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Yamcakes

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Everything posted by Yamcakes

  1. They have the traits of Asia as we know it. The customs, designs in their weapons, architecture, etc. Regardless I would no more expect to see a race called "Asian" added to the game as I would to see one called "European" simply because Imperials, Nords and Breton bare some superficial resemblance to historical cultures which have existed in Europe at some time. This isn't to mention the Asian continent having a cultural and ethnic diversity equal to or much greater than that of Europe throughout history. Is Akavir like Japan, China, Korea, India, or Russia...? How about Indonesia, Sri Lanka, Afghanistan, Kazakhstan or Mongolia...? Referring to Akavir as the TES Asia is like putting white rice and chicken on a table and saying it's Asian food. Well sure it might have some resemblance but it certainly doesn't stand as a representation of all Asian foods. When you say "Asian" do you just mean dudes in silk robes jumping around with katanas yelling "hiya"? Different parts of Akavir are influenced by different parts of asia. Some are based on eastern asians, (Like Tsaesci = Japanese) and some have stories resembling hindu mythology. I'm not really advocating that there should be a specific race, just saying that lore allows the traits of Asia in our world to be used canonically.
  2. They have the traits of Asia as we know it. The customs, designs in their weapons, architecture, etc.
  3. One of the beauties of mods is that you can play as whatever you like! I'm going to be a nord with no mods on my first playthrough, then after that I'll create a Mazken. c:
  4. Those are great, I'd love to have them!
  5. pale_rider makes some armours you might like. http://www.tesnexus.com/modules/members/index.php?id=129632
  6. I've pre-ordered the game already. And I will most certainly get the GOTY edition when it comes out. There is no way I am not going to play this game, when I have invested so many years into this series. No matter what kind of bugs, glitches, problems it has, I know I will still love the experience. @Fatalmasterpiece: What genre of music do you play? o:
  7. Holy f***, that's amazing. Thanks for posting it. Aside from these two tracks on that particular album, there isn't anything else that innovative from them, sadly. :c But otherwise a pretty solid band. I'm always on the hunt for obscure sludge recs, if you have any.
  8. Listening to Tusk again. Some underrated sludge. This band has some of the best utilization of feedback that I have ever heard. The transition of "Life's Denial" into the next track "The Lewdness and Frenzy of Surrender" made me come buckets. Couldn't find a link for the latter tack, but then again, it is over 15 minutes long. Shame though, that's where the real magic is.
  9. 22100 is the a variation of the vanilla glass armour. Tweaked a bit to remove the tasset, and add a thong. The rest of those are armours from Waalx Animals and Creatures, except for the one from the Nexus.
  10. That place scared the crap out of me when I first came across it. Something wasn't working properly with oblivion, and a creepy cutscene kept looping. :c
  11. I feel the exact same way about things I make. Kudos to you.
  12. Threads like this are better suited for the Mod Requests forum. It's a nifty place where you will find people looking to fulfill requests, like-minded people who may work on your mod because it's something they want to see too, or other helpful people informing you of similar, pre-existing mods, or even what you're looking for, if it already exists. There are people with all kinds of expertise here, so you may find a scripter, a quest-maker, or whatever else you are seeking. http://www.thenexusforums.com/index.php?/forum/266-oblivion-mod-requests/
  13. Yes, they are all by Retma. They're all for BaB however. You can find the maid clothes here: http://www.tesnexus.com/downloads/file.php?id=31751
  14. Here are some armours you might be interested in. c: http://tesnexus.com/modules/members/index.php?id=2167521
  15. Happy berfdai! :thumbsup: Why thank you, Mister Squidward. ]c:|)
  16. I would love to have a bear companion who follows me and fights alongside me, and ride him when I'm really injured and can't walk.
  17. You really only need to look at the first page. This thread is actually for help locating mods that you know already exist. When asking if a mod idea exists, you can post in this nifty forum. http://www.thenexusforums.com/index.php?/forum/266-oblivion-mod-requests/ The people there are very friendly. Some people might take up your idea and create it, and other very helpful people will let you know what already exists, or is similar to what you're asking about.
  18. Happy berfdai to me. I am 21 today. c:
  19. You found the right place. It's on the WACshop forum with all the Realswords. You'll need to register to read the forums, but it is well worth it. Realswords is included, as the bandits use those items, and then some. It doesn't include them in shops unless you want them too. It's a very modular mod if you're particular about the things you want. Tons of options. You don't need to worry about any of them if you don't want to. It's very user-friendly. c:
  20. I really hope to see more diverse blunt things. I have always played a nord with clubs. And I mean vicious spiked clubs of ass-kickery. They only had one club in Vanilla oblivion, and every other blunt was either a hammer of some sort, or Axes. Which was silly. :c
  21. Well, perhaps those types of actions like jumping and climbing will be determined by agility and strength. It seems like something that would be a natural part of your characters abilities, especially in a terrain like this. I think it would be a given that you'd need them, so maybe they increase passively, rather than putting all of your points into them.
  22. Waalx Animals and Creatures is all you need! Not only does it add amazing variety in creatures and creature AI, but it also adds bandits in very realistic bandit gear. c:
  23. Every time you use ellipses incorrectly, a punctuation fairy dies. :c
  24. You can duplicate Vilverin again (With all of your work). Rename it to something you can remember. Save, and close out of the mod. Open it up again, and next to the active file button, there is a details button. You'll see a big list of things. You can delete Vilverin (Cell), and this doesn't actually delete Vilverin, but deletes what you've done to it.
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