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Mishaxhi

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Everything posted by Mishaxhi

  1. tactical covert folding spoon knife
  2. what is this i dont even

    1. vometia

      vometia

      It's a stapler, I think. Or a cavity wall, maybe.

  3. Mishaxhi

    Gladius

    That looks awesome
  4. alright, TESAwesome is up and running

  5. Mishaxhi

    Saex

    Nice, I love Saex knives
  6. My Goblin Kushluk got into a fight in the Elved Gardens when some Altmer scoffed at him, and now he's wanted by the legion because said Altmer... accidentaly... died... during the fight. So, he started his long journey to Elsweyr where he can hide until the heat is off Headed to Riverhold, stayed at an abandoned shack overnight on the way (had to slit the throats of two sleeping bandits to do so) Followed the road from Riverhold to Orcrest and now he's staying there for a while. The people are a little more tolerant of the beast races and the skooma is readily available
  7. Some stuff I wrote for The Northern Front, thought I'd share it ------------- The Legend of Marchosias No swordsmam so great No warrior so bold Such a champion long missed A hero from the cold A thousand years Before this day A Nord was born Magnus his name With eyes so brown And hair so dark He is no Nord People remark Yet under skies so hazy Amongst other young so lazy The young Nord learns to fight To run, swim, climb such heights And wrestle bulls so brazen With no time left for praising Shunned always as a heathen With baited breath so freezing Exiled is he Outcast, he be Bandits, he fights To test his might His armour is so dented His face so very scarred Yet he fights evil wherever it may be No matter how testing or hard The Nordic King so feeble Takes everything from the people His men to do his bidding His title not so fitting And Magnus now much older Much stronger and much bolder Hears the plight of the stricken Says "some nobles needs a lickin'" Grabs his sword and chainmail His shield lest his arm fail Sets to the fief of Westfane Where the Kings men march to exact pain The warrior stands strong His stance is wide The Kings men take aim Their arrows do fly He raises his shield His arm holds firm The Kings men charge His inner fire stirs The six men roar Magnus waits patiently The first takes a swing Magnus ends him beautifully The second flanks the right The third takes the left Magnus takes them both Nothing of them left The fourth is so large So mighty and so strong But Magnus sees his weakness The wait seems so long The mighty claymore swings Magnus ducks and spins right The fourth loses his footing Magnus strikes with all his might The fifth sees an opening His sword is thrust so true He underestimates the warrior He takes him for a fool Magnus saw the blade incoming And blocks it with his shield Now the fifths sword and insides Lay strewn across the field The sixth at the sight Of all his comrades dead Drops his arms and flees Lest he lose his head The Kings men flee the slaughter Their tails between their legs The people laugh and cheer As back home Magnus heads The common man learned to fight To stand up to the King No taxes that year were paid No single gold, not a thing The people hail their champion A warrior so bold "Marchosias," they call him Our hero from the cold ------------------ Follow Me Ignorant child You who dismay You who find error in all that I say Tasked with rebuttal of everything true Know I don't care when you do what you do Arrogant child You who refuse Believe everything you want lest your view lose Virtue and honour left resting so lax But I won't be there when you fall through the cracks Dishonest child With the tongue of a snake Twisting and coiling words for your own sake Bending the truth and creating your own Yet I won't be there when you're left all alone Violent child Heart of a bull Reckless and wild a mind so mental Wielding the sword not for man nor for me But when you're the victim it won't be heaven you see Virtuous child You who protect Find horror in poverty and lives so wrecked Forging the light where there's none to be found Head in the clouds but feet firm on the ground Courageous child Bravery and strength Who fear and dismay both avoid at great length Those who can fight protect those who cannot Now slaughter the evil and let them all rot And now my child Who will you be Will you fight for great purpose and honour me Become one of great courage and one so bold Or forget your beginnings and take the wrong road Where darkness pollutes and the light is so rare And I know that you think that the world isn't fair But nothing will change if you don't take a stand And I see in your heart the life that you planned I see the person you wanted to be And that person will grow if you just follow me Lost verse - Heroic child You who prevail You who will live forever in a bards tale Never give up even if things look bleak Continue this path and you'll find what you seek
  8. Version 1.0.1

    280 downloads

    "The fifth sees an opening His sword is thrust so true He underestimates the warrior He takes him for a fool Magnus saw the blade incoming And blocked it with his shield Now the fifths sword and insides Lay strewn across the field" The Northern Front is a large, multi-path quest mod where the player buys information from a mercenary contractor and decides them self what they will do with their newly acquired knowledge. There are no quest markers, no obvious hints and no linear "go here, kill this, get this" quests. The player will have to use their wits and skill to make a profit in this shady mercenary business. Everything you would expect to be able to do, you will. Will you gather information, and follow up leads through word of mouth and paper trails? Will you use stealth, infiltration and espionage to work alongside the shadows in achieving your goal? Will you use your charm and sharp tongue to strut your way to a profit? Or will you cleave first and ask questions second, simply cutting down all those who get in your way... This mod offers all of these paths. All quests have multiple endings and rewards. Decisions you make in some quests will have direct effects on others. You get to truly play as your character would, and not just as the common quest would restrict. This is the main focus of this mod - quests that are original, fun to play and force you to think and decide on the best way to proceed The mod is largely voice acted due to the help of some very talented actors. I hope you enjoy Requirements OBSE v0018 or above Conflicts Fully compatible with Open Cities and Unique Landscapes Please report any conflicts you come across in this thread Recommended mods Elys Universal Silent Voice Whilst the mod is largely voiced there are still some parts which lack voice acting. This mod is a must if you wish to solve things diplomatically as you will have a lot of talking to do Features New camp and inn in the North of Cyrodill New, diverse NPCs, each with their own personalities, distinct behavior, quirks and voices Many new quests, each with multiple endings and paths to completion New, powerful artifacts, for you to obtain however you see fit A diverse and interesting story twisting itself around the main quests Many new self written and lore integrated books related to the mod including: The Legend of Marchosias, On Marchosias, Manual of Cavalry, The Adventurers Bestiary, The Warriors Bestiary, The Graverobbers Bestiary, Tamrielic Cryptids, Follow Me and Him - Penumbra Screenshots x | x | x | x | x | x | x | x | x | x | x | x | x | x | x | x | x | x | x | x | x | x Special thanks All of the actors who offered to help bring this mod to life TESAlliance for teaching me pretty much everything I know about modding (and for putting up with me asking questions in the shoutbox every 5 minutes when I got stuck) Grond for helping me out with writing when I was starting up Bethesda for creating the game and making the CS available Credits/Resources used Waalx' Realswords: Bosmer Mr Siikas Siege Engines Mr Siikas Durzog Xia's New Amulets Armory of the Nordic Warrior by pale_rider Voice acting Arvidius - Sebastian, Heironymous Lex, Francis, Tramond, Irroke the Wide, Dunmer watchman, Ragnar, Imperial Legionaires, Trailer voices, Baug, S'razirr, Lord Vincentus, Cardok, Neroveus, Various Dunmer mercenaries, Ogier, Pranal, Bravil Guard, Arban Odahilys - Claude Maric, Brucetus, Bourion, Various Dunmer mercenares, Sevarius Atius Onsasaki - Sarynce, Mufala, Pravus, Scarab, Malakai, Runs-into-Flowers, Kushluk, Various Dunmer mercenaries Roddy - Beezum, Yarglek, Urbul gro-Orkuld, Owyn Theonlylifeseeker - Sentalus, Xhaferi Vereta - Brother Harker, Aluman, Vassier, Panicked Mercenary, Khanate, Waleran, Dolgarogg, Kralus
  9. Reuploading... sorry about double thread. Please delete this one
  10. never mind washington's method is way better. and what's the problem with it being obse dependant?
  11. doesn't a quest automatically begin when shivering isles loads telling you that a portal has appeared? so couldn't you use GetStageDone questname stage == 1 to check if that quest has been done? and therefore if SI had been loaded
  12. it's an exterior cell which is why i didn't use GetInCell i took your advice of doing it in dialogue conditions and it is currently: (GetStageDone MISHnfquest2, 100 == 0) AND (GetStageDone MISHnfquest2, 120 == 0) AND OnTarget(GetInSameCell MISHgreycourserref == 1.00) AND (GetIsID MISHnfNPCsarynce == 1.00) if all of those conditions are met the NPC should offer the dialogue. the first 2 conditions restrict the topic from appearing if the player has complete quest stages 100 and 120 (which are giving the horse to the other NPCs), the horse has to be in the same cell as the player and therefore the NPC and the NPC must be the one specified for some reason it doesnt work, the topic isn't added - i didn't add the topic in the quest stage, i knew it'd be something stupid
  13. ohhh that makes more sense. one thing though, i just remembered that for one of them i need to check if the horse is in a particular cell, but not the same as the NPC who offers the topic. in that instance, would the script i posted work if i changed the reference from the NPC to an object with a persistant reference in the cell im checking?
  14. i need to be able to check if a certain horse is in the same cell as an NPC for that NPC to offer a certain topic. would this work? on the horse scn scriptname Begin GameMode if NPC1ref.GetInSameCell horseref AddTopic NPC1topic elseif NPC2ref.GetInSameCell horseref AddTopic NPC2topic elseif NPC3ref.GetInSameCell horseref AddTopic NPC3topic endif End
  15. this looks great, i loved your viking village mod and i'm a big fan of norseman culture in general so i'll definitely be keeping an eye on it. best of luck with it
  16. i never tried initially disabling them. so something like this? on the NPCs --------- snc MISHredmanebandit1 Begin GameMode mishredmane1ref.disable End --------- snc MISHredmanebandit2 Begin GameMode mishredmane2ref.disable End --------- snc MISHgreycourser Begin GameMode mishgreycourserref.disable End --------- on quest stage 10 - result script --------- mishredmane1ref.enable mishredmane2ref.enable mishgreycourser.enable
  17. need help creating a simple script that will only make 3 NPCs appear when this quest starts, similar to the way holvstein only appears on gnoll mountain when you receive the dark brotherhood quest to kill him basically i have a camp with 2 bandits and a horse and i only want them to appear there when this quest begins. i tried reverse programming the holvstein quest but it didn't work. so far i've tried setting persistent references and only enabling it on the quest stage but this didn't work, was also considering placing them all in a dummy cell and only moving them to the camp when the quest stage is started with MoveTo but i couldn't figure that out either help?
  18. hello i recently started learning questing and scripting for oblivion. i've fallen in love with it and am well on my way in creating my first big quest mod only problem is i'm an awful writer when it comes to dialogue. the mod is based largely around open ended, multi-path mercenary quests. there are no "go here, kill this, retrieve this, come back" quests, i've spent time to make them as interesting as possible, offering the player a chance to complete them in a variety of ways. there are no quest markers, the basis is that you buy "information" from unofficial mercenary contractor, and you do with this what you wish. however, the quests are structured in a way where the player won't end up feeling lost, confused or like they're not doing a quest at all (there are journal updates at specific quest stages to let the player know they're on the right track, however they are short and to the point and not "now i have done this here is a full list of what i should do next.) also this isn't some big ambitious project i'm starting, i have work to show anybody who wishes to see it before offering to help. one quest is finished (pending further testing, i've tried to break it in every way possible but i'm sure somebody will find a way) the writer will of course be given full credit when the mod is released. i'm looking to work on a basis of where i send you the lines i have currently written, which are generally awful but the basics of what i want that character to be saying, and you make it more interesting. also, somebody who may want to add their own creativity to the mod, perhaps adding extra dialogue which leads to spin off quests i can develop please PM me or post in here if you're interested. if you want to see some of the work so far, PM me and i will send you the esp containing the first quest thanks! mish
  19. actually i've got a workaround, i'll add the gold to the a chest and a key to the chest on sevarius
  20. SevariusAtius is the editor ID also he has no merchant chest
  21. how do i give a specific amount of golf to an NPC? i have a quest where you have to extort money out of someone. in the interest of freedom i want the player to simply be able to kill them as well, but i can't get the money that needs to be taken on the NPC tried adding manually with Gold001 but didn't work, even deleted the levelled gold but that didn't work either then at a stage in the quest dialogue i added SevariusAtius.AddItem Gold001 11000 this didn't work for somereason then i tried adding a script to the actual NPC scn sevariusscript OnDeath sevariusatium.additem gold001 11000 end but this didn't work either help? ----Edited to add codeboxes-----WT
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