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Re: General Mod Request thread.
Posted: Sun Jul 29, 2012 4:38 pm
by Deandra
As somebody who likes to do texturing work, I'd like to request that if you ask for something like a retexture, that you're as specific as possible. There are probably hundreds of daedric retextures out there already. What don't you like about them? A link like "something just like this, but red instead where it has (whatever color the mod has)" would be a fantastic starting point. Sure, I could spend 10 seconds in photoshop messing with levels and color balance, but I expect you'd want something nicer than that. Or if you don't, and you'd be happy with a 10 second photoshop job, you should also state that.
I say this because it would feel very frustrating to create a mod for somebody that they specifically requested, and then find out that they didn't actually think it through and don't actually like what you did, or that they didn't do their homework and there's already a mod that does exactly what they want.
Re: General Mod Request thread.
Posted: Sun Jul 29, 2012 5:50 pm
by ClockworkCadaver
Nice idea! Feel free to add me to the list. I know a little bit of everything, but I focus on level design. As Deandra said, as much information as possible is preferred.
Re: General Mod Request thread.
Posted: Sun Jul 29, 2012 10:44 pm
by Gideon Dragontongue
Add me, if you would. I can do re-texturing and general CK work, thanks mostly to the benevolent Deandra.
Re: General Mod Request thread.
Posted: Tue Jul 31, 2012 7:31 pm
by D0VAHK11N
Is this thread simply for retextures, or can we submit ideas for full mods?
Re: General Mod Request thread.
Posted: Tue Jul 31, 2012 9:14 pm
by D0VAHK11N
Awesome. Well this isn't very lore based but I think it would be awesome to have a Batman mod. I know this is the second superhero mod I've suggested (the other being a green lantern mod that has it's own thread), but I think it would be pretty sweet. It would be different armor pieces (and weapons) that you might have to go through different quests to obtain.
Armor:
* A cowl similar to the gray cowl of nocturnal, except black and more batman-y. It would be enchanted with the maybe nighteye, small amount of detect all (life, death, and automatons) and have the effect where when you wear it know one knows it's you.
* gauntlets have the same enchantment as the DB gauntlets and fortify illusion.
* Main armor which has resist 25% frost, fire, and shock. and fortify sneak.
* Boots would obviously have muffle. Also I think it would be cool if they let you jump really high/survive extremely long falls (that would make it seem like you could glide like batman)
Armor set effects:
When worn as a full set the following effects are applied -
* Dark Knight - Fortified light armor (similar to the nightingale armor)
* One with the Night - during the nighttime hours you gain the lesser power of turning invisible when you sneak. You can use this whenever you like however it lasts for 2 minutes (120 seconds) and has a cool down time of 1-3 minutes (60-180 seconds)
* Fear the Night - during nighttime hours lower level (a set amount of levels lower than you) hostile NPCs will run from you.
Weapons:
* Batarangs - these can either be throw-able weapons similar to bat-shaped shuriken, or on weapon that is one handed and it's animation only looks like it is being thrown then returning to the wielder.
* Smoke/gas pellets - these should be throwable or could be a low cost AoE spell. Smoke pellets obscure line of sight to help with escape, while gas pellets stagger an enemy so long as they don't resist it.
* Batclaw - this can be used to either pull an enemy toward you or pull you to a certain area (similar to the portal gun mod mixed with the vampiric grip spell)
Other additions (these are less vital but would still be fun for Batman fans):
* Nightwing and robin and batgirl gear (these will be listed in the sections below)
* Mounts - I think that a batmobile and batcycle would be awesome (they would be strictly mounts but since DG added mounted combat you can still be awesome. Personally I'd rather the batcycle (from the Dark Knight and Dark Knight Rises) because it is similar to a horse in dimensions (well more so than the tumbler)
* Alfred - maybe just a reskinning of one of the house carl's
* a Batcave - I know not all of this will make it in even if someone makes this but I like to put all my Ideas out there then let the maker choose what to add. Anyway you could have mannequins in display cases for different outfits (including the Nightwing and robin outfits), a place for you bat mount, Alfred, it could even be under your home in solitude (I think it's the biggest).
Nightwing Gear:
Robin's Gear:
Batgirl Gear TBD
Anyway I have to go but I will complete my thoughts later anyone have any input.
P.S. I might just come up with ideas for the entire Justice League (and maybe Avengers) but they should be evaluated individually and I want honest and constructive feedback.
Re: General Mod Request thread.
Posted: Wed Aug 01, 2012 6:36 pm
by D0VAHK11N
There are mods for throwable weapons. However like I said I am just throwing out Ideas and let anyone pick and choose. what should go in. (although the suit should be the main focus.)
Re: General Mod Request thread.
Posted: Wed Aug 01, 2012 9:28 pm
by Gideon Dragontongue
Cardbird wrote:* Batarangs - these can either be throw-able weapons similar to bat-shaped shuriken, or on weapon that is one handed and it's animation only looks like it is being thrown then returning to the wielder. My (Low Level) CS knowledge tells me making a new animation is very hard, if not Impossible.
Well, if you
want to screw around with Blender and NifSkope until the next age, I imagine that's your call.
Re: General Mod Request thread.
Posted: Wed Aug 01, 2012 9:36 pm
by D0VAHK11N
You could make the batarang a spell that you get while wearing one of the armor pieces
Re: General Mod Request thread.
Posted: Sat Aug 11, 2012 2:51 am
by VirtualWeasel
I can only do texture work at the moment... I don't have a copy of PC Skyrim yet, so, I have limited abilities until I get enough money to pay for it.
Re: General Mod Request thread.
Posted: Sat Aug 11, 2012 8:56 pm
by Mod-Loving Wood Elf
More quest mods in general. There are a few decent ones already, but there aren't that. We definitely need more.
Re: General Mod Request thread.
Posted: Wed Aug 15, 2012 9:27 am
by Bromance
Morrowind armor redone. Moreso the indoril and Her Hand's armor with shield and scimitar.
Re: General Mod Request thread.
Posted: Fri Aug 24, 2012 9:05 pm
by JimDaniels
I have a "thing" about Labyrinthian and think it would be very cool if there was a way to travel back in time to the 1st era when the city was not abandoned, maybe take the test or do a quest reference the dragon cult or something. I don't know, it's a thought I have but havn't developed it properly on paper. Anyway, just a thought.

Re: General Mod Request thread.
Posted: Thu Aug 30, 2012 3:43 am
by Mod-Loving Wood Elf
Cardbird wrote:Right, added your requests to the list. Mod-loving Wood elf,your request wasn't specific enough.
Oookay, then. How about a quest from the Cyrodiil Mages Guild and the Arcane University? After the quick Winterhold quest line, maybe a group of mages visits you and asks for help with... something. I'm thinking Oblivion Gates or necromancers. You go through this big quest line with them, and while you're at it, you gain some spells, a follower, and some upgrades to the College of Winterhold.
Any other quest ideas?
Re: General Mod Request thread.
Posted: Thu Aug 30, 2012 5:20 am
by Unionhack
I don't have the PC version of Skyrim, but I'd still like to recommend doing what some folks have been doing already on Morrowind; making a tavern loaded with NPCs that reference UESP users.
We could even make them essential followers. And Avron could be the barkeep. It's perfect.
Re: General Mod Request thread.
Posted: Thu Aug 30, 2012 11:12 pm
by VirtualWeasel
Unionhack wrote:I don't have the PC version of Skyrim, but I'd still like to recommend doing what some folks have been doing already on Morrowind; making a tavern loaded with NPCs that reference UESP users.
We could even make them essential followers. And Avron could be the barkeep. It's perfect.
Never liked the idea of a tavern for a UESP mod.
I've been planning a mod like this a lot lately, actually.
Something that's an easter egg I have in mind, but still blends into the game... A tavern filled with NPCs that have the same usernames as a forumcompletely remove any sort of realism.
It should actually make sense.
Re: General Mod Request thread.
Posted: Sat Sep 15, 2012 1:03 pm
by Deadarmour
I always thought the Companions armour looked quite bland and uninteresting, as well as being too weak to be usefull.
I thought it'd look cool if they paid homage to their founder, Ysgramor, by emulating parts of his armour. Also, what it might look like if they'd played up the werewolf aspect of their nature some more.
Hopefully someone else thinks this is a good idea
Photo composite, all changes are sourced from assets in game/existing mods:
Shoulder:Ysgramor staue, Banded Iron
Helm: Ysgramor staue, Wolf Armour
Armour: Wolf Armour, "Winter is coming" black fur cloak
Gauntlets: Wolf Armour, Stormclock Officer
Boots: Wolf Armour, Wolf Armour gauntlet design
Re: General Mod Request thread.
Posted: Sun Sep 23, 2012 11:11 pm
by xanikk999
I would be eternally grateful and even pay money to someone if they would be willing to make a mod where I can use either a one handed weapon+shield or a two handed weapon and still be able to cast spells without taking off the shield or unequipping the weapon, just like in Oblivion.
Re: General Mod Request thread.
Posted: Wed Sep 26, 2012 1:24 am
by Mod-Loving Wood Elf
How about a mod that rebuilds Helgen? I remember having the "Kvatch Rebuilt" mod for Oblivion, and I loved it. Helgen seems like it would be the perfect place for Falkreath to commission for a rebuilding. Every week or so, more would be added, until it would become a full-fledged village with interactive NPCs, stores, even quests. It doesn't need to be crazy-ambitious; I just feel bad that nobody's bothered to rebuild it.
Re: General Mod Request thread.
Posted: Wed Sep 26, 2012 5:26 am
by ClockworkCadaver
Mod-Loving Wood Elf wrote:How about a mod that rebuilds Helgen? I remember having the "Kvatch Rebuilt" mod for Oblivion, and I loved it. Helgen seems like it would be the perfect place for Falkreath to commission for a rebuilding. Every week or so, more would be added, until it would become a full-fledged village with interactive NPCs, stores, even quests. It doesn't need to be crazy-ambitious; I just feel bad that nobody's bothered to rebuild it.
Already been done.
Return to Helgen. (You must register to download.)
Re: General Mod Request thread.
Posted: Fri Sep 28, 2012 7:11 pm
by Charsiupao
I'd really like a mod which allows you to pay the Thieves Guild out of your own pocket instead of roughing up those three citizens of Riften - or at least convince them nicely. They end up hating you for the rest of the game. I know Brynjolf says it's not about the money, but it really makes no sense that you can't convince them peacefully without hurting them or threatening them - you could always work with them to lie to Brynjolf that they were scared. We could just ignore the entire TG questline, I guess, but then we can't ever offload those Stones of Barenziah (or Unknown Gems) in our inventory. I probably won't play the questline beyond gaining entry into the guild so I can offload the Unknown gems and probably use a single fence or something, but that entry quest is so distasteful.
Are there any mods which make the bookshelves in Honeyside completely usable? The top shelf of both bookshelves won't take books, and after clearing out a lot of ingredients the remaining shelves wont take books either. There's a lot of shelf space there which can be used to fit more books. Or any mod in general which adds more bookshelves to existing homes?
Re: General Mod Request thread.
Posted: Fri Sep 28, 2012 7:28 pm
by Deandra
Probably a simpler solution is to change Vex so that she doesn't care if you're in the TG or not. Unfortunately I don't know of a mod that just fixes the Honeyside shelves--seems like most of the mods that change the houses make a whole lot of other changes as well.
Also, your username makes me want to go to the chinese bakery/cafe for lunch!
Re: General Mod Request thread.
Posted: Tue Oct 16, 2012 6:42 am
by Justice knight
I'm not bad at NPCs and followers.
Re: General Mod Request thread.
Posted: Wed Oct 17, 2012 4:51 pm
by tatortodd22
How big would the following projects be:
A) Adding these items in specific locations:
1. Several unique books of fanmade lore
2. A weapon with only a couple charges (a few uses before having to recharge) that causes fear to only dragons and dragon priests.
3. A helmet with either a texture or mesh modification of a scratch going across it from an ancient famous dragon fight.
a) Or a shield with scorch marks and a scratch in it. (like a claw tore through it, leaving a crack, a gap in the shield mesh)
B) Making a quest to find each item. Simply asking a person about an item, and then going to a place to find the items. (arcaenium orc says find this book. book talks about the location of the shield and weapon. librarian says find another book which is just lore, etc.)
I want to make a mod for a Faction/Club I'm planning, making the roleplaying a bit easier and feel more tangible than simple imagination. I could probably voice or find voice actors for the questline aspect. PM me any offers or questions, etc. If you just have input reply here, please. Or if the first part is easy enough to mod that I could learn myself (no modding experience) that would be fun, and could anybody lemme know where I could learn to do that.
Re: General Mod Request thread.
Posted: Wed Oct 17, 2012 9:46 pm
by ClockworkCadaver
tatortodd22 wrote:How big would the following projects be:
A) Adding these items in specific locations:
1. Several unique books of fanmade lore
2. A weapon with only a couple charges (a few uses before having to recharge) that causes fear to only dragons and dragon priests.
3. A helmet with either a texture or mesh modification of a scratch going across it from an ancient famous dragon fight.
a) Or a shield with scorch marks and a scratch in it. (like a claw tore through it, leaving a crack, a gap in the shield mesh)
B) Making a quest to find each item. Simply asking a person about an item, and then going to a place to find the items. (arcaenium orc says find this book. book talks about the location of the shield and weapon. librarian says find another book which is just lore, etc.)
I want to make a mod for a Faction/Club I'm planning, making the roleplaying a bit easier and feel more tangible than simple imagination. I could probably voice or find voice actors for the questline aspect. PM me any offers or questions, etc. If you just have input reply here, please. Or if the first part is easy enough to mod that I could learn myself (no modding experience) that would be fun, and could anybody lemme know where I could learn to do that.
A)
1. If the text is already written, it would take a couple of minutes. All you have to do is create a new book-object in Creation Kit (the game editor), copy&paste the text into the book-object and finally place the book where you want it in the game world.
2. This should also be pretty easy. You could probably just copy the original fear-enchantment and add a condition to it so it only affects dragons and dragon-priests.
3. I think a re-texture would be enough for something like that. You can't do that in the Creation Kit, however. You'll have to modify the .dds-texture for the helmet you want scratched in Photoshop or GIMP. I'm a terrible texture-artist, so I don't know much at all about this.
B)
Now, this is much more complicated. Not because it's hard to create a quest, but the new scripting language, Papyrus, is so unstable that it makes the quests become buggy disasters. This is why there aren't many quest-mods for Skyrim. We have to learn how to avoid the bugs in order to produce safe quests that won't give random issues to the user. Also, messing with vanilla NPCs (like Urag gro-Shub) could lead to compatibility issues with other mods. Creating your own NPC would be better.
If you're completely new to modding Elder Scrolls and wants to mod Skyrim, I suggest you start
here. Those tutorials aren't very well written, but at least it's enough to get you started. There are also a ton of
video-tutorials on YouTube. If you have any questions or need help with anything, create a thread here at the forums and we'll help as much as we can. Good luck!
Re: General Mod Request thread.
Posted: Thu Oct 18, 2012 12:32 am
by tatortodd22
ClockworkCadaver wrote:tatortodd22 wrote:How big would the following projects be:
A) Adding these items in specific locations:
1. Several unique books of fanmade lore
2. A weapon with only a couple charges (a few uses before having to recharge) that causes fear to only dragons and dragon priests.
3. A helmet with either a texture or mesh modification of a scratch going across it from an ancient famous dragon fight.
a) Or a shield with scorch marks and a scratch in it. (like a claw tore through it, leaving a crack, a gap in the shield mesh)
B) Making a quest to find each item. Simply asking a person about an item, and then going to a place to find the items. (arcaenium orc says find this book. book talks about the location of the shield and weapon. librarian says find another book which is just lore, etc.)
I want to make a mod for a Faction/Club I'm planning, making the roleplaying a bit easier and feel more tangible than simple imagination. I could probably voice or find voice actors for the questline aspect. PM me any offers or questions, etc. If you just have input reply here, please. Or if the first part is easy enough to mod that I could learn myself (no modding experience) that would be fun, and could anybody lemme know where I could learn to do that.
A)
1. If the text is already written, it would take a couple of minutes. All you have to do is create a new book-object in Creation Kit (the game editor), copy&paste the text into the book-object and finally place the book where you want it in the game world.
2. This should also be pretty easy. You could probably just copy the original fear-enchantment and add a condition to it so it only affects dragons and dragon-priests.
3. I think a re-texture would be enough for something like that. You can't do that in the Creation Kit, however. You'll have to modify the .dds-texture for the helmet you want scratched in Photoshop or GIMP. I'm a terrible texture-artist, so I don't know much at all about this.
B)
Now, this is much more complicated. Not because it's hard to create a quest, but the new scripting language, Papyrus, is so unstable that it makes the quests become buggy disasters. This is why there aren't many quest-mods for Skyrim. We have to learn how to avoid the bugs in order to produce safe quests that won't give random issues to the user. Also, messing with vanilla NPCs (like Urag gro-Shub) could lead to compatibility issues with other mods. Creating your own NPC would be better.
If you're completely new to modding Elder Scrolls and wants to mod Skyrim, I suggest you start
here. Those tutorials aren't very well written, but at least it's enough to get you started. There are also a ton of
video-tutorials on YouTube. If you have any questions or need help with anything, create a thread here at the forums and we'll help as much as we can. Good luck!
Thanks loads for the info. I'm learning the basics of Creation Kit as we speak. My plans for this mod just got a bit more extensive. (Several dungeons, NPCs, books, special items, a retexture or two)
Do you know anything about making a crack in the shield? I mean an actual gap, the material slashed out. I'm sure armor modders could pull it off, but I doubt that's with the Creation Kit?