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King Coin
post Feb 26 2012, 05:19 AM
Post #61


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I found another mod that I really like. It adds sounds of wildlife when you are out in the world. In a forest you hear birds calling and various animals scurrying about. Even bugs. Link


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liliandra nadiar
post Feb 26 2012, 07:02 AM
Post #62


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Ah yes, been really like that one myself. The sole 'problem' I have with it is that it becomes a bit harder to tell when a wolf spawns near-by or if it's just background sounds.


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SubRosa
post Feb 26 2012, 07:04 AM
Post #63


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I tried that one and its companion piece for dungeons. I deleted both of them soon after. They just spit out random noises at you, but with no accompanying physical sources, I found it disconcerting. It was especially bad in the dungeons, where you constantly hear hisses and screams, but nothing is there. I rely upon auditory cues to tell me if there is a monster up ahead. But that was just impossible, since I was constantly hearing things that were not there.


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King Coin
post Feb 26 2012, 08:08 AM
Post #64


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The dungeon one is a little unusual, I've thought of getting rid of it myself. I really like the wilderness one though. It's all sounds that you don't need a source for. I find it easy to image the birds are in the trees or flying out of sight. I had the wolf problem though. Kharjo didn't.


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SubRosa
post Feb 26 2012, 11:46 PM
Post #65


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I am still working on tweaking Nature Summoning. I have added spell vendors to every hold capital. Next I plan to go over the animals you can summon, and remove a few. My plan is to have one critter of each type: wolf, cat, bear, spriggan. Then for the potent versions, use a different skin. So the entry level wolf will be your regular wolf, while the potent version will use the ice wolf skin. I also need to do some work on the stats, as my own play has found them to be a bit overpowered.

In the process of working on the new NPCs, I came across a weird bug. While not game-breaking, it is very immersion-destroying. New NPCs can come out having a different skin color on their face then the rest of their body, completely ignoring what you set their faces too in the CK. That includes ignoring warpaint and the like. There is an obstacle course of things you can do to work around it, but it seems like too much of a pain in the rear to me. You can read about it here.


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King Coin
post Mar 4 2012, 04:07 PM
Post #66


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Well I've released the next version of my mod and I tested it on Gladio and it works on him. This version allows you to put up to 10 followers (in case you are using a multiple followers mod) into wander mode.

EDIT: I put up a new file because I realized that my dialog conditions excluded animals IF you did not already have a humanoid follower. It should be fixed now.

This post has been edited by King Coin: Mar 4 2012, 08:23 PM


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SubRosa
post Mar 4 2012, 08:26 PM
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I tried it on Gladio, and see no effect at all. There are no dialogue options. No change at all. Unless I go the first file you uploaded. I will re-download once it lets me.

This post has been edited by SubRosa: Mar 4 2012, 08:28 PM


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King Coin
post Mar 4 2012, 08:50 PM
Post #68


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Yeah, I didn't realize there was a counter for followers and a counter for animals. I just removed that condition and just kept CurrentFollowerFaction as a prerequisite.


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SubRosa
post Mar 4 2012, 08:59 PM
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I was able to download it now, and it works! I'll update the page for Gladio.


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SubRosa
post Mar 4 2012, 10:43 PM
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I have been working on a mod that adds general stores to the cities that lack them. I now have them in Morthal, Dawnstar, and Winterhold. So that means the capital of every hold has a general trader. Now I am thinking of adding them to the smaller places, like Ivarstead, Shor's Stone, Dragon Bridge etc...

It has been difficult because of the bug that gives new NPCs purple faces. I found that Nord males seem to be immune, so that is what I have made every shopkeeper so far. I also had some strangeness with AI Packages. One fella disappeared from the game until I removed all of his packages - even though they told him to remain in his store. He works fine without them though, so that is how he is currently.


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King Coin
post Mar 4 2012, 10:53 PM
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That sounds great! Good luck with the NPCs. What a weird bug.


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SubRosa
post Mar 6 2012, 07:55 PM
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I just released 2.0 of Nature Summoning. This is a big overhaul of the mod. I removed two of the summonings as they felt redundant. Now there are just Wolves, Sabre Cats, Bears, and Spriggans. However, I also added permanent Thrall-versions of each, in addition to the Potent versions you will summon if you have Elemental Potency. I also added spell vendors to the capital of every hold, making it easier then ever to buy the spells. They also have a random chance of having a soul gem for sale, and the Master Trader perk will work with them.

The vendors can be found in the following locations:
Whiterun: Morcant, in the Temple of Kynareth.
Falkreath: Grimassi, in Dead Man's Drink.
Solitude: Penczak, in the Temple of the Divines.
Dawnstar: Blavatskh, in the Windpeak Inn.
Markath: Moura, in the Hag's Cure.
Morthal: Buckland, in Highmoon Hall.
Riften: Cuhulain, in Mistveil Keep.
Windhelm: Valiente, in the New Gnisis Cornerclub.
Winterhold: Starhawk, in the Frozen Hearth.

A cookie for anyone who recognizes where I got the names for the new vendors. wink.gif



I also discovered while playing yesterday that if you are using the Animal Friend mod, the natural predators will join in fights to help you, if they are close enough. Primrose was mixing it up with some Thalmor, when a wolf suddenly turned up and leant her a helpful fang.

This post has been edited by SubRosa: Mar 6 2012, 08:06 PM


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King Coin
post Mar 6 2012, 08:10 PM
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Well, there's Morcant that I recognize from your story, some of the other names seem somewhat familiar while others I do not recognize at all.

I suppose I could google but that would be cheating. biggrin.gif

What I'm thinking of doing is maybe making more beds for rent in the world. Some small villages don't have an inn, which is fine, but I think there should be someone in the village willing to rent out a small room in their home. Maybe at some of the more isolated mills as will.


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SubRosa
post Mar 9 2012, 11:37 PM
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I finished the last vendor for my General Stores mod. *Phew* that was a lot of stores. Not to mention a lot of purple faces I had to find ways to make less obvious. But now every town and city has a general store to sell your loots in. It ought to make adventuring a little easier, since you do not have to go trekking as far to find a place to unload all the crap you picked off of dead things. Now you can base yourself in little places like Ivarstead, or Karthwasten. I need to do some testing to be sure the packages are working for all the merchants, then I will put it on the nexus.

This post has been edited by SubRosa: Mar 9 2012, 11:38 PM


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King Coin
post Mar 14 2012, 05:45 AM
Post #75


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I just finished a new version of my mod. Vanilla Followers have voiced responses now. That was a lot of work, just to let you know.

Get it on Nexus or Steam.

This post has been edited by King Coin: Mar 14 2012, 05:45 AM


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SubRosa
post Apr 8 2012, 07:18 PM
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There is a new mod out called Better Quest Objectives. It fleshes out the quest descriptions, adding directions of who to talk to and where to go. So you do not have to rely upon the quest arrow in your hud. I am downloading it now to try out.


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Thomas Kaira
post Apr 8 2012, 10:31 PM
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Well, since this thread is here, might as well...

Economics of Skyrim is my current big project (though currently on hiatus due to scripting limitations that I need SKSE to resolve). The aim is to diversify Skyrim's economy system and eventually allow the economy to react to events in the game. It is definitely NOT finished at this point, and is only at the Proof-of-Concept stage. Use at your own risk.

Signs and Guardians was a side project I decided to cobble together while I was waiting for SKSE. It overhauls and re-balances the Standing Stone powers, and now allows you to choose between one of three spells for each Stone. It also allows you to keep multiple abilities, but with certain limitations (based on the series Birthsign lore). I made this mod to make Standing Stones have more meaning to your character and to make them a bit more lore-friendly. This mod I do now consider complete.

I am now working on a third mod which will also be small, but should be quite useful to you. More on that later. wink.gif

This post has been edited by Thomas Kaira: Apr 8 2012, 10:35 PM


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King Coin
post Apr 8 2012, 11:16 PM
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QUOTE(SubRosa @ Apr 8 2012, 01:18 PM) *

There is a new mod out called Better Quest Objectives. It fleshes out the quest descriptions, adding directions of who to talk to and where to go. So you do not have to rely upon the quest arrow in your hud. I am downloading it now to try out.

Let us know what it is like.

QUOTE(Thomas Kaira @ Apr 8 2012, 04:31 PM) *

Signs and Guardians was a side project I decided to cobble together while I was waiting for SKSE. It overhauls and re-balances the Standing Stone powers, and now allows you to choose between one of three spells for each Stone. It also allows you to keep multiple abilities, but with certain limitations (based on the series Birthsign lore). I made this mod to make Standing Stones have more meaning to your character and to make them a bit more lore-friendly. This mod I do now consider complete.

I really like the way this one sounds. I've yet to download it, but it's on my tracking list so I won't forget it.


I've updated my mod. It adds a couple of commands to your followers. They can just relax or gather ingredients from plants for you at this time.

To do this, just talk to your companion and choose the topic "We'll stay here for a while..." A couple of choices will appear. Choose one and they will either start looking for ingredients or just relax.
There is NO time limit for how long you can leave them relaxing or searching for ingredients.

Here's a quick video.


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Thomas Kaira
post Apr 9 2012, 07:29 PM
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My latest:

Where's My Horse Gone?

It does as it says, you can have your horse tagged with a quest marker so you can easily find it again when you lose it.


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SubRosa
post Apr 18 2012, 10:18 PM
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I have updated Nature Summoning with a fix for the NPC grey face bug. No other real changes though.

Now that this is fixable, I'll be uploading my General Stores mod soon. I just have to fix a weird issue where one of the new NPCs keeps falling through the floor of his smithy...

This post has been edited by SubRosa: Apr 18 2012, 10:18 PM


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