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Posts posted by Indigoblade
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As a beautiful Korean man I have to keep up with kpop to learn all the best moves for the ladies...
Fortunately this dance counts a kpop
Can't wait to try this out at da club
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Oh man, Half moon camp would be AMAZING
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That was exactly what I was thinking, like how you would theme your house kind of way. About the merchants would you think that the caravan merchants would be good for this? They usually have decent random items and I think it would make sense that random merchants would swing by with all sort of wares instead of specialized ones. Also maybe a base upgrade that will increase the number of merchants that appears would be nice as well.
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This a lot of work, but a bunch of these are half set up already by the current radiant quests in game... Always wanted to make this
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I'm trying to make an item that will dissapear after some seconds if it is not to your hands, to a safe chest or to your inventory
so, how to do that?
can someone help me with that?
Check out the script that the werewolves use to spawn in wolves and delete them after a few seconds... Hope that helped
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Hey, I'm still a modder. I'm a mod author, but I still get that hype like I did when I first came to this websiteHi there!
I was expecting many variations of "Is this OBIS compatible?" once I release the first version, so it's nice you're the first to reply!
One of the key concepts in making this is that it's compatible with anything else that changes bandit's armours, gear etc. My Loyal copies are basically exact copies of the existing bandits, with an additional new faction friendly to the player, they still use anything within the standard bandit level lists for loot and gear (which is why in the vid you see mine with WiC cloaks, immersive armours etc). Plus it currently will *only* affect the locations specified (I replace the existing spawns with the loyal ones, no other bandits are touched).
Basically it should be pretty simple to make an OBIS version by swapping out my simple bandits with the ones you'd want, and add them to my friendly faction. The only difficulty would be allowing the player to pick which type of warband they wanted, but i'm sure it's possible somehow, similar to build your own home perhaps.
And if a player wants OBIS in general but just the general loyal bandits, all they need is a quick patch removing OBIS spawns from the specific location (which is what I need to do for Populated Skyrim)
I don't use OBIS personally, so i'm not sure how your spawn system works, but i'm very happy to eventually give the player the choice of which bandits to incorporate :]
All bandits have their version of level lists, so you can easily pull specific gangs out. I also think you should let the players have choices in which types of bandits run around their base. Example being, they want mage guards and archers on top of towers ect. Be a little bit strategic with their bandit placement. If we can figure how to change a lvl list using scripts we probably can easily incorporate this into each other mods. And its great that your mod is very light on performance, as I have tried in the past. If you can look past my strange look into Skyrim bandits, try out my mod, its a ton of fun
Edit: Seriously though great job with the mod so far! Saw the vid, awesome. It's basically making a bandit kingdom!
Finally a bandit mod that actually will pass me! I'm tired of low brow bandit mods unlike this!
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This is awesome! Please do this! I would also love to intergrated this into my mod as well if you are willing to! I have many different bandit groups and players can pick and choose which gang to be a part of! Have rivals invade, make radiant quests to raid other bandit camps ect. I've always wanted to make this, but never knew enough of the coding to figure out where to start! Pm me if you want help or anything I want this done soooo bad
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....... I'm only 22... My first computer was windows 95 OS and I played galaga on it.... I'm goddam young apparently... I guess I should feel blessed be young at this age of gaming
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....... Templates huh?.... HmmmThat's a good idea. I had a similar concept for a mod that would give most non-human enemies random properties like fire, frost, etheral/ghost (perhaps a "haunted" type that spawns a vengeful ghost version after death?) etc, with accompanied visual effects just like a hack n slash RPG. They'd have prefixes like "burning" or "infernal" and be put in the leveled list. It's an intimidating task for someone like me though who has barely fiddled with this stuff.
If you need some custom sounds just ask.
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A mod that brings together all the creatures and aggressive npcs together into perfect balanced lvl lists and have templates that allows the actors to have special properties that differentiate themselves from others of the same type.... Sigh... A man can dream
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It'd be pretty weird to mod an mmo... I mean like every person who puts in mods will have their own server, there would be no way to track who's playing where, there will be rampant free servers all over the place preventing payment for the game causing the game to shut down, crazyness all over the place
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This makes the beginning of the game really difficult while making the end game similar to what skyrim already is. It almost reminds me of my sister doing that nuzlock thing for the Pokemon games. This system almost completely focuses on punishing new characters to be restricted as possible while later game players have almost as much freedom as the game currently has now. Warrior type characters will have problems with enemies since they are all up in the opponents faces without good armor and it's bad enough that they are restricted to one enchanted item or so when there are several tiers of enchanted items and visitation of one shop per town visit prevents players from properly stocking themselves up to have a decent chance against foes, especially at the lower levels. Also how will you prevent players from visiting a town, do their shopping, leave then come back to visit the shop again? In my opinion, restricting players from using everything they can get their hands are a bit detrimental to the skyrim experience, you can restrict the limits of how much the players can carry or use of certain skills but forcing players to choose a stereotypical class for such a wide world like skyrim feels fake, I feel much more immersed into the gameplay if I had a bit more choice
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Heh, you can't run carrying 301 pounds of metal, but by Akatosh at least you can swim!
Skyrim is very educational. I've learned that you can fall hundreds of feet and not get hurt, as long as you land in water. But if you miss the water by even just a tiny amount, bad news...
Well... unlike the problem the OP is pointing out, these unrealistic things like "swimming with tons of equipment" and "water saving your life even if you fall a mountain" are things the player alone can solve by simply role playing.
The imperial armor on the other hand, kind of demands a mod.
Well realism and immersion is really up to the preference of an individual. There are plenty of things that doesn't make sense to me in the Skyrim or even irl but might make sense to others with different upbringings and life experience.
If the OP feels like it's weird how the imperials dress then that's cool, but don't dig too deep into by dragging in real life into it, it just makes you want to find more things you don't like and make the whole skyrim experience more like a zero punctuation vid with your voice.
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Alright, I have a beta of the patch ready if anyone wants to give it a shot! Also, I edited back in the default agro settings, I determined that it was in fact causing some less-aggressive-then-to-be-desired bandits. Better to have them attack everything then to have them stand there and yell at me untill I attack them! lol
http://skyrim.nexusmods.com/mods/48449/
Tell me what you think! Hopefully I didn't mess anything up, I'm not encountering any problems in my game, but that is just one example, I really need a good bit more before I can confirm it's actually 'working'
Also, Inigoblade, if I did anything wrong let me know, i want to make sure that you are happy with this patch. lol Cause if you are then your fans should be!
Confused, bandits always attack everyone and everything that is not in their faction and allies, what exactly did you change in their aggro?
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Now THAT is a mod that interests me as organised, rival groups of bandits that may be in alliance or at war with each other for turf, exploiting the Civil War and having their own "tribal" colours, banners etc would be a nicely immersive addition.I did not know whether to put it in my Internet Favourites under Combat and AI, Realism or NPCs! :DUnfortunately, 202,552kb size is more than I can handle. :sad:Cheers!~When I started modding I made 1 bandit edit, called it OBIS, posted it and started building from there. 10 months later I made 1100+ bandits and is the most endorsed mod with the word bandit in it.
It's big, but the mod only edits the current bandit spawn locations so it doesn't burdens your system as much as normal bandits do. So if you can stomach the dl time, any system can run it
Back to topic, remember to respond to comments. It helps get good feedback from users to you, makes you grow into a better modder with a good reputation
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All bandits from OBIS are part of the BanditFaction so they are friendly to each other and will attack everyone who isn't in BanditFaction.
I don't know how you leveled them but if you run the esp through the Creation Kit and save it the CK will change all the skill levels (one-handed, two-handed, light armor etc.) to levels more fitting of there current level. Up to you if you want to do it.
I hate the CK cause it doesn't even tell you it's doing that, it just does it.
Tbh job, the bandit faction doesn't actually make bandits aggressive to people, it's that the nature of each bandit makes them attack everyone on sight, i follow the vanilla very agressive agro state which makes all bandits attack people not set as allies or same faction
That bothered me for some reason, I think it's because it's almost 6 in the morning and I haven't slept yet
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To be honest, even with all of this, best thing to do is to have a good mod. I mean if it is as good as you say it is, you really don't have do anything to promote it, people will flock to it in droves if it is high quality.
When I started modding I made 1 bandit edit, called it OBIS, posted it and started building from there. 10 months later I made 1100+ bandits and is the most endorsed mod with the word bandit in it. I didn't start having videos (all which were asked by reviewers) until my 8th month, I didn't have a nice concise description till recently, my mod was a complete mess... But it was still pretty popular
You shouldn't worry about dls and popularity, you should worry about what you want to make and how to make it better. Videos and reviews or whatever is great but there's no point if your work is rushed or sullied to appeal to the masses. Just do what you want... Popularity comes with it
Wanting to get noticed and getting noticed are two different things bro, from the words of a stripper, 'you gotta wiggle those hips if you want to get those tips'
..... Yes I learn life lessons from strippers I like learning things with a show, don't judge we all have been there and if you haven't then I guess you haven't lived yet
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Hmm... well, since you asked: (Oh, P.S.: I typed almost the entire thing up in a sort of rapid-fire banjo singalong song.)
-Colossus: Heavily armoured, lumbering, muscular walking tanks that shrug off tons of hits of any type, except for armour-piercing attacks like the crossbow and hammers/maces which easily destroy them since all they have going for them are their strength (knockdown AKA paralyzed for 0.01 seconds) and their ridiculously high armour rating, which means little when a percentage of the hit pierces instead of just hitting the armouring. Could probably have a charge attack like the one that we have, the Block Runner perk, sprint with a shield type. Probably should be saved for being a miniboss replacer, like scourgelords, Falmer Shamans, Dwemer sphere masters, just for examples on rarity.
Plaguelords: Replacer for enemies like the Death Overlord. Uses the marked for death shout, has an attack like the vampire lord's blood AOE attack, except tan-yellow, with a DOT effect of Drain Stamina, Poison Aura spells are up by default, they don't even cast them, they're already active when they spawn, and frequently have Deathbloom and Nightshade on them.
-The Four Lords of Death: Hooded skeletons with an aesthetic frost and shock cloak, hovers like a Dragon Priest, has a brightly lit-
And now I'm too tired to think straight. Sorry.
Is cool got a couple ideas from your banjo related rantings thanks man
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Sounds cool, I recommend using some of Vicn's resource mod undead/deadra monsters for a different look.
Also maybe this would be a good opportunity to increase the presence of the necromancers in skyrim, maybe with elite ranks?
Thanks for the resource tip, and about necros, they do also have a minor presence compared to the rest of the elder scrolls series I'll take a look
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After reading some stuff on the forums I have decided to work on the undead in Skyrim which in new light are EVEN MORE so boring than bandits in Skyrim (Gonna work on both though don't you worry) Here is a list of ideas that I can come up with from the top of my head
Zombie/Skeleton/Draugr ideas:
Spitter (Use the throwing up mechanic that the plagued people have)
Bomber (Explodes on death)
Aura (Enflamed, Chilled, Poisoned)
Actual ZOMBIES!?!?!?! (May need help on this one, at least one for each race and gender)
Infector (Turns NPCs into zombies, or at least rabid)
Liches (Summons zombies by the bunches)
Grabbers (prevents movement, but players can fight back)
Nightshade (Will paralyze you)
Wailers (Does shouts that drain magicka)
Runners (fast zombies)
Dormant (Revives after death)
Features:
Undead Variants
All types will be summonable
OPTIONAL ZOMBIE APOCALYPSE MODE (REPLACE ALL CRITTERS WITH ZOMBIES)
Balanced for Vanilla Skyrim
Hopefully no scripts (hopefully)
IDK there are other ideas buzzing around my head like a swarm of angry bees! Have any other type you want to see? GO AHEAD AND ADD TO THE LIST!
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After reading some stuff on the forums I have decided to work on the undead in Skyrim which in new light are EVEN MORE so boring than bandits in Skyrim (Gonna work on both though don't you worry) Here is a list of ideas that I can come up with from the top of my head
Zombie/Skeleton/Draugr ideas:
Spitter (Use the throwing up mechanic that the plagued people have)
Bomber (Explodes on death)
Aura (Enflamed, Chilled, Poisoned)
Actual ZOMBIES!?!?!?! (May need help on this one, at least one for each race and gender)
Infector (Turns NPCs into zombies, or at least rabid)
Liches (Summons zombies by the bunches)
Grabbers (prevents movement, but players can fight back)
Nightshade (Will paralyze you)
Wailers (Does shouts that drain magicka)
Runners (fast zombies)
Dormant (Revives after death)
Features:
Undead Variants
All types will be summonable
OPTIONAL ZOMBIE APOCALYPSE MODE (REPLACE ALL CRITTERS WITH ZOMBIES)
Balanced for Vanilla Skyrim
Hopefully no scripts (hopefully)
IDK there are other ideas buzzing around my head like a swarm of angry bees! Have any other type you want to see? GO AHEAD AND ADD TO THE LIST!
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How come you didn't ask me? Lol is coo, I would love to do that I mean making a horde of undead creatures and creating a sort of undead apocalypse......... huh......... DONT DISTRACT ME BRAIN IM TRYING TO TALK HERE
TBH, that would be great, it's just that I need like armors and stuff that draugrs could wear, lore, funny cameos, ect. And do not get me started on new original templates to work on. I mean best case scenario, I can take the IC mod and rework it so that each enemy type has it's own feel to it and maybe change up the colors a bit so that you can clearly identify them as a variation type critter. But I need a real artist to do that, it's great that I got all these ideas in my head, but without any knowledge of editing the models or textures it would not be as fun to create hundreds of "types" of Draugr without giving any identification to them besides a name.
To identify a bandit in my OBIS however, is much easier as I can edit the facial structures, clothing, just about everything that you can for a character....
But to be even more honest, you have given me a wonderful idea for a new project... Thanks
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Hi, so in my mod I create bandits that are very racially diverse. Each type of bandit uses the a template that I create, but I need to make 6 tiers, both genders, and 3 different races, so about 36 different actors. I currently just edit one of them using the CK and change up the ID when I finish making these changes (as well as facial features, voices, ect.) But this takes WAY too long for me to do effectively, is there any way to duplicate each actor with racial and gender quicker than how I am doing it?
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The answer is me, I play as all of them. So all of them are me, unless you are playing them, then the answer is you
Somebody doesn't roleplay it seems.
I do, while I'm playing these games I roleplay as the character I play, so I am those characters :P

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