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Posts
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Everything posted by Bismarck
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If I had the time and the skill, I would delete the whole perk system and change it into a skill-based one. For example, when you reach 20 skill points in blades, you should automatically get the first (novice?) perk. With 40, you should receive the apprentice perk and so on. This would be closer to the old Elder Scrolls system. Why should you be able to spend a perk point into the magic tree although you have never used magic? Some of the other perks can be added into this skill-based system and the most unrealistic perks should be erased.
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Modifying Gameplay Variables for an Individual Cell
Bismarck replied to whizo's topic in Skyrim's Skyrim LE
While checking the variables, I only found one that deals with corpses and this is the 24hour version. Why are you interested in slower rot time? Decorative purposes or do you need a stylish container for your loot? -
The Logitech F310 works well with Skyrim and it was quite cheap. It even has 4 sensors for its directional pad (perfect for Street Fighter and Co.) However, games like this are better played with a keyboard, at least in my oppinion.
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Use the Creation Kit to modify these two scripts: resourcefurniturescript: change 6 (chopping 3 times) to a higher number like 10 (chopping five times) or even 20 (chopping ten times). You can also alter the amount of firewood gained per chopping session. Standard is 2, as it seems. MineOreScript: change 3 to a higher number like 5 or 10. Again, you can also change the amount of ore each working session yields.
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Get a follower, then enter "Set PlayerFollowerCount to 0" into the console. Maybe this will allow you to hire another one. Try it out. How many followers can you get this way? I'd be interested to hear the result.
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I've heard there's a follower variable, but I can't find it in the Creation Kit. I also can't find the TimeScale variable. Where are they hidden? Update: Object Window -> Miscellanous -> Global "PlayerFollowerCount" deserves a closer look. Maybe editing DialogueFollowerScript could increase the number of companions?
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Let's assume you want to build a simple house. You need to create an interior cell. Go to World->Cell and right click into the list and select "new". Enter a proper name and afterwards, you can play with ambient values. Just look at a similar interior cell and copy its values. In the cell view window, double click on your new cell name and an empty scene should appear in the upper right window. Now you can drag stuff from the left list and drop it into the upper right window. Object Window: World Object->Static contains all buildings, some furniture and decorations. You can arrange items in the window by dragging parts around with the mouse. Alternatively, you can hold down x, y or z and move the part in accordance to the chosen axis. You might want to activate "Snap to grid" in File->Preference to properly arrange items in the upper right window. This might not be perfect, but it should help you to get started.
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I know that you can change it via console, but I'm talking about the Creation Kit. For my personal mod which is going to fix many flaws and which also tries to increase realism, I want to set the TimeScale to 5.
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I too am interested to change the number of woodcutting/mining actions, but I'm still exploring the Creation Kit. If I find a solution, I will let you know. Update: looks like ore veins are not containers anymore. The same is probably true for tree stumps. They are nothing more than activators with an attached script. Let's change the script then... Scriptname ResourceFurnitureScript extends ObjectReference Conditional {script for furniture which the player can use to get resources} formlist Property requiredItemList Auto {required for player to use - optional} Message Property FailureMessage Auto {Message to say why you can't use this without RequiredWeapon} MiscObject Property Resource Auto {what you get from using this furniture} int Property ResourceCount = 1 Auto {how many resources you get per use} int property MaxResourcePerActivation = 6 auto {How many times can this object be used before the player has to re-activate?} int property MaxResourcePerActivation = 6 auto You get 2 pieces of wood per cutting Therefore, you can cut three times before you have to reactivate the stump. Increase 6 to 10 in order to chop five times per cutting. Or increase it even more.
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Check File->Preferences.
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While we are talking about the timescale... What's the name of the global variable that deals with timescale? In former games, it used to be called TimeScale, but such a variable doesn't exist in the Creation Kit (or I'm too stupid to find it...).
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Polearms are the backbone of every medieval army and just have to be put into a proper game! I'd like to see spears (onehanded and twohanded), halberds/glaives (twohanded). A pike could also be taken into consideration, especially as an anti-dragon weapon. Spears are usually cheap and good at keeping the enemy at a distance, pikes are even better at that, but worthless in close combat. Halberds are extremely dangerous, so they should receive an armor penetration bonus.
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The Skyrim engine is definitely not suited for large scale battles (Warband can handle 1000 NPCs if your computer is good enough). Besides, the TES combat system, especially on horse, is very primitive and even the best modders will most likely not be able to add standard medieval combat tactics like couched lances. What about an alternative? There is an old SNES game called "Ogre Battle - The March of the Black Queen" which really impressed me with its mix of RTS and RPG. In this game, you create small squads consisting of max. 5 units. Beasts count as 2 units but are often more powerful. Ogre Battle has lots of classes and characters can switch classes if they meet the stat requirements. There are knights, paladins, clerics, valkyries, dragons, hellhounds, hawkmen, dragons and many more. Now imagine something like that in Skyrim. You can create a small squad by adding the classes you like and you run around killing hostile squads, conquering/defending bases, recruiting new units and so on. Especially when the multiplayer version is released, such a mod would be interesting. Thieves sneak around trying to gather intel or to ambush the enemy, clerics heal and protect their friends, fighters simply mow everything down and mages burn their enemies to death and so on.
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Hopefully, someone will make "Morrowind Comes Alive" for Skyrim. NPCs randomly spawn in interior and exterior cells. Maybe an agressive drunk can be found in a tavern from time to time who needs to be shut up by a pair of fists. Wanderers, bards, rogues and merchants could wander the streets of Skyrim and offer services, a good fight or just some advice. Should be possible. The easiest possibility would be the travelers. Just generate a bunch of NPCs with the respawn flag (so they come back after being killed) and properly define their AI. This way, you will have NPCs that travel through the world. The other features require coding which I am not good with, but maybe someone else will help us out.
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All that crap Bethesda makes up is unbelievable. At least the Telvanni in Port Telvannis, which lies on an island to the east of Morrowind, would have likely survived the Oblivion crisis and the Nords and Argonians (who surprisingly didn't suffer under the Oblivion crisis?). Invading boats burn well. House Indoril might have survived in the Necrom area, but their beloved Tribunal is dead and someone must have noticed during all that time that Vivec, Almalexia and Sotha Sil have left them. Maybe they could start worshipping Nerevar and Azura. The Dres probably got what they deserved and maybe the Twin Lamps would have good relations with the Argonians. The Hlaalus always were good at switching sides to survive. Maybe some of them are still around. House Redoran consisted of fighters, so it could be rebuilt by a group of strong Dunmer warriors. House Dagoth is dead and most of the blighted creatures were probably killed by adventurers, ashlanders, temple supporters and of course the buoyant armigers. The East Empire Trading Company might still be interested in exploiting the resources. If we respect the lore, then we could do the following: a much older Nerevar returns and kicks ass in order to safe his people. He is supported by Azura's counsel as she too would like to protect her Dunmer. When Nerevar went on that expedition to Akavir, several agents of the Great Houses could have accompanied/followed him and when they return to their province, they will be very interested to restore (most of) the Great Houses they were born into. The god-like Nerevar returns, the Great Houses get rebuilt, the Argonians get kicked out and Morrowind is recovering. Sounds like an epic campaign. My Dunmer character would gladly join such a worthy cause.
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Don't forget that Bethesda doesn't respect their own lore, as it was the case in Oblivion, so we too can be "creative". For example, we could simply ignore Oblivion and Skyrim and work with Morrowind's lore. In the game Morrowind, legionaires talked about unrest in Cyrodiil and that they probably have to retreat in order to defend their core province. Didn't Caius Cosades leave Balmore for some reason? Besides, the Nerevar could have influenced the history of Morrowind instead of going to the east which just sounds like a very cheap solution to get rid of him. This mod could be a "what if" scenario in an alternate Elder Scrolls universe. Let's do it better than Bethesda! I and many other Morrowind "fanboys" would definitely be happy to join our favorite Great House, to build our own stronghold, to explore Dwemer ruins, to plot against the Empire and the other houses and to demonstrate that some powerful Dunmers can easily stop a ridiculous invasion from the slaves (Argonians). Why should we follow the lore if Bethesda ignores it too? With the Construction Kit, we can create alternatives.
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Give me a mouth and a mushroom tower staffed with sphere/steam centurions and I will fall down to the knees and praise you. I really miss that magical, unique atmosphere, the diverse and interesting architecture and the cultural diversity of Morrowind. Such a mod would make many people happy, but creating it is going to be very difficult. Tamriel Rebuilt has worked on Morrowind for years and they have just finished the Telvanni regions (without quests, as far as I know). You will need many people to add Morrowind to Skyrim and it will probably take years to deliver a high-quality mod. That's not going to be easy. Alone the first step, the landscaping, will take an eternity. Maybe it is really best to start with Solstheim as it shares the same culture and architecture with Skyrim. Luckily, the island is not very densly populated and Raven Rock, Fort Frostmoth, the Skaal village and the mead hall could be added quite easily.
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A proper representation of Ankh-Morpork needs to be bigger than that. Such a metropolis would probably kill even the best computer out there, but if Ankh-Morpork is divided up into several cells, it should be doable. Several cells for AM also allow us to collaboratively work on many parts of the city at once and there won't be issues with matching the borders (like mods with big landscaping tasks encounter) due to the fact that seperate cells are used. Walls, houses and other stuff can act as seperators while invisible borders behaving like a door will allow players to visit different parts of the cities (the Shades will be especially interesting). According to previous TES games, it is possible to merge mods, so if many people simply create a single interior cell, a lot of work could be achieved in a short time. Unfortunately, I suck at scripting, modeling and texturing (and we will need proper buildings, furniture, clutter, clothing and material for Ankh-Morpork), but since Morrowind, I know how to create and furnish interiors. If you need my help, you will get it. By the way, what about the river Ankh? Should you die while swimming in it or should you be able to walk onto it? In my oppinion, this would qualify for a total conversion. Just get rid of all unnecessary Skyrim baggage to save precious memory and processing power. Ideas for game starts: 1. The player wakes up at the shore of the Ankh with amnesia. He then needs to remember who he is and what has happened -> this can lead to several stories. 2. Alternatively, the player could wake up in the prison - a classical TES beginning. The patrician calls you and asks you if you believe in angels. You then have two choices: either you cooperate with the most democrtic ruler of Ankh-Morpork or he, in his generosity, allows you to leave the room through the one and only door. Fans of Pratchett know where this door leads to...
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What you suggest should be possible. The arrows need proper names and the desired effects can be arranged with the help of enchantments or scripts. Hopefully, someone will realize your idea and combine it with others to make a huge and perfect crafting mod.
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What about playing songs to increase your and your followers courage during battles like in D&D? Or you could frighten the enemy with a horrible song (like Troubadix, the bard from Asterix). One thing is sure: The bard college really needs an improvement. I'm sure someone will deliver a proper bard mod.
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A lot of action is going on in King's Landing and the court. This would be an interesting place for a total conversion. At the beginning, you could choose to become a fighter (a gold coat), a thief (one of Varys' spiders) or a mage (maester). Afterwards, the story would unfold while you serve your master(s) and perform tasks and sidequests. You will hear what's going on in Westeros and Essos by rumours, explanations, heralds and ravens.
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There is already a thread for an Westeros mod and many people think the North would be the perfect spot for a Total Conversion. Night's Watch, white walkers and the wildlings can be easily created with the Creation Kit. Personally, I'm more interested in Daenerys, her lovely dragons and the intrigues at King's Landing's court, but well...
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Now that's an ambitious mod, but as a Pratchett fan, I really love this idea. Unfortunately, creating such a gigantic town will require a lot of work and I doubt that a computer can handle a real big city with lots of NPCs. Maybe dividing the city up into several smaller cells will solve this problem. An invisible border that functions like a door could connect the cells with each other. If you really want to create such a mod, you should start with an official map of Ankh-Morpork. The next step would consist of seperating the map into different cells (or you find a better way to handle such a big metropolis). Then you should start with the first cell. Unseen University might be a good idea, but don't you dare to forget the librarian who can be insulted by saying the m-word (of course, with full consequences). The well-known ritual of AshkEnte is also a necessity for UU. In order to properly display the streets of Ankh-Morpork, it would be best to realize the streets and pavements with a big 3d model as foundation for the buildings. On a side not: I didn't know there are such nice and detailed maps of Ankh-Morpork out there. They remind me of the Discworld computer game (inspiration for certain scenes) with Eric Idle lending his voice to Rincewind. http://3.bp.blogspot.com/_s4yaF0W2Dis/SNlJb70cSMI/AAAAAAAAHuU/n60fKWq0u7w/s400/discworld-pc-game-dos-dosbox-1.jpg
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After the release of Morrowind, Bethesda was nice enough to release several small mods for free (and definitely better than two sets of horse armour). One of those mods allowed you to entertain the patrons in a Balmora tavern. We probably can't rebuild this mod due to the disappearance of the attributes, but maybe a hidden "bard" skill could be added. 1. Learn how to play an instrument, how to entertain people and get to know some popular songs -> the bard college! 2. A hidden "entertainment" stat could be added which improves over time and increases your performance skills. This will make people's donations more generous. 3. Once per day, each tavern allows you to entertain the patrons. If they like your perfomance, they will drop some coins. Performing increases your entertainment skills.
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We can always choose to not upload mods to Steam and to not pay for mods. If I should ever create a mod in the future, I will upload it to Nexus for free while ignoring Steam.