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(Premonish) Imperial Faction Pack


Malanity333

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ArbitraryFA – Imperial

Soon to come.

 

I am actually in the process of mapping out other factions, beginning with the Imperial Legion. That is the reason the name of the file is "ArbitraryFA - Forsworn" (Arbitrary Faction Additions - Forsworn). Because I intended, or perhaps anticipated, ArbitraryFA - ... to be a theme of a mod series I release. The Forsworn to be honest, aside from being my fav faction, was the faction I wished to play at the time and having no experience with the CK the Forsworn Faction Pack mod was my experiment and orientation to modding. ArbitraryFA - Forsworn was my first mod.

I expect future mod releases concerning arbitrary faction additions; most however will likely be much lighter mods, like the Imperial Legion, because they already have a vanilla/initial foundation in the game. The Forsworn did not, and I built it essentially from scratch.

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The mod will be based around how I play; and have similar adaptations/aspects to and stems from my Forsworn Faction Pack mod

Nexus: http://skyrim.nexusmods.com/downloads/file.php?id=12436

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=15401

 

Some of the ardent and prevalent mods I will be using in conjunction with my gameplay as an Inperial Soldier include…

WARZONES - Civil Unrest by MyGoodEye: http://skyrim.nexusmods.com/downloads/file.php?id=9494

Wars in Skyrim IV by Alexandrox: http://skyrim.nexusmods.com/downloads/file.php?id=6176

Imp's More Complex Needs: http://steamcommunity.com/sharedfiles/filedetails/?id=13056

Frostfall - Hypothermia, Camping, Survival: http://steamcommunity.com/sharedfiles/filedetails/?id=13685

Camping Kit of the Northern Ranger: http://steamcommunity.com/sharedfiles/filedetails/?id=12982

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I became bombarded with ideas for this Imperial Legion Pack mod and started it up, can't wait to release a solid core of the mod.

--- (1) During the CW Questline the player does not really have a fix/convenient domicile, rather the PC travels between the Hold’s Camps, Forts, Capitals, and HQ. To combat this I will introduce recipes with the concept the PC consolidates or redistributes his/her inventory (pack/backpack). If you have ever been hiking you may have made a few adjustments to belts, harnesses, distribution of weight, etc. and this simple rearrangement may help to lift some burden and give the sense of a lighter load. So for instance:

- “[Condensed] Ingots – Basic” recipe may require 13-Iron Ingots, 13-Steel Ingots, and 3-Leather Strips (for the adjustments).

Upon activating the misc sack item “[Condensed] Ingots – Basic” from your inventory you will receive 13xIron Ingots and 13xSteel Ingots and the misc item “[Condensed] Ingots – Basic” representing the adjustments to your inventory bag will disappear. So you gain everything you put into the recipe when you use it aside from a few leather strips *BUT* rather than carrying around the weight of those 26 ingots you only have to carry around the misc item “[Condensed] Ingots – Basic” which will weigh next to nothing and you will only need to take the ingots from the consolidated pack when you need them.

--- (2) Similar to the “[Condensed]” packs, I will introduce “[Voucher]”s which will be made from a much larger sum of crafting materials (Ingots, Ore, Leather) and weigh 0. You will be able to redeem a “[Voucher]” from an Imperial Quartermaster (Which I plan to station at every Fort as well, just like they are at the camps).

--- (3) Craftable “[Kit] Saw” – weigh .3 pounds ea, upon equipping/activating while in an exterior cell the screen will dim and after an in-game hour passes the player receives 7 firewood. The idea is rather than carrying around 7 heavy logs, you only carry a light saw which can be used to gather the logs in the wilderness.

--- (4) Craftable Field Kits - One time use (Activate the item from inventory, exit inventory menu, craft away wherever you are; once you exit the crafting menu the [Kit] used is removed like a consumable) So far I have:

- "[Kit] Arms Hammer" (Temper Weapons/Grindstone)

- "[Kit] Armor Tongs" (Temper Armor/Workbench)

- "[Kit] Bellows" (Smelter)

--- (5) Craftable cooking fire that burns out after 3 hours, will also try to make something (if not this item) compatable with Hypothermia (Having issues with the fire not changing meshes each hour as I want it to)

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I was simply using the "Destruction Data" on the item, havnt spent much focus on that yet as I am jumping around amped up about the mod as a whole haha. But I suspected I would have to end up making a script for the specific item when it came down to it, silly silly Beth. I tell ya what, going from 1 class of Visual Basic I half-assed my way thru over 9 months ago to all the scripts I have researched into, had issue after complication after error after issue with, and completed & implemented into my mod; I tell ya what... I'd ay I am growing a bit-o resentment towards scripts my friend. hahaha. A disdain really.

And Sinder. Dude, you have to be the most active individual on Nexus lol

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