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Everything posted by Bismarck
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Aren't they supposed to work together? The ACE author mentioned that he uses most of these mods in combination with his own without problems. On the other hand, I prefer a single esp over dozens. Maybe SkyRealism could do a battle realism mod?
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So Sounds of Skyrim is not working? Now, as you mention it, I didn't encounter any exciting new sound effects while playing the game. Damn, now I have to delete it. That's the only big sound mod I was able to find. Anyone else interested in an "Atmospheric Sound Effects for Skyrim" mod?
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I would really enjoy walking through Ankh Morpork and if that mod is actually pulled off, Pratchett himself would probably take look at it. Here's a map of Ankh-Morpork: http://onlyhdwallpapers.com/thumbnail/pratchettterry_discworld_streets_of_ankh_morpork_mapp_eng_high_qualityfantasy_resolution_desktop_4244x4344_wallpaper-216946.jpg The three movies "Hogfather", "Colour of Magic" and "Going Postal" show what Ankh-Morprok looks like. That means someone has to create half-timbered houses, stone houses and victorian mansions from scratch as Skyrim has no proper medieval buildings. Not to forget the unique buildings like UU, the Patrician's palace and the opera house. It would be best to make a total conversion (SureAI, the creators of Nehrim now working on Enderal suceeded in creating a new esm and as far as I remember, they even created a documentation to help other modders achieve the same), so we have a clean game that can be further expanded (with the cabbage fields outside of Ankh-Morpork, of course). The city itself probably has to be divided up into several cells or otherwise, there would be performance issues. They could be connected via invisible doors or like the cave/world transitions in Skyrim's caves and mines.
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You're not the only one cursing Skyrim due to its thousand flaws. There was a group who wanted to make a joinable paladin order and they were driven crazy by all the errors that came up when they tried to add their own quests. Looks like that Creation Kit is a single mess, especially when you try to add self-made quests. Sometimes they work, sometimes they don't. It also depends on the players. Some players have a flawless game, others are haunted by bugs. No wonder the company is often called Bugthesda.
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I would love to see a return of my favorite Great House. The idea to rebuild Telvanni is something my Dunmer (with the last name Uvirith) would really like to do in Sykrim. A big Telvanni tower surrounded by mushroom pods, soldiers running around in Armun-An bonemold armour with Telvanni cephalopod helmets and the vines and lanterns would look great with Skyrim's engine. Too bad the TES lore was f***ed (a swearing filter?) up so badly that it is unlikely to see Telvanni ever again, but at least Tamriel Rebuilt will give us Telvanni lovers what we want. Now when I think about it, what about this: TES VI - Morrowind Liberation. A game in which you help the Dunmer to reclaim and rebuild the province including Vvardenfell. That would be a fascinating and rewarding game.
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Why not Saber's invisible wind sword? That would look interesting.
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We really need to revive several popular mods from the past to improve Skyrim. This repopulation mod could be named "Skyrim Comes Alive" and offer similar features like the Morrowind version. The first step would be a concept. Which kinds of NPCs should spawn? NPCs in buildings, towns (compatibility with Open Cities would be great) and exteriors. We should be able to meet members of the different guilds, Imperial patrols, ambushes by enemies/bandits, merchant caravans, couriers, travelers, journeymen, rangers, hunters, visitors from other provinces etc.
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Coc (Center On Cell), a console command, always works, as long as you know the name of the cell you want to teleport to. Coc Whiterun and you should teleport to the outskirts of the city. Maybe someone will make a teleport ring or something like the private mobile base which offered transportation through Vvardenfell, Mournhold and even Solstheim.
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PerkTrees and Skills, Skills and Perk any thoughts on how?
Bismarck replied to MofoMojo's topic in Skyrim's Skyrim LE
Just combine the player.addplayer with a quest or a trainer. For example, some kind of master could give you a perk after you perform some training exercises. -
Here are two maps of AM: http://www.zemeplocha.info/articles/am-map/am-plan.jpg http://www.zemeplocha.info/articles/am-map/am-map.jpg The only way to properly present this city without killing our PCs would be achieved by creating several cells (hopefully, they will be as close as possible to the different districts) that are surrounded by invisible borders acting like doors. Alternatively, someone suggested the "mine/cave entrance" transition. The Mended Drum is an excellent start and I do hope the game has at least one proper interior for this well-known establishment. I have even found some pictures: Mended drum exterior: http://www.google.com/imgres?hl=de&client=firefox-a&hs=D6u&sa=X&rls=org.mozilla:de:official&biw=1920&bih=884&tbm=isch&prmd=imvns&tbnid=onnwUaKcDgn_vM:&imgrefurl=http://www.dawn-of-the-gods.com/sammler_henryk.html&docid=oaxPiQinYxCEkM&imgurl=http://www.dawn-of-the-gods.com/bilder/sammler/henryk/DW47.jpg&w=800&h=554&ei=VBk0T5rHOpHY4QSo1cSfAg&zoom=1&iact=rc&dur=222&sig=111120650872691629739&page=1&tbnh=120&tbnw=159&start=0&ndsp=55&ved=1t:429,r:5,s:0&tx=82&ty=64 http://www.google.com/imgres?hl=de&client=firefox-a&hs=cCv&sa=X&rls=org.mozilla:de:official&biw=1920&bih=884&tbm=isch&prmd=imvns&tbnid=DeetGKJ5JFUn0M:&imgrefurl=http://sketchup.google.com/3dwarehouse/details%3Fmid%3D654b538af6514c63d7bda17c9108eba9&docid=epwqZSToRTEwIM&imgurl=http://sketchup.google.com/3dwarehouse/download%253Fmid%253D654b538af6514c63d7bda17c9108eba9%2526rtyp%253Dlt%2526ctyp%253Dother%2526ts%253D1226256959000&w=400&h=282&ei=4Ro0T6qTE4jf4QS4-MX3AQ&zoom=1 The interior should reflect the measures and size of the exterior. Otherwise, due to all the brutal barfights and big fires in AM, the interior probably changes constantly, so there is no official one to copy. It should have a bar to the right, some stairs to the cellar and to the first floor where the rooms are situated.
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The Creation Kit is out. Anyone interested in this mod idea?
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In the older TES games, you had to check a special box called offers services. You also could specify which kind of merchandise the trader offered. Oblivion introduced the workday, so you might have to specify via AI packages at which time your trader offers his services.
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PerkTrees and Skills, Skills and Perk any thoughts on how?
Bismarck replied to MofoMojo's topic in Skyrim's Skyrim LE
Maybe this will help you to get started: The perks can be found in the Creation Kit's Object Window. Look under "Actor" and "Magic Effects". Now I need to find out how to edit that perk menu. -
I don't know if it is possible to add a new summoning spell, but creating an army of Animunculi by spending resources should be possible. I miss my Animunculi guards from Tel Uvirith, especially the Sphere Centurions. Now where to build the Animunculi factory...
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As far as I have seen, the game lacks proper buildings that could be used for Ankh Morpork. We really need half-timbered and stone houses + some luxurious mansions for the rich districts. Not to mention the rundown houses for the Shades and unique buildings like the Unseen University, the Partician's Palace and so on. Any skilled modellers out there? Otherwise, we should start with the basics: TC or part of Skyrim? I would prefer the TC approach. Make this a seperate esm and get rid of all unnecessary clutter and ballast. Such a big city will eat enough ressources so having the world of Skyrim in the background would be overkill. Besides, the TC could be expanded... Does Skyrim have cabbage? Let's start by finding out how many cells Ankh Morpork would need. We need a map of Ankh-Morpork and someone needs to toy around with the Creation Kit to see how much of the city can be put into a Skyrim cell. Then the city gets divided up into the appropriate amount of cells. I fear we need to create big fundaments for every cell to properly portray the streets, the pavewalks and so on.
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SLuckyD's boat mod looks very promising. However, a Dwemer airship would also be a great idea, as it can move everywhere.
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Spears and flails? And what about halberds, crossbows and throwing weapons? Battle fans and whips would also be interesting... Mounted combat is something Mount&Blade handles well. Hopefully, they have learned something from it and will implement some of the features. However, this also calls for horse armour and a better AI for the current suicidal horses.
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I guess it is possible, but coding that would be a challenging task. Or can you set some simple waypoints and the carriage follows them? And what about boats? There is nothing more beautiful than a sailing tour.
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Throw away the perks and integrate them into skill growth. A script could handle it so that when you reach certain skill values, it will automatically give you the appropriate perk for that weapon, magical school and so on.
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Of course, there is no animation tutorial in the CK wiki. Maybe at a later date? Otherwise, our best modders will sooner or later figure out how it works. We really need new animations for polearms, crossbows, shuriken and some throwing potions with nasty effects (Darklands).
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That insane auto-heal is really overpowered. I accept that the body can heal itself, but not at such a rate. What about the following: If your health is above 75%, autoheal works, but it is slower. If health is below 75%, we'll call it wounded and autoheal won't work anymore. Alternative to the food system: Tales of Phantasia had a food bag and I really like that feature. You can put food into it (food items have different food values) and as long as there is food in the bag, you characters heal while moving through the game. If the bag is empty, auto-heal is off. That system was nice and easy to handle. It could be used to manage food easier. Maybe kJoule or calories as measure? Would it be possible to remove the perk system and integrate it into skill growth? If you reach a certain skill value, you should receive the appropriate perk automatically. Get 20 points in blunt weapons and you will receive the novice perk. Get 40 and you will get the apprentice perk and so on. The weapons and armour system should be made more realistic. Heavy armour should offer good protection, but slow you down and possibly reduce stamina regen by a small amount while light armour allows you to be fast and agile + sneaky. Choosing a weapon should be a tactical choice. Most arrows and onehanded blade weapons shouldn't be able penetrate heavy armours. That's what maces, axes and hammers are there for. However, they are slower than blades. Twohanded weapons should really hurt and offer a reach bonus but at reduced speed. Playing a twohanded fighter should force you to be either good at sidestepping or to invest in very heavy armour. Weapon and shield is a solid combo while dual-wielders have to rely on sneaking and quick ambushes. Only the shield (and heavy armours) should be able to properly block arrows. Twohanded warriors and dual-wielders can parry normal attacks with their weapons though, but heavy weapons should be able to crush through blocks from time to time and axes should add bonus damage to shields (Mount & Blade anyone?). It should also be possible to break shields. Perks should be connected with the weapons: Blades and axes have a chance to inflict bleeding. Hammers and maces should ignore several %s of the enemy's armour.
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Modifying Gameplay Variables for an Individual Cell
Bismarck replied to whizo's topic in Skyrim's Skyrim LE
You could alter the rot rate to 1 week (after all, Skyrim is a cold place) and decrease the timescale to make days and nights longer. -
Sounds promising. Now one of our skilled modders needs to check the aliases and I guess the script dealing with followers has to be altered to give them one of the new aliases. If those aliases also deal with combat behavior, then we could create several ones: an alias for a warrior, another one for a mage and yet another one for a cleric characters. Maybe you could talk to your companion and order him to switch packages so he behaves appropriately. I'd like to run around with a proper group made out of 4-6 characters like in Baldur's Gate.
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I remember the old times when Morrowind cluttered your mod with GMST entries although you never touched them. And if you simply placed an object into the game, it also marked those objects as altered although you did not change the entry. So far, the CK did not mark clutter dropped into a cell as altered. Looks like Bethesda has finally removed that flaw.