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Skyrim Mods |
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| King Coin |
Feb 14 2012, 05:16 AM
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Master

Joined: 6-January 11

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Post your mods, or post your favorite ones here! ############ I made Followers can Relax. This mod adds a command to any companion in the game that lets them chill out and relax instead of standing at attention all the time. To do this, just talk to your companion and choose the topic "We'll stay here for a while." They will start interacting with the environment (eat, drink, sit, ect). To get them to start following you again, just talk to them and say "Let's go." It can be DLed at Nexus here.I plan on doing more with it as I have time to fix things and polish it. One bug that I've noticed in Breezehome is sometimes when Kharjo wanders into the little room in the back with the alchemy station he disappears. I recommend you know your follower's ID so you can console them back in case something like this happens until I figure out what the heck is happening there. Pretty sure that was a different mod and not mine now! This post has been edited by King Coin: Feb 17 2012, 12:52 AM
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Replies(60 - 79)
| SubRosa |
Feb 26 2012, 11:46 PM
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Ancient

Joined: 14-March 10
From: Between The Worlds

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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 |
Mar 4 2012, 04:07 PM
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Master

Joined: 6-January 11

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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 |
Mar 6 2012, 07:55 PM
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Ancient

Joined: 14-March 10
From: Between The Worlds

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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.  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 |
Mar 14 2012, 05:45 AM
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Master

Joined: 6-January 11

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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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| Thomas Kaira |
Apr 8 2012, 10:31 PM
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Mouth

Joined: 10-December 10
From: Flyin', Flyin' in the sky!

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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. This post has been edited by Thomas Kaira: Apr 8 2012, 10:35 PM
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Rarely is the question asked, is our children learning?
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| King Coin |
Apr 8 2012, 11:16 PM
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Master

Joined: 6-January 11

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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 |
Apr 9 2012, 07:29 PM
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Mouth

Joined: 10-December 10
From: Flyin', Flyin' in the sky!

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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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Rarely is the question asked, is our children learning?
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| SubRosa |
Apr 18 2012, 10:18 PM
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Ancient

Joined: 14-March 10
From: Between The Worlds

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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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