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HideInLight

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  1. I see their new game in alpha, Viscera Cleanup Detail made quite the noise. But Rooks Keep is still unknown... anyways, they've released the source code for Rooks Keep http://www.indiedb.com/games/rooks-keep/downloads/source-code-v101 Game is now fully open to all kinds of modding. The download includes the source, some basic tutorials and an example mod. The example mod can be compiled just like that and already contains the code for the configuration menu etc So it's pretty easy to get started. But with the little reception Rooks Keep received, don't know if it'll ever get the greenlit or the playerbase for the developers to continue developing for it. At least it spawned Viscera Cleanup Detail, which looks like it's gonna get all the attention from now on. Rooks Keep is still a pretty polished games, and now that it's fully open to modding, well it's time to have some fun with it. Just a shame about the whole Greenlight, being ignored by mainstream media thing. I thought people would be interested in it because of the Rune-like combat, but apparently not. PS. Long term goal, dark souls type combat mod. Mechanically the combat is close to Dark Souls already.
  2. Here's me messing around with the UDK following some tutorial about post processing. It just feels great to have an actual game instead of tech demo to play around with. http://i.imgur.com/VHL1m8P.jpg?1
  3. I've actually played some of their mods - Ballistic weapons, Crucible. All pretty cool. The the weapons were simply brilliant and there were al lot. A lot! Saw someone who posted a youtube vid about it, that was 50 minutes long, and it consisted of a person just quickly showing each weapon. Still my most favorite flamethrower of all time, using the secondary to spill oil everywhere and then setting it on fire. Wonder why they, killing floor and Chaos devs never teamed up.
  4. http://www.desura.com/games/rooks-keep Ok here we have a game developed by 3 brothers which is surprisingly well polished, runs on the latest UDK engine, and has interesting combat and quite some substance to it. It's monstly an Arena Deathmatch based on Chess archetypes. It also has Chess as a gamemode with Chess Combat as it's variant. On a technical level, it's flawless, even the GUI is much better than in most games and if you play something like team deathmatch , you can choose to have 2-9 teams or whatever your heart desires. It has a lot of customization. But the most interesting part of the game is the mod potential. It runs on the UDK, basically the latest version of the Unreal Engine 3. There has been drastic improvements to the UDK over the years, yet Epic themselves haven't released any games for it that has modding capabilities since UT3. UT3 was released back in 2007... This little Indie Game everyone has been ignoring has that, if you ever wanted to work with the UDK, this game could be the perfect candidate. You can literally open up the editor, select a level, make some adjustment like adding more trees or whatever tickles you fancy and then proceed to play it in game. Or if you already have Unreal Engine experience you can jump in and feel right at home. It has bots, LAN, gamepad support, online yet no one seems to care. that's what I don't get, here's a game with amazing mod potential, unlimited possibilities and no one seems care?
  5. Lack of skills, time and motivation, plenty of ideas how to improve but those ideas will just disappear. Everytime I fire up another game, they just do things better, systems feel more refined and the feel of it is just overall better. No matter what you do in Skyrim it will always be a war of stats, stats that aren't reallty accessable and with it's effectiveness dependant on artificial difficulty scaling. You won't get awesome fluined visceral feeling of Batman Arkham City, or the unreal fast paced action of DmC. What about having the weapon actually react to the environment like in Dark Souls, where hitting the wall feels like hitting a damn wall? I could say lets create a system, where weapon does for example 24 pure dmg + 24 Physical Where the Physical gets reduced by armor rating and the pure dmg only gets reduced by block. That may improve things number wise, but still it just won't "Feel" as good as it does in other game.
  6. http://blogs.amd.com/play/tressfx/ Finally, realistic hair!
  7. Yup, problem is there is too many mods, become quite saturated and overwhelming. It just ain't worth the time and effort when you can just go out and play another game like Diablo3 instead. What bethesda should of done is continually evolve and tweak the core mechanics like they did with smiting a little to keep the game interesting and dynamic. It's as if their game designer went mia after the game's release.
  8. Skyrim is severely broken in the mechanics department and the way difficulty scales. That's why I made my mod Nerf and Balance for Adept, it gets rid of some of the most game breaking exploits at least and it removes the x2 and x0.5 Multiplier when changing difficulty only retaining the NPC level multiplier. Game experience has been much better that way. Problem I have with PISE and virtually all other balance mods is they try and balance the game around vanilla master which is a HUGE mistake. Why balance the game around that, where the damage number stated on all weapons isn't even the damage it does anymore. Vanilla master is nothing more than a grind and abuse of mechanics. With the right balance the game becomes an actual challenge where you must use the right gear and abilities in order to succeed. But with retarded AI, you can only do so much.
  9. I wanted to see if I can raise the levels of some dungeons with the creation kit, I tried saving the game before entering the dungeon for the first time but the changes I made in the CK didn't appear to take any effect. All the NPC's were still in the same low level range as in vanilla. My theory thus far it's determined when you discover the dungeon, not when you enter it, but I could be wrong.
  10. I already linked light armor/ heavy armor/ weapons ranks to smithing in my mod. I made weapon tempering more general though, if you have fought with a glass one-handed sword you'll know the material and how to adapt what you've learned to two-handed weapons. Plus it's better for gameplay and your pretty much limited atm to how much you can put in a skill description. If the GUI was like an old classic RPG with very detailed descriptions then you could go mad. For instance here's my description for Advanced Armors, it's using the maximum amount of characters you can see in game: Spells are even worse...
  11. I made a mod called Nerf and Balance for Adept. My idea of challenge is popper scaling for the right difficulty and let the difficulty be decided by what level enemies you face (not artificially increasing their damage or. the damage you do to them). In order to have propper difficulty scaling you must also get rid of exploits. For instance in my mod good luck at getting any near the max armor rating of around 570 without having 100 Light Armor, 100 Smithing + Smithing enhancing gear with Dragon Armor.(Heavy!) Very few modders seem to have followed this direction, instead they focused on vanilla master difficulty which in my opinion is the wrong way to go for obvious reasons.
  12. The CK doesn't effect the rest of your game. Only the mods you enable do.
  13. Now that's just silly. A dragon's gotta poop, but shouts coming out of the Dragonborn's arse? Come on now. The Greybeards has to do something for fun? Whisper: "Pull my finger"
  14. http://skyrim.nexusmods.com/downloads/file.php?id=8719 I ran into the same problem, I uploaded it while Nexus was unresponsive...
  15. For today's games on the PC, you either: a. Use a Xbox360 controller. b. Emulate your controller do be one. Use SkyUI, with categorized favorites mod. It's 10 times better than the vanilla GUI, even for the controller. Was surprised how fast I started navigating the windows.
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