2:25 Carriage driver: "War is good for business, I'll be here for anyone who needs a quick getaway!" 😆 Good job honestly this looks awesome! I love that you can use modded Armour and weapons
Extremely impressive, it feels really polished with all those small features one would not expect from an alpha/wip version, keep up the good work! really can't wait to get my hands on it. Although two question on my mind are, 1. what exactly will be done about non-combatant NPCs during sieges? Will they be strolling around town as usual or will they be hidden (what I am assuming from the video). 2. will there be any spy mechanics as in you could infiltrate towns and sabotage defenses?.
For the first question: NPCs are sent to the location they first start the game in and stay there during the siege. For all cities besides Riften they end up in their house or other interior like a tavern. For Riften I stuff them all in a different interior and then release them after the siege. As far as spy mechanics that's sort of one of my future plans for the mod, where you can create spy rings in cities to get information on troop counts/troop movements and other information.
In the comments of one of your videos on the Conquest of Skyrim Mod - specifically "Making Peace with the Empire" - I read some interesting ideas, which I want to check by you. The first is a comment by a commenter named P: "I’m impressed how many negotiation options there are. One thing that could be included is making marriage deals. Eg they will let you have a city so long as you or one of you seconds in command agree to marry an heir to that city. Perhaps this could go along with taking children as foster hostages, like in real history. A losing clan would have to ..." This addition, if you have not added it, would provide a great level of depth to the peace negotiations and historical accuracy - for immersion, etc. - in Conquest of Skyrim. Another commentator idea - again by P: "One thing that should be included is opposing factions sending assassins" This would, again, provide further depth, and would introduce intrigue into the mod. It would be great if the player, and his opponents, could send assassins, thieves, saboteurs, and even, possibly, establish counter-intelligence spies, etc.
Question, will you be able to appoint steward and housecarls as well for your jarls to have a full court, and possibly a captain of the guard option similar like commander cais of whiterun, I only know two holds that have guard captains and that's whiterun and Solitude which is weird...and maybe a court wizard for each conquered city, I can't stand Farengar of Whiterun he's a jerk would love to replace him... every hold has a wizard, steward, jarl and housecarl to protect them then some have guard captains in the cities. And have you added voices to all main voice types and will it be possible for mod makers to say make patches and add custom voice support for custom follower mods, because I'm a voice actor and have a Legend of Zelda mod, and would love to make my Demon lord Ganondorf follower a jarl/king and his servant Vaati a steward, implementing dialogue would be dope AF and if possible I would love to make a patch for my mods down the line, I know the mod author of Lucien and I bet he would be happy to do this for his as well..And Inigo's actor. Would it be possible for all of us to make patches for our mods to add voice support to yours? And will there be public executions later. And would you so kindly link to your Nexus profile so we can track you so when the mod launches in beta we will know? Thanks. And comments keep this trending by the way.
For now you can only appoint Jarls for each city, although I'm planning for in the future allowing the NPCs to choose their own court themselves based on their relationships in the vanilla game. If they don't have any vanilla relationships then I'll probably just allow the player to choose those positions. As far as custom voices, it should be possible for mod authors to make patches for it to add their custom voices to the dialogue. And public executions will also be added later. Here's the link to my Nexus profile: www.nexusmods.com/users/16544114
@@galvatron530 Thanks for responding. Relationships, interesting that will make it more immersive and the option even without relationships sounds nice too, I could see people being happy with both of those options. Oh wow, that sounds great! With custom voiced patches I can't even imagine all the possibilities. And public executions will be added, wow man you never fail to impress. There was a mod somewhere on Nexus that added public executions to whiterun.. then the dread prison mod has it too. Can't remember the name of the whiterun mod but I don't think it'd be hard to implement such a feature. Cool thanks, there was no track option for your profile however, so I just bookmarked it. It's astounding just how much your mod feels like it would belong in the vanilla game.
@@simdrew1993 Just an update: I took a look at public executions yesterday and it wasn't as hard to implement as I thought. They will now be possible in the WIP release!
Could you add, if you haven't already, a system to fortify city defenses? And the catapults then could be used to destroy most or all of the fortifications - utilized by both you and your enemies.
Question, assuming from you description that the player can choose the equipment of his army ala tundra defense, is it possible to have different kinds of troops? what about having them armed with differing equipment? can the faction you start copy other factions like if the PC wanted to build their own orc, forsworn, vampire faction and have the PC generated faction be friendly to the one that already exists?
Yes there are different kinds of troops in the mod. They are the soldier(1-handed + shield), warrior(2-handed), archer(bow), and crossbowman(crossbow). You can give each of them different equipment and can even have different equipment based on the gender of your troops as well. As for your second question, I want to do something like that in the future but that won't be possible in the WIP release.
2:25 Carriage driver: "War is good for business, I'll be here for anyone who needs a quick getaway!" 😆 Good job honestly this looks awesome! I love that you can use modded Armour and weapons
Just conquered markarth last night loving every detail of this mod !!!
Extremely impressive, it feels really polished with all those small features one would not expect from an alpha/wip version, keep up the good work! really can't wait to get my hands on it.
Although two question on my mind are, 1. what exactly will be done about non-combatant NPCs during sieges? Will they be strolling around town as usual or will they be hidden (what I am assuming from the video). 2. will there be any spy mechanics as in you could infiltrate towns and sabotage defenses?.
For the first question: NPCs are sent to the location they first start the game in and stay there during the siege. For all cities besides Riften they end up in their house or other interior like a tavern. For Riften I stuff them all in a different interior and then release them after the siege. As far as spy mechanics that's sort of one of my future plans for the mod, where you can create spy rings in cities to get information on troop counts/troop movements and other information.
@@galvatron530 thank you, good luck on this project!
This mod made me reinstall Skyrim, highly looking forward to it
I really can’t wait until this is on Xbox!
I'm sorry my guy but conquest cam never come to console lol
@@Generaloliverswanikbut it did
In the comments of one of your videos on the Conquest of Skyrim Mod - specifically "Making Peace with the Empire" - I read some interesting ideas, which I want to check by you.
The first is a comment by a commenter named P:
"I’m impressed how many negotiation options there are. One thing that could be included is making marriage deals. Eg they will let you have a city so long as you or one of you seconds in command agree to marry an heir to that city. Perhaps this could go along with taking children as foster hostages, like in real history. A losing clan would have to ..."
This addition, if you have not added it, would provide a great level of depth to the peace negotiations and historical accuracy - for immersion, etc. - in Conquest of Skyrim.
Another commentator idea - again by P:
"One thing that should be included is opposing factions sending assassins"
This would, again, provide further depth, and would introduce intrigue into the mod. It would be great if the player, and his opponents, could send assassins, thieves, saboteurs, and even, possibly, establish counter-intelligence spies, etc.
Markarth is my favorite of the 9 for many reasons. 1 reason, clean and hot water.
Footage of Hernan Cortez when they are sieging the city of techtitan
Damn he got Nazeem as his commander, I chose Ebony Warrior as my commander
Markarth is my favorite of the 9. Staff of fire-bolt, does the same thing as these guns.
The Spanish land on Markarth, I see.
Question, will you be able to appoint steward and housecarls as well for your jarls to have a full court, and possibly a captain of the guard option similar like commander cais of whiterun, I only know two holds that have guard captains and that's whiterun and Solitude which is weird...and maybe a court wizard for each conquered city, I can't stand Farengar of Whiterun he's a jerk would love to replace him... every hold has a wizard, steward, jarl and housecarl to protect them then some have guard captains in the cities. And have you added voices to all main voice types and will it be possible for mod makers to say make patches and add custom voice support for custom follower mods, because I'm a voice actor and have a Legend of Zelda mod, and would love to make my Demon lord Ganondorf follower a jarl/king and his servant Vaati a steward, implementing dialogue would be dope AF and if possible I would love to make a patch for my mods down the line, I know the mod author of Lucien and I bet he would be happy to do this for his as well..And Inigo's actor. Would it be possible for all of us to make patches for our mods to add voice support to yours? And will there be public executions later. And would you so kindly link to your Nexus profile so we can track you so when the mod launches in beta we will know? Thanks. And comments keep this trending by the way.
For now you can only appoint Jarls for each city, although I'm planning for in the future allowing the NPCs to choose their own court themselves based on their relationships in the vanilla game. If they don't have any vanilla relationships then I'll probably just allow the player to choose those positions. As far as custom voices, it should be possible for mod authors to make patches for it to add their custom voices to the dialogue. And public executions will also be added later. Here's the link to my Nexus profile: www.nexusmods.com/users/16544114
@@galvatron530 Thanks for responding. Relationships, interesting that will make it more immersive and the option even without relationships sounds nice too, I could see people being happy with both of those options. Oh wow, that sounds great! With custom voiced patches I can't even imagine all the possibilities. And public executions will be added, wow man you never fail to impress. There was a mod somewhere on Nexus that added public executions to whiterun.. then the dread prison mod has it too. Can't remember the name of the whiterun mod but I don't think it'd be hard to implement such a feature. Cool thanks, there was no track option for your profile however, so I just bookmarked it. It's astounding just how much your mod feels like it would belong in the vanilla game.
@@simdrew1993 Just an update: I took a look at public executions yesterday and it wasn't as hard to implement as I thought. They will now be possible in the WIP release!
@@galvatron530 Awesome!
Could you add, if you haven't already, a system to fortify city defenses? And the catapults then could be used to destroy most or all of the fortifications - utilized by both you and your enemies.
Question, assuming from you description that the player can choose the equipment of his army ala tundra defense, is it possible to have different kinds of troops? what about having them armed with differing equipment? can the faction you start copy other factions like if the PC wanted to build their own orc, forsworn, vampire faction and have the PC generated faction be friendly to the one that already exists?
Yes there are different kinds of troops in the mod. They are the soldier(1-handed + shield), warrior(2-handed), archer(bow), and crossbowman(crossbow). You can give each of them different equipment and can even have different equipment based on the gender of your troops as well. As for your second question, I want to do something like that in the future but that won't be possible in the WIP release.
Would this work with mods that change up the cities
Yes
So cool
How can you even play with that annoying bloom?
please release this mod!!!!!!
Its not fair you are using gun
We need in xbox!!