LordSarcasm Posted February 20, 2013 Share Posted February 20, 2013 (edited) I'm not entirely new to modding but I've never made or released anything really big, just maybe three or four little mods on steam, including possibly the smallest mod in history in terms of data. But I had the most amazing idea for a mod that I want to make called Technomancy. You can read more about it in the original thread but basically I had the idea to combine magic with the dwarves' advanced technology. This would include illusion spells based on the idea of remote hacking for automatons, building turrets and the like. The whole purpose of the mod would be to bring something like an engineer or infiltrator class to Skyrim. http://forums.nexusmods.com/index.php?/topic/891720-dwarven-technomancy/?hl=%2Btechnomancy&do=findComment&comment=7144249 Anyway, I had the idea of building stationary sentry turrets that would use either crossbows or spells. They could be assembled from the dwarven parts you find lying around in ruins.The turrets would need an entirely new mesh but I tried Blender once before a long time ago and was too overwhelmed. And one of my favorite ideas is the fabrication gauntlets. They basically allow to summon a bound weapon without any magicka cost because they would use raw materials from your inventory. The summoned weapon would have the stats as it's real counterpart, unlike a pathetically low quality bound sword for example and could be enchanted automatically. I think the fabricator would require some scripting but I have never used papyrus period. So should I recruit some modders or what? I've never recruited a modder because I've never really made much of a mod before. Also an off topic question. How can I mod for Dawnguard? When I try to open the data file in the CK it just crashes the application. Edited February 20, 2013 by LordSarcasm Link to comment Share on other sites More sharing options...
LordSarcasm Posted February 20, 2013 Author Share Posted February 20, 2013 (edited) bump Edited February 20, 2013 by LordSarcasm Link to comment Share on other sites More sharing options...
LordSarcasm Posted February 20, 2013 Author Share Posted February 20, 2013 The system isn't editing the bump post. What I meant to say is that I know my way around the creation kit well enough to design custom spells, quests and NPC's, so the bulk I of the mod I could do myself. It's just that meshes and scripting are completely foreign to me. Link to comment Share on other sites More sharing options...
nojanath Posted February 20, 2013 Share Posted February 20, 2013 (edited) I know how to load the expansions, as I was told the other day, go to the skyrimeditor file, open it with notepad, and under general add bAllowMultipleMasterLoads=1, then in the same file, ctrl f to SResourceArchiveList2=Skyrim - Shakers.bsa, Update.bsa change it to SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa And if you want to mess with hearthfire or dragonborn, it's Hearthfires.bsa and Dragonborn.bsa respectively. I don't really know a thing about scripting at this point though. Edited February 20, 2013 by nojanath Link to comment Share on other sites More sharing options...
LordSarcasm Posted February 20, 2013 Author Share Posted February 20, 2013 Yes. Thank you that should be fun to finally be able to edit Dawnguard. Not being to be pry but what do you think of the mod idea? Link to comment Share on other sites More sharing options...
nojanath Posted February 20, 2013 Share Posted February 20, 2013 I think it's a cool idea myself Link to comment Share on other sites More sharing options...
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