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  1. i still believe someone gonna create a minutemen mod where you can upgrade the faction with specific quests like recruit veterans, mercenary and guards to become minutemen officer and train your soldiers, search for places with untouched equipment (weapons, armors and PA) and deal with the ideology, motivation, and form of operation of your faction wich, depending on your actions, you can keep being a civilian militia, proper military, mercenary group or even become another and dangerous raider group. other thing they can overhaul is the story, after you rebuild the minutemen you are given quest to consolidate your power in the commonwealth or even you can expand the minutemen influence to nuka world and far harbor and try to revive the idea of the CPG
  2. Hi all, I am working on polishing up quorn's "Hospitality Papers" so that you can ask what they are and where to get them. Then people will give you directions. What I'm struggling with is finding a way to make dialogue topics/responses only appear if you are NOT a member of House Telvanni. This is easy if the NPC IS member but what if they're not? Function, Rank Requirement = 0 Doesn't seem to work. :( Any ideas? Thanks.
  3. Would it be possible to have the Veteran NCR armours along with the Patrolman and Trooper armours in the colours and styles of Minutemen? Perhaps the General's outfit could be modified Vet armour. (Colour optional) NCR Armours in question; NCR Ranger Veteran ArmorNCR Patrolman and Trooper Armors
  4. Hello! So I'm working on creating a small quest but wanted to see if anyone knows how followers like Inigo and Recorder are able to follow you even though you have a follower already? I've tried looking at these mods in the CK to see if I noticed something but I just don't see it -- or know where to look exactly. My initial guess is that it's faction-related or it's a script that triggers somewhere in the dialog for these stand-alone NPCs. But I didn't find it and need some direction from the pros. What I'd like to do is enchant a ring or necklace -- a wearable basically -- that I can hand over to a followable-NPC and when they wear it (put into their inventory either forcefully or via the usual item trading) that it will allow the NPC to follow you regardless if you have a follower already or not. If I had 5 of those rings, handed each of them out to 5 follow-able NPCs I would have a 6-man/woman team on my adventures. That's my theory anyways :) I know there's a mod (AFT) that allows for multiple followers but I would like to try my own simple mod to add multiple followers but I'm curious how something like that works. Is there a script involved or is it just a custom faction?
  5. Hey everyone, Not trying to clog up the troubleshooting thread, but I'm having some more problems with the Daedra. I got their voices working in game, but now Dremora are attacking their fellow Daedra. I thought this might be because of using the Bashed Patch to get the voices working for those female Dremora, but it's effecting male Dremora, too (it's been a while since I've played, so I can't remember if this was always an issue). To solve this, I thought I might go through and add the Dremora to the OblivionCreatures faction, and I did that for every single one of them, as far as I can tell. However, the issue still persists. Any help? I'm using OOO and it's unofficial addons, but I can't for the life of me figure out what the Dremora want to kill the other Daedra.
  6. Hi. I have a big idea for a quest chain mod. I want to say it's DLC sized, but it's not quite THAT big. It's fairly long, but it's mostly simple. The real thing I want to focus on to set this mod apart is the story. I'm a writer, and I can build areas with the Creation Kit, but I'll need help with getting the quests and new NPCs to work. I should add, it should be totally voiced. I can handle that part, and the writing, it's just a matter of making the quests. To give you an idea of what I'm thinking of, it's kind of what the Civil War SHOULD have been. It's a new faction/guild, but it's all within Skyrim, so no new lands or anything, I'd LIKE to use a fair amount of vanilla locations, but you'll have to tell me if that's possible. Message me or reply here if you're interested.
  7. Listen here scavvers, Sissy’s Boys is looking for candidates for a new raider gang on the Savage Divide. Only wasters, booze hounds and chem fiends need apply. Were you disillusioned by vault tech’s dubious promises to rebuild the wasteland? Are you a shiftless drunk looking to laze about Appalachia in search of a good time? Has your chem addiction gotten out of control, and you’re in need of a support group with a no so sobriety policy? Well look no further! Join up with Sissy’s Boys and put the waste back in the wasteland! The purpose of this gang is to inject some role-play, comic relief and general self debasement. We will engage in PvP, but badly, and without grief. Just some good old fashioned raiding. DM me if you’re interested and I’ll send you a discord invite...
  8. I'm working on some scripts and I'd like to do a check if the player has adopted a child. If there is a way to do this I'm wondering if it might be through a faction just like you get assigned to 'playerMarriedFaction' if you get married. The only faction it sounds like it could potentially be for adoption is 'BYOHRelationshipAdoptionChildOwnedFaction' but I can't find any information that this is right. Does anyone have any idea?
  9. Greetings All! This is my first thread, so bare with me. The Militarized Minutemen mod is a great addition to the game. But I was wondering if a railroad equivalent would doable. To be honest, I am more so interested in a uniform/outfit overhaul aspect of the railroad. The railroad probably has the worst vanilla uniforms. even when allowing for armor slots via mods, the suit is just not compatible and it's bulky and ugly(subjective). A new lore friendly uniform would be amazing. The suits wouldn't look as crisp. would be more so akin to secret agent wear or operative outfits. Maybe a focus or optional color choice for stealth? The mods that gave inspiration to this idea: CROSS_ReconBrotherood By Niero CROSS_Straigdae By Niero Militarized Minutemen by Corvalho1 The Mercenary Pack by L0rdOfWar If a full overhaul isn't practical, a new underarmor tagged outfit replacer with some modular aspects of it would be fantastic.It could eventually even make it's way to console because the size of the mods I've listed aren't crazy at all
  10. I have an NPC that works for a certain faction that at one point will give out a quest I want the NPC to deny the player the quest if they're rep is too low but I don't what function/condition is required to set that up. thanks
  11. The idea is to use the life cycle of Xenomorphs to create a "scorched earth" attrition clock for the player to fight against. Yautja and AVP ideas are excluded from this mod to focus on detailed xenomorph addition, but I don't see why Yautja race wouldn't eventually be added later-on or in separate race mod. Core Mod Idea: - Utilized the procgen and size of Starfields planet generation to simulate a planet-to-planet infestation of xenomorphs. A planet can become infested, cleansed, or reinfested if proper quarantine is not handled.(Only non-critical planets to the story to avoid large scope of game breaking issues) - Utilize the outpost system to attempt to keep planets free of infestation by increasing anti-xenomorph presence on the planet. - Utilize the wildlife system to develop unique xenomorph types based on Starfield's wildlife. - Develop an agent based/finite state AI for xenomorphs in which they simply desire to populate (can have a pheremone link to a unique queen and if the link is lost they can become a queen themselves), the infestation is simulated by chance as a ship travels from an infested planet to an uninfested planet(did a xeno stowaway some how/ infect someone) - Possible Hive vs. Hive Conflict Content Additions: Factions: -Weyland-Yutani -USMC -Maybe Space Jockies -Misc. Colonies Can get a lot of money for bringing a live specimen to Weyu or you can get a lot of support from USMC by waging all out war on the infestation. Questline: - Mod triggers from a "hadley's hope" style distress beacon. - Decision tree's for USMC or Weyland-Yutani story progression - Can completely wipe out all Xeno's on the map or lose the outer systems. Models, SFX, Anim: -All lifestyle of xenomorph -USMC armory/tech/ships -Weyland Yutani armory/tech/ships AI: -AI have a predefined loop that conditionally changes based on their senses/needs -Xenomorphs are trying to infest, consume resources, capture victims. -USMC are hunting down xenomorphs, placing quarantines, exterminating. -Weyland Yutani are scouting xenomorphs, trying to break through quarantines, do research and development for profit.
  12. I was wondering if someone could make a mod that allows you to turn Valindor, Cairine, and Haran into vampires, complete with useable coffins in their homes and dialogue, without having to get the quest from Vingalmo in Vokihar Keep. It could thus act as a workaround for if Vingalmo won't RNG the quests to you or allow you to do so while a Vampire Lord in the Dawnguard side. It feels like it would give both a mechanical benefit (more coffins to sleep in) and a roleplaying/immersion benefit (you're a powerful vampire, why wouldn't you want to turn some people, and why do you need Vingalmo to tell you what to do?). For reference sake, I'm talking about this quest: https://en.uesp.net/wiki/Skyrim:New_Allegiances
  13. I am creating an Imperial settlement mod for Skyrim. The city/settlement will be located across the river/stream from Ivarstead. I have a majority of the building exteriors completed and will be working on the interiors soon. I need assistance with testing, implementation, and lore and character development. I have a broad idea of the backstory of the city but willing to make changes if we can fit it into the lore of the game. I also have access to an AI program to do most of the voices but will need dialogue and scripts for characters, but I would like to develop the city residents first and write scripts for the individuals. If you like to volunteer or have questions please comment here or send me a message. Even though I only listed a few items as what is needed ASAP, there are still several other items such as armor porting, quest development, mod patches, and etc that is needed.
  14. The title basically says it. Bandits in Skyrim are shockingly organized in their sense of apparel, all of them wearing leather, fur, Nordic, or an other set of mundane armor from a criminally short list. But this doesn't make sense, does it? So, if you decide to make this mod, here is what I think would be a good distribution model, however feel free to do whatever you like, it'll be your mod, after all 50% of bandits would have standard bandit attire/weapons (what the game gives them already) 25% of bandits would have scavenged armor/weapons (soldiers uniforms, elvish armor, companion armor, dawnguard armor, falmer armor, etc.) 10% of bandits would have no armor/weapons (farmers clothes, monk robes, etc.) 10% would have pretty nice armor/weapons ( steel plate, orcish, ebony, etc.) 4% would have armor that is pretty hard to get (dwarven, Ancient Nord, Blades, etc.) 1% would have armor that would be very, very difficult to get. (daedric armor, mythic dawn clothes, Psijic Monk Robes, etc.)
  15. Hi, I was just thinking - I have a mod that burns bodies (and makes them disappear)...it's: https://www.nexusmods.com/skyrimspecialedition/mods/10614 So I'm wondering if the same could be done for wooden furniture? Fire spells could be used to burn furniture - which would either delete it completely after a few seconds of burning, or could turn the furniture into an ash pile if that's even possible...that way if you burn a container like a barrel / chest, you can still loot the items from the ash pile. For quitting factions - I was thinking...what if you start a playthrough as a member of the Dark Brotherhood but then decide you want to join the Thieves' Guild instead? I mean, there's nothing wrong with doing both...but from a roleplay perspective, it makes sense to 'quit' one guild to join another. It could be done by adding dialogue options to "quit" at a certain point in each factions questline: "This guild isn't for me." (or something similar). That dialogue option could "Fail" the questline at that point. Kind of like what happens if you 'break the rules' of the guilds.
  16. Hi, I wanted to see if there was a mod (or if someone could make one) that did the following: Standardize the Minutemen outfits to be something "militia-looking"; I think the padded blue jacket would be bestAdd Level 2 bullet weave to the Minutemen outfit to give damage resistance similar to heavily-armored Nuka World RaidersMake all Minutemen wear the Minutemen hatReplace all Minutemen weapons with the Lever Action Rifle. Replace Preston's rifle with a lever action rifle, too.I wanted a Minutemen mod that standardized their loadouts and slightly buffed them while still keeping their militia feel. Unfortunately, a vast majority of Minutemen mods are very military and tacti-cool focused. I know of a mod that does part 1 and kind of does part 2 of what I was saying, but the Minutemen are still weak and they still use those laser muskets. If anyone could help, I'd really appreciate it a lot!
  17. A mod that literally turns the raider faction into a Viking-like faction. If you think about it, it makes perfect sense, because Vikings were...you know...raiders. They could have the hair , the tattoos, battleaxes, swords, shields, the whole nine! Maybe even some Viking themed power armor for the raider bosses. A mod like this would sure receive a copious amount of downloads and it would make a fine addition to my playthrough and many others as well! This mod could be tailored towards a playthrough where most of the NPC's in the world are utilizing melee weapons, just like my current save. If this were to be made, I'd have a good time indeed.
  18. Valhas is a new land mod that is currently under development, it will be roughly the size of Solsthiem (maybe slightly smaller/bigger) and will feature: Main Questline Various Side Quests New City New Mage Faction New Dungeons/Boss fights Much More! Update: The project now has a ModDB where I will be posting the majority of the development updates, you can view the ModDB page here: https://www.moddb.com/mods/valhas The project is currently in the Alpha stage of development but I plan to do monthly updates showcasing different areas of development, the current showcases will be posted here: The areas being showcased are under development and may change or be added to in the future, if you have any questions feel free to ask away and I'll do my best to answer them! If you like my work and want to show your support you can subscribe to my Youtube channel for future updates and drop a like on the video to help the channel grow. Thank you to everyone who took the time to view this! :smile:
  19. so far I haven't found a mod that does what i am thinking about. what i want is for all the institute gear to have better stats because it makes no sense that they have been working on the equipment for 200 years and it still isn't better than prewar heavy combat armor and a laser rifle no matter what you do to it so what I'm thinking is a mod where you can select a percentage boost to the damage of all institute weapons and armor from say 20% boost to 200% or a similar amount maby with a price up to balance it. to be clear by boost I mean on top of the original amount not the other way.
  20. couple years ago I downloaded something that added gunners or some kind of faction at the parking garage across from the super duper mart in lexington. anybody know what that was?
  21. Greetings, After having a play around with the minutemen quest "old guns" I managed to get the computer that accesses the armoury to be set to master hacking level and gained access to the armoury, thought 'great, now I can get the artillery'. However, the issue is that the artillery is useless unless you complete the quest with Ronnie and also have the Radio Operator at his radio. So I looked at the quest for retaking independence and old guns to see if there were any flags like the vertibird flying one that can be activated in the background without completing the quests. I did not want to have to deal with preston at all to get artillery. Lore thinking Brotherhood - As presence in the commonwealth increases due to the Knight (lone survivor) bringing more settlements under the protection of the BoS a more suitable long distance and permanent radio connection is required as the Prydwen can't be at Boston airport forever if the BoS needs to wage war elsewhere on the Eastern seaboard. Historical documents have suggested the existence of artillery and the possibility of laser artillery at Fort Independence. Railroad - Part of anti institute operations requires the use of a long range radio tower to jam courser teleportation signals as part of a clandestine project called "Gatekeeper" the radio is installed and it is discovered that artillery support is now possible for railroad agents to use from friendly settlements. Institute - As new forces enter the commonwealth, the institute needs to secure and hold any possible advantage that could be used against them. With the BoS turning up in the Prydwen not exactly a surprise but still a concern none-the-less, then it is even more imperative that the Institute secures it's synth teleportation network from interference and to do this requires a large transmitter to do it. With Father and their parent working together for the betterment of mankind, more settlements have realised the benefit of synths and support the institute. Raiders - UHUHUHUHUHU ARTI GO BOOM!!!!!!! Wastelander - Huh, that's a cool fort, guess I'll clear the mirelurks out and have a look in the old tunnels, ooooooooo.... a terminal if i can hack it then i can see what's in this leg of the tunnels. YES! unlocked the security gate, ugh dead body, cool armour though.... yoink..... time to see where this door leads. What are these plans fo....... OMG motherf*#@ing ARTILLERY!!!!! YEAH BABY!!!! Lore thinking over So I know the change of the console from inaccessible to master level hack is simple and works fine, its the whole changes needed to "old guns" and "retaking independence" that would be needed to stop them firing and to run the alternative quest for the chosen faction (wouldn't need two quests just run under one? unless completely necessary). I don't think new NPCs would be needed, just swap the faction sepcific ones in...... BoS Preston ---> Danse Ronnie ---> Scribe Haylen Radio Operator ---> Random Knight Railroad Preston ---> Deacon Ronnie ---> Tinker Tom Radio Operator ---> Freed Synth Institute Preston ---> X6-88 Ronnie ---> Doctor Amari Radio Operator ---> Gen 2 Synth Raiders Preston ---> Gage Ronnie ---> Lizzie Wyath (or might be easier to have a generic raider due to 3 possibilities) Radio Operator ---> Captured Radio Operator Wastelander Preston ---> Holotape found in Jamaica Plains Ronnie ---> Part of the quest to just "test" it out Radio Operator ---> Suitably assigned settler
  22. was wondering if it would make more cents for the railroad to want to help synths to control them an as such they might want to take over the institute maybe instead of blowing it up?
  23. I've encountered a problem I cannot solve on my own. I've created a faction and assigned it to the relevant NPCs. They are set to be neutral towards the player. If the player attacks one of them, they remain neutral while only the NPC that was attacked turns hostile. Why is this happening? And how can I fix it? Yes the NPCs are set to assist allies.
  24. The Companions quest line puts a lot of emphasis on the honor of the Companions and their heritage, and the people of Skyrim mention them as a group of heroes of the people, defenders of Whiterun and villagers from the wilds and bandits. However; The questline will actually send the dragonborn on a shakedown mission as one of the radiant quests, where you go "rough up" someone who hasn't been paying the protection money. Mercer Frey would be proud. If someone could fix it so the Companions don't have crossover with the Thieves Guild in the protection racket, and retain some of their honor that they keep talking about, it would be a great improvement to the questline and guild, and make their plight as cursed werewolves due to their misguided predecessors a bit more sympathetic. Maybe a delivery quest instead? For the truly ambitious, it would be nice if Jorvaskrs roof could be fixed, and not look like the staves have fallen in. Especially as the interior view of the same roof is clean and whole.
  25. I think it would be super-cool to have an overhaul/faction mod that introduces a super-mutant who wishes to team up with you and create a faction in which there are super-mutants who desire collaboration with humans instead of their genocide. There are so many ways this could go. This super-mutant is interested in you for some reason, and such a mod introduces some kind of back story to elaborate on this. This super-mutant may or may not already have his own following and they are tracking you down to ask for help. This super-mutant could reach out to you after you have joined a faction and alienated the others. He wishes you to succeed so that afterward, super-mutants and humans wouldn't be so at odds with each other. It could be a game "extension" whereby this super-mutant reaches out to you only after you have completed the main quest and beaten the other factions. He wants to make real change, including less hostility between super-mutants and humans. It would be cool if such a mod could also flesh out the super-mutant race by introducing super-mutant women. Seriously, how are they reproducing, here? OR... this super-mutant is reaching out to you for help because their women are so few that they are in danger of extinction. They are willing to work for collaboration between humans and super-mutants in exchange for your help to prevent their demise as a species. Of course, not all super-mutants are going to be hip to this idea, so you will continue battling super-mutants. But in some cases, the mod would present you with an option to talk to them instead of instantly escalating into a fight. Sometimes they will listen and sometimes they're just going to tell you to get bent. When I imagine what FO4 would be like as a reality, I find it difficult to imagine that any given race would consist 100% of members that are hell-bent on the same goal. So this mod would add to the game's immersion.
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