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My Big Castle Mod


WarKirby3333

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Also, I can give the guards unique names. what does everyone think of that idea? I would need a few suggestions (like 90)

 

WarKirby

 

Woah 90!!! ok here goes nothin

 

 

Falcath

 

Yuraj

 

Laster

 

Hyuter

 

Potan

 

Manad

 

Kaster

 

Kuhet

 

Frederick

 

Ujaii

 

Polas

 

Romulus (captain of the guards)

 

Remus

 

Jorge

 

Derrin

 

Nardith

 

Noth

 

Nayt

 

Kerrick

 

Kuiner

 

Barren

 

Coith

 

Joss

 

Namithan

 

Lohak

 

Yuthaj

 

Yakath

 

Sandof

 

Bruden

 

Kilgor

 

Gerik

 

Gorring

 

Hermin

 

Sagoth

 

Sal-man

 

Three-fins (Argonian)

 

See-Keemen

 

Horton

 

Tim

 

Valeri

 

Vastol

 

Astor

 

Warthun

 

Maserth

 

sorry, dont kno how maay names that is.

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@cotel: Thanks. All I really need is the symbol on the leyawiin cuirass and a shield to be removed and replaced (no colour change, unless anyone has a problem with that).

 

The problem is, I haven't decided on a symbol yet. (maybe someone could suggest something universally appealing) Or the base model for the shield. Once I do decide, though I will also need some wall hangings retextured with the symbol. The sort of huge banners you traditionally find adorning the walls of a castle

 

I really appreciate it and I'll be in touch.

 

---------------------------------------------------------------

 

@Bad Mamma Jamma: Does anyone think the sonic shoes are too fast? I could cut their speed easily (I could also make them faster. Its easy)

 

The guards will be a mix of all races except Khajit and possibly Argonians (untested). I will also use both male and female guards more or less equally. I'm also taking the trouble to generate a unique but aesthetically pleasing face for each one. The captain is a Nord, but made to look like an imperial. This is mainly because I wanted an imperial captain but found him too scrawny for purpose. He will also wear a cape because capes are cool.

 

WarKirby

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No I dont think you need to change the shoes. I like using them to travel with, just takes some time getting used to them. They remind me of the boots of blinding speed in Morrowind, which where a must for me. Although one time in the castle, I used them and ran right though a wall in the room with the secret passage way and the books, and just started to fall for ever.
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Oh boy... Unique names. I advise you to visit this site:

 

http://www.lowchensaustralia.com/names/mysticalnames.htm

 

You will find all the names you need...

 

Wow that site is great! Not just the mystical... It has multiple fantasy name generators and much much more. Going to use this for my next character. ;)

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I'm thinking maybe something like a Sword and Shield together, like the Zelda logo. Or maybe an arcane rune (like the oblivion logo). I like fire too, or maybe some sort of anmal like a lion or eagle. Or a dragon!

 

WarKirby

 

PS: of course, you'll get your name in the credits. The castle has just over 1500 downloads so far, so plenty of people will see your work too.

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I've just playtested the castle for the first time since the release of v1.4

 

I have the following to report.

 

 

to GBHis: The naming scripts would not compile because you did not define the 'MyCastleName' variable. I added in a simple 'short mycastlename' to each script to make them compile. When used in game however, absolutely nothing happened. There's every chance that what I added caused this, I'm not sure.

 

I've just realised that the scripts compiled perfectly in the castle you sent me back. Was there some component in there other than the 16 namescripts and the masterscript on the key? Also why couldn't you have sent it in its own esp so I could just merge the plugins?

 

There are a few problems with the AI for the guards so far.

1. After being in the castle for a while, they all crowd the player and demand that you leave so that they can lock up. I believe this is due to my activating the 'continue when PC is near' flag on every package, not realising at the time what it actually did. I'll fix that though

 

2. When the guards go to train, they simply stand in front of the dummy/bag and do nothing. I set a 'use item at' package with location as an 'x marker heading' next to the dummy and the target as 'weapons: melee'. Can someone tell me what I'm doing wrong

 

3. Guards go a bit crazy when dinner time comes because I haven't added a food vendor yet. This can be fixed easily though.

 

WarKirby

 

PS: I've been working all night and It's 7am here (scotland) so I'm probably gonna go to bed soon. Don't expect any replies for a few hours.

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