Beyond skyrim
#261
Posted 22 May 2014 - 01:01 PM
#262
Posted 23 May 2014 - 11:42 AM
#263
Posted 25 May 2014 - 11:26 AM
#264
Posted 25 May 2014 - 10:18 PM
I5 3470
amd radeon 7850 2 gig
16 gig ram
asrock z77
128 ssd
500gig hd
650 power supply
I have over 200 mods and run 45-60 fps all the time. 6k for a rig....yea ok..sure
#265
Posted 28 May 2014 - 06:19 PM
Of course Sheogorath or his real world counterpart would spend £6000 on a pc which would make the salesman very happy indeed, but there are padded cell's for people like that.
I would actually shop around, go for a 760, 8 gig of memory, an I5 and a 1T hard drive, the pricey (probably about £680 to £750) part is the operations system and if you can live without 64 bit home premium is not that bad (About £70), use your widescreen TV for the monitor as the Sound is handled by the Card very well indeed and most motherboard's come as standard with HD audio anyway,.
You could probably whip together a pc about equal to a playstation 4 (minus the overpowered cell processor) and with upgradability so long as you use fairly newly released components for only a little more than a next gen console, yes the PS 4 has great dedicated graphic's (best of the new console's) but it will be stuck where it is until the next generation on of consoles which by that time will be totally UHD compliant for the 4k tv's, the game's on PC are usually slightly cheaper as well which offsets the console's cheaper price.
Where the nexus has indeed barred some modders it was not for no reason and they have a business to run so have to protect there interests as with there prominence as the number one site they would (there is no might - would) be sued for million's that they do not have to give by the game publishers who's copyright had been breech'd, many game's are franchise so the asset's of even an old game if it is not made total abandon ware are still there property as are there characters, plot's and asset's.
Of course most game developers and programmers are easy going being essentially modders themselves but the publishing houses are a bunch of cruel grubby handed penguin suited business sharks and the nexus is now big enough to show up on there radar so they look for blood in the water and without moderators the nexus would now be a long closed down site and there would be no where for us to download our mod's and make a game we would already have forgotten about (Skyrim) current with community content as steam suck's though I use it myself, the alternative site's are either devoid of mod's or less than scrupulous with non family oriented content and ripped data which they only get away with because they are not yet prime target's but watch that space.
#266
Posted 01 June 2014 - 09:15 AM
cool bro, i wish my mom like that
Edited by kareza, 01 June 2014 - 09:16 AM.
#267
Posted 02 June 2014 - 04:40 PM
Hey, I noticed this thread had a bit of life in it still and wanted to pop by. I'm the project leader of Cyrodiil and if anyone has any specific questions, I'd be happy to field them.
I'm sure you all want to hear about the status of the project and how close we are to release. We're looking at a release towards the end of the summer, but things are progressing fairly well. We had a conversation with lifestorock a couple months ago about using some of his creatures in the mod and I've been reaching out to individual authors to reaffirm permissions for their contributions. A full list will be available when Bruma releases, but we hope to populate Bruma and its wilds with a wide array of enemies.
NPCs are mostly implemented, though we still have a couple small settlements that need to be populated. We just sent out scripts to our VA's and will be continuing implementation of dialogue and quests over the next couple of weeks. Quests are in the process of being implemented and we are working on fleshing out the dungeons in and around Bruma. There are a few core dungeons and locations that are still needed, plus a bit of landscaping to the Northwest of the city, but most of the map is traversable.
In addition, the Bruma architecture modeler/Modelling Director Markus Liberty did a remesh of the Bruma exteriors that is a huge improvement on the existing models. We need to do a bit of correction on door/marker placement to ensure that there aren't any strange gaps but they otherwise slotted in exactly where the originals were. We hope to have screens on our facebook fairly soon.
We did get hit by a bit of a slow patch, mostly due to a lot of our members being occupied by finals and other real-life obligations, but things have really picked up speed over the course of the last couple weeks. I was honestly a bit nervous we might not make our Summer window but things are really getting back on track. There are a *lot* of moving pieces with this sort of project, and keeping a handle on them on my own is impossible. Luckily, we have a great team, some of which occasionally post here as well.
#268
Posted 02 June 2014 - 06:04 PM
Yeah I have a question, can you believe that guy spent so much money on his computer?! Just kidding!
My real question is how large of a worldspace area around Bruma will be included in this initial release? Something comparable in size to a Skyrim hold or something much smaller? Thanks in advance for any answers! You folks are doing The Nines' own work!
#269
Posted 02 June 2014 - 06:24 PM
So far, at least 6 blocks of 8x8 cells with the potential of more being prepped for release. I believe that is smaller than a hold, but we aim to have as much as possible ready and playable so that number might go up. There will be plenty to do inside Bruma and around the city though.
#270
Posted 02 June 2014 - 11:12 PM
Cool!



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