Xander9009 Posted July 17, 2014 Share Posted July 17, 2014 I've got a number of ideas for mods, and I'm not sure where I should focus. Is anyone particularly interested in any of the ideas I have listed? Keep in mind, the Smart potions and Skyrim Witches' Coven are very close to completion, so focusing on those would probably be the best choice. But some of them aren't actually too complex (Merchant IOUs, Counterfeit Currency, Magicka Storage) and wouldn't take too long (well, mods always take too long, but it wouldn't be long compared to the others). Xander9009's Skyrim Mods Link to comment Share on other sites More sharing options...
Issa 5 Posted July 17, 2014 Share Posted July 17, 2014 Wow, a lot of these look awesome! :) My favourites are the Familiar mod (especially if you can add flying familiars like ravens and eagles) and the Magicka Storage mod. The Coven isn't really that interesting to me although Smart Potions could be pretty cool. Link to comment Share on other sites More sharing options...
WastelandAssassin Posted July 17, 2014 Share Posted July 17, 2014 the list is quite long and really diverse I have to admit i really like Smart Potions idea, it sounds like something that will actually make me use potions in Skyrim, and invest more in Alchemyalso, the Arena instantly caught my eye. the arena in Oblivion was plain awesome and lots of fun, and Skyrim is really missing such an arena (though i haven't a clue of where would be a good place for one, with the political turmoil and civil war waged in the land) the familiar system also sounds quite good the controlling Daedra system is the most fascinating idea on the list, in my opinion, though i wonder how much it will affect your game, and how game breaking it may be.......i would love to see this mod and i think i will play it, but it really needs to be done right to not screw an entire game over one quest for an itemand perhaps you can implement a system where you can offer the item back like breaking the treaty with the Daedric prince, to stop the quests if they go too far Link to comment Share on other sites More sharing options...
Xander9009 Posted July 18, 2014 Author Share Posted July 18, 2014 (edited) Wow, a lot of these look awesome! :smile: My favourites are the Familiar mod (especially if you can add flying familiars like ravens and eagles) and the Magicka Storage mod. The Coven isn't really that interesting to me although Smart Potions could be pretty cool.The Familiars mod was only half my idea, so I can't take all the credit for that one :smile: I also thought it was a great idea. I'm leaving in a half hour to visit the other person who helped me develop the idea, so I'll bring it up and see if she's interested in continuing it sometime relatively soon. I'm not sure about flying familiars. No clue how possible they'd be. The Skyrim Witches' Coven is badly named. It's a neat little mod, with a house you get to own at the end. I actually rather like it. But no, it's nothing particularly special, so I don't blame you haha. the list is quite long and really diverse I have to admit i really like Smart Potions idea, it sounds like something that will actually make me use potions in Skyrim, and invest more in Alchemyalso, the Arena instantly caught my eye. the arena in Oblivion was plain awesome and lots of fun, and Skyrim is really missing such an arena (though i haven't a clue of where would be a good place for one, with the political turmoil and civil war waged in the land) the familiar system also sounds quite good the controlling Daedra system is the most fascinating idea on the list, in my opinion, though i wonder how much it will affect your game, and how game breaking it may be.......i would love to see this mod and i think i will play it, but it really needs to be done right to not screw an entire game over one quest for an itemand perhaps you can implement a system where you can offer the item back like breaking the treaty with the Daedric prince, to stop the quests if they go too farThe arena is in Windhelm. At least, it was supposed to be. Bethesda only partially completed it, but from what we can tell, it was meant to be in Windhelm. Brond is an unused NPC who was supposed to be a Pit Lord, and the arena intself (interior) is, I think, largely complete. Since you're both interested in the familiars and smart potions, I'll make those my priority. Smart Potions will probably only take a day or two to finish. Familiars will take awhile. However, the friend I mentioned before and I already decided to try out the Build Your Own Floating Castle. I can probably work in the Smart Potions with relative ease (between the BYOFC and the Enchanters Enchant Your Gear stuff I'm working on for Kryptopyr). It's already in a working state if I only include health, magicka, and stamina, so getting it to a point where it can be released shouldn't be difficult. Thanks for the advice. I'll work on Smart Potions in the next couple days as I prepare for the large-scale will-probably-fail BYOFC. EDIT: Oops, forgot to mention the Controlling Daedra. Yeah, I'm wary of that one. However, I know enough about what I'm doing to avoid those issues (hopefully). My methods seem to mostly be of the "don't touch anything vanilla!" sort. As for offering the item back, I was planning to have the Daerda send someone to take the item back if you don't do as they desire (probably make the player black out at low health and lose the item); so I can see being able to give it back willingly lol. Edited July 18, 2014 by Xander9009 Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 18, 2014 Share Posted July 18, 2014 I'd like to see the house, personally. The ability to slip in from almost anywhere without having to cross large stretches of the map would be great. I always found it a bit odd that by the time you can purchase the stock homes (and afford them), you've already completed every quest in that area and no longer have a need to call that town/city as home. Besides, I wouldn't mind working on some of the scripting. :P Link to comment Share on other sites More sharing options...
Xander9009 Posted July 18, 2014 Author Share Posted July 18, 2014 Ironically, the vast majority of the scripting is already completed. If I remember correctly, I had three things left to work on. 1: The shrine area needed finished. The shrines are supposed to appear after you do certain things. Most of the Divines' shrines are activated when you feed them that divine's amulet. The others work in other ways. I think I needed to finish the vampire ones and the werewolf ones. I don't have a method currently of activating them. 2: A the bookshelf has a built-in sorter to populate your shelves (because there are three large bookcases next to each other). However, I was having some trouble with that. It works fine... most of the time. Other times, the books are all messed up, and they consistently disappear. A small portion of the vanish each time you activate it. That was the reason I took a break from it. And 3: Polish. the house is functional. It exists, it's navmeshed, it's filled, it's got a map-marker, there's a working quest (without journal entries) to get it and to expand your destinations. But the inside is a bit barren, and the lighting is messed up. If you know what causes lights to change brightness/completely turn off depending on where the player is or how to fix it, let me know. If you just wanna look around it or try to see if you can make the bookshelves behave, it's available through my Google Drive. I just updated it. Note, there are two versions. 0.5 is simply the version that was already in that folder. 0.6 is the one I just now put in there. I haven't messed with the mod in a couple of months, so I have absolutely no idea what the difference between those two is. Oh, and the zipped file in 0.6 is literally just the esp and scripts folder archived together. It's just there for use with NMM or MO. If you decide to take a look at those scripts, PM me with whatever you find out :) Link to comment Share on other sites More sharing options...
Xander9009 Posted July 18, 2014 Author Share Posted July 18, 2014 So, I just checked out my Smart Potions mod and discovered that it's WAY closer to completion than I thought. There are two books in the mod, and they both need some typos fixed, but the only feature not finished (it seems) is the ability to reverse the process of converting ingredients and potions. With that in mind, I'll work on polishing it up and try to have it uploaded today. Link to comment Share on other sites More sharing options...
Xander9009 Posted August 15, 2014 Author Share Posted August 15, 2014 Smart Potions was released a few days ago. I got distracted by a few other things, but I'll try focusing on Skyrim Witches' Coven. It's close enough to completion that I can release a 1.0 if I can stay focused. If so, then I'll start work on the Familiars mod as soon as I can convince my friend to help me with it (the one who helped expand the original idea). Link to comment Share on other sites More sharing options...
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