Character Creation Blues

Post » Fri Dec 03, 2010 5:38 pm

The Dwermer is accomplished through a Mod I wrote. It needs a bit more polish, but it is functional and bug free. (Except for trigger Dren in the beginning)

He Avoided the fate of the Dwermer the same way Bargrum did, Only as an Exile, rather than an explorer.



The Trickster is a theif from Bravil, that picked up some Illusion tricks, and generally likes to cause trouble to the upper classes.

The Nord Huntress will Utilize the Ghost Dog Gauntlets (After some tinkering) and will probbably spend her time out in the wild hunting for a living, and exploring.

The Nord Disciple Would be a Former Skyrim Military man, with a severe distaste for Elves. (Won't trade with them. Will cause problems for them, and even kill them when he can get away with it.)

My Aragonian died to quickly, and Dead is dead. I won't be playing that rule with this character.

I WOULD like to know if there is a NON-OBSE mod that lets me keep a journal INC, that I can export to a txt file. (Or will at least let me copy/paste from it).
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Krystal Wilson
 
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Post » Fri Dec 03, 2010 5:10 pm

The Nord Huntress and her dog would interest me the most.

I would have the Nord skilled with bow for hunting and ranged fighting.

I would have her skilled with some magic as well. My character travels with a black mare as a companion. Since animals won't drink potions or wear enchanted items, she finds the following spell effects extremely handy to sometimes cast on her horse:
Recall from within visual range (command creature).
Heal, dure disease, cure poison.
Walk on water.

You might also find attribute boosting spells, like endurance or speed to be handy for the dog.
If the dog can go underwater, then water breathing obviously would be handy as well.

I'm not sure where your dog will follow you. I find PRID and MoveTo Player are very handy console commands to get your horse anywhere you want them (like into town or even inside a dungeon or building that has adequate space).
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Trista Jim
 
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Post » Fri Dec 03, 2010 8:50 am

The Nord Huntress and her dog would interest me the most.

I would have the Nord skilled with bow for hunting and ranged fighting.

I would have her skilled with some magic as well. My character travels with a black mare as a companion. Since animals won't drink potions or wear enchanted items, she finds the following spell effects extremely handy to sometimes cast on her horse:
Recall from within visual range (command creature).
Heal, dure disease, cure poison.
Walk on water.

You might also find attribute boosting spells, like endurance or speed to be handy for the dog.
If the dog can go underwater, then water breathing obviously would be handy as well.

I'm not sure where your dog will follow you. I find PRID and MoveTo Player are very handy console commands to get your horse anywhere you want them (like into town or even inside a dungeon or building that has adequate space).



Its the one I'm leaning toward most, though not by much. They all interest me tbh. Though I think hers offers the most freedom.
For the Huntress I'd have Marksman, and let the Dog do the work at close range. And I always have restoration because I tend to forget potions. I was Thinking of adding water breathing, regeneration to the specific dog, and removing it's shader. It doesn't seem to have any more health than the bandit dog tbh.

Also for the Nord characters I'm debating expanding on the Dislike Elves restriction. I'm not to sure really.
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Sun of Sammy
 
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Post » Fri Dec 03, 2010 8:49 am

For the Nord Huntress, perhaps she could worship Kyne and make is her mission to hunt all elves. Particularly Dunmer and Altmer, Bosmer aren't so bad due to their marksmanship skills. Therefore she respects them more than their pointy eared brethren.
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Manuela Ribeiro Pereira
 
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Post » Fri Dec 03, 2010 8:16 am

I voted the Dwemer exile, just because the Dwemer are awesome and I'd like to RP one myself. There are mods out there that fix the bug with Dren in the beginning of the tutorial, so that's not a biggie to fix. I personally use KT's Custom Race Fix, you can find it on TESNexus iirc.
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Blessed DIVA
 
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Post » Fri Dec 03, 2010 6:38 am

I voted the Dwemer exile, just because the Dwemer are awesome and I'd like to RP one myself. There are mods out there that fix the bug with Dren in the beginning of the tutorial, so that's not a biggie to fix. I personally use KT's Custom Race Fix, you can find it on TESNexus iirc.


Honestly, I can just use the console to set my class and sign, then coc to wherever I want to go, so it isn't to big of a deal. I want to make it integral, because I don't like releasing mods that depend on other mods. More for when I release it than for my own use.

I've continued toying and experimenting with the ghost dog gauntlets. They don't seem to be worth the trouble. The Dog doesn't transition between cells very well, if at all. Even by removing the bracers, transitioning and replacing them. So the Huntress's Hound is not a viable option. Using that method anyhow.
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Alba Casas
 
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