Jump to content

zeralesaar

Supporter
  • Posts

    88
  • Joined

  • Last visited

Nexus Mods Profile

About zeralesaar

Profile Fields

  • Country
    United States
  • Currently Playing
    Skyrim, Demon's Souls, Dark Souls II, Rogue Legacy, RIFT
  • Favourite Game
    Morrowind, Dark Souls

zeralesaar's Achievements

Contributor

Contributor (5/14)

  • Conversation Starter
  • One Month Later
  • One Year In
  • Week One Done
  • First Post

Recent Badges

0

Reputation

  1. The mod in question is http://www.nexusmods.com/skyrim/mods/17664/? So, I love the original McMuffin recreation of the Morrowind armor, and when Natterforme's port brought it Skyrim many moons back I was quite pleased...until I noticed that while the ground-model for the armor had the pauldrons rotated correctly, there was a disparity in the model of the armor that the player actually wears. Would anyone be able, perhaps, to alter these pauldrons so that they are aligned as they were on the armor from Morrowind? I would greatly appreciate it.
  2. Skyrim Redone alters the way that Heavy Armor works with arrows so that there is a small chance that the armor will mitigate the arrow impacts, but that's about it as far as I am aware. Also, when you say "in reality," you appear to be assuming that more or less all of the bows ever used in a period-appropriate context were some manner of shitty, hand-carved shortbows or something. Archers were some of the deadliest troops on the battlefield when armed with combat-appropriate bows, especially longbows, which could easily put an arrow through a man in plate armor from a pretty great distance. This is a result of the rigidity of the materials used in metal armors; this aspect meant that the significant force applied by the (very small) tip of an arrow upon impact would far surpass the maximum force that the particular section of armor could bear, breaking it and allowing the arrow to continue on. STEEL armor was quite vulnerable, both because it was relatively thin and inflexible, and because steel can - depending on the method of forging - experience considerable loss of tensile strength when drawn out into shapes like long blades or armor. tl;dr: Archers > knights in real life. Download SkyRe.
  3. Well, I tried it... ...and it didn't work. I've deleted everything in my Data folder that wasn't in the default install, and still no dice. This is really starting to piss me off. I'm going to try a full, clean install next. If you have any other suggestions, I'll happily hear them. And it's still not working. This is a load of @#&%!*(&@*(*&. I need help. :( Tried everything I can think of.
  4. Well, I tried it... ...and it didn't work. I've deleted everything in my Data folder that wasn't in the default install, and still no dice. This is really starting to piss me off. I'm going to try a full, clean install next. If you have any other suggestions, I'll happily hear them.
  5. So I was playing as normal, installed some mods, played around with the files in my Data directory, and by some unpleasant token of fate I've managed (or someone's mod has managed) to make my guns holster on my iliac crest at a forty-five degree angle. Normally, they should be down along my thigh. The new holstering ANGERS me, as it looks IDIOTIC. Here's the catch: I've already gone through all of my mods and the files I have/had in the meshes/character/_male directory...and nothing appears to be working. HALP PL0x. tl;dr - My pistols used to holster with the barrel parallel to my thigh, a fair way down my leg. Now they're on my hip and they point halfway to backwards. Nothing works. Help.
  6. I recall that a little while ago there was a prostitution mod by Goranga that allowed you to sleep with a guard in order to waive your fines, but it seems to have been taken down. Perhaps you could contact him/her concerning it?
  7. I don't know of any mods that would do such a thing (although I wish I did...Mintotaur Lords are boring! :(), I do know of one very nice mod that can supply all the arena-style NPC combat you like with instant gratification. So, in the case that you don't find what you're exactly looking for, you may want to give this mod... Oblivion Tournament http://www.tesnexus.com/downloads/file.php?id=28190 ...a go. I personally find it to be my favorite mod for raw combat, since it's infinitely repeatable and extremely well-implemented. Actually, check it out even if you do find something like what you're looking for. It's worth the time, I assure you.
  8. I would personally recommend waiting until at least around level 15 to begin the Main Quest, and start Shivering Isles immediately on the heels of the MQ's completion. Here is my reasoning... Difficulty and Loot At the lowest levels, the Main Quest is absurdly easy, especially if you're a non-sleeper and thus level up skills without increasing character level. Around level 15, you have a good supply of decently powerful enemies that can-- in some cases-- pose a danger to you. Additionally, the loot gained by starting the Main Quest around this level is far superior to the rubbish you'll find below level 10, and rather more "filled-out" than the loot between 10-15. If you progress naturally through the MQ from 15, you should get to around level 22-25 by its end, enough to go into the full force of the Shivering Isles. Side-quests and Free-forming By disregarding the main quest for a while, you give yourself a chance to grow and develop a character by taking on low-leveled side quests, guild quests, and any free-form dungeoneering in which you wish to engage. This lets you develop a feel for the character, which can be important (especially in max-difficulty/FCOM/both settings) if you are creating a character whose abilities are not those you conventionally make use of. For example, I typically do the (usually inevitable in Vanilla, done by choice in my case) WarriorThiefMage sort of character that has the ability to adapt to any situation. In the past, I've tried to make very narrowly focused characters (i.e. pure Mage, Thief, Spellsword, Assassin, etc.) and found it incredibly hard to play them in the same environment as my normal super-character due to their inability to adapt effectively to all situations. Therefore, tackling the main quest (or any major mod quests) was utterly out of the question until I better understood how to utilize my character's abilities to their fullest. I hope it helps.
  9. You could also add some appropriate charges for seating/floor space at a scripted door. Make it so that if the player is bereft of coin, he or she must stand amidst the peasantry. Anyway, I think a traveling theater was tried once...it didn't work well due to the great complexity of the whole "moving it from town to town" bit (no wagons...). A static theatre in one of the major cities, however, would probably work rather well. The only problem I could see is the great deal of dialogue/scripting necessary to execute a play. You would probably need (or at least want, to suppress clutter) a new set of actor NPCs for each play, as well as a very good ability to tell NPCs where to go. After all, it wouldn't do if your lead actor randomly walked off the stage when meant to deliver a significant line. In realistic terms, Shakespeare would be an incredible workload, but probably executable with a good deal of effort. If you're just looking for a proof-of-concept, you may want to just take a few brief lines and some very basic stage directions, try to implement them, then work from there.
  10. If you have a very good knowledge of what you're doing and don't mind the slim possibility of royally breaking the game, Wrye Morph is an interesting options. Lets you assume not only the form, but the very identity of anyone in the game.
  11. Hah, quite understandable. There's a great deal to be jumpy about in the world today. The .ini regeneration appears to have worked. Everything runs smoothly with it back to the default. I find it a bit strange that the .ini was the issue, considering only a few superficial settings (borders, screenshots) were different...but whatever the case, my problem has been solved. I actually looked at the .ini before, but it seemed fine to me o.O Guess that goes to show...something. My mild incompetence, perhaps. Thank you for your help! :) Now I need to go fix my screen resolution and graphics settings. I never realized how ugly default settings were. -shudder-
  12. I always use BOSS, so that's not an issue, and as I said, Wrye Bash is indicating no errors, missing masters, weird LO issues, etc. I'll look into the cosmetics pack, and try the .ini as well, and see what happens.
  13. I recently reinstalled Oblivion after it somehow...broke. Since I'm re-modding it at the moment, I decided to get the stuff I like or the stuff that's relatively important first. Now, for some reason which, despite my best efforts, I cannot seem to discern, Oblivion CTDs every time I start up. At first, I believed it to be an issue with master files, but that doesn't appear to be the case...and according to Wrye Bash everything is perfectly fine. Anyone have any idea/suggestions/answers? I'm at a dead end. Here is my load order. Active Mod Files: 00 Oblivion.esm 01 Cobl Main.esm [Version 1.72] 02 DLCShiveringIsles.esp ++ MaleBodyReplacerV4.esp 03 Blue and White.esp 04 Captain_Molly_HGEC.esp 05 NexonsArmoryENG.esp 06 TGND.esp 07 TGND_SI.esp 08 TGND - Sinblood's Fantasy Mage.esp 09 Ryk_AtholBrose.esp 0A Cobl Glue.esp [Version 1.72] 0B Cobl Si.esp [Version 1.63] ++ Cobl Tweaks.esp [Version 1.44] 0C GB_Oblivion Tournament.esp 0D JQ-Return_of_Dagoth_Ur.esp 0E Knights.esp 0F Castle_Wolfspike.esp 10 Salmo the Baker, Cobl.esp [Version 3.08] 11 Alternative Start by Robert Evrae.esp 12 zzEstrus.esp 13 Cobl Races.esp [Version 1.52] 14 Bashed Patch, 0.esp 15 Sigil Maces by Jojjo v1_0.esp 16 1SB_TerryMalick_BallGownVariants.esp 17 HentaiLovelyHouse.esp 18 CSC.esp 19 Darkarmoredcoat.esp 1A Black Heart.esp
  14. Mordecai, level 40. I got it for the 360, since there are loads of people to play online with at random. My Eridian 1 Thunder Storm in a level 12's game? Absolute rape of enemies.
  15. I play a Mordecai specialized in Rogue tree. Can you say epic Bloodwing action? I'm in the Arid Badlands in P2, and I've got like eight Eridian items, a surprisingly awesome green sniper rifle (beats every purple and orange I've found o.O), and my Bloodwing does all of the following: 1. Moves quickly and deals 2x normal damage (usually ends the total in the 3.5k area) 2. Pickpockets enemies (Wads of money are epic win.) 3. Explodes. (Explosion Artifacts are niiiiiice.) 4. Leeches 35% of damage as health for me. (Full healing on Angry Pup Skags is entertaining.) 5. Dazes anything my level or lower. (Good fight, BadMutha enemies.) Damn, my Bloodwing is sexy.
×
×
  • Create New...