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AndyTheLegend

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Everything posted by AndyTheLegend

  1. Bless your soul you've found it! I was searching with Riverwood as a keyword so that explains why I couldn't find anything. Interesting to see how my memory differed from reality, the light shafts coming from a skylight rather than a window. The "fishing dock" just being a modest back porch, among other things. At least I was half right about the basement. Thank you so much for this!
  2. So a few years back, I downloaded a great Riverwood housing mod that I fell in love with. I've scoured the nexus for it, but can't seem to find it, so I'll describe it here in case anyone might know it: Its a very small cabin across the street from the tavern. There was a quest attached to getting the key (if I recall correctly). I can't stress how small this cabin was, about the same size as the small inn rooms. Its got pretty high ceilings though, and there is a bookshelf or two and some weapon racks/display cases. I think there was a basement where you could engage in alchemy/enchanting.... I think, I'm not entirely sure on this. I also think there was very a small fishing dock jutting out into the river, again this is an I think, not sure at all. One random memorable thing was that the cabin had a pretty window design up high, which casted subtle shadows and light rays into the house. Ringing a bell for anybody? Honestly, if you can recall a small house placed across the street from the tavern, it might be the one.
  3. This is a pretty cool idea. To add to it, maybe the frost atronach could leave a trail of ice everywhere it floats. That would be a great visual effect.
  4. During the College of Winterhold quest line, you're asked to find Orthorn and retrieve stolen books from an old fortress filled with renegade students. Once you get there, you find that many parts of the interior is laid out like a school, with magical shooting ranges, coffins, crypts, and draugrs for experimentation, live prisoner test subjects (including vampires), ritual circles everywhere. You even meet the headmaster, known as The Caller. You start to get a good idea of how exactly this place operated as a possible mages school for... unpopular magic. From my first time visiting the fort back when the game first launched, I knew it had great potential for a mod that turned it into a fully fledged school that the player could attend. An "evil" alternative to the College of Winterhold. I scoured the Internet and to my surprise, couldn't find anyone mentioning this. Perhaps the scale of such a mod is just too high, it would require voice acting, redoing a lot of interiors, scripting, AI pathing, quest design, etc. But there is no doubt that the audience for such a mod is high, what with the popularity of the few necromancy overhaul mods and the variety of evil mage and spell mods. What do you guys think? Is there interest for an evil mage school like this? A place where necromancers can practice in peace, where students can practice destruction and illusion magic on live prisoners, where mages can research daedric magic and conduct unethical experiments. I'd like to hear from experienced modders about the scope and possibility of such a mod and if this is something the community is interested in in general.
  5. EDIT: Solved this. I retextured the world models and forgot to also update the biped models. Obvious mistake, d'oh ___________________________ So I've retextured the heavy variant of the Dawnguard boots and gloves black (They originally used the same textures as the light armors so I had to make a new texture set in the CK). It seemed to have worked fine, with the armor pieces displaying as black in my inventory: And yet, when I equip the items, they remain the same brown color: And no its not just the lighting. Any ideas on whats happening here?
  6. I'll see what I can do, check back with me tomorrow.
  7. Its a month later and I am still sackless, can anybody help a poor sackless soul.
  8. Sorry guys for the disappearance, these past weeks have been really stressful for me (my house was flooded, and some other things) but just wanted to let you guys know I didn't just up and abandon this project. I'm guessing you guys already took the reigns and are spearheading the project, I still have to deal with my housing situation but I will see what I can help with as my situation gets better. Thanks for your patience! *EDIT: just realized the last post was from 2 weeks ago lmao. I'll try and get organized and see what's going on.
  9. helllooo guys so, straight to the point, I am looking for a dingy armor set mod. Basically like really crappy looking armor, either heavy or light, no real preference. Its basically for someone who's never really done any adventuring before and is just starting out, kind of thing. It should look like common clothing but with crudely made pieces of metal strapped onto it, maybe a cooking pot for a helmet, if you get my gist. Kind of like a makeshift armor for a commoner who's looking to do a one-time fight like maybe all the townsfolk gathering to help clear out a bandit den or something.
  10. In case you haven't noticed the recurring theme in Skyrim is "everything used to be great, and now it all sucks" Its kind of a laziness tactic, basically "We were too lazy to make anything great so... it sucks but... it used to be great. trust me. it was. You're just gonna have to take my word for it" - Bethesda You can hear people grumbling about how awesome Riften used to be, how awesome thieves guild used to be, how awesome companions used to be, how awesome Dark brotherhood used to be, how awesome WINTERHOLD used to be, it kind of gets old after a while. But still I have thought about how, after becoming the new archmage, you decide to create a diplomatic truce between winterhold and the college and have the members of the college use magic (:O !!) to help rebuild the city. I've once completed the College questline with a really old school, barbarian Nord who just decided to join the college because he had a thing for dark elves (mm Brelyna) and through a series of amusing events, somehow became the Archmage without ever learning a hint of magic, it was pretty funny. But afterwards I got the idea that this hardy Nord should definitely be the diplomatic bridge between the College and the rest of Winterhold, but decided to screw it and start a new character :3 When I saw the platform jumping mechanic in Dragonborn (the thing that made you FLYYY up at Tel Mithryn) I kind of thought that it could be a cool mechanic for Winterhold to make the lower coastal edges beyond the cliff more accessible. It could show the mixture of magic into the rebuilding of Winterhold and how the Nords there began to accept magic and its practical uses. The lower coastal area could become more populated with a dock area and fishing houses and stuff, a slaughterhouse for horkers and the like. What would be REALLY cool and make winterhold stand out is if they had a sort of "Spirited Away" type of situation like this: http://31.media.tumblr.com/tumblr_lvjfj9YERt1qdt45yo1_500.png And it would line the entire side of the cliff and it would be FREAKING AMAZING when you viewed it from the roof of the college and stuff.
  11. Ghosu was working on a samurai/akaviri style armor a while back, don't think he ever finished it though: http://forums.nexusmods.com/index.php?/topic/623968-wip-samurai-armor/
  12. Uhmm I can't sticky since I switched accounts and had the moderators ban my first account, tehandyman, which is the OP of this thread lol. Also about the performance issue thing, its curious, I didn't have any problems until about 15 minutes in, I think, I started to get random moments of really really low fps, I'm talking <1 fps. The moments would last about 3 seconds each and happen quite often, like every 10 seconds or so. I run a pretty powerful ENB with Ultra High quality though so... idk if thats the problem. A large interior space sounds great actually. I was just thinking about implementing that. I'll leave it up to the interior modders where it should go and how it should look, like I said I'm pretty crap with level design. You could implement a ratway kind of feel, like an undercity thing, but considering its a town above water makes that a little problematic lol. It could be a network of caves inside the iceberg that its built onto, I guess, with one main room with a high ceiling, similar to the Ratway cistern. Having an undercity would be just the right fix for the mod if performance issue turns out to be a real problem. But this would increase the workload considerably to the point where I think I'm going to need to read up on level designing so I could help out. We've got a few people who've offered to do interiors already so maybe its a non-issue. I'll work out a solid, clear mod team as soon as I'm done with my last final tomorrow, then I'll really get serious about making this thing happen :smile:
  13. Yeah, I was thinking about that. If you're working on any interiors, I'd appreciate it if you post a screenshot of the house/door (from the outside) just so others can know :)
  14. Wow that's really an amazing story. I've always felt that it was weird for one character to do EVERYTHING in the game. That's why I've had sooo many characters. It was so hard for me to delete many of them, who've individually only accomplished a fraction of what your single character has. I can't even begin to understand how you must feel, trying to find closure for this character who's accomplished so much. I sort of admire you, as weird as that is for someone who dislikes single playthroughs of the ENTIRE game. Luckily, a mod like this might not be so hard to do. There is already a funeral in the game. It involves burning a pire and cremating the body (being vague for any one who's been living under a rock and doesn't know who dies). That script can be recycled for your funeral. The script that's used in weddings to invite all your close friends in skyrim could be used to gather all the people attending your funeral. I could imagine it. You activate the funeral pire, it'll ask you one last time if you're sure about dying. You click yes and it asks you to write your own eulogy (kind of weird, but hey its your request), and then you disappear into the pire. The screen fades to black and then fades back in. The camera is now a free-moving camera that lets you watch as the friends you've made in your travels gather to honor your life and mourn your death. Its dusk, and raining. Someone of closest importance (maybe the follower you've spent the most time with) lights the pire. It slowly burns and then your screen eventually fades to black. It fades back in to show a tombstone, buried at a location of your choosing, and then fades back out. And boom you're back at the title screen. Now someone just needs to script it :tongue: BONUS: YOU CAN VISIT YOUR TOMBSTONE IN FUTURE PLAYTHROUGHS.
  15. Haha, I actually have a few textures I whipped up from back in the City of Scum days. I actually drew up the icon I'm currently using <--------------- This one. Its a skull with two horker tusks. It was supposed to be a Pirate flag for the "Blood Horkers" a faction that was going to be in City of Scum.
  16. Oh yeah I took it down because I didn't want random lurkers just downloading it left and right. If anyone wants to download and check it out just send me a PM and I'd be glad to give it to ya.
  17. I'm pretty sure I understand what he's talking about its basically exactly what I've been doing in Skyrim for the past year lmao. How I play is I add up the weight of my armor and my weapon (or two if I'm dual wielding) and that is my carryweight (Usually I'll add 5 on top of that just for a little "pocket" room). Using console commands I set my carryweight to that amount, its usually 20-25 carryweight limit when I play a light armored character and 30-40 carrryweight limit when I play a heavily armored character. Then I use various backpack mods and Dragten's Bandolier mod to craft more pockets, bags, backpacks, and bandoliers, those will add to my carryweight in a realistic way. Not only does it make the game more challenging, but it makes the game much more fun (plus I finally have a use for these bags/backpack mods. Whats the point in a backpack when I can carry 300lbs worth of stuff already??). The game becomes much more realistic and I find it much harder to earn gold. Also I pick stuff up realistically. Even if I have enough pockets and bandoliers to add up to the weight needed to carry a set of armor, I still won't loot it because its still impossible to fit a whole set of armor in a bunch of pockets (obviously). So I usually just loot small but valuable things like soul gems, scrolls, and gemstones. When I find a weapon I really like, I'll usually drop the weapon I'm currently using. This makes the game WAY more fun because I don't find myself spending too much time looting. I just go over every body, take the gold, and anything else small and of value, and then I move on. I really never get overencumbered, so I'm not sitting there deciding what I should drop (like back in the day "hmm should I drop this iron armor... or this enchanted hide armor.... or maybe this steel warhammer..."). I get to PLAY more and stop managing my inventory. Sometimes I don't even loot and just keep moving along. Have you ever seen an adventurer go through the pockets of the dead bandits he just killed? Of course not! Its not heroic in any way so I sometimes just don't even do it if I'm role playing that kind of character. Anyway yeah, I obviously like this method of playing a bit too much lmao. But it adds so much dynamic to the game. I know you're talking more about adding more reasons to return to towns and to your house and stuff, I don't really like player houses so I wouldn't know about that. I just go into towns to sell off my gems and scrolls, hang around for a little, and then head off again :smile: EDIT: in case you don't know how to modify your carryweight in console, just type in "player.modav carryweight -XXX" so if I had 300 carry weight, I type "player.modav carryweight -280" and boom I get 20 carryweight. You can also type "player.setav carryweight 20" but I don't think that works because if i remember correctly the weight kept going back to 300. Also everytime you add stamina your carryweight is boosted by 5, I actually go back into console and bring it back down lmao. ------------------------------------------------- I also actually do a bit of something to add meaning to staying in towns. I have Imps Complex Needs and that mod allows me to change the time scale dynamically. So I set the timescale to move REALLY fast so I usually only accomplish about one thing that day before the sun starts to go down. Usually, with the vanilla timescale, I would be able to have like 3 or 4 adventures before its even 3:00... So with this faster timescale, I make myself go to the nearest town/inn every night. No night treks and no camping. I'm usually indoors by 6 when it starts to actually get dark. I eat, and usually talk to a few of the people in the inn, go to bed and then I'm off in the morning. I feel like that helps me form much more meaningful relationships to the people in the towns. Theres usually a small miscellaneous quest or two to do while you're in an inn. Almost every inn has something unique about it. I also designate "friends" for my character based on what kind of character he is. Like, my mage will pay a visit to Farengar in Dragonsreach whenever he's in town. Or my Imperial soldier would often catch up with the Battle-borns in Whiterun. My merchant character hates Belethor because of a rivalry and is actually partners with Bersi at the Pawned Prawn. If you want your "trips to town" to be more meaningful then just use your imagination. Think up a bunch of relationships with people in each town based on your characters beliefs and personalities. Then build onto those by having small routines that you do whenever you're in town. I remember I had one character I deleted a long time ago, whenever he went to Solitude, he would craft an iron dagger, poison it, and sell it to Sayma at bits and pieces. my headcanon was that it was an inside joke between the two them. If you have a bunch of little things like that, it gives your character life and also gives life to the NPC's around you. Just use your **imaaaaginaaationnn** As you can see I'm a pretty hardcore roleplayer lmao. I usually spend more time developing character backstories than actually playing the characters themselves xD there are a few that are my favorites though. My giant dark elf blacksmith who lives in Windhelm, crafting armor for the bigot stormcloaks that look down on him. My vampire hunting Paladin who secretly visits the priestesses at Solitude late at night :3 My breton miner who lives in Markarth, secretly plotting and training for the day he kills Jarl Igmund, as revenge to Hrolfdir for sending his parents to their deaths when he was just a boy, all for some "rumors" that they were involved with the Forsworn. Wow I got really off topic. anyway I just wanted to show you that there are more ways to play Skyrim than just a generic hero who can carry 300 lbs worth of stuff without breaking a sweat, delving into 4 dungeons a day without so much as a bite to eat. With no ties to any NPC and only views them as money banks that he can offload his junk to.
  18. Yep it can be done with TES5edit. You can just merge mods together into compilations and what not. The only thing I'm a little unsure about is whether or not its a good idea to merge mods that all add the same level into the game (Like basically if you combined 5 Pirates Cove mods, its sort of like stacking Pirates Cove on top of Pirates Cove five times. Idk what the effects might be. Here's a tutorial I have bookmarked. Haven't gotten around to reading it yet though I have a huge bookmark folder filled with modding tutorials that I've been putting off reading lmao :3 To be safe, when you guys are adding stuff into the mod, just save it as a separate .esp file thats dependent on PiratesCove.esp. Like just have "Pirates Cove Inns Taverns Boats Interiors.esp" and "Pirates Cove Sailors Drunks NPC.esp". And the main PiratesCove.esp will just stay the same and just provide the town. In the end we can just merge all the .esp files together and it should turn out nicely? I hope. Again, #NewToThis
  19. Thankss! That looks really sick with all the major attention to detail. Whenever I'm reading up on how to make 3D models I'm always thinking "man, how does Ghosu do this stuff..." Anyway I will definitely see about getting this saber into the game maybe as a unique weapon for a pirate captain NPC :O (??) And sorry guys I'm seriously swamped with studies right now, I only have time to come on once or twice a day to see whats going on. I know theres a lot to do for this mod to get rolling so I'm glad I have the whole winter off meaning lots of free time to focus on this project. I'm not new to modding (models, textures, CK) but I am new to organizing an actual project like this so we'll probably have to take it slow. So yeah if anyone has anything to contribute, even the smallest thing like ideas for NPCs or misc quest ideas would be majorly appreciated.
  20. Well first off we'd have to get interiors working before I can add all the NPC's of course. There really isn't a need for "everyone work at the same time" more like stepwise (interiors > npc's > armor/weps > quests > voice acting) if we ever get that far. I'm getting better with setting up NPCs and behavioral AI and giving them daily routines and stuff so I'll get those done once interiors are finished (no idea how to create levels and cells) I can populate the areas. As for unique armors and weps I can whip up very decent textures and am beginning to learn to mesh so I'll see how it goes. I'm planning to learn to script quests,but honestly it might be a bit out of my league, I'll try to figure it out though.
  21. Currently working on a "STFU" shout, it'll probably just make NPC's stumble a little, and if I can figure out how, get them to say "Oh!" or "huh?" or something along those lines. Most npc's have some extra dialogue lines that I've never actually heard them say in game. ("No need to get rough!!" "Whatever you say!!" "Not my problem...") it's very interesting actually.
  22. I'm not 100% sure but I think its just an .esp? I've attached the .esp in an .rar file. let me know if it works. I'm going to be very busy for the next 3-4 days with finals so I won't have time to contribute much until maybe Tuesday. EDIT: So in retrospect, I suppose I shouldn't just post the level design here for all the lurkers to download lmao. If you want to see the mod or help contribute, just shoot me a PM and I'd be happy to send it to you. Just want to have a good grasp on how many people want to get involved or are just curious :)
  23. hey awesome. And there are already a few backpack mods including a knapsack one that uses the models you're using. It's not really what I'm looking for but thanks for the interest!
  24. do you simply want an oak/stone/ebony flesh spell that lasts forever, because that wouldn't be too hard to whip up. Of course I could also add a despell mod that takes it off.
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