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KorJax

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  1. I know, I wasn't saying that only mods that have nudity/anime girls/etc in them are translated, I was just making an observation that I've noticed how big Skyrim/ElderScrolls has become recently in eastern europe compared to the old days, and the types of mods we see that are prevalent today :P Lots of russian translations are proof of that, and a side effect is how popular "sexy" mods have become as well from the popularity explosion.
  2. Fact of the matter is, after Oblivion was out for a few years, the Elder Scrolls series has gathered a massive russian/czech fanbase. Especially as mods came out. Skyrim obviously is huge there, and likely bigger than almost any game released in that region. So you can imagine why this time around, we're getting a lot of russian mod translations, nude girl/anime mods, sexy mods, etc compaired to Oblivion's early modding community and Morrowind's modding community. As an aside, I don't mean to steriotype the russian elder scrolls audience as anime/girl loving, but fact of the matter is those things are very popular there as well - eastern europe is very culturally friendly to nudity, and is very patriarchal (men have much more dominance/power there, so the "male fantasy" is a popular concept) in the media and such things. So nude women are obviously very popular for young men everywhere over there (more than what people would find acceptable in the west) - and as such, why the nude/sexy/etc aspect of modding for Skyrim (also hugely popular) has grown so big compared to older games in the series.
  3. Well depends on what you mean by resources. If you upload resources from a DLC into your mod, then technically it is a banable offense as you are uploading work made by Bethesda from their DLC for "free" for general use. I.E. if Hearthfire adds certain weapons/armors/displays and in your mod you upload those resources, then you are uploading pirated content However you can certainly USE resource from the DLC as long as you don't upload those resources. In that, your mod can require you to have the DLC as you use a certain display/armor/etc from it. That's perfectly fine, because you aren't actually uploading the actual thing from the DLC, you are just using it/modding it in your mod, and requiring people to actually have the DLC in order to use it as well. Well technically you can still upload a mod that adds crossbows. They just can't be the crossbows (and crossbow mechanics) that Dawnguard adds - it must be original work. Versus "Hmm I'm going to upload these crossbows and things from Dawnguard for other people to play with!"... then you're likely to get banned.
  4. At least it is cheap. Also let's be honest here - the Build Your Own House mod is based off the game-jam video, where Bethesda created functionality to build your own house. Guess what? Hearthfire IS that build-your-own-house segment in that video, except here it is fully realized into a polished house DLC. So if anything, that mod is based off Hearthfire. That said, I wouldn't buy it. IMO there needs to be more in there than just "have a family, build a house" for me to want to spend money on it as DLC, especially with mods out there that do similar things if I really cared for that aspect of gameplay. I feel like this is a thing that'll be a bigger deal for the teenage girls on the 360 who don't own the Sims and love skyrim enough to want to spend time making their virtual family. Not most of the PC audience.
  5. What is Perks n' Skills Advanced? Perks n' Skills Advanced aims to redesign the combat skills and skill trees in The Elder Scrolls V: Skyrim, without completely altering the vanilla system. I had a few big issues with the new perk tree system in Skyrim, but I loved the idea. In theory - it could have been the deepest and most interesting RPG system used in an Elder Scrolls title to date, but the excecution was so poor and some skills were so useless in how they worked compared to other skills, that it was more of a gimmick. Some issues that the vanilla (default) Skyrim perk tree and skill system has that Perks n' Skills Advanced (PSA) aims to solve: Most perk trees were hardly trees at all, such as heavy armor which literally only had about 6-8 perks total, with almost no branching. Many perks are completely throw-away bonuses that don't do anything relevant or force you to "perk into" useless perks to get to the good perks. Such as, to get Conditioning for Heavy Armor, you first had to pick a completely irrelevant and "useless" perk like Fists of Steel, which made you do more unarmed damage.. even if you weren't fighting without weapons. And why is a perk like that, in Heavy Armor anyways? Instead of the skill itself having the power, the perks took all the power. A level 100 user of two-handed with no perks deals less damage output than a level 60 user with perks. This is all due to poorly made starter perks like Barbarian, which just boost your damage with two handed by 20%. The game is balanced and expects you to get these perks too, completely removing the "point" of what a skill and perk tree is supposed to do - let you customize and specialize what the skill itself is for. Some perks totally broke the role of the skill, completely ignoring what makes certain skills unique. Such as Conditioning for Heavy Armor, which made it so armor is weightless and doesn't slow you down when worn. Why would HEAVY armor do that? With that perk, Heavy Armor functions and works exactly like a much better version of Light Armor. Certain skills as such suffer from an identity crisis - they don't feel all that unique from the other skill's opposite. The new system was made in a way that encouraged players to NOT specilize, and try as many skills as possible, to prevent players from "starting over". However, because in order to be good in a skill you HAD to get perks, you basically needed to specilize in order to survive later levels. At the same time, the perk trees didn't let you specilize very much within the skill you wanted to use, because the perks they used were very simple and tended to just do basic damage increases. When in fact, perk trees could have potentually been increadibly deep, letting users who are good in (for example) two handed to use all two handed weapons rather effectively, but if a player would "perk" into and specilize twords axes, they would have increased ability and bonus to using those weapons. Instead there was no specilization, just simplified perks, that required players to perk them in order to survive later levels. This punishes both players who don't specialize their perks (underpowered) and players who want to specialize (because they really aren't specializing all that much). PSA aims to address all the above issues. Skills will be tweaked in ways that make the skill more unique to use. The skill level will also be the most important factor in determining how good you are at a skill - perks will only augment, enhance, or add bonuses and abilities, sometimes at a cost, and let players specialize in their "major skill". Perk trees will encourage sticking to a "class" through the new Major Skill system, and will often feature multiple branches or avenues one can perk into within a skill. Estimated release date for PSA s unknown, currently it takes about a month or so to fully complete a skill and a perk tree, but it may go quicker as time goes on and as I become more skilled at implementing my designs. Especially in the summer, when I'll have more free time to work on it What about Magic PSA or Thief PSA? I plan on doing those, but to ensure that SOMETHING get's released reasonably soon and to keep things modular, I'm going to first focus on the skills associated with the combat perk abilities and then release that (Heavy Armor, Block, Two-Handed, One-Handed, Archery, Light Armor). I'm not planning on touching crafting skills though - partially because there is a TON in my opinion that needs done there (to the point of being a separate mod), and partially because there's already some excellent modders out there who are dealing with redoing the craft skills. Video Walkthroughs UPDATE 8/27/12: Two-Handed Skill and Perk Tree Redesign: http://www.youtube.com/watch?v=o8-8ibpd4Qw Heavy Armor Perk Tree, and Skill Redesign: http://www.youtube.com/watch?v=r1OlbMwykMY Screenshots Heavy Armor's new and improved Skill Tree: http://i.imgur.com/mytx4.jpg Two-Handed's new and improved Skill Tree: http://i.imgur.com/IX0NF.jpg
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