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raven46382

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  1. Bijinn warmaidens mod is pretty close to what you are looking for and the mod author even tells you how to change the bodies in the mod.
  2. Look up DX armors and Nind Jimmy they both make armors similar to what you are looking for. There is also a chain bikini stockings and heels mod with cbbe bodyslide files. I'm sure there is more then just those out there and a quick search should bring them up.
  3. Not hard to do just change him with Tes5edit though idk how that would work story wise because you do have to kill him at the end of the thieves guild quest.
  4. Only one I am aware of is Auriel's Bow in the Dawnstar DLC and according to the lore idk if there are very many Aedric artifacts. The skyforge is rumored to be an Aedric ruin because even the snow elves were scared of it. Also Daedric artifacts may have been Aedric at some point but were corrupted at some point and change to suit their needs. A purified artifacts mod would be cool and things to use outside of just the shrines and amulets would be cool as well.
  5. Added in combination with a reusable bottle mod for when you brew your next potion or whatever, in Fallout 4 you could turn empty bottles into improvised grenades.
  6. I forget the name of the mod but a guy made a space ship crashed on Skyrim mod with a space suit, maybe use that as the starting location though that would take combing mods and writing a quest script for that.
  7. Yeah a build any way you want mod would be helpful, like the building system in Fallout 4 for Skyrim mod or something like that.
  8. They pulled this non-sense in fallout 4 where you had to do everything even if you side with the minutemen and build your own army which logically you should be able to delegate tasks to but nope. The thieves guild even has like 5 trainer NPC so why not the dark brotherhood having people that go on jobs. When you upgrade the sanctuary after the main quest is over you get two underlings that do nothing and don't even have names they are generic NPC. The checking in weekly thing is cool but also being able to check up on your people and give them tips or train them yourself would be cool.
  9. Shields are considered armor and not weapons so they are hard coded to be used on the left side, you can't block with left handed weapons either. You would have to make a hand flip mod which might actually break the game or maybe not but basically you are asking for something the game wasn't programmed to do. Maybe a Shield as weapons mod to correct this issue, though you would have to make animations as well the game doesn't support this on its own.
  10. Do you have the Dawnstar DLC you literally run around ancient snow elf ruins as a quest which leads you to an ancient temple. Now if you are saying why are there none in the base game then as you stated because of time and constraints of the creators, then okay but yes why has no one made ancient ruins for the base game, maybe nobody thought about it or because of the lore if you look it up the nords of Skyrim destroyed all the ancient ruins and built their own castles, Windhelm being the oldest in Skyrim. They seemed to care more about the Dwemer ruins than anything else. Maybe someone will make them or maybe not just depends on if there is enough interest in this or not.
  11. I understand that, that wasn't my point I was saying clone the forge and place it in a separate cell leaving the base game one as is so the quests won't be affected. The player home idea was just a thought I had like having the skyforge as your forge instead of the one you get normally. Portal to the forge would work for the player but would most likely break the companion quests due to the way the base game files are set up so you would not only have to change the forge but you would also have to change all quests connected to it as well.
  12. That might cause some unforeseen issues due to the fact that the forge and the under forge are part of quests involving the companions and other things like idk used as assets in a mod I found that uses the forge to make their custom armor and not just make it at any forge like most mod armors do. Plus how would that even work, stairs or a spell or some item to send you up there which would mean it would have to b in a separate cell which would probably cause problems as well. Interesting concept but maybe like make a player home with the forge cloned and as part of it and have like a floating house or whatever.
  13. That would take remaking the mod form scratch because it uses the extended skeleton and physics extension for Oldrim not SSE and SSE uses a different physics format than Oldrim. The tails only work if there is an extended skeleton that would support them. Also you would have to load up the mod in the creation kit and convert it to SSE to work right. Also converting it may not guarantee that it will work right in the other game. I tried converting it to be used in Fallout 4 and the tails never worked right.
  14. Why are you requesting this here go to the lovers lab request forums you can get banned for posting adult content on the nexus.
  15. Any mod that changes the base game quests will break the game and can cause issues down the line or cause your progress to stop all together with that faction. You can probably add additional targets but not change the ones that are hard coded into the game. I think Eola is a follower though if she is not quest bound then you may be able to kill her. You should try to get ahold of the original mod author and see if it can be tweaked if not you are stuck with how it is.
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