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Everything posted by Cepherit
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Multiplayer? (Oblivion Mod Potentially as well)
Cepherit replied to SteffenBlake's topic in Skyrim's Skyrim LE
Mate, not to be rude or anything, but do a little search regarding multiplayer for Oblivion and Skyrim. Personally, I get really annoyed every time this topic appears. People bring it up, some people say it's possible, some people say it's not, folks start arguing and it leads to no good. But I believe that every discussion about this leads to; No. It's not possible to do. -
Beautiful. :) Keep up the good work!
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The textures and models are packed into a bsa.-file of their own. You have to unpack each BSA-file and you will have the textures and models. Oblivion used bsa.-files too.
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The second I revisited Helgen I knew that someone were going to say this. I agree completely though, and I'm about 90% sure that it will be done. ;) I can probably rebuild it, but quests; no can do.
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You can of course not be able to marry ANYONE. If you for example marry anyone related to a quest, that would mess up the quest. Example: You marry the Jarl of Solitude. She won't be able to act as Jarl anymore, she can't give out quests, etc.
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Oh my god. Dragons are already implented in the game. And the game haven't even been released ffs!
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My Dovaking won't wield any armor, clothing, weapons, or magic powers. Primarily because Dovakings does not exist in any way. My Dovahkiin, however, will be a ranger, lightly armored, with a longbow and short blades.
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Couldn't find a post here on the forums about it so, people, here you go! ;) Skyrim Gameplay [HD}
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Weird... In the Bethsoft-forums I have 1,5k views. Here I got 60 or something? :P
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Gamer.no, a Norwegian gaming-website recently got an interview with Todd Howard. It was written in Norwegian so I mostly used Google Translate and a little of myself to translate it. I basically don't have the time for a full, perfect translation. This is Part 1 of the interview. Enjoy. It takes a lot to wear out to Todd Howard, game producer for The Elder Scrolls V: Skyrim. He was still full of energy after having held an hour-long presentation of the game, and it was an opportunity to participate in a 50-minute general Q & A session immediately after. We know how happy you are to suck you all the information about the game and choose here to reproduce the session in its entirety. What does "Dragonborn" really mean? - Dragonborn means that someone is born with the soul of a dragon. We do not want to say too much about what this means in Skyrim, but there have been several such transferor born in previous Elder Scrolls games, and naming shows that they have been given special gifts of the gods. What ressources do you use when you use shouts? - Right now they only balanced by cooldowns, which means you have to wait a while before you can shout again. It allows us to balance the system better. There are 3 levels of each shout, level 3 is the highest. Since the cooldowns limits your use of shouts, you must decide if you want to use a powerful shout and how great the need is at that time. You may suffer from using a powerful shout if you need the shout later on, in combat. This is because of the cooldown of each shout. Can you combine shouts? - It was possible at first, but we found out it was really confusing, so we removed it. Instead, the game will combine cry for you automatically whenever possible. How many shouts is there in total? - Right now we have about 20 shouts with three levels each, so we are talking about over 60 different shouts in total. We expect to end up with a few more before finish. Can you explain the experience-system of Skyrim? Is it forcing you to go up in level? Is there any maximum limit? - We think we've solved that problem this time. All skills will make you go up in experience level, but the higher the amount of experience you have in a skill, the greater the impact it has on leveling. One thing we've noticed is that people look at their character and use the skills they have trained most. Now you can be a magician and find a sword and use it for a long time without affecting your level of experience much. You will always be best served by focusing on something, but this game makes it very easy to vary. Using the weapon in two hands independent of each other was actually something we came on late in development, because it felt so natural with the new control system. In the intro it is mentioned that our character is on the way to his execution. Can you tell us more about the background of the main character? - We give him no decided background. In this game-series, the player always starts in prison, and the player is to find himself his character's own background. If you want a good or bad past then you could have it, we will only send you across the border to Skyrim. In some of the combat we have seen the finishing-moves. Is this something that needs to be activated, or is it performed automatically? - These animations are only for show, and is linked to different types of attacks. The animations you saw belongs to the powerful version of the melee attacks, and there is no special ending attacks. In the beginning of your presentation you said that you must use all available ressources to kill dragons, but it did not seem as if you struggled too much with the one you killed. Was that because you was high-leveled? - I made it easier for this presentation and included titanium-covered health to my character. It looks bad if I die on this particular piece, so I made the dragon a bit weaker, and my character is much stronger. Dragons in general will be very difficult! Can you explain the dynamic of their storytelling? - We developed a system for Fallout 3, which generated random encounters with different beings. And we thought, "what if we put this in the system? ". Therefore, we chose to integrate it in all missions in Skyrim. And it turned out that it sucked, because it is too flat and transparent. So we went back to writing all missions and stories by hand. Some of the missions will still contain dynamic storytelling. Instead of very fixed roles, for example a specific client that sends you to regain the specific child, this system can be specified to interpret it as "the child of a person in the city have disappeared," and "find a random cave where it might be. " One thing we have struggled with in our games is control. Because some players are not experienced enough to handle the freedom that we offer. This system allows us to guide them to a greater extent. It ranges widely, from small random assignment to larger assignments where we ask the game to bring out "the next character who hates the main character" or something like that. We used that fact in one of the missions you saw. If your client dies, his sister will take over his store, and be quest-giver. How do you handle the dialogue and voice acting for this type of missions? We get voice actors to record the options for this type of mission, and we have learned us to write in a way to hide these "holes". An employer may say, for example, "my child has been abducted to a cave nearby, you will get a reward if you get it." You do not think about that the employer never mentions what your reward. It has been very difficult to get everything to sound right. Is there a limit to the highest level of experience? - No. That is, there's probably a mathematical limit, but like in Oblivion, it is resolved so that we do not put a permanent roof on it. We'll let things happen. We have tried to balance it to the better, by allowing you to increase faster in experience-level. We look at Oblivion and Fallout 3 as level 1 to 25-games. This is a level 1 to 50-game. But we have only increased the pace of leveling. Much of the character's strength lies in the skills, and there are many of them. We wanted quick things up a bit. But the mathematical limit is probably around level 70 How to scale the PC version compared to the console version? - I believe that it scales as expected. There are certain things we do with the PC versions of all our games. For example you can make the textures as large as you want. In addition, you will of course have other solutions available. Something we have focused on is that the game will look the same no matter what distance you are sitting on, so it suits for both console- and PC-players. How do you handle the difficulty of the game? - We haven't actually thought about it much. In Oblivion, we had a slider and in Fallout 3, we went over to a button with different levels. I think people are more familiar with "easy, medium, hard," but it's hard to say exactly what system will end up with in the end. In an interview with IGN mentioned that the game will support DirectX 11 Can you say more about how this is supported in Skyrim? - Yes, the game will support DirectX 11, but basically it is a DirectX 9 games. In comparison with DX11, there are some things we get for free, such as performance improvements, which was what I meant. How big is the world compared to Oblivion, and how diverse is the environment? - If you put the maps on top of each other it is about as big as its predecessor. But Skyrim is different because of all the mountains that form our routes. The terrain makes it smaller in practice, but you spend more time trying to move through it because they often can not be crossed. So it probably seems bigger. - About variation. You have already seen the spruce forests and mountain-ranges. We also have grassy tundras, a volcanic tundra, an forest in the theme of autumn and a glacier. There are about six or seven distinct types of environments. The changes are much more obvious than in Fallout 3 and Oblivion. Can we continue to explore freely without anyone trying to lead the player? - We usually try to not lead the player in any way. The dynamic storytelling will only make generic tasks more enjoyable. You will find the same game-flow as in our other releases, and we are trying only to toss you around a little bit, by including the use of the compass. Before you complete a mission or task, we want the player to possibly find two or three new ones on the way. You mentioned that one can affect the cities' and settlements' economy. Can you explain this? - The ability to play with the economy is something that always looks good on paper, but if it is too realistic for the player, he will never notice it. It doesn't bother you that arrows is a tiny bit cheaper. Instead we've tried to remove things from the economic system, so it is more noticeable. The player has resources that are directly connected to trade-skills. Mining and smelting affects blacksmiths, farms affect food which in turn affects the ingredients which in turn affects alchemy. We have not quite figured out how we solve this system yet, but it is something we are working on. Does the enemies level up together with the player, or is their strength set from before? - We have had some dynamics of this system in all our games, but it was too much of it in Oblivion. The short version is that the current is very similar to the one in Fallout 3, but we are trying to signal the areas that are harder than others. We would like that the players pounded their heads against the wall and shouting "I'm a wimp," if they enter the wrong area, but they should be able to use all their resources to push through a difficult area if they wish. What happens if you enter an area, leave and come back again? - How we did it in Fallout 3, the player made it certain how an area looked like when you first visited it. By coming back again later you made it only harder. So you just spoiling it for yourself. Part 2 will arrive in next week. Including information about horse riding, the variation in the areas and the always controversial leveling-system.
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That is not a parody. That is Toby doing his literal trailers again! :)
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Landscape and Elerethian armor is being worked on at the moment. We could indeed need texturers though. We already got a animator and some questmakers/scripters.
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The Crimson Shadow Help Needed: Scripters, Interior- and Exterior-designers, [Not a priority!] Modellers and Texturers. [Not a priority!] I already got one scripter on my team, but we need more. Current Story As you wake up, you notice an strange letter lying in your pocket. You open the letter and it tells you to go outside the city-gates of Chorrol by midnight. There, you meet a cloaked man which says silently, "Follow me, initiate." As you walk on the main road out of Chorrol you keep your hand close to the hilt of your sword, but asks the stranger no questions. He doesn't wield any weapon so it doesn't hurt to see what he's up to. When you've walked for a little while, you see a little road which leaves the main-road and leads into the woods. As the suspicion grows whithin you you ask the man with a raised voice; "Who are you, cloaked man? What is this? Was the letter from you?!". The shadowy man looks upon you though you can't see his face properly since the hood darkens his face. "Patience will pay you greatly...". The man turns around and starts walking again. You stop for a moment but then you start walking again. Now you've gotten to a cave. The man pulls out a key and opens the door, walks inside and tells you to go this way until you get to the gate. You wonder about what gate he's talking about, but you keep going. You are a experienced warrior so you can defeat any Bandit which may test his luck on you. When you've gotten to the end of the cave, a metal gate appears. You open the gate and walk inside. Now you've entered a ruin. Another cloaked man stands at the entrance of the ruin and welcomes you with a dark but welcoming voice. "Welcome, Inititate...". You're starting to wonder what you've walked into. A man meets you as you have gotten further into what seems like an underground fort. He welcomes you and says. "Welcome, Intitiate. You may wonder what is going on, and I can only answer that with one answer. You've been chosen." You're about to open your mouth when he disrupts you and says; "You must have many questions. But before you begin let me just tell you this. You now stand in the Headquarters of The Crimson Shadow. What is The Crimson Shadow you ask? Well, that can only our great leader answer you. But I can tell you this; we are ones who keeps Cyrodiil safer. We are the protectors of the innocent. We are the unknown guardians of Cyrodiil." Explanation And this is how the story starts. This is a project started by me, (Armagedd0n) and I got a lot of support when it comes to the story. I also have a scripter along my side, but we need another scripter (or more) to help us out on this one! I have a vision of this guild to be a secret, underground good-guy guild. The Crimson Shadow is the ones that comes to the rescue when no one else can. I want to at least help create a varied, rich guild-experience, which we didn't fully get from Vanilla-Oblivion. I want the story and quests to be more varied, and I want things the player can do after he has risen to the greatest rank. I'm a interior/exterior-designer, but that is what keeps me from making this mod alone. I've started on the mod, yes. I have made about 50% of the headquarters of the Guild and some minor interiors meant for quest-use. My idea of this mod is to get to rise in rank, until you become Guild Master, but still have tasks and jobs to do when you've fully ranked. I'm willing to work really hard for this, but still, only within interiors and exteriors. I've got some help with modellers, texturers and storywriters, but what I really need is questmakers. As you may have noticed, my vocabulary isn't great but at least I tried to tell you about my idea. This is not a request of help. I'm just putting my idea out here, and hoping for the best. Because I really want to accomplish this. If this thread shows interest with you guys, I will definetively work much harder and maybe even post progress and videos of my work. So, if you want to come with questions, ideas, support, help or maybe even join my "team", please send me an PM or reply below. Thank you for reading this. Screenshots The pics are pretty old and the progress of the mod have been made since the screens was taken. I also forgot to take pics of the Main Hall... Armagedd0n
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[WIPz] The Crimson Shadow, a faction-mod. (Need help]
Cepherit replied to Cepherit's topic in Oblivion's Discussion
Updated the screens. -
[WIPz] The Crimson Shadow, a faction-mod. (Need help]
Cepherit replied to Cepherit's topic in Oblivion's Discussion
Are you willing to help, David? :) -
The Crimson Shadow Help Needed: Scripters, Interior- and Exterior-designers, [Not a priority!] Modellers and Texturers. [Not a priority!] I already got one scripter on my team, but we need more. Current Story As you wake up, you notice an strange letter lying in your pocket. You open the letter and it tells you to go outside the city-gates of Chorrol by midnight. There, you meet a cloaked man which says silently, "Follow me, initiate." As you walk on the main road out of Chorrol you keep your hand close to the hilt of your sword, but asks the stranger no questions. He doesn't wield any weapon so it doesn't hurt to see what he's up to. When you've walked for a little while, you see a little road which leaves the main-road and leads into the woods. As the suspicion grows whithin you you ask the man with a raised voice; "Who are you, cloaked man? What is this? Was the letter from you?!". The shadowy man looks upon you though you can't see his face properly since the hood darkens his face. "Patience will pay you greatly...". The man turns around and starts walking again. You stop for a moment but then you start walking again. Now you've gotten to a cave. The man pulls out a key and opens the door, walks inside and tells you to go this way until you get to the gate. You wonder about what gate he's talking about, but you keep going. You are a experienced warrior so you can defeat any Bandit which may test his luck on you. When you've gotten to the end of the cave, a metal gate appears. You open the gate and walk inside. Now you've entered a ruin. Another cloaked man stands at the entrance of the ruin and welcomes you with a dark but welcoming voice. "Welcome, Inititate...". You're starting to wonder what you've walked into. A man meets you as you have gotten further into what seems like an underground fort. He welcomes you and says. "Welcome, Intitiate. You may wonder what is going on, and I can only answer that with one answer. You've been chosen." You're about to open your mouth when he disrupts you and says; "You must have many questions. But before you begin let me just tell you this. You now stand in the Headquarters of The Crimson Shadow. What is The Crimson Shadow you ask? Well, that can only our great leader answer you. But I can tell you this; we are ones who keeps Cyrodiil safer. We are the protectors of the innocent. We are the unknown guardians of Cyrodiil. Explanation And this is how the story starts. This is a project started by me, (Armagedd0n) and I got a lot of support when it comes to the story. I also have a scripter along my side, but we need another scripter (or more) to help us out on this one! I have a vision of this guild to be a secret, underground good-guy guild. The Crimson Shadow is the ones that comes to the rescue when no one else can. I want to at least help create a varied, rich guild-experience, which we didn't fully get from Vanilla-Oblivion. I want the story and quests to be more varied, and I want things the player can do after he has risen to the greatest rank. I'm a interior/exterior-designer, but that is what keeps me from making this mod alone. I've started on the mod, yes. I have made about 50% of the headquarters of the Guild and some minor interiors meant for quest-use. My idea of this mod is to get to rise in rank, until you become Guild Master, but still have tasks and jobs to do when you've fully ranked. I'm willing to work really hard for this, but still, only within interiors and exteriors. I've got some help with modellers, texturers and storywriters, but what I really need is questmakers. As you may have noticed, my vocabulary isn't great but at least I tried to tell you about my idea. This is not a request of help. I'm just putting my idea out here, and hoping for the best. Because I really want to accomplish this. If this thread shows interest with you guys, I will definetively work much harder and maybe even post progress and videos of my work. So, if you want to come with questions, ideas, support, help or maybe even join my "team", please send me an PM or reply below. Thank you for reading this. Screenshots The pics are pretty old and the progress of the mod have been made since the screens was taken. I also forgot to take pics of the Main Hall... http://img534.imageshack.us/img534/3838/oblivion20100927150119.png http://img80.imageshack.us/img80/6864/oblivion20100927150138.png http://img255.imageshack.us/img255/3651/oblivion20100927150147.png http://img829.imageshack.us/img829/8351/oblivion20100927150203.png http://img214.imageshack.us/img214/3463/oblivion20100927150301.png http://img830.imageshack.us/img830/7430/oblivion20100927150337.png http://img838.imageshack.us/img838/5354/oblivion20100927150434.png http://img822.imageshack.us/img822/4802/oblivion20100927150640.png http://img84.imageshack.us/img84/1192/oblivion20100927150816.png Armagedd0n
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Awesome to see that you're planning to make MERC for NV too! When you say "MERC Style Ranger Armor", you mean the Elite Ranger Armor right? :b
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Well, if the players were given as much modding-opportunities as in the Construction Set, it would most definitely keep the game alive for a longer time!
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Personally, I think that Bethesda should use their time on making the singleplayer awesome and groundbraking. Instead of using their time on multiplayer, I mean.
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I Will Be Going To Bethesda Studios To Meet The Developers
Cepherit replied to stealtrecon's topic in Skyrim's Skyrim LE
I hope for a combat-system more like Dark Messiah of Might & Magic! :) -
Well, the engine also limits the possibilities for combat.
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I Will Be Going To Bethesda Studios To Meet The Developers
Cepherit replied to stealtrecon's topic in Skyrim's Skyrim LE
I am very sad to hear about your condition. Make this YOUR day, not ours. :) I have two friends that got cured of cancer. The doctors couldn't believe that they got cured without their treatment. Here is the link to the homepage of the safest and most effective cure. InnerLight I truly hope that you will take my advice and begin with this. No one deserves to die of cancer. -
I'm so looking forward to this. A new engine was the only right thing for Bethesda to do though, as the GameBryo-engine is getting sleepy and wants to retire.