Jump to content

wrenik

Member+
  • Content count

    173
  • Joined

  • Last visited

Community Reputation

23 Excellent

1 Follower

About wrenik

  • Rank
    Companion

Recent Profile Visitors

1832 profile views
  1. 06/11/2017

    Really good suggestions all around I would say, Personally I'd like to see it all, its mainly a question if Galandil feels its worth the time and effort to go back and rework parts like the bridge, which I do remember he was a bit on the fence about. the changed made already make the town look more or less perfect in my humble opinion and I feel Galandil really hit the nail on the head with this one, but I agree that the bridge and some clutter could improve what we already have. the only part I don't really agree with is the world space, I do see where you are coming from, however, I don't think the work, incompatibility, etc is justified by the small feeling of consistency and the small spike to performance. futher more Morthal isn't just the poorest hold, it is the poorest hold by far. and isn't really a city or town is a large village, or community for the tribes living in the area, walls could work however they aren't as necessary as its a shithole no one wants to attack, in a shitty place no one wish to live, the people living there are tribesmen who respect the religious parts of mortal too much. that being said I do like your ideas and I hope Galandil agrees with me and you
  2. Vampires in skyrim

    was thinking about the NPCs Holds adds for later updates, when we add quests and such, adding dialogs and features for beast races interacting with the common populous would be interesting, same with the vampires we add in holds like the once hiding in the sewers of Solitude I believe it can be expanded upon.
  3. Vampires in skyrim

    Recently I have played the new game Vampyr, a vampire game that really captures the feeling of thirst a vampire should feel, it warps your mind at least for me from viewing the characters and NPCs as people and rather as a resource for your dark desires, if they aren't useful to you in any other way they might as well be eaten for your hunger to be satisfied. It does this in a few ways which I hope we can somewhat translate into Skyrim and holds; Draining the life out of an NPC gain you experience. I think we could translate this into giving the player perk points whenever they drain an NPCs, draining an NPC should be a dialog option and always kill the target, so it is more brutal than just feeding. Being able to affect the Blood quality of an NPC. of course this is harder to do in Skyrim, but much like in Vampire you could offer the NPCs in dialog potions or healing spells to make their health go up, a healthy npc should give the player better benefits from feeding then a sick one, perhaps the perk points are given out as you lvl a hidden lvl witch you normaly don't see, this lvl is vampirism or something along those lines, and for eatch lvl in it you gain a perk point. some sick NPC gains you little XP, while a healthy friend gives you a lot of XP when feeding. Being able to lead away a target, as long as the player meets the required levels in vampirism, speech or illusion the player should be able to take control over the NPC and lead them to a more discrete area for feeding, this of course is only avilebal during night time and means the player can easier feed on its targets. Combining all of this should hopefully make the player chooses to go down a darker path, feeding isn't just Important but draining the life of a victim is more rewarding, keeping you feed for longer and gains you more power. when facing a hard boss a vampire might choose to go out and find some NPCs to feed on to strengthen him/herself before the battle. another thing I feel we can expand on is the different levels of Vampire in the world, I don't want to add too much here as having vampires everywhere would make the world feel unbalanced, this is Skyrim and vampires should be somewhat rare, but making classes of vampires would be cool, with cave and sewer-dwelling vampires being the lowest class, savage vampires living in hiding, and political vampires being the upper-class, like the once hidden among humans, more elegant vampires manipulating their surroundings. we already have the foundations of this in the game, but it could be expanded upon.
  4. female, midage and versatile

    Hey! I am sorry for the Late responds we have listened to your sound samples and they sound really great, and we'd love to have you on our project! sadly development on the Cities is taking longer then we expected so Voice acting has not yet begun, but you are welcome to join our discord! https://discord.gg/XnFvwzw we'll be in contact again when its time for Voiceacting and we hope you are still available and interested then!
  5. 06/11/2017

    The City looks like it is a Straight up improvement in my opinion, and it keeps the key elements of being a crapy traping city where the poor citizens are trapped while the upper-class warriors live in wealth. there are some minor issues like the palace feeling less defendable then before, it still have walls but they aren't as impressive and the removal of walkways is sad even tho it makes sense with the removal of the towers it was leading too, perhaps behind the Jarls Throne there could be an outside walkway leading to the back of the Whitehall and across to a bit of a lookout point. a turret instead of a tower. not to ruin the view of the palace but give it some more defensive feel. same with the main entrance it needs some form of a wall next to the stairs to cap of that area, perhaps a tower there at the end, this could be the "Dark Tower" and house the Jail only? All other changes are straight up improvements, give the city a better feel as its truly a Nordic Port, full of Pirates bandits, Warriors, and lower-class citizens just trying to survive. new buildings look way better and the new layout works aswell.
  6. Cities of war

    I still believe that much like in the vanilla game there should be a resident chance that you find Soldiers in taverns staying while out on patrol etc even when the game begins, maybe not the climax but evidence of this standoff, mean the soldiers spawn out of nowhere and there should be training happening in all major holds of new recruits into soldiers for the war effort.
  7. Cities of war

    it is a good idea, however, we'd still need to add more NPCs to the camps seeing they wouldn't leave them abandoned during the day, and always keep guards, but NPCs form the camps venturing out to different areas is pretty good. however it would be taxing on the system, I hope to create the illusion that there are soldiers everywhere without actually adding them everywhere at least not permanently. Thanks for the good idea tho, hope we can find a way to implement it as I really do like it!
  8. Cities of war

    I think we should add more Soldiers to the different settlements, named NPCs that are stationed in the different cities, especially Windhelm and Solitude, this doesn't always need to be permanent NPCs and honestly shouldn't be, it should be NPCs that are moved about depending on the different stages of the civil war. Soldiers in Windhelm having a drink, training, formations, and other things in preparation for the war. same in Solitude, Imagen to enter Castledour to see the Imperial Recruits lining up, and a scene plays out where the Commander tries to wip this nords into Imperial soldiers. or to Enter a tavern and find some drunk Soldiers. as I said these NPCs don't always have to be enabled but be swooped out to get a feel for the Soldiers moving around Skyrim. but perhaps some like the Imperial Trainers or some of Ulfrics troops can be more permanent at least till the end of the war. a larger presence of Imperial and Stormclock troops would help give the feel of a land in Civil war and not just towns guards. but Soldiers stationed at different locations that the Player can interact with, do quests with, etc. in Solitude and Windhelm especially it would be good if you felt it is a gathering point for two armies, so troops hanging out in the taverns, training, or interacting with the population. maybe some troops in each city controlled by the Empire or Stormclocks that you can speak with about recruitment or that just look stationed there. and passing troops to villages, I don't think most villages would have permanently stationed troops but to find some soldiers passing by an inn on their patrol would give the illusion that a war is going on. Wars aren't all about battles, fights or an all our male at every single turn, it is about scouting, moving troops and in other ways gaining the advantage too with as few losses as possible take out your opponent. and as such a land in war would see a lot of Soldiers, Farmers recruited into the army's who are moving around the different cities. and those soldiers would be out doing stuff, like speaking to the local town folk, Drinking, etc. This is nothing for next update, but it is worth thinking about moving on to NPC and quests incoming updates as making Skyrim a believable Civil war is half of the premise of the game, that I believe we should aim to aid.
  9. 06/11/2017

    Progress has been made to Holds, and the new meshes Galandil been hard at work on looks amazing, he usually shares more finished implemented screenshots that are further along in development, but if you wanna help give feedback or chat with us while the development is still on modeling your welcome to join our Discord https://discord.gg/XnFvwzw
  10. I was looking around Riften, Admittedly I got a few other mods installed adding more NPCs, but I get a feeling there should be more Holds NPCs in the main body of Riften, and the docks feel empty as well, maybe some of the Nobels could go out shopping during the day rather than be spending all their time in the jarls palace? and a cupel of beggers be added to the docks, maybe a few more NPCs working at the fishery or maintaining the docks they could be relatives to existing NPCs so we don't need to add more houses obviously another cool Idea I have is one that would have to be put on the backburner, but connecting the Beggers Row with the area from the vanilla main quest in the Riften sewers, would make it feel more maze-like and location wise it would only need to be a small tunnel also, there is a lack of Children, mean there is the orphanage, but I'd image some families have children too in Riften. With the Special Edition you can now have more NPCs scrips and such then ever and as such the limits on the old version isn't as much of a worry anymore, hence I think we could look into adding more life to the Citys of Holds, much like the example of Riften above where we make the nobles go out shopping, add more workers to existing families and beggars around the streets, some new family members to different families witch only rambles about, shopping and keeping the streets lively. also, all of Skyrim is pretty void of children, or rather the addition of new children is far less than the addition of new adults in mods, including holds making children a rare sight to see, where they should be pretty common I think. Beggers will sleep on the ground and have spots they sit and beg, Workers will go around doing maintenance or doing other work based on where they labor. and ramblers will shop and keep the markets and stores lively, as well as the taverns, Ramblers can also be considered anything from a spoiled brat to a mighty warrior. lastly, Children will run around playing, sometimes going home to one of their houses or running after a goat or maybe even pretend battles. it all would do several things, for one make the cities feel more livly, add more npcs for quests, and most importently for me give the sense that npcs arn't valubale, with a limited amount of them you feel they will run out when they keep dying in quests and dragon attacks etc, however with the edition of bussier streets and cities this feeling will partly go away, ofcourse you will still regret losing anyone due to not being able to hear their dialog, or maybe do their quests etc. however you won't feel the entire world slowly getting unpopulated, by it being populated, to begin with. the addition of NPCs that show up later on in your play threw would also help with this, seeing that could repopulate some areas where a lot of NPCs have died, for various reasons.
  11. Asger The Lost

    Asger The Lost The following NPC isn't Implemented in Holds Note: the following text is suggestions and a mall/ideas for the NPC and is not nesseserly found in the final product in the mod, or required to be implemented. Implementation: Add Asger to Winterhold (Not Started) Add Asger References (Not Started) Add Asger Jurnal (Not Started) Add Sheagorath quest (Not Started) Basic Name: Asger the Lost Nickname: Asger Status: Insane priest to Jhunal Full Title Asger the Lost Fallen Priest of Jhunal insane worshiper of Sheagorath Family Father: [unkown] Mother: [unkown] Siblings: [unkown] Spouse:[unkown] Children:[unkown] Friends Best Friend: [unkown] Friends: [unkown] Work Primary: Asger is a Priest to Jhunal who insanely worships Sheagorath under the belief he is doing the bidding of Jhunal. Personality Persona: "Shoes are just gloves for your feet! Jhunal told Asger the truth, yes yes the truth that we need more cheese! that's why the dragons attack, yes we need to bake more sweet rolls or they will surely win!" Asger is insane, he hasn't been himself for many years and violates his own god Jhunal's ruined temple with monuments to Sheagorath he does believe himself to be worshiping Jhunal witch Sheagorath finds ever so amusing as he grants the poor priest vision after vision of "wisdom" Fighting Trainer: [Unknown] Strength: is gifted in some arts of magic, however, he will only use them if attacked Weakness: is insane so have no tactical thinking and is weak to all physical attacks. Biography: some years after the great collapse a priest of Jhunal would come to the ruins of Winterhold, he would stay in the tavern, joke an with the normal priestly wisdom speak to the people of Winterhold about how he would restore the temple of Jhunal to its former glory. the following day he would venture out to the temple, the town folk believed him to be dead until they started hearing laughter and singing from the temple a few weeks later. to their surprise he was still there shouting nonsense he referred as the wisdom of Jhunal, makeshift shrines of obscurity would surround the temple and nonsense writings on the walls. Asger has somehow survived there ever since, if the player looks around he will notice a local Hunter provides the poor man with some food and a warm fire to keep him alive. he still worships Sheagorath insanely and the player will be able to learn more about him, as well as free him threw a quest given by Sheagorath given that the player finished the main Sheagorath quest. Quests: [TBA] Dialogs: Note: Following Dialogs isn't what you will find in the mod, rather what has been written as suggestions and inspiration for Galadnil and may or may not show up in the mod itself. [TBA]
  12. Jeniffer (Silveroke)

    Jeniffer (Silveroke) The following NPC isn't Implemented in Holds Note: the following text is suggestions and a mall/ideas for the NPC and is not nesseserly found in the final product in the mod, or required to be implemented. Implementation: Add NPC references (Not Started) Add NPC and Wayrest orphanage (Not Started) Add Quest including NPC (Not Started) Make Beyond Skyrim Compatible (Not Started) Basic Name: Jeniffer Nickname: Jenny Status: Child Full Title Jeniffer the unwanted Family Father: Arthur Silveroke Mother: Johanna Siblings: None Friends Best Friend: [TBA] Friends: [TBA] Work Primary: is a child in the Wayrest orphanage, does work sweeping the floors Personality Persona: is a happy child on the outside, she sings and jokes and plays but she gets bullied, she is lonely and abandoned. there are many nights she cries herself to sleep Fighting Trainer: none Strength: Child Weakness: Child Biography: Jeniffer was seent to the Wayrest orphanage right after her birth, she been told a knight in shining armor covered by a black hood dropped her off, she likes to think that's her father who will come and save her one day. she plays with the other children when she is allowed to, she tries to learn to read in secret and sweeps the floors of the orphanage during the days. even tho she plays with the other children, they and even the adults make fun of her for having been abandoned, as most children lost their parents rather than be abandoned. she wanna tell them, at least she has parents. but truthfully she isn't sure. Jeniffer often cries herself to sleep, she has a secret drawing of what she imagen her parents look like. she also enjoys singing but is too shy to do so in front of others and usually practice while sweeping the empty parts of the orphanage while the other children are off. in a sense, she is happy for the hard work keeping her alone. at least she doesn't bully herself. Quests: [TBA] Dialogs: Note: Following Dialogs isn't what you will find in the mod, rather what has been written as suggestions and inspiration for Galadnil and may or may not show up in the mod itself. [TBA]
  13. Location: The Whiteside District is squashed between Castle Dour and the northwest mountainside of the city. it is in its own world space and can be entered by a gate between Winkingskeever and Solitudes alchemy store. Straight ahead when entering this new district is the entrance of the Theatrical arena, this entrance area is fairly nice, with a bit of a small garden and a bridge leading to the arena itself. to get down to the district itself you must take one of two stairs on the end of the bridge which leads under it, as well as to the entrance to the Whiteside District proper. this entrance area is still guarded by city guards but they are the last guards you will see as their job is to ensure the violence of this district doesn't flow over to the rest of the city proper. the District itself is made up of low-income homes, two bunkhouses a mine, a distillery two taverns a general goods store, a local alchemist (not a store but she will sell you items). all of this is within a half-cave half outdoors area, with houses built in stories with one home on each story. this should give off a very cramped and cluttered feel, with a lot of workers from the distillery as well as the mines wandering about, as well as members of the two gangs. at the south part of the district is the Distillery, a bunkhouse a tavern and some homes, the middle part contains the mine, general goods store and some more homes, and the north part contains the other bunkhouse, the Alchemist the final tavern and some more houses. in the center of the district is a preaching platform where someone often yells, sometimes its a priest of a divine or a gang leader rallying his gang. it is even the formen of the Distillery or the Mine talking to their workers sometimes. the entire district should give off a very lawless worker class fell, with constant brawls and badmouthing happening in the streets. History: the Whiteside District is the industrial center of Solitude, away from the upper-class nobility it contains two large industry, the Iron ore mine, and the Distillery, as the industry grew, the district grew with it. but the jarls never saw it as their priority to protect the people of the district, with Nobel pressures to commit the soldiers elsewhere the district was often overlooked, and crime began to rocket upwards. as this happened high king Torygg under the pressure of the city's nobility pulled out the Guards altogether from the district, for their safety and instead decided to ensure the crime didn't spread further with a heavily armed checkpoint by the Theatrical arena. this lead to the rise of two gangs within the district, the Miners, named after their ranks originally consisting of the miners of the district and the Distillery boys, named for a similar reason. the two gangs fostered their own ideas and have taken law into their own hands, running their illegal operations from the distillery and the mines respectively. the jarl and nobility have a policy regarding the Whiteside District, as long as the Mead and ore keep flowing out of there, they don't care what happens inside. with this policy the gangs have taken full control over the area, using the many caves leading water out of the valley into the sewers as staging points for smuggling operation. That was until Ulfric murdered High King Torygg, and general Talius was seent to fix the problem, Talius in lack of men decided to recruit the many kill-experienced men of the Whiteside District many of which would happily join the legion for a better daily coin, many of the men not interested in the politics of Skyrim. even with a lot of the district's population off fighting the civil war, the Gang fights continue. and the Dragonborn will have the opportunity to Join one of the gangs or help them out gain dominance over the district. find quests to help the mines and the Distillery or collect bounties to clean up the district of some of the more prominent and harmful crime. The Miners: The Miners are Lead by [TBA] who is [TBA] their ranks are made up of cut thoughts bandits thieves and other gang members, mostly from the mines. they fight against the oppression of the working class within solitude, and their biggest rivals the Destilery boys are their most hated target, as they believe they are financed by the Nobility to keep the underclass in check. aggressive and often taking gold with violence they have their headquarters in the mines, hang in their tavern and control their own bunkhouse. The Distillery boys: The Distillery Boys are lead by [TBA] who is [TBA] their ranks are made up of cut thoughts bandits thieves and other gang members, mostly from the Distillery. they fight to bring order to the Whiteside District by collecting taxes as they call it, going around stores and homes and demanding money for protection. they got a rivalry with the aggressive and damaging Miners who keep the district in chaos. their headquarters is the Distillery and they control their own tavern and bunkhouse. Quest ideas: [TBA]
  14. Join our Discord!

    Send me one and I'll change!
  15. Join our Discord!

    Holds Discord! The Holds team have a new Discord channel set up! and if you wish to keep track of the mods development or chat with us developers as well as help with input on the latest progress of the mod, you are welcome to join us! just click the link below; https://discord.gg/XnFvwzw Hope to see you there!
×