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Mansh00ter

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  1. Due to RL reasons (work) this project is temporarily on hold. By that I mean a couple weeks at most. I will look at any game-breaking bugs that have cropped up with Basic Needs and issue a working version next week, sans any new features (that will have to wait until I resume work on this proper), but at least you'll be able to enjoy it hassle free, I can spare that much time.
  2. Nice find Chaospearl - and it should work nicely with the mod since the tick is based on gametime.
  3. @Magvedo - no showstoppers, just a bunch of RL issues cropping up and it is starting to get annoying. As soon as I have something properly cooked I'll release it, no worries. @aemaethcold - early on I played with various timescale settings, the problem with immersion is that, yes, days go by way too fast - when you're in town. But when out in the wild, you get around way too fast again; at default settings it takes me about two ingame days to cross the entire province of Skyrim. If I set the timescale to be more immersive in the towns, then that would mean I could travel from one end of Skyrim to another in about six ingame hours, when breaks immersion again. So I just opted to leave that part to the players themselves - the setting is easy enough to adjust to your liking so everyone can have it the way they like it.
  4. Yeah, lately I just had barely enough time to hop on here and update the thread. Probably should have posted something on the mod page as well. Oh well, silence before the storm. ;)
  5. Oh, that. Yeah, already have some prepared. In character too. :)
  6. Wards already are slated to work like magical shields. However I am not yet sure how to best pull it off - making ward spells reduce or block damage is easy, but since the ward spells are not designed for that some cosmetic ugliness occurs (you block damage but the hit still visually registers / you still get an arrow to the knee). But in any case, yes, mages will have a tool at their disposal to actively protect themselves from physical attacks. And yes, more along the line of shields instead of armor. Armor spells, however, will still be in - and their effects are now taken into account as well. As for setting dragon brains on fire, that's just OP and thus is handwaved. :P @Xzone36 - that's weird. Reset function is precisely designed for that kind of issues. Feel free to describe your problem to me in more detail via personal message, and also include what other mods you're using.
  7. Right now I'm busy with a project, should be finished by the end of the month, then I plan on really sitting down with this and putting in some serious crunch time. Any compatibility patches will have to wait until then, but once I get going I'll put them on top of the list.
  8. Only Basic Needs are playable right now - as for the remainder of the mod, as soon as I have some concrete news I'll post them here. Right now, it's work in progress and the progress is good, if a bit slow due to ongoing RL obligations.
  9. @Tomislawus, I thought about that, but no dice so far. It could be done with scripts, but then you'd have to overhaul every spell in the game and it would be incompatible with other magic mods. Btw. if you figure out a nice easy way to spawn fire hazards at impact points from spells, let me know. I still want to turn the Flames spell into something useful, like creating fire barriers on the fly.
  10. Nope, other things are. ;) Modding is relaxing.
  11. That's the bad thing about debugging mods... you can't know if it's your mod causing trouble, someone else's, or the unfortunate conflict between the two. But do post specs and any script using mods you have installed.
  12. I heard of it, haven't had the time to check out what it brings to the table. But is does sound better than having to run a loader. Although to be honest, the only thing that would entice me into using script extenders is if they added functionality like detecting headshots... current workarounds don't really do the trick. No idea why Bethesda decided to completely nuke body part hit detection... it would have been easier to just leave it in and flatten the effects.
  13. Maybe, if I manage to debug the alpha code by then. In any case, I'll post it here and on the Nexus as soon as it is ready.
  14. The same goes for creatures - the mod takes their basic stats and adjusts their combat difficulty (how hard they hit, and how much damage they can take) accordingly. So it should work with any creature, official or otherwise.
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