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Hoptic

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  1. Oh yeah this dual parry thing reminded me of something utterly stupid in the vanilla game: if you have a sword in one hand and a spell in the other, no block. And no shortcut to unequip the spell, you have to go through magic menu of favorites... But well, it isn't a priority, I guess.
  2. To add to the realism, I think getting rid of the stupid loot should be well advised too. (I didn't know Garnet grew on goats. I didn't know either that a single arrow could ruin the whole hide of the goat AND prevent retrieving any of its legs at the same time.) Really, I kill them to get their legs to roast and their hides to make leather out of, and I end up with two stupid garnets. EDIT: I don't know if this has been asked before, but I wondered what your five modules would be (corresponding to the five TRO thumbnails we can see in your signature pic for example). So far, I guess (from left to right): TRO Basic Needs; Combat overhaul; Environment & Survival; Stealth and Crime; but I can't figure out the last one! (misc., I'd guess...?). EDIT2: And (sorry with the questions, seriously, just go back to doing your awesome mod) I was a bit curious about you and how you do this. Are you in the IT field, or something? Where did you learn to mod? Do you code at all? Can you code like C++? The only thing I've grasped so far is that you made a mod for Sins of a Solar Empire so I guess you know your stuff :)
  3. Okay you need an english translation. But from WHAT language?? Okay du brauchst eine englische Übersetzung, aber von welcher Sprache?? Okay tu as besoin d'une traduction en anglais, mais depuis quel langage??
  4. Mmmh disagreeing with running away. Well, it should be made harder, I agree on that. But please don't do anything like experience penalty. Making it harder makes it so: - you prepare more carefully each battle, observing the environment and making tactical choices - you now have an incentive to use items and magic that help you running away. Non-exhaustive: calm and fear spells, invisibility potions (+stamina potions to be able to sprint), why not haste spells (see Midas Magic), paralyze poisons and spells, attacking at night so that running away is way easier... Hopefully some mod like Midas will add Smoke and Mirror (add fake copies of you to distract the enemy) spells. (Because yeah, I think the true purpose of TRO is to fully use the potential of vanilla Skyrim. In vanilla Skyrim, you have a huuuuge diversity of spells and potions and food and other items, and you can fight or flee or avoid combat, but you just end up bashing things because it works. TRO makes it so you have to think and decide. That's the way I see it) Yet by making fleeing harder, you potentially add an incentive for the player to spam the quicksave and reload. What I mean is, if you make running away both hard and useless (with a exp-decrease for example), then the player will just reload every time. Oh, and with the possiblity of having enemies fleeing the same way.
  5. I don't really like this idea of having to go to Winterhold to learn magic. I like roleplaying and right now I'm trying a necromancer character. First thing I did upon starting was to adjust the factions relationships, and to lower combat and thief-related skills to like 2 or 3. Of course, being a necromancer, I'm rather friendly with other black mages, but I would not get into Winterhold where the mages are just a bunch of nice and friendly weaklings... Have you ever talked to Tolfdir? He sounds like grandpa! If anything, I'd go there in the College and reap through them with my minions and steal the Archmage robes then raising his corpse to make it fight for me... The starting factors are super important when you roleplay, and I mean it: making it so that you have to go to Winterhold to learn some magic will just kill roleplaying. Giving different starting locations/conditions allows for different playthroughs.
  6. Distinguishing enemy types is just brilliant. I remember a "hardcore" mod for Oblivion that made me take into account the actual strengths and weaknesses of my enemies. For the first time of my life, I had realized that using fire against a Dunmer was the silliest idea ever. And it was so much fun. So I'm definitely seconding that. About magic, I recently downloaded a mod that scales magic damages with your skill level in the corresponding magic school. This is brilliant. Finally playing as a mage makes sense. Are you going to implement this in any way?
  7. Mansh00ter, great great job so far. I was just concerned about your damage sorting. It is much needed indeed! But I'd imagine that it'll make any other added content completely unbalanced/incompatible. I'm thinking especially about all the new armors/weapons (yes some of them are actually balanced and nice additions to the game) and everything you can get through smithing (Crafting overhauls add so many recipes that should've been there from the beginning). So yeah, I'm just curious about how you're gonna deal with compatibility. No worries though, even if TRO is incompatible with 140% of the mods out there, I'd still download it and play uninstall all other mods. :) Oh, last but not least: there are several "darker nights/dungeons" mods (and Realistic Lighting etc), but they all have the huge problem of having NPCs completely indifferent to lighting level. I mean, if I can't see a bandit, how can he see me? Lighting makes a HUGE difference gameplay-wise, adds a lot of realism, I hope you'll consider it.
  8. I second that, still I thought the combat-pace was waaaay too fast to be realistic (but it made the game super fun). Yes by the way, I actually play a high elf, 100% mage, without any kind of armor. And my God she's fast when she runs. I think you could make walk-speed a little faster and run-speed MUCH slower. If you want to escape, you have to sprint and use stamina, in my opinion. I also thought a bit about enemies' behaviour. Basically, non-humans attack you on sight (except Horkers), walking to you in a straight line. But imagine running into a Sabrecat, so like running into a lion: I don't expect it to just jump on me, like that. It'll be careful. It'll first stand his ground, waiting for movement, ready to strike. If you attack, it'll attack you back; if you run away, it might just stay where it is. Or it might run after you, and since it's faster than you (cm'on it's got four legs) the only way you'll slow it down would be by attacking it, wounding it. Through this example I'm in fact suggesting two new "behaviour rules": -first, a "chance-based" behaviour: an animal may or may not attack you on sight, it may or may not go by like you aren't there, it may or may not help you in combat, flee, stand its ground, be scared, and so on and so forth. Then it may or may not want to flee when wounded... There are enemies who are just not friendly, like skeletons and draugrs and dragons, but animals? Spriggans? ... So basically, include some probabilities in the behaviour. -preventing you from escaping a difficult fight just by "running". A sabrecat is faster than you: you'd first have to wound it in order to slow it down, or to scare it so it won't come after you... Some Illusion spell might (at last!) come in handy, as well as the Stamina-damages from Ice magic. I know the AI behaviour can be improved, it's been done in the past on Oblivion, FO3 and New Vegas (I was stunned by a mod in New Vegas, which I think was part of Arwen Realism tweaks, that made your enemies actually take cover, regroup, encircle you... vanilla NV was just guys running around, sometimes trying a lateral move but nothing more).
  9. Yeees, yeeeees :D I even remember the name of the file, "by Robert Evrae" (who was the author, I guess) EDIT/ Well, the alternate arrive by ship is the bit you can see in the video posted by edy /EDIT I know we talked about it over and over, but aside from the start, the encumbrance/carry weight/carry anything is really something to rethink 100% from vanilla Skyrim. I've played a bit again, with different character types, and when you go 3-person view you're like, "where's all my stuff". So here's my suggestion: Basically, you only have one little bag. You can put soul gems, potions, gloves, ingredients, jewelry... in it. Let's say, for a max encumbrance of 10. Then, if you're a mage, you can have, say, a Staff. That hangs on your back when "unsheathed" (though I'd rather say, you'd have to keep it in your hands 24/7 but I guess that's pretty hard to code). If you find a sword, fine, you can have it hanging from your waist, unsheathed... but that's it. You won't have the possibility to take any other sword. I mean, that's pretty darn heavy! If you're more warrior-oriented, or "stealthy", then you'll have at least one one-handed weapon on your waist, then another on your back, or a bow. Let's give the possibility to have another one hanging from one shoulder, but at the price of heavy speed reduction. And then you can buy backpacks or other bags. Say, an apothecary satchel will allow you to carry some more ingredients, or tiny items like a garnet. A coin purse will hold your coins, in a limit of, maybe, 500? Or something balanced and reasonable. A backpack will allow you to carry ingots, ore, heavy dwemer items, dragon scales etc... (as well as tinier items, of course), but in an appropriate weight limit. Having a backpack slows you down a little bit. Having a FULL backpack slows you down more. No more "overencumbered" please... Because the game's actually super weird, when you think about it. You carry 300 lbs or whatever it is (sorry, I count with kilograms). Then you add, say, a moutain flower, and BOOM you're overencumbered and NO WAY you can go anywhere now. That feels... awkward. Well I know it's a mountain flower, but still... I like your ideas of adding weight and "size" of the item, but I think it could go further. Again, this would be huge and would perhaps be better as another mod, 100% compatible with yours, or sth like that... I'm no modder, but I guess the idea of backpacks and satchels is pretty hard to implement. I'd imagine a totally new inventory view, with the different bags you have on you. As for making models appearing in the 3re person view, it'd be sweet but hard to make, again. The models already exist (except the backpack, but there are large sacks to compensate), but I guess most aren't animated. Some clothes come with a satchel though.
  10. Training could be improved. A LOT. Actually, it's a bit expansive and totally useless, you'd better enchant an item because it's far easier and it makes your skill level go nuts. (I'm at 33 enchanting skill level, I get +1 skill when enchanting a ring to make it +1% Magicka regen... a bit weird).
  11. Okay I got the "cleared dungeon" sound. It is played just after killing the last enemy of a dungeon. The dungeon is immediately set to "cleared" on the map. Problem is: the "cleared" state stays forever, even if enemy's do come back inside.
  12. Huh? Of course they have, the name of the location. I mean, as far as I know... Anyway, as the OP said: the user will be able to choose to activate or deactivate most features of the mod.
  13. Hey guys, so yeah I'm going to talk about the ads. I know this must have been done a thousand times before, but oh well. I don't really care about ads, I'm totally fine with them most of the time, and I'm not one these guys who would complain at the first ad there is on any website. Yet there is one thing I hate. The ads that make a sound without you asking for it. So everytime I get on the Nexus main page (and that's quite often, believe me :) ) I get this stupid Battlestar Galactica online game that plays the stupid music associated. My guess is that the admins have signed a contract or whatever with an announcer with certain conditions, and I guess one of the conditions may have been "no ads with unasked played sound or music"...? Maybe the problem is the localization of these ads (being in France, I get French ads, and maybe they are more daring -maybe not) Anyway, is this something the Nexus sites allow? Unasked sound on an ad on the main page? Otherwise please sort things out with your announcer. Unasked sounds are super annoying, and sorry guys but no, muting sounds on my computer (or clicking every time on the mute button on the ads) are not a solution, and should not be one. Plus, sometimes even if you mute the sound on the ad, it just starts again anyway... I mean, the former silent ads were totally fine imo :/ By the way, great job on the nexus sites (just grabbing the occasion to say it, because I really want to :) ) EDIT: seems these guys have the same problem as me: http://www.thenexusforums.com/index.php?/topic/493902-drakensang-adds/
  14. Haha indeed English is not your mother tongue :D I thought the narration was a bit weird :D You could have removed the crosshair. The movie could do with some voice acting too. The epic Skyrim Theme fits in, but I would have made it begin with an equally awesome picture, I mean on your movie when they begin to sing "Dohvakiin" we just see a guy walking out, I had rather thought of an epic sword fight or something like that :) Overall, I find it kinda cool and I'm sure you put a lot of work to it :) I'd say you can improve the narration, and you could make an original story too rather than a simple fort-besieging movie. Nice work anyway, I wish I was able to do half what you did.
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