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FlaviusBelisarius

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  1. I recall an oblivion mod that replaced soul costs for enchanted weapons with magicka costs. This was a systematic change and wasn't applied by hand. Is anything like that possible for Skyrim?
  2. A bow would be more effective. More effective than what? A gun? Yes. At best your getting an arquebus or caliver, at worst a hand culverin. Both of which are inferior to the bow, one on one, and damage output wise (or real life DPS). A lot of variables with early firearms, and even then they are mostly used for lowering enemy morale. En masse, is a different story. In a rational world that functions according to physics as we know it and has only the technology of the time period, yes. Skyrim has DRAGONS.
  3. A bow would be more effective. More effective than what? A gun?
  4. I'm posting this here because I can't think of another place to post it. The NMM should be more integrated with Steam Workshop (which has an atrocious UI). And I have no idea who to suggest this to or how to reach them. Please help!
  5. You wouldn't even have to populate the world with them... *Cue Breton Scientist/ snake-oil salesman kind of guy* "My dear boy, I have with me the most marvelous device, capable of propelling a metal ball..."etc etc. And as he leaves on his horse "unfortunately I have no idea how to find the explosive powder. Perhaps ask an alchemist?" Cue quest.
  6. From my still limited knowledge of Papyrus, I don't know if there is any way to get Skyrim to listen for new key-presses. The scripting system seems to be built primarily for making quests (reading the state of the player's inventory, watching for animations, telling who to shoot who with what, and when). I'm trying to find a way to get the engine to watch for a specific kind of sword swing (Top down power strike with a specific twohander) in order to trigger a spell or custom shout, and I've yet to find anything to do this. I would also be open to using a dedicated key, but as I've said, I can't find anything in the documentation that suggests this is possible. I like the idea though. It reminds me of how in Zelda 64, you had to memorize simple songs in order to trigger events, but your inventory could remind you just in-case you forgot. Having four keys (lets say G H J and K) each tied to a 'shout' forming a sequence that produces magic would be quite cool, and I personally would like the additional challenge (and thus satisfaction) of remembering specific 'chants.' Keep digging through the Creation Kit wiki looking for script commands that listen for key strikes. Thanks! But also would it be possible to set it to only work if you're completely unarmed, and finally to set it to cast instantly or almost-instantly with no charging?
  7. I just had an idea for magic that I feel could make magic feel less like an overblown weapon and more like the popular concept of spells. My idea is this: being able to assign each spell a "hotcode" composed of a permutation or combination of the same four letters or numbers. Ideally four unused keys next to each other. Then pressing a sequence of keys for a spell that the player has the magicka to use would result in the spell being instantly cast. I have no idea how this would work. If someone more experienced could provide an opinion on how this could be done, I have every intention of making this mod myself. Thanks in advance!
  8. For the last one, at least, examine existing player homes and compare them to simliar unowned buildings.
  9. Do you think that the SW will have a negative effect on the Skyrim Nexus?
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