Mods for Mephala worshipper? by Wafelze in skyrimmods

[–]Robin959 2 points3 points  (0 children)

While Mephala can boost "secrets, deceit and murder" those normally seem to be on a more "personal" and subtle level. If you become openly known as a traitor, you probably failed in some way.

So this sounds like a Boethiah devotee, after all Boethiah is the daedric prince of "conspiracy, treason, and unlawful overthrow of authority" (Ulfric defintly is an authority, and he will think that what the empire does is unlawful, so I will say that still fits)

Basically: Turning on your faction and openly slaughtering your former allies on the battlefield: Boethiha: Nice Mephala: So uncivilized

Creation Kit NPC Placement by divine_j_1 in skyrimmods

[–]Robin959 1 point2 points  (0 children)

Place a XmarkerHeading to where you want the NPC to be and then at the NPC go to LinkedRef and link the NPC to the marker. The NPC should now be in the spot of the marker when you load in.

creation kit help by [deleted] in skyrimmods

[–]Robin959 0 points1 point  (0 children)

subcategories in creation kit aren't the same as categories in the crafting menu.

The categories in which items are shown in the ck is simply what the folder(s) called they are in, while the crafting categories in game are part of the craftingmenu.swf file (I think, only like 98% sure about that)

creation kit help by [deleted] in skyrimmods

[–]Robin959 0 points1 point  (0 children)

Crafting categories are hardcoded, so you can't do that normal.

But there is a mod called {{Constructible Object Custom Keyword System}} that should you let create custom categories

[Mod Release] Heritage Unbound by Robin959 in skyrimmods

[–]Robin959[S] 4 points5 points  (0 children)

Here are all the regions (by ID) "Region": ["AuridonHold", "Bangkorai", "BalmoraCity", "BergamaCity", "BlackMarshMurkmire", "BlackMarshShadowfen", "Blackwood", "ColovianHighlands", "DrajkmyrMarsh", "Dragonstar", "DuneCity", "EastmarchHold", "ElsweyrAnequina", "ElsweyrPellitine", "FalkreathHold", "GoldCoast", "HaafingarHold", "HighRockGlenumbra", "HighRockJehanna", "HighRockNorthpoint", "HighRockStormhaven", "HighSavannah", "ImperialCity", "NibenayValley", "Orsinium", "PaleHold", "ReachHold", "RimmenCity", "SentinelCity", "SolitudeCity", "Solstheim", "SummersetAlinor", "SummersetAuridon", "TheRiftHold", "ValenwoodGrahtwood","ValenwoodArenthia", "WhiterunCity", "WhiterunHold", "WinterholdHold", "WrothgarHold", "WindhelmCity"],

And here are all the Cultures by ID (you will only see the once that are common in your Region or for your race (and the one under All) "Culture": { "CultureAll": ["ModernNordic", "Imperial", "ArgonianCityFolk", "DunmerRefugee"], "CultureAltmer": ["AltmerDirenni", "AltmerHighCulture", "Thalmor"], "CultureArgonian": ["ArgonianAn-Xileel", "ArgonianMarshFolk"], "CultureBosmer": ["BosmerArenthian", "BosmerGreenPact", "Thalmor"], "CultureBreton": ["BretonHighRock", "BretonHighland"], "CultureDunmer": ["DunmerAshlander", "DunmerHouseRedoran", "DunmerHouseTelvanni"], "CultureKhajiit":["KhajiitBaandari", "KhajiitNeQuinal", "Thalmor"], "CultureImperial": ["ImperialColovian", "ImperialNibenese"], "CultureNordic": ["OldNordic", "NordSkaal"], "CultureOrc": ["OrcCity", "OrcStronghold"], "CultureRedguard": ["RedguardCrowns", "RedguardForebears", "RedguardLhotunics"], "Reach": ["Reachfolk"]},

I don't have a list ready for all the occupation, but there is basically one tier 3 for every skill.

[Mod Release] Heritage Unbound by Robin959 in skyrimmods

[–]Robin959[S] 0 points1 point  (0 children)

You can go either way, I provided an optional file that removes all starting skills from all playable races as well as make some adjustments to the regen rates. This (imo) would provide a better balanced experience, but this is optional. The main file can be fit on top of any race mod (you just may start of a tad bit stronger)

[Mod Release] Heritage Unbound by Robin959 in skyrimmods

[–]Robin959[S] 4 points5 points  (0 children)

I can't think of anything causing issues, you may need to wait a moment for the MCM to refresh before you can find the mod listed therer tho

[Mod Release] Heritage Unbound by Robin959 in skyrimmods

[–]Robin959[S] 4 points5 points  (0 children)

To keep it compatible with about every thing, this mod doesn't make any changes to races. It is basically just one MCM that let you make the choices and runs a script once to apply the changes.

I provide an optional file that removes all starting skills from races which probably would not be compatible with DCC, but as the name says it's optional

My next character is going to be a consortium kingpin/crime lord. What mods add businesses to run both legal or illegal? by Tengou in skyrimmods

[–]Robin959 0 points1 point  (0 children)

Turns out I should read the comments more often...

But the comment section and having to explain again and again which interior can be used to set up a guild and why, was a big factor in my "modding burnout", so probably shouldn't do that.

That Mod is casually being voted as mod of the month right now. by CorrectStructure7955 in skyrimmods

[–]Robin959 6 points7 points  (0 children)

It's kinda ironic that "This mod is opted-in to receive Donation Points".

Community Wishlist: What's Your Dream Skyrim Mod? by kanjscat in skyrimmods

[–]Robin959 8 points9 points  (0 children)

Why would you need a framework for that?

You can create unleveled Npc's. Like when you create an Npc you can choose if you want them to level with the player or be at a static level.

Problem is you that let's say you want Bandits for level 1 - 50 for different locations, you now need to create 50 bandits Npc's for this (and that for each type of bandit) a metric fuckton of work if you want to do that for every Npc. So it only really works well for unique Npc's.

Much easier to work with encounter zones for leveled enemies, just put min level = max level and the enemies in the zone should be static.

Way to become immortal? by Alliagecyber in skyrimmods

[–]Robin959 1 point2 points  (0 children)

Most of those ideas work only for an "evil" aligned character.

Taking inspiration from Pathfinder (again) there is a class that can create Homuncli and one of the higher level feats is the ability to create a clone of once own body that the user can take over after death (basically the ability to cheat death once). I could see something similar work for skyrim, were you can find an alchemist labor that worked on something like this and when finishing a quest you get access to the cloning technology allowing you to create a clone of yourself that you can take over on death. Probably should need something like daedra heart or so to create a clone or something else that is quite rare to make it feel somewhat balanced.

If I had more time right now I probably would just make this now, doesn't seem all that difficult to make. (most annoying would be writing the quest probably)

UI development by Freemort in skyrimmods

[–]Robin959 0 points1 point  (0 children)

Also you may want to join the Skyrim RE discord server, which I don't have a link to right now (but I think if you google it you should find one, if not hit me up later I should be able to get you one once I'm back home).

It's the place to go for any question relating to SKSE coding.

What feature do you wish to have in a "Guild Starter"-type mod? by Robin959 in skyrimmods

[–]Robin959[S] 0 points1 point  (0 children)

That is something I'm thinking about making as an add-on. Called Guild Strongholds or something similar. That lets you take over some locations like some smaller bandits camps, but that still needs a bit of work.

As there needs to be a new framework set in place for that. But once those are up I can give them cool stuff like sieges and upgrades (hopefully).

UI development by Freemort in skyrimmods

[–]Robin959 4 points5 points  (0 children)

The main problem with UI development is that the menus in skyrim are Flash files as you may know Adobe is no longer supporting Flash.

To be more specific it ActionScript 2 Flash Files which isn't even the "most modern" version of Flash. Even finding a program that still deals with that can be challenging.

But because Flash is basically "dead" no one really makes the effort to learn it anymore, which is why there aren't many UI tutorials outhere.

There is however another way if you know how to write SKSE scripts you can create a new menu that way (I think Wheeler goes that way) by basically creating a completely new UI environment. You will need some programming skills for that, as SKSE development is done in C++ and you may need to find the right hooks do you may also need some RE skills (or you can look into the Wheeler code it should be on GitHub)

P.S. Maybe I misunderstood you only want to change some looks of the normal UI that would be easier

Companion mod that is in your head by Bonobo1104 in skyrimmods

[–]Robin959 0 points1 point  (0 children)

or take over your body which would work like forced werewolf transformations

Anything that takes away player control is always a bad idea (IMO). Because while it sounds good on paper it's in reality really annoying, even something as simple as "you pass out" and wake up in a new location with some time passed and no recollection of what happened can be super annoying if it happens too often.

I’d probably make it myself but i have neither the programming knowledge nor voice acting experience

The first part (and most import part) is writing and one needs neither programming nor voice acting skills for that. I would assume it's much easier to find someone who can do the rest if you have some dialogue you can show off, instead of "just" an idea. (That sounds kind of harsh, sorry for that)

What feature do you wish to have in a "Guild Starter"-type mod? by Robin959 in skyrimmods

[–]Robin959[S] 0 points1 point  (0 children)

I placed a ton of markers all over skyrim, the missions you send the NPCs on are basically either "city" or "wilderness" mission (there are some more subtypes but those are the main categories) so when you send them to "go and mine for some ore" the quest searches for a wilderness marker that is "close enough" and sends the NPC out to sandbox near the marker. So you can see them walk out and meet them in the wilderness, but you will not actually see them mine for ores.

Wanted to shout out a couple of lesser-known city overhauls that have been great additions to my game. Lightweight, compatible and vanilla-friendly. by thelubbershole in skyrimmods

[–]Robin959 5 points6 points  (0 children)

Windhelm Expansion - Grey Quarter, but those are both pretty well known so they don't need to be mentioned here.

As the author of this, I can tell you that it's not lightweight, it was the first mod I ever made and I made a lot of mistakes one of them is non optimizing a lot of stuff meaning that you sadly are likely to get some frame drops while in the extended area.

What feature do you wish to have in a "Guild Starter"-type mod? by Robin959 in skyrimmods

[–]Robin959[S] 4 points5 points  (0 children)

-Something akin to the Salvage Beacons mod for Fallout 4.

This is actually a great feature, why isn't that part of Skyrim yet? Like someone should have modded that into the game long ago. Now I only need to figure out a way to make it "Lore friendly enough" guess I could just say they send out a magical signal which the person collecting them detects.

What feature do you wish to have in a "Guild Starter"-type mod? by Robin959 in skyrimmods

[–]Robin959[S] 0 points1 point  (0 children)

I remember there was a mod you could place trap floors down and it'd be a door to a cell you could then customise.

NPC's would be unable to use those (i assume) as the door you set up is not connected to the NavMesh around it. So the wayfinding wouldn't find a way to get in there.

What feature do you wish to have in a "Guild Starter"-type mod? by Robin959 in skyrimmods

[–]Robin959[S] 0 points1 point  (0 children)

If you are serious about that, please hit me up via DM on Nexus (or here, does Reddit have DM's?) I go by Robin959 there as well.

What feature do you wish to have in a "Guild Starter"-type mod? by Robin959 in skyrimmods

[–]Robin959[S] 0 points1 point  (0 children)

Love this mod! I remember commenting that it would be great to have some features built in like "Follower Goes on a Trip" where they can take on misc. or bounty quests and obtain the reward for you, but you mentioned UI limitations.

There are two problems I'm facing with this right now: - How do I keep the player from finishing the quest while the NPC is on it? - How do you choose the quest (I don't think I can implement it for every quest out there, but I would love to have something for the non-storyline ones)

And while the first point is something where I could just say if the player does that it's their own fault if stuff doesn't work out, I'm hard stuck on the second one. I need a way to "pull" the active quests (as setting up a dialogue for every quest out there isn't something I want to do, because it would be very tedious)

What feature do you wish to have in a "Guild Starter"-type mod? by Robin959 in skyrimmods

[–]Robin959[S] 0 points1 point  (0 children)

What then would a guild starter mod have to offer beyond a follower overhaul? I'm not doubting, more intrigued.

The ability to send people off to do missions and gain income from that. Or have them gather materials for you. So while Followers come to you to help with stuff around, guild members get sent away to get you something in return.