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OpenWorldAddict

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  1. Congratulations on your Youtube anniversary. Three years is a good time. Your channel is one of the best out there for the Skyrim, Bethesda, and the roleplay community. Your top notch tutorials are very instructive and easy to follow; helpful to those just learning to mod and are an invaluable resource to those of us who just need a reminder of how to do things right. Your roleplays are immersive, entertaining, and engaging, and most important of all, because of their episodic tv show like quality, they are a huge inspiration to those of us who are youtube roleplayers as well, and they will continue to inspire us and drive us to excel with a similar quality while telling our own roleplay stories. Again this channel is one of the best and I hope that it will have many more wonderful years to come. :) -Brian
  2. There is a big problem with the NPC's in Skyrim, and I want to start a discussion about it here because i think it is a problem that can be solved by mods. The problem is that NPC's usually don't respect the privacy of player characters who either have a rented room in an Inn or a owned room in a purchased home. Many times you can find NPc's walking around, sitting and standing in player character rented rooms. No matter how many times you close the door to the room they just open it back up. This becomes very annoying and disrupting especially for players who like to deeply roleplay their characters. Watch any Youtube video roleplay where the player's character is staying the night at an inn and you'll see exactly what I am talking about. As I said, this is not just a problem in Inns, it is also a problem in Player Homes, specifically when it comes to Housecarls. Even if you close the door to your room, there is a high chance that they still will come in. Now I know the issue has to do with how the NPC ai packages work and how things are navmeshed, but there must be a solution that can be used to prevent this problem. One idea is giving the player the ability to lock the door from the inside; or preventing NPC's from using objects inside the rooms. Does anybody have any other ideas? If we can come to a solution and a mod maker can create a mod with that solution I think there will be many very happy roleplayers out there, because I am sure that this has been a nuisance to so many roleplayers.
  3. Blackreach is one of my favorite areas to explore in Skyrim\. I have always been fascinated with underground realms in fantasy worlds, and Blackreach is no exception. The problem is that you run out of content in Blackreach rather quickly, and there are only a handful of dungeons in Blackreach, and most of them are quite small. On top of that, there are only a few quests related to the area to begin with. There really isn't anywhere in Blackreach you can make a base of operations out of while you explore, except Sinderion's Field Laboratory, if the containers there are safe, which I don't know. So, yeah, I would really like to see more content in Blackreach, and I hoping mod authors can provide that content.
  4. I don't think this is a formal mod request, I just need help finding a particular kind of mod. Does anyone know any player home mods that sits on the north side of the road outside of Whiterun between the Stables and where the Provincial Courier's home is supposed to be (across from the HonningBrew Meadery) along the creek that comes down from the city and empties into the whiter river near the crossroads? I am looking for a player home for my new character that i am created that is along that stretch of road. I also need to be able to move his spouse and adopted child in there as well, and I would prefer that my character purchases the house outright. I also want one that has no hearthfire build up or quest attached to it. The other thing is that I don't want it to be a huge manor because my character is not wealthy, but I also want it to be more than a shack. Just a plain old family two story home. (about the size of breezehome.) I hope something like this can be found. I have already searched alot of on the nexus, but haven't come up with any results myself. If it hasn't been made, then i hope someone can make it. Thank you for reading this. OpenWorldAddict
  5. Does anybody know if the Neverwinter Nights Platinum Edition being sold of Good Old Games comes with the Aurora Toolset. I tried to install my own copy of the game the other day from my cd and I discovered that I could not find my old manual that had all the cd keys on it, so I unfortunately have to find a way to re-acquire the game, and found out that it was being sold on GOG. I wanted to get back into modding with the Aurora Toolset, and was frustrated when I couldn't install the game because of me losing the keys. Any information you have about that version being sold on GOG would be greatly appreciated.
  6. sorry I missed scaled armor, but it still requires metal ingots to craft and it looks very metallic, so it wouldn't be for my character.
  7. I've been thinking of doing a short 10-20 hour run as a battle mage khajiit that has allergy to things made from metals. Specifically, any skin contact with metallic substances causes a terrible rash to form under his fur that is painful and itchy. As a youngster his fur took along time to grow, and his first rash appeared when he was asked to wear a suit of armor for ceremonial reasons. The rash was so bad that he cut a deep wound in his leg with short claws due to the severe itchiness of the rash, and it took him years to recover from that injury. The only problem I find is that there are 6 types of non-metallic light armor. Hide Armor Fur Armor Leather Armor Chittin Armor Dragonscale Armor Note: Glass armor is made out of malachite (a metal ore) and thus is not exactly purely glass The issue here is: 1. The first three, (leather, fur, and hide) are bottom tier amor sets, and hide armor does not even have a complete set. 2. The next types, Chittin armors introduced by Dragonborn dlc, and thus you can only craft those armors using ingredients found of Solstheim. 3. The final type of armor is Dragonscale, which is the highest tier light armor in the game, so you don't get it until late in the game. So there is nothing for my Khajjit to wear after getting Leather armor, and getting the ingredients from solstheim wearing leather armor can be quite tricky. So what I am asking for is a mod that does the following things: 1. completes the set of hide armor and making ti the easier to craft. 2. make fur and leather armor more challenging to craft respectively. 3. Provides alternate recipes for Chittin armor with ingredients that can be acquired on the mainland of skyrim. 4. Provide an alternate type of glass armor that is semi-transparent white, and doesn't use metal ore, with the purpose of looking completely non-metallic. If you could find other non-metallic armor types that fits well in the tamriel lore, having that in will also help.
  8. Just to let you know, there are a bunch of mods that you can sink gold into such as: Tavern Games Landlord Simple Taxes there are some others as well.
  9. Whiterun is supposed to be the center of trade and commerce for Skyrim, but where are the stalls where goods are loaded onto or offloaded from trader caravans. Where is the wharehouse were are the goods are kept while waiting to be picked up by shop keepers and merchant sellers bring those goods to store and stalls inside the city. This is something that whiterun is missing and desperately needs in order to feel that it is fulfilling Its role as a trade center of skyrim. Why: Throughout history all cities (especially those that were important to trade) had warehouses near or just outside the main city gates, and along the waterfront by the docks. trading caravans and ships would offload their goods which would be then brought into the warehouse to be stored, after which they would pick up goods being exported from the city and load them on their caravan or ship before heading off. On a regular basis, people working for shops, inns, and marketplace stalls would regularly visit the warehouse to pick up goods to be sold to the populace. It is aloo here in the warehouse that farm owners, mine owners, and mill owners (the people that collect and process raw materials) would bring their goods to warehouse to be either sold in the city or exported elsewhere. finally the city artisans, fetchers, and blacksmiths would also visit the warehouse to pick up the supplies they needed to make their product, Overall, the warehouse is where most of business trading occurred that was mostly outside the public's view, and the warehouse was (and still is) a key aspect to goods distribution and thus the economy as well. (from the ancient times all the way to modern day.) Where: Here is a map image i pulled from the internet to give you an idea of where I think the best places for a warehouse at whiterun would be. http://i.imgur.com/YoK3IVe.jpg It includes to locations: A. Just outside the city gates in archway that is already there goes into a tiny room. B. Along side the stream that goes under the drawbridge. I feel that inside those 'outer rampart walls' would be the best place for it because it is between the stables and the city gate, as well it's also make sense that some that economically important would be protected in case that Whiterun fell under attack by an aggressor. For the onloading/offloading areas, the area by the stream would actually be more suitable since the area near the city gate is rather cramped. This would make whiterun more immersive, and for me it feels like a better fit that having an actual market outside the city which does not make sense. If anyone does make this mod, I want to let you know this in advanced that i would be very appreciative of any effort that you make to making this a reality, and that I am very thankful to all mod authors for what they do. If this mod does get made, I will be using my own video creation and editing skills to get the word out there about it to YouTube.
  10. This is the first of several mod requests to make traveling the roads alone in skyrim a very risky proposition. What I am askng for is simple. The thieves that stop you on the roads to steal all your valuables is so unrealistic, and because of that they are rarely a big threat, especially at higher levels. A thief will stand there once he spawns in until they sees you, then they will run right at you getting in your face and demanding your valuables. If you give in, they just turn and walk away. So I am asking for a mod to fix this and making these highway robberies more realistic and more of a serious threat no matter what your level is. When the thief spawns in, they still stay in place, but in a more stealthy position as not to get noticed, maybe even behind a tree, shrubbery, or tall grass. When they notice you they remain hidden and out of your line of sight until you have passed them. Once you pass them, they start making their way towards you stealthily, until they come up right behind you with their dagger out and then they demand your valuables. First you are in a vulnerable position because you guard is let down and you can't see them, and second they should be in position that they can get strike with the first hit if you refuse or try to move away or turn around. Combine that with some combat mods that makes taking damage from any weapon very deadly and suddenly you have a true highway robbery where the robber is a grave threat to the traveler. If the traveler doesn't give in the thief's demands, they could find themselves instantly dead, unless they have companions that could save him or stop the robbery in the first place.
  11. I saw that, but it not a solution to the problem, I am still asking for the signs of plaques. Not getting those messages is nice, but you still need to find out where you are, thus is why I request a sign.
  12. Do you ever get tired of getting the message 'x (name of location) discovered. Woudln't you like to just read the name of the place that you just arrive in on a sign or placard? After playing game for over two years, I realized that i would, and that realization came watching a video last night I was watching a skyrim roleplay series on Youtube created by The Jessa Channel. In that video she asked her viewers for advice on how should her character learn of the location that she just dscovered, because she know the name of the location because it just appeared to her, but her character didn't see the notification, and why would he, so how could he know? Last time she did a roleplay she played as the character's guardian angel and told her character the names of the locations, but this time she is not playing that way, and was having trouble coming up with a method. That got me thinking, well mods are made to fix issues with immersion that players have, could there be a way for both the player and the character to learn the name of location at the same time using in-world methods? So this brings me to my idea: I would a mod that adds signs and plaques to all societal and cultural location such as settlements and ruins. Big settlements (such as a city or town) could have a plaque over the entrance or near the pathway that leads to the city or town, where as small settlements would only have a sign outside to mark it (they also can have a big sign) Old locations such as ruined cities and tombs might have a worn out dusty plaque either on the ground near the entrance or over head either over the door or up high in the first room. These signs and plaque would make discovering a location so much more immersive since you and your character are learning the name at the same time. Now to eliminate the messages, there must be a setting that you can use to turn them off, otherwise they need to be removed by a modder. However, even without that, it still an immersive way for your character to discover a location.
  13. Here are the ten things that I want to see in Elder Scrolls VI: 1. A larger world. As far as far furthest distance traveled is concerned, Cryodiil in Oblivion took way more time to explore from end to end then it did to explore Vvardenfell Island in Morrowind because Cyrodiil is much, much bigger. How ever in Skyrim it is much less. Example: To go from Molag Mar (in the southeast) to Ald Velothi (in the north west) it would take about 2 to 3 1/2 days To go from Leyawiin to Anvil would take about 4 to 5 days. To go from Riften to Solitude would only take about 1 1/2 to 2 days. I want to see a much larger world, one that would take up to a week and maybe a bit above to traverse from one end to another. I think the way to that would be to have Elder Scrolls 6 be in the combined space of Valenwood and Elsweyr, with maby a little of souther cyrodiil and black marsh. 2. Dynamic world vs static world. Bethesda has done a great job in making their world come more alive with radiant ai in oblivion, and in skyrim the introduction of radiant questing and world encounters. However even then the world seems too static, not individual people, but the world as a whole. Nothing ever seems to change that much in all the elder scrolls games, skyrim included. That doesn't help immersion. The real world is not static, it's constantly changing, world events are constantly occuring. If you are not aware of that, just turn on the world news. What I want to see in the next Elder Scrolls game is a dynamic world, not one that just waits for the player to take specific actions before certain changes will occur. I want events occuring on a regular basis that effects the future of that land. kingdoms/nations are formed, they go to war, make peace, collaspe. guilds rise to power and then fall, towns are built then conquered. This is what i call radiant events. It takes a look at the political, cultural, economical, and social structures of the land when determining what events takes place, and players might have a chance to influence those events if they are in the right place at the right time, but they keep occuring no matter what the player does. On top of that, I want the world to react to the player's actions. If a player decides to wipe out an entire town, there should be consequences to those actions. Not only that, but give it a little time, and the empty should create a power vacuum to that causes other forces to move in, whether it is bandits, settlers, or other types of people's or even groups. Maybe it even becomes the headquarters for an underground guild. Things don't stay empty for long. 3. more urban environments. I love big cities, and I think that urban environments are not fully realized in the elder scrolls games. Even big cities such as Vivec, Mournhold, and the imperial city don't feel like true urban environments. Skyrim had very few. Urban eviroments just doens't mean big city with a tons of buildings and people, but it means that not all areas of the city are safe. If I walk down a dark narrow alley in the middle of the night, i might get pickpocketed, I might get robbed at knife point, beaten up by a gang of thugs, or even murdered. Certain areas in big cities are dangerous, and that make exploring a big city in a game like this exciting. 4. more opportunities for the acrobat, gymnast, and free-runner. Talking about urban environments reminded me about this one. If I am playing as an assassin, thief, or play around bad guy, I would love it if I could climb up walls, run, jump and clamber around rooftops. Those thing would not only be great for stealth play but also in making your escape. I want to my able to climb up a steep mountain slope, or even access an alternative entrance to a dungeon others couldn't reach. This shouldn't be a mandatory part of gameplay, but it should be there for the people who want it and those people should be rewarded for their extra acrobatic/free-running efforts. 5. more cultural life in settlements. This not only is great for immersion but it also helps you get a feel for what life is like in these parts. This is something that has always been missing from the elder scrolls games, and it was only partially added to skyrim with mods. I want to regular festivals. In these festivals there can be carnival games, contents, and even plays telling important stories that is related to the festival. I want their to be different types of festivals, (religions festivals, government declared festivals, economic driven festivals, and others. I want to see weekly a day of worship where most of the people in the town or cities congregate at the local temple to pray. Maybe the people of a small village go to a shrine once a week to pay their respects. I want to see more games of chance and skill in taverns and marketplaces, allowing people to spend their hard earned money on some fun. I would like to see traveling entertainers that go from place to place putting on skits in the settlement they arrive in. There are most likely more elements of culture that I am not thinking of. 6. More intricate puzzles. I like that skyrim added puzzles to the dungeons. Now there are some puzzles that are just brilliant, but most are just bland and too easy to figure out. Only a few puzzles should be easy to figure out. The puzzles should get more and more complex in the higher level dungeons. I want a dungeon puzzle to give me a serious break from the action and really make me use my entire brain to unravel it. to be continued ( i had it all thought out but my mind ran blank as I got tired.)
  14. I am looking for a mod that let's you know what items are used for crafting. I am having a very hard time deciding what to pick up, what to leave behind, and what to sell because I don't know what is used for crafting. Is there a mod like that?
  15. Actually I like this idea because I like playing character that don't feel comfortable wear things made out of metal, so mod that removes metal armors completely would be nice.
  16. For the longest time, I avoided ENB's because I was aware of how much of impact they had on your systems performance. I didn't realize that I had a powerful enough system to run them. Then one day I decided out of the blue to try to push the capabilities of my system as far as I could to see how it would handle it, and I decided to that by installing a Skyrim ENB preset. After looking at alot of ENB presets, I finally found Pure Vision, an ENB preset that was made to work well with the weather and lighting mod I had, Pure Weathers. I installed the preset, and loved it, and from then on each of my load orders would have Pure Vision ENB. That was until Laast released Purity. At first I didn't want it. Purity was (and is still) not compatible with Pure Vision ENB, and because of how I loved home Pure Vision looked, I didn't want to do with out it. However, I eventually came to the realization that I might be missing out on some Pure Weathers newest features as an integrated part of the Purity mod. So I got rid of Pure Vision and all the other mods related to it as well as Pure Weathers, and installed Purity. To tell you the truth, I love what Puriy adds to the weather and lighting, and so I have been playing with it for the last few months, but I miss the ENB, so I am asking for... no.. PLEADiNG for a ENB preset that works well with the Purity mod.
  17. Immersive Citizens doesn't add any scripts to the game. The mod author said that himself, so that mod isn't a problem. However if you read the mod author's compatibility article, you'll know that Skyrim Radioactive is not compatible with Immersive Citizens. Also Immersive Citizens and Revenge of the Enemies, don't change the same thing. Immersive Citizens changes the ai packages inside the cities, towns and villages of Skyrim, where as Revenge of the Enemies only effects all hostile locations. Go ahead and check the author's compatability article and make sure that every mod that you are using is compatible. With that said, Immersive creatures and immersive patrols both add new spawns and change the leveled encounters lists. You can actually turn off the extra spawns for immersive creatures though. I don't see a bashed patch in your mod list. Are you using one? For such a big mod list with many mods that affect the leveled lists, you should be using a bashed patch. Also, get skyrim performance monitor and make sure that you're problem isn't a memory issue, remember that skyrim has a memory cap and if it goes above that the game crashes. Mods that are script heavy and mods that add lots of new objects to the game consume a lot of memory. I recommend giving the Skyrim Project Stability guide a check through. Reading that has resolved a lot of stability issues. Anyway, getting crashes is always frustrating, so good luck in resolving it. Edit: By the way, Dawn of Skyrim does not add scripts. It adds npc's that have their own ai packages, but those packages will be effected by Immersive Citizens. Mods that add new npc's don't add new external scripts to the game. The definition of script heavy mod is a mod that adds extra scripts that run outside of most in game objects. These scripts run on a regular basis which can cause problems if you have too many ongoing external scripts running simultaneously. Remember extra scripts consume lots of memory. I looked through your mod list, though. It doesn't look like you have a lot of script heavy mods, so that may not be your issue.
  18. I am having a problem. When I choose the option to open the trade menu in dialogue, the game crashes to desktop. I originally thought the problem was with Calcemo, but it started happening everywhere, and I don't know what's causing it. When it first started happening, I though it was a load order problem, but now I am not sure. What I do know is that with that installation of Mod Organizer, I am not able to sort my plugins via the sort menu or launching loot as an executable. When pressing the sort button, I get the following messages in the log. 20:53:15 [W] QObject::connect: No such signal QtGroupingProxy::aboutToChangeData()20:53:15 [W] QObject::connect: No such signal QtGroupingProxy::postDataChanged()20:53:16 [D] F:\Mod Testing\ACE + EM + SSR\profiles\ACE+EM+SSR\modlist.txt saved20:53:31 [D] no more processes in job20:53:31 [W] QIODevice::read: device not open [] If I try launch loot as an executable, it starts loading, and then freezes. In fact, these things happen with all of my exterior Mod Organizer installations. So, until I can sort it with loot, I will not be able to tell if this problem is a lord order problem or not. Does anybody have any idea of what's going on.
  19. problem is I can't find that mod in my load order. I thought it was there, but I can't find it, but yet Delphine still died.
  20. I want a revive spell that can bring back dead npcs like the resurrect console command. I want the spell to be balanced in the way that every time you cast it, there is an associated terrible cost that comes along, such a losing 75 percent of your health, or consuming a black soul gem, or even taking away one of your dragon souls/perk points. Maybe even the cost is a combination of those i just mentioned. The idea is that it should be that cost should so terrible that it really makes you think twice about using the spell. That makes it fair and balances the spell out considering that bringing someone back to full life without turning them undead is a very, very powerful ability. The reason why I am asking this is because I just recently decided to go on a jaunt down the main quest trying out the three recent bypass mods (bypass bleak falls barrow, bypass seven thousand steps, bypass ustengrav.) Every thing was going well until I met Delphine at Kynsgrove. I ran up the hill and engage Sahloknir in an epic battle that took 20 minutes or longer. When the battle was over, I ran down the hill and found lydia and Delphine both lying on the ground surround by ice crystals, dead. With that, the main quest was broken, uncompletable. Why did Delphine die, well it has to do with the mods I am using. They include: Duel Combat Realism Athyra's Comprehensive Enhancements Realistic Fighting Enemy AI Overhaul: Revenge of the Enemies Deadly Dragons (insane settings) Dragon Combat Overhaul Fire and Ice Overhaul and I believe I have a mod installed that allows anyone to die. So, the dragon was so deadly, it overwhelmed her and killed her. She and Lydia were not the first to die like this. Irilith died fighting Mirmulnir at the Western Watchtowr. Thought sad, I accepted her death and moved on, and I was ready to accept Lydia's also, but Delphine... no. She is needed.
  21. He is not complaining. He is just stating that the questlines go to fast. I wholeheartily agree. In fact all the questlines go to fast, even the main quest line. Their over before you can blink. Enhanced Skyrim Factions - The Companions Guild, and College Days, do expand on the bulk of the questlines of the companions and the college of winterhold, making the quest line feel longer. By the way, the quests that the Cutting Room Floor adds back in to the game are side quests, which you can do at any time during your progress on the guild's main quest. I still recommend getting the immersive college of winterhold mod. It does make the college 'feel' like a true college. Unfortunately, there are no current mods to extend out the quest lines for the thieves guild or the dark brotherhood.
  22. simple. you don't have to visit Aventus Aretino at all. Just go kill Grelod the kind, then go to sleep and you should get the same results.
  23. Somwhere in the fields to west of whiterun near the bridge north of Fort Graymoor, is an old bunker that used to be the home of a recluse hunter who lived before the time of the Oblivion Crisis. He had dug out a home directly out of the rock beneath the hard soil of the hilly whiterun tundra. His home was mostly camaflaged, with the roof looking like the rest of the surrounding grassy tundra, and a hidden entrance near the local waterway. He even dug upward to make a tiny deck that was hidden amongst a rocky outcropping so that he could survey the land and sight any potential hunting targets. This cavernous home must have been a grand hideout for that lonely hunter, unfortunately when the Oblivion crisis broke out, he abandoned the bunker and no one knows of what became of him. The bunker had been discovered a few years later by a group of bandits who ransaked it for resources, and then it was forgotten about, although the nearby locals in whterun had heard of rumors adventurers stumbling upon an cave home in the west, however over time those rumors even stopped, and the bunker had become legend. Over the years, many different creatures called that shelter home; skeevers,wolves, and even sabrecats. and the bunker defintely has seen better years. This mod request is one I am making for a home for my hunter character to go along with Hunting in Skyrim mod. I've always felt that the easiest place to hunt were the fields west of whtierun, and I always loved the idea of having a home amonst those fields for my character to see in while observing the fields and waiting for his target to appear, as patient hunter always succeeds in the hunt. The player finds a note to the Jarl in the burned out home near the Western Tower. That note is a request to the Jarl to send some warrior's to clean out a den of wolves that has been harassing the author of the note. That den turns out to be the ruined home of the recluse hunter. The home does include an old bed roll, some barrels and crates. After the player cleans the wolves out of the bunker, the player can still use it as a home, or make his own camp inside it (if he has Frostfall or the camping mod), however in the back of the home there is a carpenter's bench that not only allows the player to rebuild this home to all it's glory, but also customize as they see fits. Other than the rebuilding of the central platform with the ladder to the observation deck (which is not is house cell but outside), but the player can build: An upper level bedroom loft, or a walled off bedroom. an area for cooking and dining, with or without walls a crafting area near the central platform that includes a smelter with a smokestack that goes up to the roof, a forge, workbench, grinding wheel, tanning rack, and an alchemy lab. extra beds for a follower or spouse. and plenty of storage. This would be the perfect home for a hunter character for players that love hunting in the whiterun area. This idea came to me when I was hunting for deer west of whiterun. I had come up on a deer and shot him, but the deer survied and ran away. By that time it was already getting torwards evening, but even still I becuase of experience and know that deer eventually return, I crested a nearby hill keeping an eye out for the deer waiting almost all night. (those hills and the open terrain is why I like the whiterun area for hunting. Hills give you a greater area to see, and the open terrain means that there aren't any trees blocking your vision. By the time the deer reappeared, it was already late at night. I alowly descended the hill and sent another arrows flying this one hit. With my kill, I decided that it was too dark to continue hunting, so I returned to whiterun, BUT.... With the right tools, and a place to store my stuff and do some crafting, i could have just waited all night for another deer to appear.
  24. Yes, I am aware of that. As I said at the beginning, I don't really care that it changes time to make up for the distance crossed, it is still not immersive. One thing that would make it more immersive is if you arrive with a lot more bumps and bruises then when you left, that would show that there were some fighting that occurred along the way. However, that is not what I am asking for. The thing that I am asking for to be modded is travel by carriage.
  25. I hate fast travel, because it does not feel right being one place one moment and then being somewhere else the next with out using some sort of teleportation spell or device. It just doesn't make sense to me and breaks immersion. I really don't care that there is a change of time to make up for the distance crossed. It doesn't account for all the things the player could have encountered along the way. Now I could just use Sands of Time to make up for that fact, but I don't want that mod anyway and so i just don't use fast travel. However, I do use carriages and ferries. The next problem that comes up is that carriages an ferries are also not realistic and immersion breaking. You ask to go to a particular city, and then you get on the carriage or ferry, the money gets deducted from your inventory the scene fads to a loading screen, and when you come to you are at your destination. This is even more troubling when you know that certain carriage rides are bound to pass through bandit held forts, encampments, and checkpoints, as well as rogue mages, forsworn, and other dangers. I am requesting a mod that introduces interruptions during the ride that requires the player to eliminate the threat to the carriage before the journey can be continued. Here's an example. Let's say you are traveling from Whiterun to Riften. You head down to the Whiterun Stables and ask the carriage driver for a ride to riften. He tells you to hop on board, and so you take your seat and you pay the driver the fee. The game then fades to loading screen, but when you come to, you are not at Riften but outside the Valtheim towers (if the towers hadn't been cleared by you previously.) the carriage driver says that there are bandits ahead, and he cannot continue this trip until the bandits have been driven from the road and the road is clear for the carriage to pass unmolested. You have a choice now: 1. You can tell the driver "Thank you, but I'll continue on my own". In this case the driver will return to whiterun after you get out of sight of the carriage. 2. You can tell the driver to return you to whiterun, in which case you'll need to climb back on board and then, go through another loading screen, and then you'll appear back next to the Whiterun Stables. 3. You can tell the driver that you'll clear out the bandits. At which point he'll wait until you clear the area and tell him the road has been cleared, and then get back on board to continue the journey. The road from whiterun to riften has three such interruptions, one at the Valtheim towers, one near Fort Amol, and the third at Fort Greenwall. The Valtheim towers is also the most likely path that carriages would take between Whiterun and Windhelm. Other carriage interruptions: 1. Passing Fort Kastav on the way to or from Winterhold 2. Fort Dunstad which blocks the road between Dawstar and the southern cities. 3. The bandit amush site on the road between of Falkreath and Helgen 4. Robber's Gorge which blocks the road between the northern holds of Haafingar and Hjaalmarch to the southern holds (mostly passed on any carriage ride to solitude.) 5. Broken Tower Redoubt and Kolskeggr mines, two areas on the northern road to Markarth that is held by Forsworn. Now I do not know all the potential paths that carriages could take, but having this kind of mod would make riding carriages in a dangerous world more immersive. Now I don't want touring carriages cause the roads of skyrim truthfully are not made to having large objects like carriages traveling on them. I know it is bit odd to say this, but if you ever used that mod or watched someone who used that mod or mods like it (like Gypsy Eye Caravan), you'll know that carriages have a hard time on the roads. The carriages jump around like crazy and they have a very hard time handling turns. All this makes a mod like touring carriages even more immersion breaking because I know that normal carriages wouldn't act like that. I don't know if that problem is a navmesh problem, an AI problem, a clipping problem, or what have you, but it is really awful to look at.
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