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Forsworn Faction Pack _ ArbitraryFA _ Forsworn (WIP - SSE Conversion)


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Posted

I'm not sure how many may remember this old Skyrim LE mod, but it was always one of my favorites and a must have when I was playing Skyrim LE. Since making the switch to SSE when it launched, I've missed it. A lot. So after multiple unanswered messages to the original author (who hasn't been active since 2015), I decided to adopt this mod and convert it for SSE. It's always surprised me how little attention the Forsworn faction has gotten (other than armors for the female ?). So after a few weeks of testing my conversion beside the 2.2SSE conversion of A Forsworn Story by @Delzaron, I have this running perfectly in SSE. I started converting the latest version of A Forsworn Story (0.3bis), but ran into a few issues that @Delzaron is actively working on for his next release. So I've suspended working on that until he drops his next release. I guess I figured it's about time to move beyond exclusively building race mods ?

 

For those of you who do remember this mod from LE, you might be pleased to know that it's coming for SSE. And it's NOT just a "direct port" with no changes or other modifications. Quite the contrary, actually. In fact, the changes and additions are quite significant. The mod now requires all three DLCs, as it uses assets from each. Most significantly, Hearthfires. Because it now includes a rather distinct type of player home, with full Hearthfires adoption capabilities, and beds for up to 6 children (with the Hearthfires Multiple Adoptions mod). The child beds use invisible markers placed on rugs for those who don't want to install the multi-adoption mod. Here, you can see a few of them:

 

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Yes. It IS a mine. And yes, the nodes ALL work. As this is still a work in progress, this level is the only one completely finished. The upper level of the mine is still in progress. The mod also makes significant changes to the Lost Valley Redoubt location. If you've played A Forsworn Story, you'll likely remember the entrance to the Hagraven's Den at this location. It's also where you first meet Armin, the tribal Chief after following Katalia to her brother's camp after escaping the cell with her. The entrance to this home is located in a new cave entrance just above the Hagraven's Den toward the main upper-level redoubt area, opposite the tower. As noted, I've been testing my changes beside AFS 2.2SSE, and the two mods mesh together seamlessly at EVERY Forsworn location they modify. I also re-exported facegen data for all of the NPCs this mod adds, and have zero dark face issues. It works quite nicely with other mods as well. Like Fresh Women.

 

I'm currently working on cleaning up the navmesh throughout Lost Valley, as there is a ton of of new stuff to improve pathing around. If you have no interest in using the mine as a home, I've provided you with another option. An exterior Hagraven tent, with your very own Shrine to the Old Gods, and three no-respawn barrels to safely store your excess stuff. The mine also contains two more of these, for a total of 5 if you're a hoarder ?. When I release this, if you're running the current AFS 2.2SSE, you'll need to load this AFTER that mod to avoid conflicts. I suggest reading the description at the link I posted above for a LOT more detailed information as to what this mod originally added. I've removed NOTHING from it, so that description is still as accurate as it was before. And it adds A LOT. NPCs, crafting recipes, random encounters, vendors, trainers, companions, and War Hound followers (of which you can recruit many. I've had up to four so far), at most of the Forsworn locations. And I've added TONS to all of that. Like portal spells to each location (10 in total). Though MOST of what I've added has been at Lost Valley. Like it's new, fully functional lumber mill. Torch posts, and target dummies that actually raise your skill.

 

If you don't use any mods that add your character to the Forsworn faction, this gives you two options: help Madanach when he escapes from Cidhna Mine, or create the Reknown scroll described on the Nexus page. The only thing I will be removing from the original mod before I release this, will be the cheat chests scattered about the redoubts.

 

I'll leave it here for now, and I'll post screenshots in the second post over the coming days. My current release target is one week from this coming Friday. I should be able to finish up Lost Valley's navmeshes, the rest of the mine, and the changes/additions to the other redoubts by then. So stay tuned.....

 

Trykz

Posted

This first set of screenshots is exclusive to Lost Valley Redoubt. There's quite a few, so I'll spoiler each set as I post them, and note the locations above each spoiler:

 

Lost Valley Redoubt:

Spoiler

 

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Trykz

Posted
1 hour ago, Trykz said:

Screenshots as promised ?

 

Trykz

Interesting... what did you done exactly ?

 

As you may know, I'm reworking the mod since one year now. I progress very slowly...

You should wait the new verion to make your update.

Posted
52 minutes ago, Delzaron said:

Interesting... what did you done exactly ?

 

As you may know, I'm reworking the mod since one year now. I progress very slowly...

You should wait the new verion to make your update.

 

I reinstalled AFS 2.2SSE when I started working on this, so I could avoid the areas that AFS currently edits. Most of the edits I'm making are cosmetic. Things like lantern posts and braziers for lighting. The three biggest changes I made were the sawmill, the home cave, and the player Hagraven hut (all shown in the screenshots). The closest edits between the two mods, is to the navmesh up the hill from the Hagraven cave entrance opposite the tower. Whenever I suspect I might get too close or interfere with something, I load up AFS in the CK to see exactly where it's edits end, and mine can begin without conflicting. So when the time comes when others may run both mods together, I'll recommend placing mine AFTER AFS in the load order. I don't want to seem like I'm bagging on your skill with navmesh, but all of my navmesh edits are handmade to optimize pathing and smooth package execution. And it seemed like AFS's navmesh is largely auto-generated, which creates tons of unnecessary islands that NPCs WILL teleport onto, just because it's there. It's how I smoothed out the Shaman Initiation in AFS.

 

Once you release the new version of AFS, I can easily update my mod to accommodate any changes you make. I'll probably update my mod *as* I convert your next version of AFS to SSE. Updating my mod during that process will show me any potential changes I may need to make. But as of right now, I'm finding no conflicts whatsoever between the two mods.

 

Trykz

Posted
16 minutes ago, Trykz said:

 

I reinstalled AFS 2.2SSE when I started working on this, so I could avoid the areas that AFS currently edits. Most of the edits I'm making are cosmetic. Things like lantern posts and braziers for lighting. The three biggest changes I made were the sawmill, the home cave, and the player Hagraven hut (all shown in the screenshots). The closest edits between the two mods, is to the navmesh up the hill from the Hagraven cave entrance opposite the tower. Whenever I suspect I might get too close or interfere with something, I load up AFS in the CK to see exactly where it's edits end, and mine can begin without conflicting. So when the time comes when others may run both mods together, I'll recommend placing mine AFTER AFS in the load order. I don't want to seem like I'm bagging on your skill with navmesh, but all of my navmesh edits are handmade to optimize pathing and smooth package execution. And it seemed like AFS's navmesh is largely auto-generated, which creates tons of unnecessary islands that NPCs WILL teleport onto, just because it's there. It's how I smoothed out the Shaman Initiation in AFS.

 

Once you release the new version of AFS, I can easily update my mod to accommodate any changes you make. I'll probably update my mod *as* I convert your next version of AFS to SSE. Updating my mod during that process will show me any potential changes I may need to make. But as of right now, I'm finding no conflicts whatsoever between the two mods.

 

Trykz

 

So, you do'nt create a LE version ?

Too bad, you could send me back, so I continue to work on it...

 

Please consider the changes made in the new AFS.

Posted
58 minutes ago, Delzaron said:

 

So, you do'nt create a LE version ?

Too bad, you could send me back, so I continue to work on it...

 

Please consider the changes made in the new AFS.

 

The LE version already exists. I linked it's Nexus page in your thread.

 

Trykz

Posted

Just a quick status update:

 

I'm likely going to delay this for 2 weeks. There are a number of pets, animals, and npc followers, and a few summons that I never thought to fully test. None of them work properly (the Human NPCs might?). Attempting to activate them for dialogue, leads to no dialogue, and the Pet/Animal/Summon following you everywhere with no ability to command them. The war wolves were especially problematic, because I had 6 following me ?. And I think it may have been because they were all using the exact same dialogue setup, rather than individual, NPC specific dialogue. I recall that worked fine in Skyrim LE, but it seems that SSE's changes no longer support it. And that's fine, because I've already started working on a completely new system:

 

The War Wolves are gone. The Frostbite Spiders will be next to go. The Human NPC followers will be upgraded with individual dialogue. All of the summons (and corresponding scrolls) will be removed. They're largely redundant with the available followers anyway. The Creature followers will be completely replaced with a wider variety of creatures, but only a single one at various Redoubt locations. I've already finished a brand new, fully functioning, Husky follower stationed at Lost Valley Redoubt. I plan on adding a Frost Troll follower to Deepwood Redoubt, a Giant Spider to Karthspire, and a Grey Wolf to Serpent's Bluff. There will be others as well, though I haven't yet decided what will be where at the moment. I haven't tested the Husky with the Lost Valley Mine home yet (no EFF or AFT). So recommendations on which follower framework is better are certainly welcome, though I was considering just trying with MHiYH just to keep things simple, because it allegedly works with both frameworks.

 

Other plans:

 

One of the Redoubt exteriors (I haven't decided which one yet) will be getting a new, extra-large Hagraven Hut centered around a full-on Shaman build character. Inside the Hut will be a barrel with new, custom Restoration and Destruction spells, as well as other items suitable to a Shaman build. The location will also get a new Bear follower to accompany and fight for the Shaman, with spells to buff and heal both the Shaman and the follower. I'm pretty much finished with Lost Valley, so I'll post some more screens of the area and new Husky follower tomorrow. More to come.....

 

Trykz

Posted
16 hours ago, Aylis said:

Sounds very interesting.

 

Btw. do you know 'Triumvirate - Mage Archetypes'? That one got a nice druid package and could possibly save you a lot of work.

 

I'm actually using that. I'll have a closer look. But I'm kind of an old school gamer, and I tend to look closely at both the similarities AND differences between shaman and druids. If you ever played EverQuest, you'll understand what I mean. EQ Shaman are focused on healing, long lasting buffs for themselves AND their pets and other companions, alchemy, and light enchanting abilities. So everything basically revolves around that type of build. Nevertheless, I'll have a closer look. Thank you for the heads up ??

 

That aside, I can only upload 20 files within a single post, so I can't add the 4 shots I have of the 4 new pet followers I finished today. So I'll post them here in a spoiler:

 

Spoiler

 

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The shot of the Bear follower is in the new shaman hut at Hag Rock, the Husky is at Lost Valley, the Spider is at Deepwood, and the SabreCat is at Bruca's Leap. The barrel behind the Bear is where you'll find your new spells and Forsworn Shaman clothing. All Shaman NPCs added by the mod wear this set.

It's clothing, so has no armor value, and should work fine with vanilla mage perks, and any perks added by other mods that require the mage's garb to be clothing. 

 

 

I'm looking to add at least two more. I made a Troll, but it refuses to work properly. I think the Dawnguard DLC may have changed how they work since it inherently includes the ability to recruit them. If I can figure it out, I'll re-add him. But if not, I'm not going to lose any sleep over it. I'll likely add the customary

Shaman spirit wolf as well. More to come.....

 

Trykz

Posted

So, the troll follower is a bust. And honestly, he'd likely be waaaaay OP anyway with their crazy regen (you don't wanna know how hard they are to kill in my setup ?). I couldn't figure out what makes them so different from other creatures, so it's out regardless. That said, I started working on some Shaman specific stuff today. Rather than using the followers, the Shaman has the ability to summon "Avatars" based on specific "stats". Like strength, agility (or speed), power, stamina and a variety of others. So far, I have three of these Avatars finished and in the game. The way the Avatars will work will be as follows (this is still WIP, so may change):

 

Each Avatar will share a specific set of stats and buffs with the Shaman. Meaning that when you summon the Avatar, it will provide you with appropriate buffs to your stats and magical abilities. For instance, the Avatar of agility will share his aura with you. It's aura is agility, so you will receive a small boost to your speedmult and a reduction to your fall damage. as well as other buffs relevant to the agility statistic. Avatars CANNOT be summoned if you have an active follower or pet, and can only be summoned one at a time. Everything is keyworded to the Shaman's headdress. As long as you're wearing it, you can use the Shaman abilities and spells. As soon as you remove it (or it's forcibly removed), all

abilities fade, any active Avatar immediately goes away, and all spells cease to function. ALL Avatars will add to your health, stamina, and magicka pools, though at a variety of levels. But this is only one part of it:

 

The Avatars are all summon "essences". Meaning you don't learn to cast them from a spell book. To gain the ability to summon an Avatar, you must first "taste of it's essence" by creating an "essence potion" to drink. One of the components (blood) you need to create these will come from the very creature the Avatar represents, which must then be combined with other "natural" components like mountain flowers and other things, at the alchemy lab located in the Shaman's hut. It can ONLY be created at THAT lab. None other. Furthermore, creating the essence will require you to already know the Avatar before it. What this means, is that you must know the essence of the Avatar of Agility (wolf) BEFORE you can create the essence of the Avatar of Strength (bear). The Avatars "start" at the wolf, which you get for free in your Shaman barrel in the hut, and range all the way up to the dragon. The dragon will require multiple components, and will take some time to achieve. In the spoiler below are the three Avatars I currently have working in the game. Take note that these are NOT necessarily indicative of a specific "order". There will be other Avatars between the wolf and bear, as well as between the bear and troll:

 

Spoiler

 

Avatar of Agility

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Avatar of Strength

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Avatar of Power

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I'm considering doing something similar for Druids, where their abilities will be more about "control" over actual creatures, rather than directly summoning their Avatars. We'll see.....

 

Trykz

Posted

Just throwing in a crazy idea...

 

They always say that the follow the 'old religion'. How about having totems which are the same animals as the ones found in the tombs with draugr or doors for the dragon claws? Probably not the moth (although that could be the first and weakest one you start with).

 

This way it would completely fit into the lore.

Posted
On 4/2/2021 at 8:43 PM, Aylis said:

Just throwing in a crazy idea...

 

They always say that the follow the 'old religion'. How about having totems which are the same animals as the ones found in the tombs with draugr or doors for the dragon claws? Probably not the moth (although that could be the first and weakest one you start with).

 

This way it would completely fit into the lore.

 

 I'm not quite sure what you mean. The Forsworn worship "The Old Gods", and have little to do with tombs and draugr and such. Since there is little concrete lore surrounding The Old Gods, I've taken some liberties and created a "pantheon" of Old Gods for the sake of telling the Shaman's story. My source material comes from here. It neatly ties the gods of this pantheon into the known, Forsworn TES lore. The Avatars I'm creating will correspond to their subject matter as closely as I can. Their names are found in the book I wrote that serves as the vehicle for advancing the small quest I've made for becoming a Shaman. Speaking of, here are some shots of what's completed so far, and some details to explain how things will work:

 

Spoiler

This is the scene from which you begin this small quest. It's the ambush point you come across as you approach Fort Sungard:

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This dead Shaman contains the book you must read to begin the quest:

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Once you close the book the quest begins:

 

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The shot above is obviously well after I equipped the Initiate's Headdress. The headdress adds your character to the Forsworn faction, after which you may freely move among any Forsworn anywhere in the game. Once you equip the headdress, there's no going back. Though I've found it doesn't really matter much, unless you

progress through the main quest and go to Karthspire, where the Forsworn will not attack you, but WILL attack the quest NPCs that accompany you to the location. I'm currently looking for any possible negative impacts of moving the Forsworn NPCs that are near the entrance, and located within Karthspire's interior. I'm thinking I may

expand the camp into the hill behind the forge, and move all of these NPCs to that new area, which will allow you and the NPCs accompanying you to enter Karthspire from the bridge to the east without being accosted, and possibly buggering up the main quest. Or at worst dealing with only a few Forsworn wanderers pathing

through, which Delphine should handle easily on her own.

 

Once you start the quest, the book takes over from there. The way it works is this:

 

Obtain the book

join the Forsworn faction

follow the book until you obtain the final Avatar (I think you'll find the story quite engaging)

 

 at which point the quest completes, and the book is removed from your inventory. Though the quest itself is VERY small (just 4 stages), it's objectives will take quite a bit of time to complete, as there are nine Avatars to obtain, which each being progressively harder in every regard.

 

With that, here are the currently completed entries of the book to give you a preliminary look into what's coming:

 

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Take note that the book's entries refer to "she" and "her". Yes. This quest is conditioned to female characters. This is because the TES lore dictates that only females can be Shaman. For male characters, I'll be creating a separate, but VERY similarly styled quest based around the Forsworn "Forager", which are essentially Druids by any stretch of the class' definition in most every game I've played. My intent is to finish this up for release 2 weeks from today. Assuming all goes well in testing, that's the target. If anything comes up that might delay that, I'll post that info here as soon as I become aware. More details to come.....

 

Trykz

Posted

Made quite a bit of progress today. All of the Avatar base actors are finished, which afforded me some time to make a few changes and additions to the book. Most notably, I learned how to add images. Which makes the book a lot less boring to thumb through as you progress down the Shaman path. I'll be adding more as I make my way through writing the lore. Some of which may be screenshots from within my game. Here's what I have so far:

 

 

Spoiler

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Other than their relevance to Forsworn, they don't correspond to or represent anything in particular in the book. They're essentially just added flavor material. I use a very minimalistic UI, which is why I'm consider shots from within the game, because my resolution is 2560x1080, which afford me a lot of cropping space to eliminate the UI stuff. We'll see how they turn out. If they don't look good, I'll stick with the shots and artwork I find on the web. More to come.....

 

Trykz

Posted

Things are moving along quite nicely. I have all of the Avatar summons finished, and now I'm working on the mechanisms with which you'll acquire the new spells I'm making. I also made some significant changes to the Shaman's clothing items:

 

This is a mashup made from BD's 3BBB armors, by combining the base Forsworn armor pieces, with the pieces from the Skaal set. The fur pieces will undergo a bit more texture work to make the fur pieces a bit more white.

 

Spoiler

 

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These are the pieces you will find the dead Initiate wearing when you find her as previously described. Putting on the headdress triggers adding your character to the Forsworn faction at max rank. Hagravens will be friendly as well. As will the Forsworn dogs.

 

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Which brings me to the spell acquisition and Avatar aura systems:

 

Each Avatar will expel it's own "aura". An area buff that will give beneficial effects to the Shaman, so long as she is within range. The buff itself will vary from Avatar to Avatar. Both in scope, AND range. For example:

 

The Avatar of Kyvnath (which is the first Avatar you acquire), expels an aura which buffs your speedmult. A LOT. It's range is quite short, so you'll need to remain quite close to benefit from it. In a fight, it aids the Shaman

by giving the movement speed necessary to avoid certain death in close combat. It's effect wears off immediately once out of range. There are other benefits as well, but I'll leave those for you to discover.

 

But this is only the beginning. It all starts with the dead Shaman Initiate:

 

When you find her, she'll possess a book that initiates the quest, a full set of Shaman clothing (pictured in the spoiler), and a single "Fresh blood of Kyvnath". The blood ingredient is a one off. "Blood of Kyvnath" is found

on any wolf in the wild, and restores a small amount of magicka when consumed. The "fresh" blood the dead Initiate is carrying serves two purposes: first, to advance the quest stage. And second, to add two spells to your

spell book: Gift of Hircine - a major buff to all of your base stats (health, stamina, magicka) at various levels, that lasts for two hours. The other is a 15 second animated "meditation" that gives a massive boost to your magicka

regeneration for it's duration:

 

 

Spoiler

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You will get many new Shaman centric spells from this quest. But none from a single book. Every spell you acquire, will be gifted to you by the Avatars you commune with. And every Avatar requires you to possess the ability to summon

it's predecessor. Everything is detailed by the book. The quest itself does very little. It consists of just five stages in total. But it does so in the most immersive way I could possibly provide. The book is your guide. NOT the quest. So if reading

is "not your thing", you may as well move along, and ignore this mod entirely. It's a far cry from what it was in Skyrim LE. As noted in one of my earlier posts, this release will focus intently on the female PC. And depending upon how well it

is received, I plan to add Druids to the mix for the male PC in an expansion of this mod. My current "early concept" is for them to have a heavy focus on creature control, and self-transformation into a variety of Skyrim's creatures. But this is

all early concept, and is certainly subject to change.

 

Stay tuned. More to come.....

 

Trykz

 

Posted

SO after combing through the Creation Kit's files related to the MQ and Karthspire, I found nothing to restrict me from moving the little group of Forsworn that camp out right

in front of it's entrance to a new location. So after a bit of landscaping, this is where they are located now:


 

Spoiler

 

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The Forsworn sitting next to my test character is the one who usually sandboxes around the campfire on the level just below Karthspire's entrance. And yes, I decided on black rather than white for the Shaman set's fur parts.

 

And here is what Karthspire's entrance looks like now:

 

Spoiler

 

Looking up from the Karthspire camp:

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Standing on the new rock ledge with Karthspire behind:

 

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I haven't yet dealt with the two (or three?) just inside Karthspire's entry. I want to scan through the MQ data one more time to be certain they aren't connected to it in any way. Other than moving those two NPCs, I intend to leave Karthspire's interior in it's vanilla state.

As far as I could tell from my first two scans through the MQ data, I'm pretty confident that they are nothing more than just flavor combat material you encounter during the MQ, but not actually necessary of connected to it. But..... better safe than sorry. So I'll look one

more time. I'm currently working on adding some more flavor clutter and idle markers for the NPCs to interact with, as I did with Lost Valley and Hag Rock. I didn't play with their packaging, but they use the idle markers and furniture items constantly, which gives these

locations badly needed life. The vanilla Karthspire camp is pretty lifeless, with Forsworn just standing around waiting for the player to happen along to fight them. As an added unintended bonus, the AFS (A Forsworn Story) NPCs also take advantage of the new stuff. One

of the NPCs at the new area is Phage (shown in the first pic), an AFS quest NPC who usually just mills about near the forge. Now she wanders up the hill to hang out from time to time, like every other Forsworn at the location. I also got a bit more done on the book,

covering the first four Avatars, and how to acquire them.

 

More to come as things progress.....

 

Trykz

Posted

So I still can't find anything that leads me to believe that moving the Forsworn NPCs from SkyHaven's interior to the camp outside would have any negative impact on the MQ.

Though the walkthrough for that portion of the MQ does mention triggered spawns that occur outside when approaching the cave entrance. It's possible that some Forsworn (no

exact count specified) and a Hagraven, as well as a dragon 'may' spawn upon approach. So I'm thinking it best to leave those alone, and instructing the end user to "meet"

Delphine and Esbern at the entrance. I'm thinking at worst, Delphine and Esbern can deal with the Forsworn, while the player focuses on the dragon "if" it does actually spawn.

If it doesn't, Delphine and Esbern should be able to easily manage the Forsworn on their own. I also need to make sure these spawns can't get stuck in the new landscape changes.

 

After testing the new approach to the cave entrance with a follower in tow, the follower had issues navigating the hillside on the south side of the camp. So I dressed things up

quite a bit to improve this so NPCs could more reliably navigate the new path to the cave:

 

Spoiler

 

The new approach:

 

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Spoiler

 

Looking south from above the camp:

 

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Spoiler

 

Looking north from the southern bridges:

 

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Spoiler

 

Looking south from above the camp:

 

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My focus after moving the NPC Forsworn out of Skyhaven will be Serpent's Bluff, writing more of the book, and the next set of Avatars and their auras, as well as creating and adding the new spells each Avatar will gift to you when you acquire it.

 

Trykz

Posted
53 minutes ago, Aylis said:

The first pic (gif?) in post #17 doesn't show up.

 

There's no pic there. I'm not quite sure what it even is. The forum added it on it's own for some reason. All of the pics I posted are displayed. None of which are gifs.

 

Also, I forgot to mention that I created an optional patch last night to give KS Hairs to every Forsworn in the game ?

 

Trykz

Posted
2 hours ago, Aylis said:

This is what i get here:

  Hide contents

Untitled.jpg.e67ebea63978d7cc0586a50024721854.jpg

The rest shows up fine.

 

And ? for KS Hair... 

 

Edited and fixed. I think @Ashal may have been updating the forum while I was creating the post? I suspect this, because I notice that the editor bar looks completely different now, than it did when I started creating the post.

No big deal. It's all fixed now ?

 

As noted, the KS Hairs patch will be completely optional for those who prefer to use the vanilla hairs for NPCs. Also, The main mod makes a couple of significant changes. Especially to the Forsworn Shaman NPCs. Vanilla Shaman

are now displayed as "Forsworn Shaman Initiate". That said, they ALL wear the same outfit as your Initiate.. The ONLY "Forsworn Shaman" are the ones added by the mod. Two are leveling followers, and the remainder are vendors.

They wear the feathered "Shaman's Headdress" to signify their importance. As an Initiate, the recipe to create this for yourself is condition blocked until you complete the quest, and become a full Shaman yourself.

 

I've decided not to make any changes outside of the original mod to Serpent's Bluff. It simply too small of a Redoubt to do anything significant. I'll focus on a larger Redoubt instead.

 

Finally, I may not end up converting the latest AFS when it releases, as @Delzaron is considering significant changes to Lost Valley Redoubt's upper area for his mod. These kinds of changes will likely render it highly incompatible

with this mod. I've already made significant progress on fixing up AFS 2.2SSE, so I think I'll just stick with re-releasing my fixed version of that if the changes to Lost Valley are too extensive to make it compatible.

 

Trykz

Posted
8 hours ago, Trykz said:

 

Edited and fixed. I think @Ashal may have been updating the forum while I was creating the post? I suspect this, because I notice that the editor bar looks completely different now, than it did when I started creating the post.

No big deal. It's all fixed now ?

 

As noted, the KS Hairs patch will be completely optional for those who prefer to use the vanilla hairs for NPCs. Also, The main mod makes a couple of significant changes. Especially to the Forsworn Shaman NPCs. Vanilla Shaman

are now displayed as "Forsworn Shaman Initiate". That said, they ALL wear the same outfit as your Initiate.. The ONLY "Forsworn Shaman" are the ones added by the mod. Two are leveling followers, and the remainder are vendors.

They wear the feathered "Shaman's Headdress" to signify their importance. As an Initiate, the recipe to create this for yourself is condition blocked until you complete the quest, and become a full Shaman yourself.

 

I've decided not to make any changes outside of the original mod to Serpent's Bluff. It simply too small of a Redoubt to do anything significant. I'll focus on a larger Redoubt instead.

 

Finally, I may not end up converting the latest AFS when it releases, as @Delzaron is considering significant changes to Lost Valley Redoubt's upper area for his mod. These kinds of changes will likely render it highly incompatible

with this mod. I've already made significant progress on fixing up AFS 2.2SSE, so I think I'll just stick with re-releasing my fixed version of that if the changes to Lost Valley are too extensive to make it compatible.

 

Trykz

 

I canceled the lost valley redoubt modification.... due to your response, and due to the risk on the mod stability (modifying ltoo lot tamriel world is risky, i saw it in FTD first attemp)

Posted
9 hours ago, Trykz said:

Edited and fixed. I think @Ashal may have been updating the forum while I was creating the post? I suspect this, because I notice that the editor bar looks completely different now, than it did when I started creating the post.

 

Haven't made any updates in awhile. The editor bar does however actively change depending on the resolution of your browser window. That may be what you say.

Posted
4 hours ago, Delzaron said:

 

I canceled the lost valley redoubt modification.... due to your response, and due to the risk on the mod stability (modifying ltoo lot tamriel world is risky, i saw it in FTD first attemp)

 

Cool. Compatibility between the two mods is important to me. As of right now, I'm running AFS 2.2SE with my mod loading after it (with my mod handling the navmesh changes), and the

two mods blend together seamlessly. I'll stick with the original plan then, and hold off continuing to update 2.2SE, and prepare to convert your next release. Thank you for the heads up.

 

3 hours ago, Ashal said:

 

Haven't made any updates in awhile. The editor bar does however actively change depending on the resolution of your browser window. That may be what you say.

 

It was kind of odd, but ultimately no big deal. Thank you for the clarification.

 

Trykz

Posted

hmm wonder if one could get tattoo's that give those abilities most shamans atleast from what i feel like do a lot with tattoo's and rituals would be cool if it is possible like a physical representation of your progress

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