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  1. ruddy88
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    Sticky
    Theres been some suggestions in the posts to add a card summon ability, so you can use the cards to summon the creatures in to battle, Im after a general consensus here. Obviosuly it wouldnt work for all cards like the divines, but maybe we could add powers to each of the cards.

    Creatures would be summonable once every x amount of seconds and only one can be activated at a time, would also overwrite any conjuration summons as to not be OP, and summoned creatures would only last a certaiun amount of time or until dead?
    My current list of cards is 156, and includes creatures, races, factions, faction leaders, divines, deadric princes, some other unique NPCs of noteable worth, and heroes of sovngarde.
    Divines could be used to add their blessings, same as praying at an alter? however id want to remove the cure all portion of that or it defeats the purpose of any kind of disease.
    Daedric princes, heroes and factions could have some form of spell power that buffs the character.
    The race cards could add that races daily power.

    Id have to think of things for the rest of them. In any case, all of the functions of various cards would be classed as a "card power" and only one card power could be activated at one time, and would ideally be able to be hot-keyed to favourites.

    Id like to get peoples thoughts on this as an idea, should it be a part of the main mod or offered as further functionality in a new mod patch of sorts (this will mean more ESPs or different download versions). This is of course providing that any of it is possible to do. Also this part would be left until last, getting the cards in the game and evenly distributed comes first.

    1. dpgillam
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      Hmmm (and numbers are just for example; I havent thought of balance or anything)
      Summon creatures: model it after the "summon familiar" spell; theres a couple mods here for you to see how its done. might want a "Horse" card to summon a mount, rather than a combat creature

      Divines give a boost of their necklace and shrine, but only for a few minutes? And I agree about no "cure disease" for the card.

      Spell cards cast the spell, like a scroll, and are more common than other cards. If I could figure a way to set the triggers, Id say scrolls are only cast-able by "magic class" characters but cards are usable by everyone, though less powerful than scrolls. (maybe scrolls cast on skill level related to spell while cards are a fixed level?)

      Faction cards let you summon a warrior from that faction (just like that shout summons the ancient heroes) and you can spend more than one card at a time to get higher ranks faction: a thief card gets you the world encounter thief; 5 thief cards lets you summon Vex, and so on. The same with Stormcloak or legion: 1 card gets a bottom level soldier while 100 lets you summon Ulfric/Tullius. (summon Ulfric to fight Ulfric would be funny )

      The race card is a great idea just as it is.

      Daedric Princes: have a look at the spell mods; there was a spell of Shegorath based on the meteor storm shout Alduin uses at helgen, only it dropped flaming cheese. There are other spells in Apocalypse and Forgotten magic (and a few of the other spell mods) that would go nicely with this.

      Lastly, I would suggest making it two mods, even as a guy who's over-modded, and always deleting a mod to make room that that "new great must-have" I can see where not everyone would want the full system, and would rather use the cards as an index, "Ive killed all these."
    2. ruddy88
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      Im leaning towards adding functionality as a seperate, whether it be as an extra ESP or just having two versions, one with functional cards and one without (although that makes more work for me when updating).

      I like some of those ideas, I dont know about "stacking" cards like for summoning vex, I daresay most people will just be selling off duplicates. Plus im planning on making those kind of cards not all that common, so finding 5 copies of several different cards would be quite a feat.

      I also dont know about the spells, I am not even sure ill be adding spells and weapons as cards yet, and if I do it will be as an expansion, and not until after ive finished the base mod, dawnguard and dragonborn expansions. The reason I dont like the spell idea is that it would mean messing with vanilla game mechnics, which I dont want to do, it immediately brings compatibility potential issues with any mods that change magic and id rather not try and dance around other mods, as it is I have to try and find a friendly way to merge level lists for distribution for those that dont know how to use things like wryebash.

      I do like the idea of adding a horse though, but it wouldnt be indefinitely, otherwise it defeats the purpose of buying a horse, a card summoned horse would only last a certain amount of time, useful for a quick gallop but not as a primary means of transport.
      In fact, I think all card power will have a cooldown and only one active at a time, but to offset weaker or stronger cards I think ill make it so that the cooldown is a variable set by the type of card that was just used, so a stronger card sets perhaps a 30 minute cool down, while that cooldown is active no other cards can be used, whereas a weaker card power would activate a shorter cooldown, perhaps only 1 minute.

  2. Soundman1234
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    Hey Ruddy88 ^_^
    Thought I'd check in to see how the mod is going. I have it bookmarked & I check almost every day for any updates lol. I get that large projects take time & even breaks from them to do other things. I really hope you don't give up on this one. I think its a great idea and addition to the game. So looking forward to hunting down all the cards haha =)
    1. Soundman1234
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      Ohhh and I got a card mesh & a texture started. I'm wondering if there is a way to make allot of cards using only the one mesh file? like attaching all the texture files to the one mesh file, to decrease mod size & maybe make it more simple?
    2. ruddy88
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      There might be a way, there is on fallout 4, but skyrim works differently, you may be able to use texture sets or something and dynamically assign them
    3. Soundman1234
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      It Worked! (^_^) like you said, I was able to make new texture sets under the miscellaneous menu. Then I made multiple items in the miscItem menu using the single nif file, then assigned the texture I wanted . I made a few and put them on the floor inside the entry of bleak falls barrow. Each card showed up with its own texture =D Yay!! This is exciting^^
    4. ruddy88
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      NICE! I wish Id have thought of it before I started mine haha! have close to 200 NIFs already

      Got any screenshots of your designs yet or are you still working on them?
      Im just about finished with my other mod (Odds&Ends) so will be returning to finish this mod soon I think.
    5. Soundman1234
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      I have 5 cards in game, I'm going to put together allot of texture files before I add any more. I was thinking I might add them all to a drop list so they can be found at random in chests & on bandits & stuff. Not a leveled list, I'd like to have a chance at any card at any level. I can show you what I got so far, How can I drop a screenshot here?
    6. ruddy88
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      Youd have to upload it somewhere first, Nexus has an image upload service, if not something like tinypic.

      And the drop list your talking about is still referred to a levelled list, or more accurately, a levelled item according to its category inside the engine. The levelled item will then end up being a list, so youd have all your cards added to this list, or you may seperate the cards into rarity groups, then use a parent list which may contain say 6 copies of the common list, 3 copies of the rare list, and 1 copy of epic, or something like that. This is one way to control the chance of rarer items. Youd then have a "Chance None" option on the parent list, if you want a card to be a guarantee drop youd set it at 0% to guarantee one of them will be picked, then youd add this parent list as an inventory item for the creature/npc you want to have it (for bandits and stuff there will be template NPC forms you can add it to), or you can simply add the parent list to an existing list (there are loot lists for bandit bosses for example, or add it to citizen pockets loot lists for a chance to find cards when pickpocketing NPCs, or you could add them to deathitem lists to only have them appear on creatures etc when they die).

      Levelled lists are daunting at first, and can be difficult to work out how they work, this is why I took a hiatus from my mod haha, I knew what was coming up next and thought id just take a bit of R&R before I got stuck in to it (and instead used that time to try learn pascal scripting for my other mod which was even more of a headache).

  3. Soundman1234
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    I would realy like to know what tools you used to make the cards and how to make the meshes with textures. I am thinking of making a similar mod with some of my artwork attached to simple cards. Then I want to have them for sale in towns^^ Any info would be greatly appreciated ^_^
    1. ruddy88
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      Hi there, I use photoshop to make the textures, any image editing program will do though providing you can get a DDS plugin that lets you save to the corrcet texture format. For Photoshop youhave a choice between Nvidia DDS plugin or Intel's (Both have their pros and cons but for skyrim youd probably be fine with the Nvidia one which is better documented).

      For working on meshes, you need a 3d program to make your own, however I have used a modified version of InsanitySorrows' Collectible Cards resource available here:
      http://tesalliance.org/forums/index.php?/files/file/1419-insanitys-collectible-cards/&
      I then used NifSkope, a tool taht lets you modifiy properties of a NIF file (the file that meshes are saved in skyrim), and resized the mesh, increased the inventory view size, and applied some other shader properties to it for the shiny version of the cards.

      I have then been using TESVEdit to implement all of this in to the game, you can also use the Creation Kit if youd prefer, I actually use both for different actions but primarily I use TESVEdit.

      And thats about it, the rest is just slowly practicing and troubleshooting and learning all the different intricasies of modding.
    2. Soundman1234
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      Thank you Ruddy, I like learning to use new programs and this gives me allot to think about & tinker with ^_^
  4. OpulusLP
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    I know you have to bring out every of the Cards first but, I'd love if you could Think about a Game concept (similar to gwent from Witcher 3 maybe) and make it playable in skyrim!

    But I know that this ia a challenge, you not only have to think about the Game Concept but also write the AI and add that to some of the exsisting ingame Characters.

    Well I've just dropped you the suggsestion here and what you do with it is your thing ^^

    But I do hope you could do something like that. If so, I am completely sure that would be one of the, if not the, most endorsed and loved mod out there!
    And if bigger modders catch up top that and make their custom npcs be abel to play that with the player too.. omg
    (Modds like Intresring NPCS, or the NPC'S from World mods like Falskaar & Wyrmstooth (Well that is completely lost but who knows, someone might work for that version))

    Enought said. Greetings
    1. ruddy88
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      As much as id LOVE to have a weorking card game, I definitely do not have the experience to make it happen.

      I have been getting some help from Mator with working on a Pascal based script for XEdit for a different mod, and am feeling slightly more comfortable with coding, so I may look at doing this in the future. However I will probably look at doing something more like the triad card game in Final Fantasy 8, as its just as fun but not as complex.

      Rodolfo is making a card game for fallout 4 if you are interested though (linked his name on the mod page for this mod)

  5. Soundman1234
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    Any news on how the project is going? really looking forward to this one^^
    1. ruddy88
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      Its still being worked on but I took a hiatus to work on something a little less ambitious, just so i could be doing something different.
      300+ cards to make gets pretty repetitive, every action needs to be repetaed 300 times haha.
      Im about halfway through and will be taking this back up soon.

  6. Hollowing
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    I don't know if you are already working on this but can you add a small amount of cards that are iconic locations/buildings if not that's fine too anyways hope to hear more about this soon.
    1. ruddy88
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      I may do so in the future but its already quite a big project as it is so wont be adding locations, items or weapons any time too soon
  7. dpgillam
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    Is the long-term goal to have each "thingy" (critter, equipment, Nazeem) have a possible chance to drop it's own card? (maybe even steal its card from it?) That would be an interesting twist; so you have to search out monsters to collect their cards, with a few re-textures carrying rare versions, etc.


    The idea of the card captor, where you can use the cards to summon "thingies" to fight for you would also be interesting.

    definitely tracking this one.
    1. azreilnightsky
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      This mod has great potential. I like the "creatures dropping their own card" idea. IF you make creatures depicted as summonable, I would recommend making the summons time limited, as to make battle balanced....maybe even make the summon ability time limited. Either way, great mod idea..and give some serious thought as to the cards being a loot drop (preferable to be creature specific.)

      I'm pretty sure using the cards in some type of card battle scenario, would involve some serious battle mechanics (and modding) skills, but my gosh what a feat that would be.I am anxious to see where this mod goes.
    2. ruddy88
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      Yes the goal is to have them as death items, I've already experimented with the wolf and worked it out to be about 1 in 10 drop a card, and that card has a further 1 in 10 chance of being a rare.
      It will be the same system (but with different percentages) for all creatures, and then there will also be informally placed cards for certain things (hand placed in world cells, npc inventories to be pick pocketed, reward items for related quests etc).
      The whole idea is to give a reason to go back out and do things, there's literally no items of value once you reach higher levels so there's no need to dungeon crawl, no need to pick pocket, no need to break in to houses. This mod will bring back that need.
      I also plan to add booster packs to khan it merchants, you buy a pack and "use" if and it will give a selection of 10 random cards that can be any of them, but rare cards will still be rare, you'll likely get common creatures but have a chance at getting a hero card etc, this is to make it so if you screw something up and miss a card you'll still have a chance to get it back.
    3. dpgillam
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      Sounds great! looking forward to it as the project moves along.
      My 2 cents, fwiw, make the merchant buy rares 100:1, to encourage more play than buying. And I still like the idea of rare monsters; Bellyache is cool if you ask permission to use his animal textures, and you can skin a few "rare" to place in hard to find places.
    4. ruddy88
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      Oh there will be rare types of all creatures, and the likelihood of getting them will be pretty low. The merchants lists will likewise be a very low chance, I think what I will do is have the merchant sell just cards and not the boosters, the booster packs ill add to treasure levelled lists instead. So you can still buy certan cards off travelling merchants to fill your collection but they will be rare, Itll be something to keep an eye on if your missing cards but it wont be an efficient way of getting them.

      I have also been developing another mod that adds legendary encounters, much like how fallout 4 legendary enemies work, so that whenever a creature is spawned it has a chance of being a legendary version, when I finbish that I will be making an expansion for the cards to include the legendary version for each enemy thats added.

      As for the "card battle" idea, i dont think itd be that hard, just a simple script that when the card is "used" it performs a conjuration spell, have a 60 second cooldown and a one card at a time limit. I think that could be pretty cool, and adds a purpose to them.
    5. dpgillam
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      That sounds like a perfect addition. I cant wait to try it.
      Im kinda a noob; I dont nif or texture, mostly I just change setting AI, and other CK stuff. But Im happy to help any way I can if you need it, especially the boring repetitious entries parts.
    6. ruddy88
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      The repetitious entries is the part im workign on now haha, not that much to go now im afraid, the next bit is the fun bit and will be a fair bit more involved, still not 100% on how im going to go about it a lot of it yet so ill be making decisions on the fly, but thanks for the offer
  8. azreilnightsky
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    Thinking about it....I am leaning toward the idea of the card summons to be in-battle until dead, however, the actual summon ability ( I believe) should be time restricted....something like..oh say...3-5 minutes before another card summon can be used. I completely agree with the "only one summons at a time" idea.

    Here's a thought, let's say someone collects all the cards...how about an ultimate card becomes available ...an Alduin card. (For display purposes only...OR...maybe a Meeko-sized Alduin tags along with you. I dunno...something like that. I said it before, I will say it again....This mod has great potential.
    1. ruddy88
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      Alduin is already on my list as one of the hero cards

      But I am thinking I should have some kind of reward system for finding x amount of cards, maybe perk points for every 15 cards found? or skill point for every 10. Im not sure which way to go with that yet.
  9. JOHNBELT
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    Interesting idea. I like collectible items. Now you need a special display! I'll be watching this.
    1. ruddy88
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      Im hoping I can recruit someone to help with that, if not then I might be able to make a dynamically changing book that can act as kind of like a medievil pokedex everytime you find a new card ti fills in on part of a page in the book.
      It might be possible, it might not...
    2. Kaliban71
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      there is a collectable card mod for oblivion that has displays maybe with permission they can ported to oblivion and used
    3. ruddy88
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      Awesome! ill check it out!
  10. ZengarZonvolt
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    this is an amazing mod. the way this is structured, it can be a modders resource on its own. what im thinking is just add some clutter type card with no use in the game so might as well as include some real deal card like yu gi oh, duel masters, vanguard, magics the gathering, wow tcg, pokemon tcg and many more, maybe a shoutout to the fan of that particular game. i know it will clog the game with a bunch of items(on yugioh alone it can be filled if you took all cards from season one to arc v) so why not just make them different versions like yugioh version and vangaurd version
    1. ruddy88
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      I will be doing more than just a resource, but if the other authors agree (The textures are my design but based off insanity sorrows, and the screenshots used are by Piratenbraut) then ill be updating the permissions for anyone to use with credit, once thats done then people will be free to use the assets included providing they follow the rules and credit myself, Piratenbraut and Insanity Sorrow with a link to his resource. As for the real cards, that would mean hand drawing EACH of the real life cards, simply copying them from scans of cards or cards on google IMO would be a copyright breach.
    2. ZengarZonvolt
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      guess that be the case huh. oh well. heres wishfull thinking about being able to collect yugioh cards inside the game :d
  11. FendrickBlackWolf
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    This is an awesome mod that instantly got my endorsement. This is something very interesting and well planned, and im sure it'll bear great fruit.

    But, i do have one suggestion:
    The possibility of making weapon versions of the cards, much like how the throwing weapons mod works.
    1. ruddy88
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      haha so you go through all the trouble to find the cards just to throw them away!!!

      I think that would be better suited for the author of throwing weapons to simply add a throwable card, insanity sorrows resource is freely available and linked on my mod page