jiubiizeekk Posted July 5, 2013 Share Posted July 5, 2013 This is a new diverse mod that i have in progress, and im just looking for some community input.Any other ideas and thoughts of my opinions please state in the comments. Also I AM NOT GOING TO BE MESSING WITH SPAWNS AND QUESTS. ALL NPC'S WILL BE PLACED BY HAND. all npc's will have a variation in levels. What this does, It adds Scavengers and barbarians all over skyrim, these npc's will be scattered, but still strategically placed enemies that will come from nowhere and give you a fright, or they may look just like a citizen and you may be deceived. BTW these npc's are not kidding they will try kill you, and some of the time without warning. current progress of this part:made all the npc's and i am now slowly placing them and their interactive counterparts. Dragonslayers:These are not the blades and yes they will fight dragons. will they look and act like bandits and common folk yes and no. These npc's will look like bandits as they will have a random generation of armors and weapons. Some of the dragonslayers may be all bark no bight, which means that they might act all tough and strong but as soon as they see a dragon they will s#*! themselves and you just might have to save them, and on the other hand some might be brave and they might end up saving your arse (only if you have a dragon mod installed as vanilla ones are weak) current progress of this part:Not startedI think ill just use the Scavenger and barbarians npc's templates and change their ai data to something else so they don't attack you. Couriers:i'v always been fed up on the four couriers that deliver you letters, why are they only wearing farm clothes and a puny dagger. First of all i get sick of seeing the same four npc's over and over that deliver you letters, what ill do is add another 3-4 variations.second ill change some attire and add some fur gauntlets and boots, and a small chance to spawn with a light cuirass. current progress of this part:Not started. Thieves and darkbrother hood:Again, no variation it's always the same npc's in the same outfit's attacking you or attempting to steal your money.what im going to do, well im going to add more variation for one. Then im going to change some outfits to make it more diverse. current progress of this part:Not started. Link to comment Share on other sites More sharing options...
jiubiizeekk Posted July 7, 2013 Author Share Posted July 7, 2013 Thieves, darkbrotherhood and all other parts mentions above are done. also i have made two encounter quests that place My created Npc's All over skyrim.So you know how you run into a skooma dealer or a mercenary on the road to whiterun, well thats what those two quests do except with my own npc's. Just some finalising with those and it'll be done. Also i have made some Npc's really hard to kill, well not really hard but stronger. because im playing on expert (sky re) and i was killing the people really easy. I have added a group of dragonslayers:Maxim, Arcana, and Victor who will travel together to various dragon sites just like Other dragonslayers. These Npc's are raged at the dragons for destroying their house and killing family members and friends. So they set out to kill some dragons. Still to do/ thinking of doing:Traveling bards - still humming and harring as i had done this before but stuffed up allot of dialogue. Lumberjack, farmer, refugee and citizens having some random encounters - still thinking, just like above. Link to comment Share on other sites More sharing options...
jiubiizeekk Posted July 10, 2013 Author Share Posted July 10, 2013 New adding Monks that will travel to various locations in skyrim that contain shrines.also lumberjacks now have some new weapons, and there is about 7-8 new lumberjacks. 4 of which are unique and the rest are just called lumberjacks that will be at various locations like Mills and Town and Spriggan locations. Link to comment Share on other sites More sharing options...
Rennn Posted July 10, 2013 Share Posted July 10, 2013 An interesting idea for immersion.You might want to think about rearranging vanilla dialogue from matching voice actors in creative ways, at least for the unnamed NPCs. Generic dialogue is always better voiced, even if that method isn't capable of being used in deep conversations. Link to comment Share on other sites More sharing options...
jiubiizeekk Posted July 12, 2013 Author Share Posted July 12, 2013 Also, as i have added locations that the npc's goto, there will be invisible Furniture that they will interact with. this means if you AFT it will have your follower sandboxing after a few seconds allowing them to interact with these furnitures. Link to comment Share on other sites More sharing options...
jiubiizeekk Posted July 18, 2013 Author Share Posted July 18, 2013 An interesting idea for immersion.You might want to think about rearranging vanilla dialogue from matching voice actors in creative ways, at least for the unnamed NPCs. Generic dialogue is always better voiced, even if that method isn't capable of being used in deep conversations. I have figured out on how to do this all through it will probably be using pre existing quests. ill just add an extra dialogue option so it only works with those actors. and this means that the Traveling bards are going to be a go. So i have done some more there is a encounter quest for priests of arkay. and another for warlocks. made some hoods using vanilla resources. and they are spread out over all the outfit lists for my npc's. Bards there will be two groups that each have a bard a warrior and a archer/wizzard. they will travel to various location's in skyrim. there will also be spread out with the adventurer encounter quests. and lists. Link to comment Share on other sites More sharing options...
jiubiizeekk Posted July 18, 2013 Author Share Posted July 18, 2013 form my Testing the bards are working correctly. also i have ran into an error with the quest for warlocks and arkay priests. so i might just add them manually. Link to comment Share on other sites More sharing options...
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