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Cookie_Crispings

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Layman

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  1. Sorry late reply, super busy with work. Yeah the problem I am having is that in the creation kit, I have been attempting to learn that for creating actors and I have followed guides to the letter but the only problem is, when it comes to choosing the race of said new actor, the list is empty and i can't click on anything. Just in general the creation kit doesn't want to work properly for me which is why I need the help of others and subsequently made this post. I would love to make something myself and start out small but I can't really start out small when the creation kit, no matter what I do, refuses to work.
  2. I am looking for help to create a mod similar to Skooming Skyrim, but with more depth. (all links for mentioned mods will be linked bellow the wall of text you are about to sift through) I am looking for help from either a serious modder or a casual modder, I am far from fussed so long as you know how to do custom dialogue on your own character and NPCs, quests and character design and should i decide I want this, custom building and guard parameters for said structure, though I don't plan on having a building like any other that consists of a loading screen to enter and exit, so basically like the open cities mod without all the houses. I have a very strong idea of how I want the mod to be and a few ideas to make it feel like you are truly on the wrong side of the law. I got the idea from the Skooming Skyrim, which I must say, I do very much love that mod though it lacks any depth. I also got some ideas from the Guild Starter mod, which is fun for maybe an hour but soon becomes as boring as end game units in the TW series because by that time, you just roll over everything and anything with no challenge, and at that point it has as much depth as leading an army in a war on CK2 (props to the game of thrones mod and their mega war mechanic for making it more interesting with a bit more need for logical strategy). As for my own contributions to this mod so far, I have jotted down all my ideas and custom speech options (which are not finalised due to me prefering flexibility of choice when the need arises and advice by others - this makes it so if someone has a better idea than mine, it won't effect the rest of the mod layout much and changes will be done as efficiently as possible to get the mod out quickly (when I say this, I don't want to rush the mod. I simply mean that I want to avoid the possibility of setback after setback, but care and attention will be put into the mod at every turn and I am well aware that sometimes a quick finish will be the better option. Again though, nothing is set in stone as I want maximum flexibility) and decisions that will have to be made, though anything outside of thinking is where I lack ability so I have reached no further. The reason for me wanting to undertake this task with 1 or even a few others is because again, going back to what I said about a lack of depth in both, Skooming Skyrim, while I love it very dearly, there was nothing more than simple fetch quests every so often (like classic RPG games) then the rinse and repeat "Take this Sovngarde Skyblue and sell it and bring me back my septims". Yes, occasionaly you would get stopped by NPCs walking around who were basically NCA or DEA or your countries equivalent type of NPCs who would take your narcotics, add a 1 coin bounty to your name in whatever hold you were caught in, then off you go to get more drugs and make more money and possibly get stopped again in about 3 real world hours after you have earned half a million septims and Da'rhakaz has taken his share, which is what, 60, maybe even 70% of the profits. I am sure I don't need to tell anyone who has tried Guild Starter about how dry and bland that is. While yes, I agree that Da'rhakaz should have a juicy share of the profits, I don't think it should be higher than 50% at maximum, all he does is stay in his cave under Goldenglow Estate and cook up the narcotics while you are out on the street, trying to turn casual buyers into addicts and generally, grafting. It is my idea that the more money you earn, and this is to add more depth, that guards or in this case, hold guards and custom tamrielic form of FBI or NCA, should work together to find out how you got all that money so quickly and when they eventually find out, you have to go on the run from hold to hold so then you go to a hold where the guards aren't after you and you can lay low while say Riften hold in this instance, while your bounty in the Rift drops and the imperial federal police begin searching other holds, and it is safe for you to move back in should you choose to go back there, and the more times you are found out to be back in the original hold where you were originally wanted, the wanted level takes longer to drop and the people start reporting on your location more and more. I was thinking that wanted posters could be around cities and villages and you have to sneak over to them to rip the poster off the post and that contributes to lowering your wanted level, as does paying the likes of Maven Black-Briar or another influencial hold family speaking, though not guarenteed to always work, to the Jarl about lowering your wanted level. As the bigger your operation becomes, the more you can recruit people, including Khajiit caravans to start smuggling your skooma to other holds and selling it then returning some time later, however long their usual schedule is, to return to you with the profits, and if you become so big, proping up your gang to work with other gangs, or war, and if you win the war for territory, or you have had no war with them and they like you enough (I am still yet to admittedly think of how to increase their opinion of you while avoiding yet another fetch quest) then you can form a drug cartel made of 2 (at minimum) gangs or more to properly fit the very definition of a cartel, further increasing your profits and influence and in essence, recruiting your own sicarios (if you want to speak in real terms. Bandits if not) and have your own lab built where you process torrents of the stuff, away from roads to add to the idea of them being hidden, with cooks and your own guards protecting the place, like how the real world Medellin Cartel under Escobar, had a lab in a jungle called Tranquilandia. I was also thinking you can set your own smuggling routes with other NPCs that you choose to smuggle drugs to other holds and before a mule gets sent out to sell at his final destination, you have to tell someone to first make sure the road is safe from imperial, stormcloak or rival gang ambushes, and while they can come back and say whether it is safe or not, that could've changed to it being not safe or safe for your mule, and should he die, your enemies will narrow down on where your operations are taking place, and the more a mule dies, the closer they get, and should they find you, you are then forced to fight them there (say they are scheduled to arive 24 in game hours later) or hope you can pack up everything and move to a different location. I will stop this here as I have more ideas but I want opinions of what people think so far. I would love to work with anyone with their own ideas too and not just modders Sorry if this comes off as a bit convoluted at first and even me reading it back to myself right now does make me a bit confused but I am not good with typing concisely. Here are the links to the mods for you to peruse and get an idea of what I am going on about if you never heard of any mod said. Skooming Skyrim which is purely an oldrim mod: https://www.nexusmods.com/skyrim/mods/65259 The extremely barebones though has great potential Guild Starter mod: https://www.nexusmods.com/skyrim/mods/52871 This is another fantastic mod where I mainly got the Tranquilandia idea. Again, with great potential but pretty barebones: https://www.nexusmods.com/skyrimspecialedition/mods/18308
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