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Found 14 results

  1. NPC Voice Actor

    I'm Shade, I'm a 15 year old I like to do voices but as I know of I can only do 4 my normal one, my deepest voice, my I guess raspy voice, and my obnoxious high voice. I would like to be a voice actor for an NPC in one of the provinces in Beyond Skyrim. I have provided a "video" of me doing my four voices saying a line from Skyrim, Oblivion, and Morrowind, and a simple "Hail Sithis" because I couldn't think of anything else to say. It's fine if I'm not accepted but it's worth a try. Here's the "video": https://youtu.be/CWc2hgzD1lw
  2. We currently have the following projects for encounters under development: 1) Atmoran Undead Race by MenghisKhan http://atmora-calling.freeforums.net/thread/198/atmorans-undead-skinned-frozen-nords also notes by Menghiskhan, Anathem and SagittariusMoon under the Grahl http://atmora-calling.freeforums.net/thread/573/custom-creatures-wip?page=2 2) Implementing the Giants Re source by Spikedragonlord (only needs race menu + ck) http://atmora-calling.freeforums.net/thread/196/giants-atmora?page=2 3) A more unique Frost Dragon, still open http://atmora-calling.freeforums.net/thread/70/dragon-bellyaches-meshes-textures-planned 4) Unique Undead bosses (Midaar is claimed, others not) http://atmora-calling.freeforums.net/thread/582/dragon-priestess?page=3 and others 5) Grahl (Menghiskhan) http://atmora-calling.freeforums.net/thread/573/custom-creatures-wip?page=2 6) Draugr Retexture http://atmora-calling.freeforums.net/thread/489/forgotten-atmoran-hero-draugr-retexture (but prioritize 1) )
  3. Khajiit Name Generator

    There's been some discussion around the Ta'agra website eventually implementing it's own name generator, however for the moment the following is a decent generator to get a custom Khajiit name: http://fantasynamegenerators.com/khajiit_names.php
  4. Relationships with NPC'S

    Concept: Gaining Favor and Falling in to Disfavor; The Elder Scrolls has many diverse cultures and different belief systems, and not everyone has an opinion that is the majority. So your character when interacting with someone can agree with npc1 but because of this npc2 will have a slightly less favorable disposition to you. Depending on how bad it gets and you need npc2 help later on in a quest they will be less inclined to help you unless they get something out of it or they will flat out refuse you. This of course can depend on speech skill tree. Marriage and Romance: This is a subject that I kind of fear going towards, the idea of romance in games like skyrim has bothered me since I first finished the marriage quest line but it should be more then just you always agreeing with your love interest because you want to be with them (Dragon Age), it should be you having differing opinions but you don't argue because of it you respect that opinion, unless of course the subject effects them on a personal level. I'm just adding this on because even though I like the idea, I don't think the gaming community is going to like a romance system that is less straight forward than the one Dragon Age when they could be out killing Dragons. I'm working on a concept of personal history with npc's like in (Shadows of Mordor) but before I did that I just want to ask if it's possible on the skyrim engine. Thanks for reading my suggestion love your mod.
  5. So, here are some of my ideas for Thrassian N.P.C.'s, and I'm sure others might have some as well, so this might be a good thread for that purpose. I know that Thras is supposed to be a weird, creepy, squicky place, so I tried to take that into account. Most of these, if not all, are envisioned with the Bazaar in mind. Please, tell me if I'm doing this wrong, or if these are unfeasible. So, here we go. 1. A human or Altmer with their body mostly and seemingly randomly composed of Dwemer metal/parts. They'll appear at a tavern or restaurant, ask for your order, offer to give you specials, which will undoubtedly be something utterly abhorrent. But at some point, randomly, in the conversation, they'll suddenly shout "Help me! Oh God, please, you're supposed to help me, no, no please!" or something to that effect. The player could have an option to say "Uh, sure. Can I help?" or "Sucks for you, buddy," but it doesn't matter, because the initial 'programming' will kick right back in, and the cyborg will continue their recitation of the orders. Maybe this one could be a quest, but I don't want to dream too big. 2. Four heads of various sapient beings mounted on the wall of a building in diamond formation, with randomly changing mouth expressions. When you move to speak to them, they'll speak in four different voices, mostly babbling in random nonsense. If you continue, the heads will ask you what your purpose in Thras is. If your answer is something polite, positive, benevolent, or curious, the heads will laugh simultaneously, in a flat, mocking laugh. 3. A collection of moss, twigs, and the like, collected in a vaguely bipedal mass, implanted with the memories of a former human mage who made a deal with the Sload. Generally hangs around the Bazaar. Thras' equivalent of a hireling. Could use troll animations, based off of how I envision it. I'm sure I'll have other ideas someday, but for now, I just wanted to post these to see what you thought, how the implementation would work, if at all, and so on.
  6. Specifically, I'm trying to make a specific NPC, not all NPC's that will completely ignore friendly fire. Won't retaliate, won't aggro you and throw a red dot on your compass, won't get provoked by companions if they make a mistake. I know there's a friendly fire game setting, but I don't want to turn off friendly fire across the board, just for an individual, in a particular .esp file, such that it's inherent to the mod. This has been kicking my ass for months now. Tried combat override packages. The target seems to enter combat still, but pretend to go sandbox with stuff, say lean on a wall or use an armor table instead of fight, still angry, and will from then on enter "combat" again next time they see you. Which is just another issue, really. Need to find a mod that allows you to beg forgiveness of people you've wronged.
  7. I have added and edited AI Packages for named NPCs before to get a feeling of how they work. Now I am trying to get a reference of a LvlBanditWizard (5054a), who used to follow a Linked ref patrol marker, to travel to some place not too far away. try 1: I duplicated its original base object by renaming it to something which identifies with my mod. Editing this Base object (Actor), I unchecked the 'Use AI Packages' in the 'Template Data' pane, so I could define packages myself. I added one AI package, a 'travel' package, defined the schedule and selected a reference to walk to in the render window. saved and loaded the plugin, and launched the game: The LvlBanditWizard is still only following its patrol data. Completely ignoring the package schedule. try 2: Removed the Linked ref to the patrol marker in the LvlBanditWizard reference, thus breaking the patrol link. saved and loaded the plugin and launched the game: The LvlBanditWizard (for no reason) now walks to the closest 'sitLedgeMarker' and sits there, forever. try 3: Gave the sitLedgeMarker an owner, so the LvlBanditWizard will not use it. Added an extra package, this time a 'defaultsandbox' and put it under 'travel' package. saved and loaded the plugin and launched the game: The LvlBanditWizard stands still, forever. sometimes standing somewhere else closeby after a 1 hour in-game wait. other attempts: I managed to get the LvlBanditWizard to walk to an xmarker, but this only works if the xmarker is in the bandit's linked reference list. And thereafter he just stands there, not following any package. It was fun at first, but now I'm tired of punching this bandit in the face for not listening and unarmed kill moving him repeatedly. I am starting to think references won't execute AI Packages, regardless of what the Base Object says.. Any ideas? Thanks.
  8. All Saints City (NPC)

    Little introduction: All Saints City is a pocket realm of Oblivion which is part of Sanguine's Realm (one of thousands, but the greater). To see the original topic, go to Hello to everyone. So, I think we need to start working on this because Sanguine's Realms topic on the ideas section was an absolute success. This topic should be to join forces and make this little project within Battlespire come to life. I am a really newcomer to the modder community, so I have to learn how to script and I can't help yet with that, but if anyone knows and wants to aid me with my crazy ideas, is welcome. So, NPC needed to All Saints City should be classified into one of the following quarters: - Draketown. - Sugartown. - Redtown. - Lowtown. - Bellytown. - Bedtown. - Uppertown. I will add basic biography and dialogues of most of NPC (If anyone has time to script it, I will be happy). Also, I expected everyone begin to put characters here to fulfill the city.
  9. This is going to be a thread to discuss which characters should be returning (aside from the obvious. Sheogorath and Haskill ) And to discuss new characters and come up with unique characters, ideas and even some related to quests or the main questline. As well as possible followers. I'll make a list below; -Main Quest Givers .Sheogorath .Haskill -Side Quest Givers . . -Followers . . -Unique & Interesting NPCs . . -Commoners .Dementia Resident .Mania Resident
  10. Can help with...

    I'm a writer and would love to come up with a fairly involved quest line based on already created areas. I can also write a series of short, lore-friendly texts. I can also do NPC development (back story, lines, quests associated with them, etc). I can't mod, but I can lay some solid groundwork with exact dimensions of any locations I need for a quest. Here's a quest I started developing just thinking about possible quest lines outside of skyrim but still finding ways to relate them to skyrim. This quest would go on to have the player robbed of what turns out to be a daedric totem of some kind (an old crying begger lied?!) and venturing across the lands included in this development (i.e. Hammerfell, Cyrodil, High Rock, Elsweyr, etc) to get back what was stolen with an NPC companion. I'd love to find one or more experienced modders to partner with to make this happen. So, here's the beginning of the quest: Location: Imperial City, Green Emporer's Way. Upon entering, the player sees a crying Nord woman in dirty lower class clothing approaching NPCs and being shunned. If the player chooses to approach her: Yvinne: What's this? A kind soul willing to help a poor widow? Please, (ma'am/sir), please. I beg of you. Take pity on me. [No] What if there was gold? Oh, yes. Lots of gold - a mighty inheritance! [Of course. How can I help?] Oh, thank Arkay! Thank Mara! Someone willing to help. All I need, which these kind people have been too busy or thoughtless to help with, is to get the ashes of my husband Venall home to Skyrim. [i'm not allowed back in Skyrim, but I guess I could sneak it across the border. Not like the Imperials ever catch anyone in those sweeps of theirs.] Oh, no! You wouldn't have to take any risks like that. I've arranged to have someone meet you in Bruma who can take it from there. No sneaking required, unless you like that kind of thing. [i'd really rather not travel to Skyrim. Cold this time of year. Cold all year, really.] Oh, no! You wouldn't have to actually go to Skyrim. I've arranged to have someone meet you in Bruma who can take it from there. Still not the warmest, but my cousin Olav has a nice place up there with some warm ales. You just let him know I sent you and he'll fix you up right. [Yes] Oh, thank you! Thank you! Here, here. Make sure you show this letter to Olav and tell him who you are and who sent you. (Player receives letter to Olav). [Who IS sending me?] Oh, yes. I am Yvinne. Olav is a distant cousin on my mother's side, so he will understand that your room should be on the house, along with a meal or two. Please go there now. My son will meet you there as soon as Olav sends word that you've arrived. (as the conversation ends, Yvinne immediately reaccosts the player) OH! I've forgotten the most important part. She turns and gently pulls a small urn from beneath her cloak. My husband. (to the urn) My love, I've found you a bearer. She/He will take you home to the north where you deserve to be. (hands the player the urn) Thank you again. Please, be gentle with his old bones. [i'll do my best. Don't worry about a thing.] (she smiles at the player and nods) [His bones couldn't be any safer if they were still in his body.] (her face saddens and she turns away). [Ew. Do you have a bag I could carry this in?] Nope. Sorry. Looks like you have plenty of room, and I'm surprised to find it's so light. Shouldn't weigh you down at all. She approaches you: Yvinne: You there! You seem to have a spark of kindness in your eyes, or at least an interest in earning a bit of gold. [No] What if there was a lot of gold? Oh, yes. Lots of gold - a mighty inheritance! [something was said about gold and me getting more of it?] Oh, yes. Lots of gold - a mighty inheritance! [How much?] Does this interest you? (player receives 1000 gold). That is only the beginning. When you reach the end of your errand, there will be ten times that waiting for you. [i'm in.] [An inheritance? Let me guess, he was a prince from Hammerfell and needs a good friend from Cyrodil to assist him in collecting his inheritance? No thank you.] [Of course. How can I help?] Oh, thank Arkay! Thank Mara! Someone willing to help. All I need, which these kind people have been too busy or thoughtless to help with, is to get the ashes of my husband Venall home to Skyrim. [i'm not allowed back in Skyrim, but I guess I could sneak it across the border. Not like the Imperials ever catch anyone in those sweeps of theirs.] Oh, no! You wouldn't have to take any risks like that. I've arranged to have someone meet you in Bruma who can take it from there. No sneaking required, unless you like that kind of thing. [i'd really rather not travel to Skyrim. Cold this time of year. Cold all year, really.] Oh, no! You wouldn't have to actually go to Skyrim. I've arranged to have someone meet you in Bruma who can take it from there. Still not the warmest, but my cousin Olav has a nice place up there with some warm ales. You just let him know I sent you and he'll fix you up right. [Yes] Oh, thank you! Thank you! Here, here. Make sure you show this letter to Olav and tell him who you are and who sent you. (Player receives letter to Olav). [Who IS sending me?] Oh, yes. I am Yvinne. Olav is a distant cousin on my mother's side, so he will understand that your room should be on the house, along with a meal or two. Please go there now. My son will meet you there as soon as Olav sends word that you've arrived. (as the conversation ends, Yvinne immediately reaccosts the player) OH! I've forgotten the most important part. She turns and gently pulls a small urn from beneath her cloak. My husband. (to the urn) My love, I've found you a bearer. She/He will take you home to the north where you deserve to be. (hands the player the urn) Thank you again. Please, be gentle with his old bones. [i'll do my best. Don't worry about a thing.] (she smiles at the player and nods) [His bones couldn't be any safer if they were still in his body.] (her face saddens and she turns away). [Ew. Do you have a bag I could carry this in?] Nope. Sorry. Looks like you have plenty of room, and I'm surprised to find it's so light. Shouldn't weigh you down at all.
  11. I'm trying to make a follower standalone using Racemenu options. I'm having trouble with the head. Can someone please help me? I followed the tutorial where they teach you to export the face using Z button, but it does not work for me. http://wiki.tesnexus..._NPC_for_Skyrim
  12. Hammerfell Naming Conventions - 1st Draft

    From the album Maps (ES Anthology, Concepts)

    1st draft of Hammerfell naming convention regions.
  13. Expanded Greetings

    Version 1.1

    462 downloads

    This mod will allow NPCs to recognize all of the player character's talents and make the skill-based dialogue greetings (such as "you're a sneaky looking sort" and "look at the muscles on you!") less redundant once the player has reached high levels. The reason these dialogue lines may have never been spoken depends on what order the playable character's skills increased throughout the game. Eventually, once most/all skills have been maxed, the dialogue gets "stuck" at the top of the dialogue tree. The only modifications are the conditions that regulate how an NPC greets the playable character. Not only does this expand talent-based greetings, but also recover the generic "hello" greetings that are lost as the character becomes more powerful and famous/infamous. Testing the Mod Make sure the playable character has at least two attributes that are 70+ or two skills that are 70+. Otherwise, effects will not be experienced until later. Go up to NPCs (Imperial City Market will have the most during the day). They will usually greet the player with a generic "hello" dialogue line but other times they will comment on the player's skills. Mirrors AFK Mods Assimilation Lab Mod DB Nexus Mods TES Alliance
  14. Bring Out Your Dead

    Version 3.0.0

    742 downloads

    Bring Out Your Dead is a simple yet immersive mod which expands on the number of graves given to the unique NPCs in areas of the game that don't currently have them. Solitude, Windhelm, Whiterun, Riften, and Markarth all have a Hall of the Dead that contains coffins and urns for various unique NPCs who live there. Their items are transferred to their assigned coffin when they die. The smaller cities of Falkreath, Morthal, Dawnstar, and Winterhold do not have these facilities, and neither do the other smaller villages and towns. NPCs living on farms outside the major hold capitols don't get buried in their Hall of the Dead either. This mod aims to correct this and provide for more uniform handling of everyone's dead. Falkreath and Morthal both have graveyards already and have been expanded slightly to hold more. Dawnstar and Winterhold now have their own Halls of the Dead just outside of town. The smaller villages all have space set aside for new graveyards. NPCs living on farms immediately outside the 5 major hold capitols will be given appropriate burial space in the Hall of the Dead for their city if they don't already have it. NPCs marked as essential will not be given a grave since they cannot be killed normally unless the game removes that flag as the result of a completed quest. Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Official Dawnguard DLC. Official Hearthfire DLC. Official Dragonborn DLC. Unofficial Skyrim Legendary Edition Patch 3.0.0 or greater. No exceptions!
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