Jump to content
⚠ Known Issue: Media on User Profiles ×

sttr413

Members
  • Posts

    10
  • Joined

  • Last visited

Nexus Mods Profile

About sttr413

sttr413's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. Hi there, Let me say right off the bat I have a hard time getting into DFU due to gameplay reasons. I mean no disrespect, this game is just not for everyone it seems. Hence, I am putting this ideas on hold and releasing them here, though I really kinda want to work on them myself. Feel free to use. In fact, I am currently studying C# and Unity, among other things. Idea 1: to port Might & Magic VI-VIII sprites into DFU Might & Magic has some beautiful sprites that do not get distorted while in motion and look very vivid and detailed, adding them into DFU, especially if additional steps are taken like AI upscale, can greatly enhance the visuals of the game. There is way more monster/villager types in MM6-8 compared to Daggerfall, so there is more than enough material to work with. There is not enough sprites to replace static daggerfall NPCs though, since MM doesn't really have "NPCs" apart from basic villagers of various ingame races - so no bartenders, bards or other indoors characters. Software to extract those sprites is available and fully functional, and there is proof it is possible to port them to other games, for example Doom: https://forum.zdoom.org/viewtopic.php?f=19&t=61221 . Looks fantastic, doesn't it? Idea 1.5: to expand on previous idea Not just replace sprites, but add new monster types using MM6-8 sprites. Those three games have a ton of iconic creatures you might've also encountered in Heroes of Might & Magic III - like Manticores, Dragons, Titans, Nagas, Medusas, Troglodytes, Minotaurs, Skeletal Dragons and a great many others. Link above has some videos. Please note I am not the author of said content, Alpaca is: https://www.youtube.com/c/AlpacaNox/videos Idea 2: to port GZDoom engine weapon sprites into DFU Doom community has a wealth of content accumulated over 27(!) years. There is a ton of various 1st person melee weapons/bows/staves sprites available, like the ones from Hexen and Heretic. Those can replace certain DFU weapon sprites, since, face it, just as the monster sprites, those are very basic in Daggerfall, even with well-known mods. Those don't really have enough animation frames to attack from different angles, like it is possible in DFU, but I see it as a necessary sacrifice to improve on visual fidelity. Idea 3: to expand on Doom influence by overhauling combat in DFU towards projectile-based combat Compared to ideas above, this one if very vague, but it's what would've drawn me personally into the game instantly. Once again, no disrespect to purists, you do you after all. Projectile-based combat means having monsters of various types have a range of different projectile attacks (different by speed, spread, projectile shape, AoE, number of projectiles, etc, etc), so that player have to move skillfully around / away from monsters to dodge them and find windows, opportunities to attack. While I totally understand this is an RPG game of purest kind, I do strongly believe synthesis is possible, but this, oh, it will require quite some effort, especially given the fact DFU locations are not really suited for such things (see: https://www.doomworld.com/25years/the-roots-of-doom-mapping/). Needless to say, this is a grand endeavor that will touch a lot of areas in the game, from enemies to player mobility, weapons and controls. Basically, a big combat overhaul. This is something that requires a dedicated big brain developer like you, %username%. Thank you for your time.
  2. That sounds reasonable. Will look into it.
  3. Hello. I'm looking for a direction to start digging into campaign changes - mission types (goals), plot missions, avenger, strategy, etc. As a best-case scenario (although to me it sounds VERY unrealistic ATM) I would like to present a player with a narrative-oriented campaign with pre-defined characters and a rather linear set of missions, that would forego Avenger and strategy elements completely or at least simplify them. Good example - Dragonfall. My current goal is to make my UE for XCOM2 work and then dig into the question in order to understand what I can implement and where to look for workarounds for the things that would be over-the-top for me. It's always about workarounds *sigh* I appreciate your thoughts on the matter. Thank you.
  4. Greetings. I get following error and editor crushes when trying to open a level in editor. Would really appreciate your help if you encountered smth like this before. I also have some missing files and some SQL-related error messages on editor boot-up, but I was lead to believe those were not critical. I can do the screenshots if necessary. Thanks!
  5. SUBJ. Can anyone re-make that goddamn gorgeous set from morrowind? With boiled variant and Morag Tong helmet, of course.
  6. Hello there, I'm not a modder (of Skyrim, heh), but have some ideas I want to share. I am a huge fan of Dwemer stuff, so the ideas are related. Dwemer Rebreather / Breath of Nchuak + Shout Animation Stage 0: Add "Waterbreathing" enchantment to Visage of Mzund. Stage 1: Alter Breath of Nchuak to use Shout animation. Increase damage, add cooldown. [Note: Turn Power into a Shout?] Stage 2: Make Breath of Nchuak follower-friendly. [Note: Some NPC can shout, maybe turn power into shout and apply related AI somehow?] Stage 3: Add "Dwemer Rebreather" to the game - mask, counts as clothing. Waterbreathing + Breath of Nchuak. Appearance: mask made of dwemer metal, covering lower part of the face + concealing neck. Mask should at least try to be not too lore-breaking. Should be designed to look good with Dwemer Googles and Dwarven Armor.
  7. NP, just IMO travelling with only 3 companions and leaving the rest in you "camp" while you save the world - well THAT'S STRANGE! ^_^
  8. where's the problem, exactly? I don't get it. There WILL be a Warden... during dialogues. or maybe you mean some situations like... when dwarf greets warden upon entering Orzammar? Not a dialogue, but monologue. I don't think there are a lot of such events.
  9. Well, some ideas from an old m(a/o)dman. Feel free to use. [just dn't forget to write about your intentions in this topic ^^] Following should be at least compatible with: [otherwise there is just no point in these changes] Combat Tweaks Awakening in the OC Nightmare Plus Advanced Tactics - "Unique Specs" reasons: Redo the specs system. Make em powerful. Restrict player to 1 spec. Force player to unlock them. whattodo: 1. Make specializations unlock only for the current game, not for account 2. Decrease number of Spec Points given to 1 (at level 10) 3. Add 4 new talents to each spec (look for talent-ideas in DA2... most of 'em are ported from DAO, but some are fresh, young and awesome) 4. Remove spec tomes from vendors 5. Add spec tomes to various places in the world (dao AND awak) 6. Make some companions disapprove of the character unlocking Blood Mage specialization. 7. etc etc etc... - "Skill-Based Cons/Runes System" reasons: Less junk in the inventory less traveling-to-the-world's-end-to-get-fome-rare-flowers-lol more time for your boy-/girl-/whatever- friend ^^ whattodo: 1) Remove consumables/runes variants and their recipes -i.e. replace Novice, Journeyman, Expert, Master, GM, Masterpiece and Paragon Flame Runes with a single Flame Rune. 2) Make Crafting Less Complicated, yet at least as expensive as vanilla -for example, instead of bringing X elfroots, Y distillators, Z concentrators and a bottle |=> bring 1 elfroot that is cost X times more, 1 "catalyst" that is cost (Y*dist_cost+Z*conc_cost) [may replace distillators, corrupters and concentrators... there is also an option to remove them at all] and 1 bottle... result? time-saving, but still balanced. 3) Increase Stack Sizes for consumables/traps/runes 4) Make such Skills as Poison-Making or Trap-Making affect the potency of the items -so, our Flame Rune from 1) is stronger if used by a Grandmaster-Runecrafter [OFFTOP: but overall weaker than vanilla Paragon Rune anyway, because runes in Awakening are far too powerful...+1 flame dmg without a skill and +5 flame dmg on grandmaster is enough, IMO] 5) Give Skill point at every 2 levels instead of every 3 levels -for the characters to be able to place some points in crafting skills to gain greater effect from pots/etc. 6) Rebalance (difficulty) -there are already some cons-rebalancing mod, so I suggest making this mod compatible with one of them. I also suggest decreasing the number of runeslots on all armors/weapons to 1-2. - "Weaker Awakening Talents" reasons: 1) they are TOO powerful, 2) to use in the Origins campaign with a mod, that imports awak resources into Origins 3) to use with mods 1. and 2. whattodo: 1) make talents weaker (bring in-line with Origins Skills... or maybe A BIT more powerful) 2) remove level restrictions, decrease stat restrictions 3) add awakening runes, etc into origins. not just add, but PLACE them in the game. 4) mmake compatible with mods 1 and 2 - "Less Junk, More Money" [whoops, I understand thhere is some mod that alredy does something that is quite near.... but anyway] whattodo: 1) Remove all the junk (loot and "normal" [not enchanted] items) from drops 2) Increase monetary drops 3) Add vendor with "normal" items... somewhere? [a copy of the smith's whop from warden's keep would fit the job perfectly] - "Play Without Warden" In some quests, characters that are not in your current party, but play a major role in the events... just appear during the dialogue. Is it possible to play using the party of 4 companions, without The Warden, and just spawn him/her in every dialogue? Why? Because The Warden has no voiced dialogues, no banters, comments and etc. It's a bit dull. I always wanted to replace him with Shale, actually =)))) - "Companion Isabela" Well, now we have DA2 with a fully-voiced Isabela. Which means she would be ported into DAO sooner ir later =))) Can't wait =)) - "Increase Party Size" no comments. But I strongly doubt it's possible, because it would have been already released now. - "Death Disapproval" -1 / -2 approval is character falls during battle. +1/+2 if ressurrected by the Spirit Healer. - "Gift Overhaul" personal gifts add +5 approval. no "gifts for everyone". "feastday" gifts removed from bodahn. added to various places. give +5 or maybe a bit more. maybe something else... - "DLC Quest Timing & Items" make Stone Prisoner Available after 1 plot/treatie make Return to Ostagar Available after 3 plots make Warden's Keep Available after 4 plots remove all DLC-granted items from inventory/vendors. add them to different places in the world. including those ganted by "Golems of Amgarrak" and "Witch's Hunt". maybe let player keep some weak rings/amulets in order to prevent the world from overflowing with DLC items, lol =) - Slotted Imperial Edge - Better Biteback Axe - Endbattle Cooldown (like in DA2) - New Enemy Sub-Types (different specialized Hurlock bearing different weapons and using different talents/tactics... only an example, though. PS. Feel free to question me, because my english is not perfect and i am constantly worrying on the "oh-did-I-make-it-clear-enough?" point. PS2. I really hope someone will do at least something of these. I am no stranger to modmaking, yet I have extremely little spare time =(
  10. Hello, everyone. ) I am interested if that is even possible to make specializations in DAO and DAO-Awakening unlock not for ALL your games, but only for the current one. So, starting the new game will make you go through the whole process of unlocking them again. I searched for the mods/topics here, but found none, sadly... [though, there is an interesting "Improved Immersion - Specializations" mod by Offkorn, but it is a different way to solve a problem, AND it also requires some re-thinking, IMO] Reasons: 1) part of a bigger idea, 2) this is how it SHOULD be, in my opinion Thanks for your help. PS. Sodding stone, the game is Great!!!
×
×
  • Create New...