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Originally these weapons were supposed to be added to Fallout during the Development but were CUT but This would add both weapons to the game and can be found aboard the Yangtze (0002B12D Yangtze01). The Chinese Assault Rifle ( Fallout 3 Console ID xx00AF7D xx00C070) and as well as the Chinese Mauser AKA Shaxi type 17 Pistol(xx00C071 00004325) and would make use of the workbench and mods and well might be still found deep in the files and might have to mine the data as well as a single Chinese Commando Uniform and hat from Fallout 3
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I've recently re-installed Skyrim in order to begin the game anew, and am currently in the process of creating my character. However, I'm having a few issues with naming. I'd like to give him an authentic Argonian name, but I have several questions regarding this. I hope that there's someone out there who knows the lore of this better than I do. As anyone familiar with this will know, there are three variations of Argonian name. These include: one-word names (e.g. Veezara, Deekus); hyphenated Argonian names (e.g. Talen-Jei, Teeba-Ei); Tamrielic names (e.g. Stands-In-Shallows, Scouts-Many Marshes). I want to know this: If it is possible to create an accurate hyphenated and translated/Tamrielic name for one individual (e.g. "Haj-Ei" translated to "Hides-His-Eyes"), or would one have to concoct a name based on the sounding of the Tamrielic translation (e.g. "Horns-In-Hood" translated to "Hirn-Heed")The origin of one-word names; why are they're not all hyphenated I would appreciate any help given.
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Hello all, im going to be posting this across multiple platforms to try to get the best ideas. Also im sorry for the long post. thank you if you read it all. what i need help with is building a good mod list for skyrim. i have the anniversary edition of skyrim. im wanting to do a tough and long playthrough of skyrim survival mode. im going to plan to read every book i come across and do every little thing. yes i have played skyrim over 1000 hours. i just never been able to use mods til i moved to pc. so what im asking you is what are some good mods to make this a long and hard playthrough? my character build will be archer/assassin/illusion/alteration. (i know i know very typical) but i will be playing on legendary difficulty. if you need any other info just ask. im learning how to use Mod organizer 2 and still learning about mods. i will be doing a clean install of everything when i compile a list. thanks again to everyone. One last thing im looking to possibly make this a 1000 plus hour playthrough.
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There is a character who appears in Skyrim: Ildari Sarothril She is a necromancer who created the ash spawns, apprentice of Neloth (House Telvanni chancellor) https://en.m.uesp.net/wiki/Skyrim:Ildari_Sarothril But it is not stated: - When did she born/ became apprentice? - Can she exist in Morrowind? - WHEN she created the ash spawns? / Can ash spawns exist in Morrowind game? (Sure would be difficult before the Red Year, but probably possible.) - Also: Is it possible that Dagoth Ur or his relatives also created ash spawns? There are two relatives exist in Morrowind: - Bethes Sarothril who is a witch hunter in Temple - Saryn Sarothril who is in House Redoran (which is present the question: how does became Ildari Sarothril a member/ apprentice in House Telvanni, as by only 2members this not looks like a particularly large family)
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I know this is an old topic hashed over many times, but... For the first time in a long time I went back and replayed Morrowind, including the Tribunal part going down into the Dwemer ruins under Mournhold -- Radac's forge and all -- and I noticed something I never noticed before: there is actually evidence which might prove one of the theories about the disappearance of the Dwarves. In the Apographal writing in Vivec's personal library, "Nerevar at Red Mountain", it says that when Azura taught Nerevar how to use Kagrenac's tools to separate the Dwemer people from the heart of Lorkan, the Dwemer were all turned to dust. The exact quote (if I copied it right) is, "And on the fields, the Tribunal and their armies watched as the Dwemer turned to dust all around them as their stolen immortality was taken away." So down there in the Dwemer ruins beneath Mournhold, everywhere a Dwemer was, there is a little pile of ash -- on stools, beds, under the armor of sentries standing guard at doors... This is very consistent with the account in Nerevar at Red Mountain. Makes me think the Apographa tale is the true account of what happened, that Vivec lied is his own account of events, and also that the Dwemer were not transported away to another realm of some kind, but did in fact turn to dust.
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I'm looking for recommendations. The title must seem strange, after all there's no canon appearance in Boston and the closest Bethesda gave us was a small handful of Enclave Remnants trying to recover their lost suit of X-03, via the Creation Club as well as various paint jobs in other creations. But I would like to know which of the mods big or small, many of which I'm sure I know of, plays best with what we know of the faction not altering their past or making outlandish assumptions of their present. Remnants not effecting the established course of events in Fallout 4, if that makes sense. Mods involving vault and government employees aware of the vaults purpose and other related projects would be a close second or good compliment. If you are a fan of the Enclave and have tried multiple mods and you don't think one exists matching my description let me know that too? Many thanks, ImmortalAbsol
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I am looking for Oblivion location enhancement MODs for settlements and cities. I am not so keen of current existing MODs though. Whilst I appreciated some of the enhancements of the Better Cities MOD - such as areas of Bruma - I was not so keen of other areas, such as the Imperial City. I personally felt that the original Imperial City is one of the most impressive cities throughout the entire game and did not need further enhancements. Kvatch Rebuilt MOD did a great job at restoring Kvatch, with it's own well imagined, non lore-friendly, questline. I've even tried Sutch MODs - fully restoring the cut city of Sutch. Personally though, these don't feel like lore-friendly, vanilla-friendly, 'Bethesda work'. At least to me, they don't flow nicely within Cyrodiil. I feel that a problem with adding too much is that areas can become stale and boring. I understand more merchants can be added, but the game has many merchants already. More immersive features and immersion could be implemented, such as having to use anvils with repair hammers to repair weapons and armor. I feel these would be lore-friendly and somewhat vanilla-friendly additions indeed. I am not sure what concept art does and doesn't exist. I understand though some concept art is drastically different compared to existing locations throughout the game - such as current Anvil and the original concept art. It would be nice to have any possible cut locations, such as settlements and farmsteads, reimplemented in a vanilla-friendly, lore-friendly manner - using existing vanilla assets. I love how different parts of Cyrodiil use different styles of architecture - seen throughout the different cities. If every Cyrodiil city had the same architecture, that would be quite boring. I do feel Cyrodiil, with it's existing locations, could be further enhanced in a vanilla-friendly and lore-friendly manner. I wish I could motivate modders to work on brand new enhancement MODs but admit a lot of the modding community has left the forever aging game. As for NPCs which become obsolete and forgotten once quests for them are completed... if they haven't got existing homes to live in... perhaps these could claim a newly implemented house throughout a city. At least to me, this would be vanilla-friendly and lore-friendly. These NPCs which stand around doing nothing could be reimplemented into enhanced cities, adopting brand new roles, tasks, goals and routines. This would further enhance the game in my opinion. We could discuss many ideas, which would take many countless hours to implement, however. I dislike the Creation Club with it's paid MODs for games such as Fallout and Skyrim, but there is one thing which caught my eye - "higher quality MODs". It made me think - why not have MODs of a higher quality for Oblivion, too? Following Bethesda concept art. Implementations which naturally flow throughout the existing game's world and environment. Creations which look and feel like they could have been created by Bethesda themselves - without the bugs. Performance friendly. I've tried modding myself but have ran into issues I haven't been able to overcome. Any suggestions?
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The Jagged Crown is said to hold a portion of the power of every High King of Skyrim who has ever worn it, but it has no enchantments or special properties. The ancient nord verse that mentions it also says the king is the walking winter’s woe with a maw unleashing razor snow. I just figured a unique enchantment that buffed ice shouts would be neat, but that also sounds a little too specific to be useful for the player. A shout cooldown reduction and buffed destruction magic damage might be easier to pull off and still be a little bit unique (fortify destruction damage being only only available in potions in vanilla). And I think that would still effect shout damage. And making it improvable would be nice, too. And making it fulfill the matched set requirement for dragonbone armor (or dragonbone ebonsteel mod armor), too. making the enchantment leveled (and able to be re-leveled by the various methods provided in mods) would also help preserve balance, so you don’t end up with some iron-armored noob prancing about with what is essentially an amulet of Talos and a permanent elixir of destruction in a hair-only slot with more armor than they should have at that level.
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So... while revisiting this old classic I've found a book in the shivering isles expansion calling the belief that Sheogorath is an all-powerful god something 'absurd' that only fanatics believe. In fact, the power he displays during the expansion's story seems much more limited than, for example, what the dark seducers and golden saints say (they seem to worship him as well). Sure, he's a powerful being... but... not that much. More like a greek god than an abrahamic one. Maybe that's why you can fight Jyggalag as a boss if you get the Staff. I've annexed a screenshot showing the book.
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Spoilers on this post! Hello, everyone. I would like to start a discussion about the worldbuilding of Fallout 4. Namely the lack of it. I am currently working on a mod that aims to add more NPC content to the game - more NPCs to interact with, more quests, etc. Think of mods like Interesting NPCs, Citizens of Tamriel, Inconsequential NPCs, etc. The name of the project is It's A Small Wasteland. Pitch of the project: Series of quests, activities, encounters, characters, and locations that are not only connected to vanilla game events, but to each other as well. The main goal of the project is to have this new content fit seamlessly with the world, and not feel like their own one-off additions that feel disconnected from the rest of the game. This means some quests will not be available unless certain conditions are met, with some characters only being fully interactive after completing certain quests. It will expand upon the world in smaller and bigger ways, whether it's adding a new minor faction or just adding a singular NPC to an area. The mod has no ambitious aims of editing the main quest, side quests, and NPCs. It only aims to compliment and add onto the worldspace, not change it. It's a mod that is meant to take a backseat, not be in the front row. ----------------------------------------------------------------------------------------------------------------------------------------------------- Playing through the game several times, I've noticed there are a real lack of quests to play through, NPCs with meaningful interactions outside being vendors and/or quest givers, and lore that addresses a lot of the logistics and economics in the Commonwealth. Now, I'm not necessarily talking about the main story and its factions, as that topic has been addressed aplenty by fans and modders. I personally don't want to discuss that here. What I would like to discuss about is the lack of worldbuilding for areas like Diamond City, Goodneighbor, Vault 81, Bunker Hill, etc. These areas appear to be big and complex but upon further viewing lack any real depth when it comes to lore. So for me, one complaint I have was how there are a lack NPCs with job titles, and a lack of real businesses. So people like scrappers and architects, brothels (There is pretty much no prostitution in Fallout 4, which was a first for the series when it came out), a courier service (Though there are couriers in the game. Dead ones, at least), electricians, professional prospectors/scavengers, etc. Basically, how are a lot of the residents in towns like Diamond City, Goodneighbor, and Bunker Hill making a living? How are they making an income. We all know there are farmers, mercenaries, doctors, merchants, caravanners and the like. However, I always felt the game just lacked a real economy in terms of lore. It felt like the basic post-apocalyptic jobs were covered and nothing else was expanded on. So, what I'd like to ask you all is what are your opinions on the worldbuilding of Fallout 4? Where do you think it can be improved? What lore do you think should've been addressed?
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In the UC Sysdef vs. Crimson Fleet questline in search of Kryx's Legacy, myself and probably some others were hoping for a third option where you make off with 90-100% of the credits and betray everyone. It's not possible and I think a mod should make it so. There is already an easy way to slot it in: doing Piracy and Smuggling missions for Shinya Voss. Do enough of these and get on his good side. Maybe it needs to be a lot of them, maybe you can tweak it with an ini. Do enough and he'll start to think maybe you're a capable enough mercenary to help him run off with the money successfully.
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Well I just found a biggie :smile: Why would TV's, Radios, Projectors, or any other RELICS from before the war be named "Radiation .. anything?" If the world was not polluted with Radiation until AFTER the war.. then how is it possible that there are RELIC Places, Objects, Characters named "Nuka anything at all" from BEFORE the war? eagerly attentive to YOUR discoveries please share :smile: Wayner
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Last night, a modder calling himself pervboy answered one of my biggest problems with the Robot Workbench in the wee hours of the morning. I'm talking about the PAINT. You see, I have always had a problem with the concept that new parts looked janky as Hell despite being, you know, New. Last night, I praised pervboy and noted I was falling asleep so I went to bed and found he'd taken his mod down because of complaints! I apologized immediately to make sure he knew my fanboyish enthusiasm was not even mildly sarcastic and he told me that people complained that new robot parts should look janky. Before I deliver my final summation, let me break this down in terms of lore, the DLC, and common sense. Oh, and DO NOT get on pervboy about all this; this diatribe is strictly mine and it comes straight from the heart. 1) Lore Fallout 4 is 210 years after The War. The Endless '50s aside, this is worth noting. All those old robots were a trifle janky, yes, but that was after 210 flipping years! They lasted quite well for that. ~~~~~~~~~~~~~ "My hot plate is on the fritz but this turret's in top shape after two centuries!"--Piper Wright~~~~~~~~~~~~~~~ With that level of endurance, newly crafted/repaired/painted pieces on new bots or old should look new coming out of the damn Workbench! 2) The Automatron DLC Ada and her fellows are worn. Fair enough; they'd been on the road the whole time with Workbenches few and far between and contact with Commonwealth and Mechanist enemies. Mechanist forces are janky. Yes. They were killing their way back and forth across the Commonwealth on behalf of the Robobrains. The Rust Devils' bots are janky as all Hell. They're made by Raiders! What do you expect? 3) Common Sense NONE of that dictates that new parts made by a (hopefully) sane main character need to look Janky. Quite the reverse; Codsworth is noted for mourning those stains he'd collected over his 210 year watch of Sanctuary Hills. In any logical headcanon, the new parts should look new, with paint as bold as you can come up with or chrome, gold, copper, silver, steel and/or lead coating. I'd make an argument for paint to be applied separately for individual part locations, but that might be too much... Most of all, it's a MOD. You don't want this sensible, logical approach? You like a weirdly unsalvaged landscape as dumped on Boston and the Commonwealth by Odd Toward and the boys? The don't use the mod but leave Pervboy ALONE... 4) Summary (execution? I wish!) ~~~~~~~~~~~"You SHAMED yourself, sir! You DISGRACED yourself, sir!"--Lord Wellington (giving Simmerson a well-earned chewing out during the events of Sharpe's Eagle)~~~~~~~~~~ I actually doubt those responsible for my outright rage ("outrage" literally being a cute contraction of this) will ever read this. But if you do, and I speak to you directly now, you have shamed yourselves, You have disgraced yourselves. You have forgotten the whole damned point of modding; it ain't all beer and titties, even MxR would agree! The real summation? Re-read the title!
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I want to replace Miraak outfit and face so he looks like Saruman The concept would be white robes and a staff if possible. This is from a mod idea that envolves swaping the whole TES lore to LotR, where Cultist could be Nazgul, imagination is the limit But again, as it says in the title, for now lets just do the Miraak thing so we keep it simple
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The Problem "An incredible experience" - IGN "Simply one of the best role-playing games ever made" - GameSpot "The most captivating first-person role-playing game yet" - The Sydney Morning Herald On The Elder Scrolls V: Skyrim "One of gaming's richest fantasy worlds" - Trusted Reviews "The best open world game I've ever played" - PC Gamer On The Elder Scrolls IV: Oblivion "The more you put into this game, the more you'll get out of it" IGN On The Elder Scrolls III: Morrowind The Elder Scrolls games are undoubtedly some of the most captivating and successful games to ever exist. Every entry into the series has consumed many hours of my life and I have no regrets regarding this, except one. This one regret only emerged just before the release of Elder Scrolls Online on the PS4 and it exists because of the Elder Scrolls Online. When I discovered that the Elder Scrolls Online had completely butchered the lore of the Elder Scrolls universe (it released earlier than the PS4 version), my optimism for the game dropped a fairly large amount (I don't care what your arguments are, or how you want to explain the multiple lore inconsistencies that exist in ESO, there is no denying that ESO breaks the lore of the Elder Scrolls universe worse in many major ways). After this my view of Zenimax was that they had completely broken the series for Bethesda Game Studios (how wrong I was). I began researching, and as it turns out Zenimax's actions were not new to the Elder Scrolls Series. Bethesda has been creating major lore inconsistencies within the Elder Scrolls right from the beginning and Zenimax just took it a step further. The evidence is overwhelming and in reality quite devastating (check out these links: https://www.reddit.com/r/teslore/comments/5wwc23/lore_inaccuracies_that_contradict_lore_of/ https://steamcommunity.com/app/72850/discussions/0/613938693207880282/ http://elderscrolls.wikia.com/wiki/Thread:841988 https://www.reddit.com/r/teslore/comments/21o0gl/the_incoherence_of_solstheim/ https://forums.elderscrollsonline.com/en/discussion/123147/why-does-this-game-insist-on-totally-breaking-the-lore) and there is many more, but I will not place them here. The Elder Scrolls lore is a complete and utter cluster f**k and many people agree with me on this front. These people include average fans just like me (as seen in the links above) and one prominent figure, Zaric Zhakaron (His youtube channel: https://www.youtube.com/channel/UC5n2P_1F8nQhOo0fLGdh-iw), who has been called a "Lore Master" by some, despite the fact that he rejects the title. Some of the lore inconsistencies that really annoy me include; the lack of the Nordic Pantheon in Skyrim, the climate of Skyrim, the lack of jungle in Cyrodiil in both ESO and Oblivion. Many people have tried to explain why the lore in the Elder Scrolls is so contradictory and broken with things such as the c0da, dragon breaks (Daggerfall) and the "unreliable narrator". These explanations are simply not good enough. "The Elder Scrolls isn't like other games, it's lore is fluent" blah blah blah. All of these explanations have been created to cover up bad writing and clumsy design choices by the producers. Most of the time these explanations make the situation worse than they were in the beginning e.g. the lore is fluent and all subjective (what's the point of playing the games then! Someone could deny that the last dragonborn even existed and argue that the chosen f*****g chicken killed Alduin and Miraak, with the glorious CLUCK and not the Thu'um). This could genuinely be the case in Elder Scrolls 6 (hopefully not). Let's face it the producers have broken the lore of the games hundreds of times, probably deliberately on some occasions (e.g. Skyrim being completely snowy would make the game miserable, or so they thought, the whole of Solstheim was covered in ash and the Dragonborn DLC turned out pretty good!). Fixing the Elder Scrolls Series You may have thought that this was going to be just a rant about Elder Scrolls lore, but no I believe these problems can surely be solved. An option is an Elder Scrolls "Reboot" (discussed in this video https://www.youtube.com/watch?v=ikN-oAbGkBI&t=1164s). Now I do not know what this Elder Scrolls "Reboot" would entail but it would basically remake the series to be more consistent with the lore. In reality the fans of the series have been trying to fix the inconsistencies for years now with mods that basically just put band aids on huge wounds in the series. We don't need to hide behind explanations that try to cover up bad design choices and terrible writing, we can confront the issue head on. We would only fix the lore that exists in the series. If I'm honest I do not know how we would go about fixing the lore, but that is were we all can unite and find a solution to the problem. Stop putting band aids on massive wounds, let's fix these problems once and for all. No more explanations of lore contradictions that are objective just because a producer made them, no more subjective/fluent lore. I cannot deal with seeing one game contradict another game in the series (or itself) and let some ridiculous explanation fill in the gaps. Let's fix this once and for all!
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Ok this is something that has bothered the living heck out of me ever since getting attached to the companions. Everytime I ask what happens to werewolves after they die I'm left with the same answer (They go to the hunting grounds) My question is what happens to their souls when that happens. Do they remain sentient, do they keep a human form, or do they essentially become just pet hunting hounds? I could see the appeal of the hunting grounds if it was essentially a wild man's sovngarde where people hunted both in a human and werewolf form I could see the appeal but if it's the latter I don't see how Hircine would get this reputation of being any more honorable than any of the other princes, getting exactly what you paid for/wished for is not a strange and new concept for daedra you get exactly what you pay for. it's always a case of be careful what you wish for. Plus again if it's the latter I can definitely see the prejudice if you find out your fiance is a werewolf why would you give your heart to someone who when all is said and done will become twisted into little more than a glorified hunting dog? Especially if you are a nord that has a guaranteed spot in what is essentially the elder scrolls equivalent of heaven waiting for you Dragonborn or otherwise? Again something that I can't get a clear answer on. what do you guys think? Also note: I pair my Dragonborn with Aela all the time so if that whole marriage scenario seems oddly specific, it's because well...it is. And yes I do get into my Rping I like to think about how my character would react as if he were a real person.
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PS.: i'm starting this ideia out of the paper, nothing big yet. but plan to make an alternative to OBIS. One ideia that i didn't see done yet, is a mod aimed to make vanilla bandits, chief, and so on more unique, having better abilities, a new improved look to bosses, to make it apart from the commom ones, a unique variety for some unique quests. (Dawnguard, Dragonborn) Imagine a mod that mixes ideias from Legendary Bandits, concept design (Or at least something similar) and so on. There is something that has always bothered me in all my experience by playing Skyrim, meanwhile many mods reduced this problem, it was still a issue until it became tangible with works like Immersive Citizens - AI Overhaul and RDO relationship Dialogue Overhaul. that revitalize vanilla NPC. and make them not feel so much like robots. For now, there are mods as engaging as Beast of Tamriel, Revenge of the Enemies, Immersive creatures and OBIS (and others, the two cited being the most know, the last cited, the only that focus on bandits unless someone corrects me) that offer more diversty to the game, but no change on how the vanilla enemy behaves, its own nature, it's strategy and how it interacts with it's own universe,(I don't mean Combat or emeny IA) it's like they are just bandits who are there just for being, they do not have classes/hierachy nor unique durties (having the Eyersee, the Keeper, The chief Right hand, Bundler, etc.) than just bandit, bandit chief. The game itself offer so many points/plots that can give immersion to vanilla, like the war/conflict, the world it's in risk, and Tamriel, you know, is not a place full of rainbows and flowers, where everyone can live forever happly after. that it would take a long time to list all the possiblities. :laugh: but now returning to the main point.: Has you even, been playing, and felt, sometimes like rambo, by just passing trought wanever was on the way, and saw a camp, like you was just killing zombies and Clones? not criminals, a cult, or a gang or whanever? so yeah, the point of the Project is mainly that. reimagining the origins of the vanilla enemies, what they do, and how they relate to the world. in some ways, some imoral things should be taken in acount, like age, class, race and gender. Bandits can have a lot of classes based on location and organization, instead of being just placed by the player level. Some are maded for lower criminals who are just making a living without trying to raise to much attention, to places where people fear and simple avoid by having the local settlement to pay a bit to keep them in peace. It's purpose and time invested also determinate the level of dificculty and not just to have a 16 Teen Thief as the same level of a 48 Exiled Baron Dealer. The basic goal, is to make a enemy title mean more than it's level. but it's nature, location and background where they will be found. What it's the main goal? -No potato face Bandits -No clones/+300 new Bandtis -Bandits titles mean more than level, but it's location/crime/style -Levelist is less linear and more organic -New Bandits Ranks and titles -Victims and Neutral/Gray Enemies -Especial Bandits and Encounters -Reworked/Expanded Camps/Forts/Mines -Bandit Loot/Better progression The proposed change is to expand and give meaning to bandits while being split into four natures.:Each group have a unique trait and will have a unique behavior towards the player. The reason, is to fix some inconsistencies within the world. (Bandits being 3 times bigger than the native citizens) (Criminality and economy inconsistencies. etc) Wanderers Crime: Small thefts, disturbance, illness, people falsely accused of crimes. Identity: Sub class citizens, the kind who commit small crimes, rejected from cities in general, are formed by beggars, unemployed, the sick, disturbed and the poor people. Location: At isoled or safe places?, villages and roads, rarely at forts, mines and dungeons. rejected by higher criminals and greater Factions Behavior: Lazy, don't care for much stuff and work only for it's well being near small fire, relaxing at one place, drunk or sleeping Agression: Avoid combat unless in group, cowards in general that run when outnumbered Skill: Unarmed combat, One handed and Two Handed, short weapows and no use of shields in general with afinity for magic. can sometimes pass a disease to the player in some camps. Campsiters Crime: People who work out of the law, abuse the land and commit passional crimes, bad behaviour and conduct, where the self interest reach danger. Identity: Individuals and bad people in general, of Skyrim and from other places out of it who take opportunity of the current state of the land and it's affairs. where the line may not be perceived by the player. Location: Near cities, villages and roads, sometimes at forts, mines and dungeons. Can work with or for greater Factions Behavior: Self colected, greedy and brave, as arrogant sometimes. hunt, train and patrol. use tools and are self aware. Agression: Avoid combat unless provoked, easy to be agressive and can assault when in favor. Skill: Good at hunt, good skill in combat (One Hand/Two Hands/Dual, Shield and Bow, Magic only if dedicated user) Keepers Crime: Organized bandits who trade influence and power across holds. domain key places that return profit and knowledge for more strength. Identity: Dealers, Barons, Corrupted chiefs, people of powers in general and it's followers across and out of Skyrim Location: At forts, bigger mines and dungeons. rarely out of dungeons. and generaly far away from big holds. Behavior: Arrogant by nature. study, work and develop it's loaction. Agression: Agressive when detected. possible to avoid Skill: Well trained, use all types of skills. (using two types at once) and tend to use equipament with decent quality. Raiders Crime: Agressive bandits and violent people by nature. the kind who enjoy destruction, suffering and death. Identity: Assassins, monsters, barbarians, murderers, psicopats and people raised as tools and weapows. Location: At desoled places, generaly far away from roads and the commom people. can be at dungeons. and also far away from big holds. Behavior: Violent, train or torture it's victims. don't tend to patrol much. hunt sometimes Agression: Always agressive when detected. never possible to avoid Skill: High Skilled in combat, tend to use skimpy armor in general and use standart weapows. Bandits Types.: Bandit Fledgling- Person that sucumbs to the crime life, always young and bad equipped/skilled. usually out of the main operationsBandit (Vanilla) - Typical Enemy with no unique trait, they are not new as criminal, but not old or experienced. defualt bandit among many placesBandit Peddler - Beggar like bandit, cowards that atempt to intimidate peopleBandit Wanderer - Like the peddler bandit, but stay at isolated areasBandit Paw - Criminal who serve it's clients and other factionsBandit Trainer - Bandit who train animals and creatures to serve it's own purporsesBandit Thug (Vanilla) - Bandid who can attack victims in clear day, prefer safety and easy targets to focusBandit Cooker - Bandit who carry meat and animal parts, skilled in dual wieldBandit Chaser - Bandid who is hard to escape and can detect it's victim at long distanceBandit Brute - Well bodied bandit, tank wise who use two handed attacksBandit Attacker- Bandit that attack from long sight, usually found in cities during the day, but more rare than vampire attacksBandit Shredder- Criminals who destroy places in search of profit, high agressiveBandit Highwayman (Vanilla)- Bandit of long life, usually found in roads and sometimes near cities. likes to work alone in general.Bandit Keeper - Bandit who patrol resourcesBandit Charger- Bandit who carry the weight of the work. heavy tank focused in defense.Bandit Stalker - Bandit who watch targets on the road or near citiesBandit Brawler - Skilled at one hand combat, standart combat and soldier like levelBandit Dealer - Bandit who use resources, carry many poisons and is smarter than the commom onesBandit Outlaw (Vanilla) - Famous criminal recognized by it's hold.Bandit Scraper - Bandit that takes the rest of an empty place, agressive, skilled but bad equipedBandit Watcher - Bandit that protects any given operation. can alert it's allies and call for reinforcement.Bandit Marauder (Vanilla) - Trained and well organized Criminal who work in a solid matter in it's operations. generaly into places of profit development.etc... sorry for my english.
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So many armor and clothes have been released recently, the most popular are: Recon Uniform, Courser Strigidae (OMG just look at the 'mod of the month' chart!), Classic Combat Armor (I've been waiting for months and didn't even expect it will be modular and moddable) and B-35 heavy armor, all of them have multiple color variants. Plus new clothes and tons of accessories. And we can expect more armor in the future, cause some modders publish new pictures of their progress from time to time. Since I had many conflicts between earlier (more simple) mods, particularly with levelled lists and instance naming, I merged some of my personal mods, used my own naming based on this mod and this one too, and I add clothes to the game manually (e.g. some gear from Raider Overhaul), it's a lot of work, but since I created my own lists I can make new weapons and armor exclusive to each faction. TLDR: I want to add some weapons, clothes and armors to my game, but I don't want it to be random. Now what I need is to establish what gear should some faction use and what settlement decoration themes. No problem with Gunners - dark green for troopers, like on this picture, maybe some dress uniforms for commanders, I also could use several camo patterns and everything associated with military. And they prefer energy weapons. The Institute - I just love Doobot's color theme. Now I have a couple of questions about the Railroad 1. Why do Railroad agents usually wear the surveyour outfits, is it because the dead guys I find around are some sort of couriers and the outfit just has a bag? 2. Are there any custom clothes (standalone mods) you would suggest, I mean you saw this and they just suit them perfectly? And what new weapons would they pick if they could choose a couple of models from Nexus? Now the Brotherhood really bothers me: 3. Why is their flag orange? The flag used in Fo3 was 13 red and white stripes and white BoS logo in the canton. 4. Shouldn't their decal be RED? I remember someone mentioned (maybe in the game, maybe I read it somewhere) after the loyalist faction took control and they merged with the Outcast, their logo changed to red in white field. Lyons' DC chapter used grey-black-blue insignia (no decal on PA). So they change the logo to red, but switch the red (and white) flag to... orange? Field scribes wear red sweaters, but knights have orange uniforms (to make them easier to spot, very smart). 5. Is BoS combat armor brown for a purpose or it's just rusty? In previous games I associated BoS with steel or chrome. And T-60 really annoys me (the torso armor especially), I wish I could replace it with X-02. I'll probably just reduce the amount of PA to replace it with some custom battle armor, I'm just not sure what colors should I use. 6. Which colors suit the Minutemen better: navy blue or brown and green? Both look great. 7. I wanted to add custom crafting recipes for each item. What are flight helmets made of? They scrap to steel, but they are obviously from some polymers. I changed it to fiberglass and some additional components, but maybe plastic would be better? Synth armor scraps to plastic, so by 'plastic' the authors meant some kind of polymer.
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I'm planning on making a small mod. Though these things often go unfinished, what with life, jobs etc so I'm not going to make any claims that it will ever see light on the Nexus. However, it's very important to me that whatever I create is lore friendly. For me, that is a vital part of any mod that adds story. I have played 3, NV & 4, but I do not pretend to be an expert on the lore within these games. These games are very detailed, and I know there's a hell of a lot I missed and don't know. Especially since I have never played Fallout 1 & 2. I am looking for someone to talk to on Discord that can answer questions on the lore. Someone that has an interest in the lore across all the games and doesn't mind talking to a stranger with a whole lot of questions. Yes, I know there is a wiki and many abridged lore videos. I am looking for answers to a lot of varied and specific questions. I'm friendly, so worse case scenario this project ends up going no-where and you just answered a bunch of questions for nothing. You will still have my thanks for letting me pick your brains. Please PM me if you're interested.
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The original idea with a charging gauss rifle is good, but the vanilla gauss rifle is charging too fast! it would be much more interesting if the charging required much more time and the player would have a choice - quick shooting with a small damage, or charge to the maximum and solve the problem with one shot. Can anyone make a mod that increases the charge time to 10s? or 30s?
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https://youtu.be/fmJkQKViQmI?t=7 By Camelworks I saw this here video and it gave me an awesome idea i thought i'd share/request, could someone make a quest mod about The floating city of Umbriel? its an intriguing location i would kill to explore in game. just watch the video, if you will, just skip to 18:20 in the video, thats where this city is mentioned. or better yet just watch the whole thing, it's pretty interesting. :)
