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Found 11 results

  1. Hopefully one of their staff reads this. I would like to rant like a teenager on COD but I'll keep it polite as I'm pushing 50 so I should really act my age. Can you please fix your website so we can create an account as it neither works in Firefox nor Chrome. Or do the sensible thing and put CK64 on Steam. Pretty please with sugar on top...
  2. I was level 7 just beaten the game today. :) Please tell me yours. :)
  3. What's the local news in skyrim? Well I have no idea, that's why I have made this mod request. :teehee: Does anyone remember the Black Horse Courier from Oblivion? Well if you don't then (shame on you :armscrossed: and) I'll tell you what it was. The BHC was the immersive newspaper company in the Imperial city that gave Cyrodiillians the news of the day/week/wheneverthechampiondidsomething. This newspaper was great in the game because it gave a sense of involvement and power to the player as they read papers reporting of the events that they caused or naturally occurred during the game. For example if you went to a tea party and used a spell that made everyone but naked (its an actual quest http://elderscrolls.wikia.com/wiki/Sanguine_(Quest)) then the BHC would report on it and even tell about the different outcomes that could have happened. The point I'm trying to make is that it would be very fitting in skyrim for there to be a local newspaper talking about the events that take place throughout the game. A newspaper in skyrim would also add to people's roleplaying as they would feel as if they have made a lasting impact thats the talk of the country instead of it being like "oh well, its just another day that the dragonborn of legend has a glorious battle on the throat of the world with the dragon Alduin for the the whole country to see. Just another Morndas (Monday)" This newspaper would actual fit into the lore of the game as it could be an extension of the bards college in Solitude. The newspaper should not be the BHC though maybe something else more skyrim like, something.... frosty. Well nevermind, the newspaper could also have some twisted truth to them like maybe they are influence by the legion, stormcloaks, or neither, maybe they are bias by the rich or the thieve's guild, who knows? Another interesting thing of the newspaper could be that there would be couriers who sell the newspaper at city markets (for a price that is), they could sorta be like a crier but not as annoying and not so much with the bells, but still they would talk about the actual issue they are selling at the moment; though this would require some voice acting Anyway this mod would add a lot of Immersion and RPing to the game and would be a great addiction to any immersive junkies load order if created. Sorry for any bad grammar, jumpyness or bad humour as its late from where I'm at and its hard to be construction at 1 am in the morning! Thanks for reading!
  4. I typed this all out on a 7 page word.doc, please note this is just a rough idea with many more things to add and change. I would greatly appreciate feedback and help on making this mod. Rebuilding Helgen mod (My Own Hold) Description: A mod that gives the player their own hold after the civil war quests have been finished. The hold is fully customizable with fully scripted NPC’s and various buildings. This mod will require the player to purchase “upgrades” to the hold. This mod is intended to reward the player more than the civil war quests already do (in my opinion). It will also make the player feel like a king/jarl by having events that occur with certain actions. This mod will require HUGE amounts of time and work. Starting: 1.) After the last civil war quest has been finished, after a day or two either a.) A courier will arrive with a note asking you to come to (Solitude/Windhelm) because (Jarl Ulfric/General Tulius) wishes to speak with you. After arriving they will speak with you about how you did well during the civil war and have decided to give you your own hold as a fitting reward. b.) After entering (Solitude/Windhelm) a (Legate/Officer) will approach you and tell you that as a reward for your service you are being given your own hold. - You may accept or decline the offer. If you decline you will be told to come speak with them if you change your mind. (text option when speaking to them about it should be “About that hold…” 2.) After accepting, the area around helgen should become its own hold. No guards from whiterun, falkreath, riften, etc. should be in the area. The area will not include other towns or the area that lakeview manor is in or any other possible homes of actual NPC’s. This area will also only give bounties to you if you have guards purchased for the hold. - For an idea of how big the hold needs to be, keep in mind that there needs to be room for a few farms, a stable, and for the outside to make the inside look like a city, carving into the mountainside is OK if it works changing the original landscape. However the mountainside will require some sort of defense to make it look like the city is defended against any enemy who may try to come that way. 3.) An NPC will be added inside the ruins of helgen. He will stand near the front entrance next to a table that has paper and charcoal on it. This NPC is the contractor, and he will be the one the player goes to in order to install new buildings to the hold. a.) The first thing he will do is introduce himself and inform the player that in order to start this new city they need to clear the rubble and landscape the area. For a large price, this will be done. b.) Then the Contractor will tell the player that the first thing that should be done is to build a wall to defend the city, to which the player will be asked for more gold, and then asked whether they want round or square shaped towers. (either way the towers will have wood “roofs”) - If option A (round) is chosen, then round towers will be made with the wall at average intervals, if B is chosen, the same thing will happen but with square towers. c.) Once the walls are built the player will be able to “enter” the main city of their hold. It will be empty built the ground will have cobblestone in the correct roadways, and grass in others. Little rune stones should be set up in different locations. The runes will be used to tell the contractor where the player would like an item built. (rune near south wall selected, building erected near south wall where rune was.) d.) The contractor will say that the next step is to build the jarl building. Buildings & Building architectural designs: 1.) Buildings will have a number of architectural designs available. a.) Nordic: can be chosen to be made of stone or wood. Will have winhelm-like structure ideas if stone. If wood, will have wolf and bear carvings and steel joints. b.) Empiric: Can be chosen to be made of stone or wood. Will have solitude-like structure ideas if stone. If wood, will have empire-like carvings with iron joints. c.) Dragon Born: Will be made out of wood, dragon bone, and the best looking ore for the joints. Wood will have carvings based on dragon born items d.) Plain wood: just plain wood styles e.) Plain stone: just plain stone styles (like markarth kinda, less dwemer-ish) f.) Dwemer: just like the ruins but in a house kinda shape (like markarth but more dwemer-ish) 2.) Homes will have three different choices, large, medium, and small. They will be affected inside and out by the style chosen, and include no abnormal equipment for civilian NPC’s (enchanters table, alchemy table, forge, mannequin, etc. weapon plaques are ok) and no shrines. Small – Kind of like breezehome, add a child bed to it. Medium – Kind of like proudspire manor, make sure there is a childs bed in it Large – Like one of the hearthfire homes minus the bedroom/garden/enchanters tower, and the trophy room/storage/alchemy tower. Only wing should be the kitchen, reclutter the main hall so kitchen equipment isn’t there, no mannequin or enchanter/alchemy tables. Also take out the door to the basement and add a staircase to a new basement cluttered in an exceptional way for a civilian NPC. 3.) Business buildings can be purchased as well, one by one, or by selecting a whole section of the city. Merchant buildings include: armory/weapons, general merchant, a fine clothing store (fine clothes and jewelry), a bar/inn, and an enchanters store (alchemy, enchanting, ingredients, clothing, staffs, etc.) - Business buildings are also subject to the building design types, selecting a whole section makes them all the same type and builds all of the stores in the selected area. - Merchants are all added NPC’s who have unique names but basic merchant dialogue. Each merchant can be used as a fence and start with 10k gold. All Merchants sell a variety of all types of items (armorer has different parts of daedric, ebony, steel, etc.) Each Merchant can teach up to master in each skill as comparison to what they sell (Ingot/ore = Smithing, Heavy armor = Heavy armor, spells & books = each spell skill, Enchater = enchanting, ingredients/potions = alchemy, etc.) - Some stores (like the armorer and enchanter stores) will have multiple Merchant NPC’s (for example one merchant in the armorers building will sell weapons while one sells heavy armor and another sells light armor) 4.) The Jarl building: will have three choices. Small, Medium, or Large. - Small: Entryway, jarl bedroom, small war room with a mini armory (fits about one fourth of each armor set/weapons), stewards quarters, child’s room, and a backpanel wardrobe in the jarl’s quarters that leads to a cave for a vampire or werewolf. - Medium: little Larger entryway, Larger war room with a small armory (fits about half of each armor set/weapons), personal mage quarters/shop, small prison/barracks area in basement, second floor with Jarl’s bedroom, stewards bedroom, and Child’s bedroom, a backpanel in the Jarl’s bedroom to a small treasure room, small personal kitchen, and a cave in a secret location in the prison that leads to a vampire/werewolf lair. - Large: A large entryway, Huge war room with a large armory (fits two sets of each armor set/weapons) Personal mage quarters/shop, large prison/barracks area in basement, large personal kitchen, treasure room in basement (locked metal doors), Second floor with Jarl’s bedroom, stewards bedroom, child’s bedroom, Jarl’s office, Jarl’s family living space (living room area with a fireplace and books), Third floor/attic with mage stuff 5.) Bath house (optional addition to this mod) 6.) Outdoor Prison/Barracks: would be like the prison in dawnstar, nothing too big, but houses a good handful of the guards and at least 4 or 6 prison cells. (only an option if the Small jarl house is chosen. 7.) Misc. buildings: Water well, farms (outside the city), stable house (outside the city), Garden, tunnel to the thieves guild (only available if the first two missions of the thieves guild are completed) tunnel to the Dark Brotherhood sanctuary (one available after first two DB missions are completed, then inaccessible after DB destroyed, and can be “upgraded” after the last main DB mission), Fountain - All Misc. items (except the farms and the stable house) have a specific area they can be built, (blue runes for main buildings, green for misc buildings) - Farms and stable house will have set locations outside he city. Customization & guards: 1.) Guards can be bought in sets. You will have a set of patrolling guards, archers, prison guards, personal guards, and area-specific guards (they stand next to entrances and shops) a.) You can select the race of guards you would like (Orcs, Nords, Imperials, Wood elves, Dwemer automatons, Argonians, or Khajiits.) b.) You can select what armor they wear (basic sets of each armor set, or different hold-colored armor. Personal hold armor is available (Orange or black sash chainmail/patterned). Shield (If normal hold armor) will have a shield used that specifies your allegiance (Dragonborn (dragon head) Storm Cloak (Bear head) or Empire (Empire dragon)) 2.) Jarl’s building and the wall can be customized for looks, wall gets only flags, Jarls building gets flags, and role-specific clutter items. a.) Flags include Dragon born (orange or black with dragon head) storm cloak (bear head) and empire (empire dragon) b.) Role-specific clutter items include Hunter, Warrior, Thief, Mage, Royal, and Dwemer - Hunter: has tons of animal pelts on walls and floors, tons of mounted animal heads, lots of animal statues, archery focus, fur focus - Warrior: Focus on weapons other than bows or daggers, lots of monster statues, focus on animal bones more than furs - Thief: focus on gold and daggers, stolen goods kinda of items, pack rat-ish - Mage: focus on apothecary items, ingredients, staffs, potions, etc. - Royal: opulent rugs, fancy looking - Dwemer: total dwemer focus, junk and automaton statues, dwarven armor and weapons c.) Role-specific only effects the Jarl living quarters (upper floors/bedrooms) d.) Other parts of the Jarl building will be based off of Dragon born, Dwemr, Imperial, or Storm cloak (Dragon born has dragon statue or skeleton/skull in entryway, storm cloak gets bear in entryway, imperial gets imperial based statue, dwemer gets giant automaton statue) e.) Shrines can be built, one large to any god, or daedric prince, along with smaller shrines that grant blessings around the bigger shrine. NPC’s: 1.) Non-unique NPC’s: each merchant also teaches skills, guards act like normal guards, and civilians act as just normal random NPC’s. Merchant NPC’s all double as teachers up to expert skill and teach corresponding to what they sell. (Spells mage = all spell skills) All NPC’s need their own unique name, except for the guards who will simply be named “Helgen guard”, “Helgen Archer” or “<player name>’s Personal Guard”. there will need to be; at least 10 archer guards 15 patrolling guards 5 Personal guards 5 prison guards 10 area-specific guards 6 Armor/weapon merchants (Bows & arrows, Light armor, Heavy armor, One-handed, Two-handed, and ingots/ores/forge supplies.) 2 Fine clothes merchants (Clothing, and Jewelry (circlets count towards jewelry)) 2 General merchants 3 Mage merchants (staffs & enchanted clothes, spells & books, and potions & ingredients.) 1 bartender 2-5 children 3 civilian couples 5 random civilians 4-8 farmers 2 stable owners 2 bards (one in jarl building, one in bar/inn) 1 Steward 2.) Unique NPC’s: these will need special scripting and speech options, possibly voice acting. a.) Person who gives you the option to own the hold. b.) Contractor: Needs to have specific name and lets you buy everything (rubble clear, city walls, jarl building, other projects), moves into the jarl building when finished, stays in tent outside near his table until then. Follows you into the city and starts a conversation when you select a rune, allowing you to make the choices wanted, leaves you once done. c.) Follower: is in the bar, starts a fight, and you have the option to have him arrested or forgiven if he agrees to join your personal guard. Arresting him takes away the chance of him following you as will having guards execute him. He prefers dual maces, or war hammers. d.) Guard captain: Special heavier armored guard who is in the war room. He can be a follower, preferring a sword and shield. You can talk to him about hiring city guards, archers, etc. (pay him 500 gold per guard. Select options for guard such as race etc.) changing the uniform for the other guards (costs 250 gold for standard guard armor, 500 gold for custom guard armor, and 1000*x [x = tier of armor] for any other set of armor (dragon = 1000*10 gold)) and changing how much tax is collected from citizens (5-100 gold per person) e.) Creature Companion: can ask the bow/arrow merchant to track down any creature in skyrim, capture it, and tame it to use as your companion as well as give it a nickname (if not possible to give a nickname either have names selected from list as a speech selection or simply name it <player’s name> <creature>)
  5. Two ideas: "Your house have been robbed" is mod that gives some reality to your game. It works pretty easy : If you weren't in your house for a few days ( not hours due to the rapid passage of time ) your containers have been cleared by thiefs ( 60 or 70 percent chance - depending on your social status ). Now new problem apears : How can i protect myself from robbery ? Stay in my home forever ? Don't leave anything in home ? Rent bodyguards? Or.... ..."Lock Locks" . This mod ( which is compatible with the above modification ) gives you option to lock doors. If you don't use "Your house have been robbed" it helps you anyway : When guars chase you , you can lock yourself in your house . Guards can't get in , you are safe . Optional file : Guards won't leave doors which you close until you are inside . They will wait for you. What do you think ? Can anybody make one ( or two ) of this mods? By the way - sorry for my bad english . I'm sure there are a lot of mistakes because I'm not from English-speaking country. ( I used translator for a few times. )
  6. I think a really good mod for Skyrim would be one that let you run an actually shop. I know your wife/husband can run a shop and what not but I think an amazing mod would be where you could buy a shop building in one of the cities and then be able to stock it will misc. items you find in your travels around Skyrim. You could hire an NPC to work at the shop and sell the items and then give them some of the money. Here are some of the features I was thinking about. 1. You have to get a license or certain status in each city to be able to purchase a shop and be able to run it. Kind of how buying a house works. 2. You can either hire someone to work at the shop or you can work at the shop and help NPC's that enter and want to buy something. 3. You can improve the shop to give more space, more employees and more items. 4. Maybe be able to set up arrangements with hunters, fishers, blacksmiths and other workers around Skyrim to sell there items in your shop. This mod would be loads of fun and would give players another way to make money in the game.
  7. Sorry if anyone else already had this idea, but I would like a mod that increases your weapon value as you slay important people/creatures. Like if you kill Alduin with a sword, that sword's value might go up 60%. The value might also go up as you do important things, such as free Skyrim from the Empire (or the reverse). Thoughts?
  8. I'm tired of the horse for followers mod. To make everything simple, I just want to share the mount with the follower. People, Don't even dare bring up that horses for followers mod! It was soo frustrating to deal with! Someone please! Please make a mod where you can share a horse with your companion! I tried looking for it everywhere!
  9. A has Spanish culture in hammerfell and B has normal Yokuda culture and north africa
  10. This forum game is dedicated to food any kind you could think of! You can give a menu. You can make food jokes. Ask questions about food. Or just build an appetite for a meal!
  11. Instead of learning how to make mods, there could be another way to have a mod of your own choices.
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