[RELz] Mods by Stigwa

Post » Sun May 27, 2012 1:42 pm

Hello folks.
I have been tinkering with the CK a bit since it got released, and I've come up with some mods of my own. I tried my hand in Morrowind and Oblivion, but never got to the point of releasing anything.
So, with this thread I will show some of my work and I hope I can get some feedback about issues and improvements.
My skills within modding is mostly restricted to placing models, interiors, NPC, some number tweaking and the like. So no scripts, new models, new textures or voices are featured in these mods, for now at least.
I will update this whenever I update one of my mods or release something new.

I have gathered my four mods and/or projects here, and I hope you take the time to look through all of them.

Kill Them Generals

My first mod ever released. This mod simply makes the Field Commanders and Legates in the Military Camps killable. It was a major annoyance for me, so I fixed it as soon as the CK came out.
It will also mark the camps as cleared on the map when you kill the Generals.

http://steamcommunity.com/sharedfiles/filedetails/?id=7464

http://skyrim.nexusmods.com/downloads/file.php?id=8060

With this mod, I have already gotten some worrysome feedback, sadly. So I would appreciate to get these confirmed.
One person had a problem with a brand new save, where something got stuck in the Helgen escape.
Another one told me the Imperial Questline got troublesome, and the Battle for Whiterun quest came to a stall.
If I could get these confirmed, I could fix it, but as of now I will not start changing lots of things for problems that may not be caused by this.

The Necromancer's Blade (NB! MODELER WANTED)

It is simple really, when you use it to hit a dead body, any body, it is returned to life. And not like the Zombie spells or the Ritual Stone.
It works exactly the same way as the Resurrect command, instantly returning the NPC to a point where it lived.
For increased immersion and roleplay as a powerful Necromancer.

Findable at Farengar's quarters in Dragonsreach. A simple and accessable location.

http://steamcommunity.com/sharedfiles/filedetails/?id=8435

http://skyrim.nexusmods.com/downloads/file.php?id=8359

As if now, it does not have a unique model or texture, currently based on the Orcish Dagger, so I am looking for someone willing to help me with this and maybe make a simple dagger model that got some Necromantic look.

Dragon Bridge Enhanced (WIP, Beta now available. Seeks help with NavMesh)

The work is coming along nicely.
I have added several new structures and made 11 new NPC so far.
As of now, there are some new structures on the southern side of the Dragon Bridge, two walls, a Smithy, a General Goods store, a farm, a well, two houses and a Fisherman's Hut.

http://bb.xieke.com/files/2012-03-11_00001.jpg

http://bb.xieke.com/files/2012-03-11_00002.jpg

http://bb.xieke.com/files/2012-03-12_00001.jpg

http://bb.xieke.com/files/2012-03-12_00002.jpg

http://bb.xieke.com/files/2012-03-13_00001.jpg

http://bb.xieke.com/files/DragonBridgeEnhanced.jpg

I'm slowly making progress.

Dragon Bridge Enhanced Beta now available. Try it out if you like, and tell me what you think. Should I change anything, add something or do you simply want to comment or give me a kind compliment? Up to you guys, as this is not yet on
Nexus or Workshop, Forum exclusive. :tongue:

I have not yet done dialogue, schedules or NavMesh, this is only first Beta anyway.
http://webgel.net/bb/files/Dragonbridge%20Enhanced.esp

I currently have problems with NavMeshes and NPC schedules, so it may be some time before I update.
Any help with NavMeshes would be appreciated.

Fighting For Glory (Cancelled as it exceeded my scriptingskill)


These are my mods as of now, I will probably use this thread later for other releases I might come up with. I'm open for critisism and feedback.
I'm also currently looking for something to do, so if anyone needs some help with their own projects and need help with new NPCs or interiors or the like, send me a PM.
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Elina
 
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Post » Sun May 27, 2012 12:02 pm

No response? (Ugh, I hate bumping)
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Lizs
 
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Post » Sun May 27, 2012 10:06 pm

The Necro blade is pretty damn cool.
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Umpyre Records
 
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Post » Sun May 27, 2012 2:03 pm

Thanks. It was an enchantment already in the files though, so I really only added it to the dagger. I don't get scripts.
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maria Dwyer
 
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Post » Sun May 27, 2012 11:12 am

No opinions or any feedback? Even if you just click into it and go directly to the links, please leave a comment at least.
I hate to beg, and really doesn't like to bump my own threads, but if I want any hope of expanding on any of these or any help I need some feedback. :ermm:
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TRIsha FEnnesse
 
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Post » Sun May 27, 2012 10:48 pm

I have downloaded your kill them generals mod. I'm assuming it doesn't work for generals when you are in the war, but only after?

I'll give it a shot through my next play through and see if I like it.

My first true immersion breaker was coming across an immortal officer while assaulting a camp of imperials.

Edit: I might end up downloading the necromancer's blade for torture role play. What a great device... death was ruining everything.
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Victoria Vasileva
 
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Post » Sun May 27, 2012 6:37 pm

They are killable through all the game. I didn't care to try tying it to the questline, as I know next to nothing about scripting and such. Therefore you can run about killing all of them if you play a neutral character too.
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Unstoppable Judge
 
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Post » Sun May 27, 2012 2:27 pm

Awesome. An essential mod for me indeed.
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Flutterby
 
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Post » Sun May 27, 2012 8:03 pm

Awesome. An essential mod for me indeed.

Glad to see you like it.

I have updated the OP with some screenshots of my work with Dragon Bridge so far.
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Steven Hardman
 
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Post » Sun May 27, 2012 1:46 pm

I like the Kill all them Generals idea, although I haven't tried it yet.
That said, stabbing someone to make them alive again? Bit counter-intuitive for me. :P
Oh, and all credit to you for responding quickly (it annoys me when mod authors don't do that, don't want to sound entitled but checking once every couple of days and letting people know they've been noticed is nice), but if you wait a bit, it might save a bump. : )
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Jack
 
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Post » Sun May 27, 2012 6:01 pm

The Necromancer's Blade: Seems an odd thing for a necromancer's blade to do, bring people back to life. I probably won't use it. Still options are always good.

Kill Them Generals: Sounds good. I'll give it a try when I get around to doing the CW questline.

Dragon Bridge Enhanced: Sounds great. I was quite pleased with Riverwood when I first visited it. Small settlements are a decent size :dance:
Then I discovered it was as big as some of the Hold Capitals :sad:
Would you consider adding a small general store? I think every settlement ought to have a general store and an inn.
Only problem (for you) is that as soon as its finished the requests for Shor's Stone Enhanced, Karthwasten Enhanced etc will start flooding in :D
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Kelly Osbourne Kelly
 
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Post » Sun May 27, 2012 6:33 pm

Necromancy is the art regarding death. Many Necromancers do what they do to bring back loved ones and such, so a dagger which resurrects people is fitting for a Necromancer.

Glad you like my work with Dragon Bridge so far.
I will of course add a store, a well, a smithy, and maybe more houses.
I have also planned at least one small quest.
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Nauty
 
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Post » Sun May 27, 2012 5:02 pm

I still think the best use for the dagger is to deny your torture victims any rest >.> <.<
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Oscar Vazquez
 
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Post » Mon May 28, 2012 12:48 am

The necromancer dagger is a very good idea, but perhaps you could expand on it? If you had to go through a dark and sinister quest to get a hold of it, with several books telling you that it was used to torture people endlessly (like someone suggested earlier) and perhaps give the knife some sort of special ability other than just ressurecting them? I was thinking that since they have died and seen "the end" they would be terrified and flee away from everyone, or they come under your control for a while like a proper necromancers blade. Just some ideas off the top of my head, any feedback is good feedback isn't it ;D
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Maria Garcia
 
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Post » Sun May 27, 2012 4:08 pm

Hmm, that's an idea. I have thought of maybe making a quest or dungeoncrawl out of it, but currently I'm busy doing other things.
Maybe sometime later.

But my idea with the Blade was for it to be unique. No other items can resurrect like that do, unless you use console commands.
If you want Zombie Minions, use a Raise Zombie spell instead.
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Stephy Beck
 
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Post » Sun May 27, 2012 6:42 pm

Okay, update on my work with Dragon Bridge.
Since last night, I have finished a Smithy, a General Store, a small well, done the interiors of the remaining buildings and made three new NPC.
So, so far my upgraded Dragon Bridge have added:
Smithy, Farm, one residence, a wall, watchtower, Fisherwoman's Shack, small wooden bridge, General Store, 6 new NPC so far and a well.
Here is an aerial view of the work so far, with new additions circled.

http://bb.xieke.com/files/DragonBridgeEnhanced.jpg

I'm currently working with NPC schedules and modifying the NavMesh to fit the new additions. Sadly, they confuse me greatly, and any help would be appreciated.
I'm also starting to plan a small quest to go with, maybe in voice!

http://bb.xieke.com/files/2012-03-13_00001.jpg

I will update the OP to add this.

I'm planning to eventually release a Beta for some better feedback and personal opinions from testers.
Eventual bugs can also be found this way, as I don't really play much myself, so I won't find those alone.
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Elisabete Gaspar
 
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Post » Sun May 27, 2012 9:17 pm

I think it looks awesome. The game really needs these kinds of city/village expansion mods. At the moment, I don't play Skyrim at all, kind of lost interest after all the bugs and stuff, is mostly playing Minecraft and Evochron Mercenary atm (now THAT's what I call open world/sandbox gaming!) but once your mod is out (and hopefully someone'll make a Helgen rebuilt mod too!) I just might start playing Skyrim again. :)

Is the smithy just a shed, no real interior? I think the poor guy need someplace to live!

Anyhow, good luck with your modding, Stigwa! I'll try to keep an eye on this one :)
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Trey Johnson
 
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Post » Mon May 28, 2012 1:39 am

The shack is furnished with a bed and all, so he lives inside that.
The Forge is outside, as one of the screenshots show.

And thanks, I could need some luck regarding keeping the steam up.
I'm quite busy now in real life, with school, social life and whatnot.
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Saul C
 
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Post » Sun May 27, 2012 8:19 pm

I have come up with yet a new project, that is my second this week. This is a quest mod and feedback or opinions are welcome.

Fighting For Glory (Extremely WIP)

Okay, I have gotten this one idea. What if I added Pit Fight's to Skyrim? It is the land of Nords and mead, so why no bloodsport?
So my plan is, a basic questline, maybe just radiant quests will be added to new gamblingpits in each major city and maybe some of the villages. (For example Dragon Bridge, which I also work on)
You can go to one of these, and either fight or bet. There is money to be earned from both, and glory.
As you fight, you can progress a line of fights with both man and beast, down in a pit. As you go on, you will eventually be awarded new sets of armour and ranks.
So far none of the armour are new meshes, but they are all modified with enchantments and they are all amde into Light Armour, no matter what they were before. Unique models might come later if I can find some kind modeler to help me out.

The ranks are as follows:

http://bb.xieke.com/files/2012-03-14_00001.jpg

http://bb.xieke.com/files/2012-03-14_00003.jpg

http://bb.xieke.com/files/2012-03-14_00002.jpg

And a Champion rank, suggestion for name is welcome. This have no armour yet either, as that should have an unique model at least.

After reaching fame (or infamy) you can revisit these pits now and then to go through radiant quests where you choose your opponents yourself.
I'm not sure if I'm able to complete this, as I have never made quests or dialogue before, but I will try. I will also try to keep up work with my pther projects at the same time to meet feedback and prepare for release.

Suggestions are welcome, and I also seek a modeler willing to compose a Champion armour that is preferable made of Hide, Scale or Fur with maybe a little bit of steel. It must not look too heavy either.


I have updated the OP to include this.
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Amy Masters
 
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Post » Sun May 27, 2012 6:20 pm

I like very much "Dragon Bridge Enhanced" and "Fighting For Glory".

Small settlements deserve a bit more life within their walls. And vendors. [All those NPCs must get their basic tools, utensils and clothes from somewhere and I doubt they run to major town every time they break a spoon...] What you did looks very promising. I'm looking forward to see it in my game :smile:

And I'm also looking forward to see more brawling and a faction connected with it. I play Khajiit at the moment and use evey opportunity to brawl.

Nice ideas and good job you have there!
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JAY
 
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Post » Sun May 27, 2012 11:53 pm

Well today I just started a new game and had to use Live Another Life due to being stuck at the Helm Escape. I do use Kill Them Generals.
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Laura Tempel
 
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Post » Sun May 27, 2012 2:56 pm

Well today I just started a new game and had to use Live Another Life due to being stuck at the Helm Escape. I do use Kill Them Generals.

Is that so?
Can I get some details? What happened, what race were you, such things. I'm relly sorry if this cause that issue, and I have no idea why that happens.
If I can get this confirmed, I will add it to a list of issues.
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Sarah Unwin
 
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Post » Sun May 27, 2012 12:32 pm

As I promised, Beta Release of Dragon Bridge Enhanced is now available.
Load it up, take a walk in the streets and give me feedback of what you think. Is it bad, is it good, anything I should change or add, just bring me your opinions!
I will consider all proposals indiscriminately, and might change something based on your ideas!

Here's a link to the .ESP, open it up in a folder, put it into your Data folder and load it up. I look forward to constructive feedback.
http://webgel.net/bb/files/Dragonbridge%20Enhanced.esp.
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Liii BLATES
 
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Post » Sun May 27, 2012 2:04 pm

I haven't modded for a bit, and haven't even played Skyrim. But I guess I could bump this, as some time have passed. I hope I can get some nice response, I believe there are many people who haven't seen any of these yet.
I have been a bit inactive at the forum lately, but intend to take up again the forum and the CK, depending on the feedback I can gain from this bump.
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Kahli St Dennis
 
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