught. When I did go through with it, I just slaughtered every guard like if they were weak bandits (or mid leveled bandits to be specific). Guards are literally just respawnable townsfolk with armor and an actual weapon. That's it. I expected Skyrim with a warrior culture to be a bit better armed and defended than that.
I feel like the 'guards' should be more like the jarl's soldiers than townguards. Organized, well trained, and well armed, especially the way the game describes guards to be. For example when doing the main quest, the steward of Whiterun stated that sending guards to Riverwood may cause border tension with one of Whiterun's neighbors. Really? In vanilla Skyrim's case, would sending 2-3 armored townsfolk to a border town would cause military tension between two territories? No. With this mod, if I am successful, would sending 2-3 highly trained military soldiers to a border town cause military tension between two territories? Of course. Right now, guards do not have that feel of dread when I first see them. I see them as townspeople, tattle-tales who likes to bore me with stories that I don't care about. I want guards to feel like guards. Someone who makes you think twice about wrecking the place, someone you have to size up if you plan on trying something fishy, someone you really need to run away from when you mess up...
:D ...Or maybe I am hoping that my current reputation have tons of people to download this mod and totally just decimate their towns in game to test out the mod... Oh what carnage that would bring... I mean the best way of stirring up that hornets nest is to start killing townsfolk and since there is specific guards per Hold, people will just kill EVERYWHERE just to see how the new guards are.
It's a bit of seriousness and a bit of pleasure fueling this project. Y'all should read what I write for game documents, those things are just filled with nonsense.
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Looking forward to this. Will this also include guards that travel the entirety of the hold and not just the city or town?
It should, like stated before guard should be protcting the entire hold, it should effect guards from smaller towns and villages as well
Awesome to see this Indigoblade. The guards definitely need some love. Here are some of my thoughts on this...
- Dragonborn - Redoran Guard - could even add to some Skyrim holds, token representatives from Solstheim. Maybe to help track fugitives / political reasons etc.
- Compatibility with mods like Guard Dialogue Overhaul - like mentioned above, it's popular enough you want to keep this in mind from beginning I'd think.
- Will the guards level with player? ... I'm thinking they should not. - With bandits this makes more sense. - With guards I think it makes sense to always have grunt type cannon fodder, as well as the elite trained upper level leader types. At low level there should be some guards you just know to yield to cause you have no hope of defeating. At higher level it just makes sense to have the pushover peons that you can get away with crimes - yet the elite guards provide a real challenge.
Looking forward to this mod, will be fun to test the guards against OBIS Bandits :smile:
Since this mod will only effect the combat capability of the guards, all other guard related mods that does not effect their inventories should be fine. Dialogue, behavior, and scripts effecting guards will not be touched
I haven't even though about the Redoran guards... Not sure if I want to do that yet.
I want guards to be at least on par with OBIS bandits in a different way. Less diversity, more power. Unfortunately this means I have to make them level with the player to an extent. If I figure out a way to make them strong enough to face bandits without just buffing up their levels then I will experiment
Looks great but please tell me there will be female guards in each hold like the diverse guards mod. that is my biggest pet peeve in skyrim because both sides may be a bit racist but they are far from sexist, especially tullius. Plus all guard dialogue is recorded for females as well (even yelling at the alikir in whiterun) Also will it be compatible with guard dialogue overhaul?
other suggestions, add a few orc guards for markarth (they had the same voice as nords in oblivion and are valued in markarth by both jarls), elves and argonians in riften and all but beast races in whiterun (or better yet make them very rare as whiterun is the least racist spot)
I am hesitant to try female guards because Bethdesda probably took them out for a reason gameplaywise, but if I am 100% sure that it is okay I will add them in. Guard dialogues, ai changes, and just about anything that is not inventory or combat related should be compatible with this mod
Well, I comeback to see if anyone else had replied to my guard mod question, and was surprised to see this. I'm glad to see that you are making a guard overhaul Indigo, and if it is you doing it, then I know that it will be of good quality, and that will be properly maintained.
This sounds like what I am looking for and then some! Kind of reminds me of how Francesco's mod in Oblivion overhauled guards (Well, could be any of the overhauls really). I think guards had a fixed base level of 20, and each guard type scaled depending on where they were stationed. E.g. City Guards were the weakest (still beefed up by the mod though), then there were the Imperial Soldiers posted in cities and settlements, and then those that patrolled the roads and wilderness were the strongest of the bunch. Strength was also determined by their rank as well.
I do like that each Hold has specialized guard types, guards have received little love in this respect, and it is nice to see. A suggestion I can think of is that something like the "Guards Attack Hostiles" optional mod for Combat Evolved by Crushboss should be integrated into the guard overhaul, as guards are kind of lazy by default when it comes to defending citizens.
Its more like MMM did with critters, but I like the compliment. Again, the guards were already clocked at lvl 20 in vanilla skyrim to begin with, OBIS bandits have the advantage of hitting lvl 60. So to even it out I need get the guards to at least lvl 40. Maybe i'll tier it like OBIS or like the guards from Fable.
That's a great idea.
It would be cool to add a Hound Master... a guard accompanied by 2-3 dogs / wolves to hunt down runners and fugitives. Also, since each hold will have its own style, maybe it would be interesting to overhaul the Bounty Hunters as well... I dont know how they are scripted, but if it's possible, it's definitely worth.
About the Sentinels in the Reach, if you are aiming for heavy dwarven armor it could be interesting to add spear-like weapons and dwarven crossbows as well.
Anyway, really nice idea.
A hound master type would be pretty cool, but how skyrim generates actors may be an issue. Ill see what I can do though
Sentinels I was just hoping to be a heavy armor version of guards that can take lots of hits. Dwemer gear may be too powerful to give guards at player lvl 1 though, will have to do tests
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I need a change of pace. Making bandits for OBIS is fun and all, but I would like to make other stuff too sometimes. I recently noticed that guards in general are not getting a whole lot of love. So... I'd like to introduce my newest project:
Guard Classes Overhaul - GCOGCO is a modification that diversifies guards into specific types that will allow them to defend their holds better (or if your feeling a bit evil, guards fighting you better)What I hope to include:-Vanilla guards will have a general stats and level buffs, nothing too op however, just enough to match the new guard types.-All guards will use weapons that local blacksmiths are making and armors will be a bit more diverse.-Guards will keep their Hold specific outfits AFTER they are conquered during the civil war (that always bothered me).-A total of 16 guard types so far, 7 of them will be spread across all of Skyrim while 9 of them will be Hold specific that shows off the Hold’s personality. So in each Hold you will see only 8 types of guards (7 generic and the 1 Hold specific).-Renames the guards to match the Hold instead of the town they are protecting. Guards should be protecting the Hold, not just the town.Generic guard types:Guard - Your typical average guard from vanilla Skyrim, GCO updatedBerserkers - Dual wielding masters of axesArchers - Guards more suited for ranged combatScouts - Much better at chasing down criminalsMages - Very rare type of guards who uses their skills in magic to defend the townBruisers - Guards who can take a hit as well as deal damageDefenders - Guards who specializes at blocking and taking damageHold Specific Types:Eastmarch, Stormaxes - Guards that use massive axes that symbolizes the strength and glory of the Nords. They wear thick furs and stand taller than the other guards.Falkreath, Rangers - Guards who use the skills they learned in the forest to hunt down criminals with both blade and blade. Opponents that run would be quickly tracked down.Haafingar, Legionnaires - The best soldiers of the Imperial Legion who are sworn to protect the rulers of the Hold. Wears better armor and weapons than the other guards of that hold.Hjaalmarch, Poisoners - Due to commodity of poisonous plants and the poverty of the hold, several guards uses cheap or homemade poisons to quickly deal with threats efficiently.Pale, Giantslayers - Guards that are used to combat the giants that are very common in the Pale. To deal with giants, these slayers need to deal as much damage as possible in one swing.Reach, Sentinels - Guards trained to deal with the many Forsworn attacks. Trained in heavy armor to counter the stick and bone weapons that the Forsworn commonly use.Rift, Rogues - Guards that are used to dealing with the underbelly of society. They find that daggers are very useful against most threats that Riften encounters every dayWhiterun, Guardians - Whiterun is famous for their smiths and warrior heritage, the Hold's best guards reflect this. They are some of the best equipped and trained fighters in all of Skyrim.Winterhold, Battlemages - The College of Winterhold extends its protection by giving the Hold some of the best mages that they can train. Since then, little crime was committed in WinterholdProbably make two versions:1. Core - With everything as I intended.2. No Mages - Since Skyrim does have a prejudice with mages, this version removes the mage guard types from the lvl lists.Have more guard type ideas? Have a better idea for a Hold specific guard type? Want to just give me your opinion? Go nutsIdeas I got from you guys that I would like to implement:- Female guards - need to do testing, there has to be some reason why Bethesda has voices for female guards, BUT not use them for every town.- Mercenary guards - aw mai gaaaawd it makes so much sense to have mercenaries to bolster your numbers... How diverse it will be depends on the limitations of the engine -
I wouldnt say OBIS is a 'realism' mod its more as a difficulty mod that make bandits much more difficult by making them more varied. Everything is properly leveled and set by vanilla standards. The initial difficulty however is the same as the original skyrim. The sight of Bonemould and your own set roleplaying handicap is making it hard for you
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It's obis with the obisdb.esp, bone mould is actually not that strong of an armor so it showing up at a low level is not a problem. However if you dislike that just disable obisdb
you may need to lower your difficulty settings when you try out mods for the first time. This is your first rodeo you're gonna get rekt for a bit
About role playing alongside new mods, I recommend you don't do that until you are familiar with your new mods, especially if you have some that drastically change the way the game is played like obis for bandits. Right now it's extremely difficult already and you don't need to handicap yourself any further.
This doesn't mean you should stick with lower settings though, when you feel a bit more comfortable and aware of your new mods try to slowly increase your difficulty as you play until you find a spot your happy with. Using mods is all about experimentation.
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Yeah, in your house should be fine. If it is a dungeon or cave however, you have to wait 30 days b4 it will reset :P if it is outside 10 days should work
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Hmmm, What level are you exactly? 30s or 40s?
EDIT: Nevermid I reread your post. I agree there should not be the Marauder at your level... And it is strange that it did pop up. Im gonna check out your load order real quick
EDIT: Alright after double checking your load order, I dont really see a mod that effects mine. So what I think what happened is that ASIS freaked out a spawned you a bandit outside of your level range. So what I suggest is that you stay away from that place where you found the marauder bandit (Who shouldnt have shown up btw the worst you face at lvl 8 is a lvl 30 which is either extremely rare or a boss in OBIS, that particular bandit is lvl 60) and wait for about 10 in game days... The game will reset the area and remove that bandit and exchange it with a less OP one hopefully. I can assure you that OBIS should not be spawning lvl 60 bandits at lvl >10. I just tested the mod and never encountered anything that big so early. Hope my trick helped
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I'll admit, spell casters are a bit more common than I expected, I'll see what I can do
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I'm the guy who makes obis, please be more specific when you mean spell masters, the actual names would be best
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I understand that you wish to create random names using a rule structure. OBIS also have about 200 named bandits that I named using a tool that take takes the syllable structure of current TES canon names and mixing them within each other. if the name included whole words (example being Ulfric Stormcloak) it would take the whole word structure and randomize that as well. I don't know how to implement it as a mod but you can figure out the structure through the tool.
http://www.nexusmods.com/oblivion/mods/7595/?
If you do create this mod that randomized bandits names, I really hope you figure out a better way for OBIS however. Vanilla bandits are okay, but I rather you only use them for bandit lieutenants, chieftans, or bounty bandits in my mod. THere is a reason why I name them generically by class and tier. It's to give the player a heads up of what he is facing and he/she can decide what to do tactically. Of course if you do not mind, I would also am very interested in this and would like to implement it into OBIS properly if you ever get this done. Feel free to PM me if youre interested in putting it into OBIS as a feature.
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As long as all the senpais notices us we will always make more content
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I like having big names for my actors in my mod, both for fun and strategy. Unfortunately some names under the healthbars are a bit harder to read since Skyrim attempts to resize the text to fit. I want to either remove the resizing feature OR set the text to always be a certain size. Anyone knows how to do this? I only want to change the size of the text underneath the healthbars not anywhere else
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So I like having big names for my bandits partial for fun, partial for strats. But an issue comes up when you fight them, their names under the health bars are too small to read sometimes. Is there a way to adjust the size of the health bar names so that it doesn't shrink the name at all?
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Stop Alduin? Nah, there are bandits to collect bounties on!
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dont you ever get tired of getting attacked by the same bandits over and over ? dont you get sick and tired of the forsworn running around in the south west of skyrim ? how about, more variety . i say , there has to be some mod that makes the common enemies you face seem more interesting , if not adding new ones . there could be deserters who can be both storm cloaks and imperials , they could wear the storm cloak uniforms and the imperials will wear the imperial uniforms and they could be tougher than the common bandits and wont flee easily , there could also be other factional rogue/gone bad characters like some companions or dark brotherhood assassins that were kicked out and now they fight anyone they see alone on the road . (and speaking of bandits , i think it could be nice the more you kill bandits in one part of skyrim the less you will have to deal with them in the future if you pass that same part of skyrim again and the local bandits of that part will attack you less and if they will then they will also be more likely to flee) . you could add daedric cultists with different uniforms , weapons and powers that fight for a specific deadric prince , they could chase you to get whatever artifact you carry (you get the wabbajack, "madmen" will come after you, if you got mehrune's razor you will meet the "neo mythic-dawn") .
Trust me I get tired of the same old bandit every time
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Yes and no, the game by itself has about 120 npc faces to draw from for bandits, but the game is very selective of which of the bandits to pull from. For example if there is supposed to be a melee bandit spawn point it will draw all melee bandits which are about 6 or 7 different faces, so there will be a good chance you will get the same face. Guards are even MORE selective as there are even LESS faces to draw from. The only way expand on that is to create more bandits or guard npcs and add them to the level list each with their own faces that you created. Fortunately for you I already did that with bandits, but I have not done guards
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You wrote a lot dude,
Most seem to be preferences that you got from other mods. From there, most of what you wrote are very novelty and not necessarily important to the game as a whole. I would not mind getting pregnant and watching my children growing up (in game of course ;D), but would I have those over core mechanics that expands the game as a whole? F*K no
I also cannot agree to have classes in this type of game especially with the level of character content and kind of freedom this game gives you, it's actually the reason why ES one of my favorite RPG series, I have an actual choice to play the way I want to, a choice that cannot be limited by some stereotypical character development that I am forced to play similar styles. I can do whatever I want to solve a problem and that why I love this series
On my side, I wish there was more of a random element to it. Not loot or things like that, I meant enemy types, random dungeons, things that will keep me on my feet with brand new challenges every time I play. I get bored by knowing exactly whats gonna happen. Life isn't like that, with life things just happen whether you want it to or not.Knowing enemy locations, knowing where to get a specific item, knowing knowing knowing equals boring boring boring! Not knowing what up ahead then devising solutions when encountering the new experience is always fun.
I would also like the see the implementation of enemy templates, making several different enemy types beyond basic 3 main class types (melee, ranged, and magic)
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honestly it now makes me wonder if his work was his own considering the fact that he tried so hard to continuously buff his own mods endorsements and then sneak back in. His actions have no logic behind them. If your mods are popular why try so hard to make them even more popular when the need to do so is nonexistent. And THEN why be stupid enough to think no one would notice the connection when you sneak back onto the nexus and then place links to your previously banned account's mods on your new accounts mods pages. That makes absolutely NO sense what so ever. His advertisement for G.E.M.s is also questionable now because if both set of mods he "made" are there that might give him a way to get back onto the nexus some how because there are other mods linked to G.E.M.s on the nexus itself.....so....consider those mods free advertisements for his own and in turn a permanent place for him some how? very very questionable indeed.............
Let's not completely throw him under bus now. As loathsome as his tactics of gaining popularity or whatever, his work was fairly unique and has been up for awhile without anyone saying otherwise. What surprises me however is the fact that he chose to come back after taking down his files. And this wasn't his first attempt back either, he's been trying to sneak his way in for awhile now. I do not like his way of doing things, but he is a damn good modder and I don't wish his work to be slandered
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Ah thats a good point, what type of mods are you showcasing?
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This is gonna end bad

Overhauled Raiders of the Commonwealth (ORC) Discussion Thread
in Discussion
Posted · Edited by Indigoblade