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Guys, sorry for the absence (I was sick for a couple days). I love the work you guys have been doing. Especially Jibstaman's Riddlemaster quests and the Oath by Kohdi. When you guys get a chance please post some of the working documents on the Sourceforge forums. Will be back when time permits!
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Hey guys, just another plug for the: Sourceforge Project Page for this Mod
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Notice - we've created a Sourceforge project for this mod, everyone who's interested in contributing or play-testing please get a sourceforge account and go post in the welcome to the team topic in the forums. https://sourceforge.net/ https://sourceforge.net/p/reforgeblades/ 1. Draco - glad to have you in whatever capacity you feel like (have you marked down for playtester now) 2. SHT remodeling will definitely start by going down - up there is just open sky at this point and redoing that would significantly change the feel of the level. Love the ideas for new SHT features and especially the magma-Dragon Forge 3. Thalmor assassination list is cool 4. DB or Thieves guild tie ins are going to have to be carefully managed. Current plans are to make the mod independent of any existing vanilla quest, but we can change that as things begin to take shape. 5. Dianacat - I agree. I spent 10 minutes trying to kill Esbern because he was being an ass to me.
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IMPORTANT: The ideas on this thread have matured nicely and I think we have the basis for a great mod. I think we may be approaching the time to finalize the Dev team for the mod and get cracking. If the team agrees that is. Everyone who's definitely in for some aspect of the project please PM an email address when I can reach you and remind me of the sort of tasks you'd like to work on. In return I'll shoot you my email address and I'll start putting up some organizational Google Docs that everyone can access and comment on. Reminder of Necessary Jobs 1) Conversation Script Writers - write NPC and Player text that will appear in-game. These scripts will be voiced at some point in development. 2) Level Designers - use the Creation Kit to map out Dungeon and other locations, populate them with NPCs, navmesh them etc. Some program script writing for quest objectives. 3) Resource Creation - 3D modeling and/or Texture Designing for new mod-related items (example arms and armor, special quest items like the Dragonstone) 4) Voice Acting - record and edit voices for Player-NPC interaction in the mod (Anyone who could do a passable Delphine or Esbern voice is especially needed), please send a voice sample, access to a quality microphone or previous home-recording experience is a major plus. 5) Playtesters - folks interested in testing out pre-alpha and alpha versions of the mod content A project like this is going to go a lot faster with a team behind it (since I have a day and sometimes night job!) and my primary job will be co-ordinate the team and make sure everyone is talking to each other, I will also: 1) Design the new Sky Haven Temple (Team input will be solicited before it's finalized, you'll get to walk through, test it out first) 2) Edit Conversation Scripts and Format them for voice talent 3) Act as a central clearhouse for mod files 4) Assemble the pieces of the mod and force them all to get along! 5) Design some dungeons 6) Do some convo script writing 7) Do anything that needs doing that someone else isn't doing Why join the team? Well a couple reasons: 1) You like this mod and want to see it happen 2) You will get access to alpha editions before everyone on the Nexus to playtest 3) You'll be giving something back to the Mod community that we all love 4) You get to be part of something awesome So join today! Uncle Sam wants you. And by Uncle Sam I mean me. No I won't wear the hat.
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Wow, I need to spend some more time in Blackreach apparently. Had no idea about using the Shout on the Sun-sphere. Anyone else who is interested in a foreign language version of this mod and can translate please let me know. Right now we have a volunteer to do German translations which will likely be added as subtitles with the currently planned English voice-acting. Draco - I like the idea of incorporating named dragons, if they aren't part of an existing quest line then they are fair game for this mod.
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Answerme - the total amount of text will probably be 10-20 pages of double spaced dialog for the Stage Two version of the mod (all the recruit-able NPCs for Sky Haven Temple) but that's just a guess. If we're going to do foreign language versions of the mod they will most likely keep the english audio from our voice actors but have German subtitles, would that work for you?
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Also, as far as Paarthurnax being dead and still being able to do future Dragon Ally quests - I think this is a legit concern because not everyone wants to start a new playthrough to check this mod out. It should be fairly easy to script the ability to do this into an NPC interaction. The script would check the stage/status of the Paarthurnax quest, then you would have the chance to either continue killing dragons, or to try and work with them. I think what Jibstaman said is right, we definitely want to add a "convince the Blades to work with Paarthurnax" option, but we don't plan on making any future Dragon ally quests contingent on having Paarthurnax alive (so you could kill them and then decide to bring the other dragons into your service as allies/vassals). If you haven't killed Paarthurnax yet, killing him will start you down the Dragon Kill quests but a simple conversation option will remain available allowing you to switch over to Dragon Allies. Something like "I know Paarthurnax had to die for his crimes, but Odahving has proven to be a valuable servant. I could defeat other dragons and make them serve us in our fight against the Thalmor." Alternatively, if you decided not to kil Paarthurnax you should still be allowed to take Dragon Kill instead of Dragon Ally quests. Right now the Dragon Kill quests will probably be a lot like the ones that Esbern will give you if you kill Paarthurnax.
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Would you be willing to translate it into German?
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I like the idea of hidden or "free-floating" quests that you stumble upon, perhaps by doing something like reading a book in the new library of SHT. The current conception I have of these sorts of missions would be something like this: 1) Read a book about ancient blades repository 2) Go check out the repository 3) Find a Blades relic 4) Bring it back to Delphine and it goes into the Armory/Museum (like special objects from Thieves Guild Quests) 5) Secondary rewards like cash, equipment, whatever found at the quest site (dungeon) I think that if they are hidden quests then the results should be a bonus, and would like to keep the recruit-able NPCs out of them. This I think that optional add-on quests to NPC recruits are bad, but if you're going to be able to upgrade the smith's work, for example, then you should probably get the quest start from the blacksmith, or from some book lying around the forge (so not a hidden quest).
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Tsaesci are cool but most likely outside the scope of this mod - if someone manages to prototype a Tsaesci race we could put a statue of it in SHT, that would be cool. For one, Tsaesci exterminated dragons in Akivir so the most likely wouldn't get on with them in Skyrim. AoC- Thanks for the voice acting offer. What sort of voices can you do? Draco - I think the consensus is that you'll be able to kill paarthurnax and do dragon kill missions or let him live and do dragon ally missions. Of course nothing is fixed in stone. Smith-stuff: I think the best way to go about it would be to pick one story line for each NPC so that we can flesh it out properly. I'd rather have only one choice for the smith and have him feel like a real character than have three different one-dimensional smith NPCs. As the mod progresses we can always add features in the future and if there comes a point when I can't give the mod proper attention I'll hand it off to the person who can, who can then add his/her own spin.
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Dropped a line to the mod creator and asked if he'd like to join up. Also, that's totally my thoughts on the Smith and forge too. Although we might need to strip out the side-quest if things are getting too complicated. Drytor's first smith recruitment dialog is an excellent first draft and is my favorite of the three currently on his google doc. What Jibstaman said on this one. Also - as far as the Blades Ghost goes, can we bring back Baurus? That would be cool.
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So ive been blocked for making a petition
Logiwink replied to WOTmodsproductions's topic in Skyrim's Skyrim LE
For those who don't want updates to their steam games, you can disable automatic update download. Also, just remember that anything you create with the Creation Set belongs to Bethesda. It's in the EULA. So if they want to start selling your mod they can. I don't think they will because it would damage the mod community that is a great incubator for ideas for the next game, but keep that in mind. -
I really like the idea of rescuing captives of the Thalmor - there was that one guy that we liberated in the main questline but whatever happened to him? One thing I really enjoyed was liberating captives from the super mutants in FO3, and it could be similar for this mod.
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Persistent Summons - I'd feel better about something like this if there was only one and it was attached to the recruited wizard, otherwise I'm confused about how they got there, what are they doing, etc. Akiviri Armor and Weapons - definitely available for purchase, but should that be default or should you have to enable purchase/crafting of them somehow? Also, how protective should the armor be compared to Dragon Plate, Daedric, Ebony armors? Current plans include making the heavy armor set from vanilla craftable as well as a set of Blades mage robes and Blades Light Armor along with tanto (knife), katana (vanilla blades one hand sword), and odachi (two hand katana style sword). Drytor - can't wait to see those conversation scripts. When you're ready for input why not put them on Google Docs so we can comment on them. Blades Kennel - awesome idea, but we only can do this if we make the trainer look like Cesar Millan. Seriously. Blades Dog Whisperer.
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Drytor - No, I think you're being realistic. The thing that is most likely to kill this mod in the cradle is taking on too much. I think right now we have a good frame for the recruitment process, a good sampling of what sort of NPCs can be recruited and how they will benefit the Blades. The Dragon Kill/Ally quests are definitely slated to be part of stage three of this mod. To lay out the development stages as I currently see them: Stage 1: Make fully upgraded Sky Haven Temple for use as a player-base. Simple SHT-based puzzle-quest to open the Armory. Stage 2: NPC recruitment missions with SHT upgrades linked to completing each recruitment missions. Stage 3: Dragon Kill/Ally Questline with the Thalmor Showdown Stage 4: Order of Talos Optional Sidequests, Other Bonus Features The natural ebb and flow of mod development seems to be that people drop in and out fairly regularly with leadership being handed off. My hope is that everyone will sign on for a minimum of one Stage and they make the call on whether or they want to continue. Right now I envision doing Stage one by myself while anyone else who is interested can be working on elements of Stage 2. Depending on team member's abilities, preferences we might also be working on Stage 3 as we are finalizing stage two, and so on. Everyone has a life of some sort, so if people need to drop out no explanation is needed. Everyone who currently wants to be on the team please let me know which of these jobs strikes your fancy: 1) Conversation scripting 2) Voice Acting 3) Level Design 4) NPC design (faces, gear, abilities) 5) 3D modeling for new items 6) Textures for new items 7) Adventure Scripting 8) Playtesters Personally, I'm going to call dibbs on designing the new SHT layout (don't worry it'll get sent around for people to try out and comment on). I've got zero experience with 3D modeling and textures so I'd love to get someone who knows what they are doing with that. The other stuff I feel we can learn as we go although having a script guru around would be sweet. I also found someone who offered to make us a Trailer movie when the full mod is ready to go. EDIT - Jibstaman, I do like the idea of a Blades/Haven Forge with smith-able Akiviri weapons and armor. If we wanted to we could separate out getting the forge from making the Akiviri stuff available. For example, get forge, then go on a quest in the library hunting down the schematics. Or perhaps go find some special tools needed for the forge (Akiviri forge tools?).