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Rixirite

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Everything posted by Rixirite

  1. I third the Deus Ex game. The ORIGINAL one. The second one is crap.
  2. Hey Maywire, you should check out Fallout 3 Underground if you have not been there yet.
  3. While I am not one for criticizing such a great game, there are some things that irritate me: One: There is not a single Imperial Woman voiced in the game: It's either Breton, or Nords with a Imperial Appearance. Two: When I shoot a Arrow into Someone's Head, they should instantly die. Same with a Sword or a Magic Spell. Three: The Game map is Significantly small, I travelled from Anvil to the other edge of Cyrodiil within 10 minutes on horseback. Four: In comparison to Morrowind, there is much less in the ways of quests and guilds to join. Five: The Game Of The Year Edition lacks the addition of the other DLC's that was bundled in Knights Of The Nine Retail copy. Six: Levitation was taken out in the sake of preserving the fact that the Cities were in thier own Cells. Seven: Crossbows, Spears, Halberds taken out of the Game. Eight: Levelled Item system prevents low-level Thieves from Acquiring wealth by means of stealing valueble objects from players. Nine: The Levelled Item system, I shouldn't have to be Level 20 to start getting Daedric, etc. (You can't wear Daedric at low level anyways cause your strength needs development and the Armor is quite heavy.) Ten: There are less unique places to explore that stand out from other places and the lack of enough unique magical items to be found. That is all for me, other than those I love Oblivion Dearly. The Next TESV they better design the game around a PC first cause the Console Simplicity of Oblivion and it's controls had me crawling right to Darnified UI..
  4. Hey. As many may already know, Fallout is full of bugs and counting. Some of these bugs are just... Not right! Some of them are completely funny, etc. Anyways please by all means post your strange encounters in Fallout 3 I would like to refer as a "WTF moment".. Oh, and please include a link to a video or post some pictures of your WTF moment. Here is mine! http://img6.imageshack.us/img6/7875/screenshot109c.png http://img29.imageshack.us/img29/5626/screenshot108j.png The Infamous Spazzed out ragdoll. I am not sure what to say.. I mean he is a dead Raider and Raiders take all kinds of wierd drugs, could this drug screw up his Skeletal structure? Clearly a WTF moment to me!
  5. Rixirite

    Americans

    I don't watch the news because like Faith in Mirror's edge states it:"It's not news anymore. It's advertising."
  6. Coca Cola, in the traditional Glass bottle for me. But, I only drink 1 6-pack a month.
  7. I love those Textures DJH did, truely amazing.
  8. Thanks. I will choose the first option as I am ok with the intro.
  9. It was a terrible day. I was living in Alabama when the news was on in the early morning and I was mortified to see that happen. My friend who is in the Airforce rushed to his car and went to the base because hundreds of people were trying to move in the Airbase to feel safe and secure. But believe me you are safe anywhere after that happens.. Obviously.
  10. Hey, I am not quite sure where to post this if it should be mod troubleshooting or Technical support, but here is the issue at hand: I recently downloaded a mod that allows one to play as a golden saint and/or Dark seducer. The problem is: When you finish creating your character's appearance nothing happens afterwards. The prisoner that taunts you doesn't say a word and doesn't show movement. Nor does the Emperor and the Blade guards come down. It is as if the script is not working that is supposed to direct the AI to the pathway. But since I am a new race the Prisoner is confused and the AI doesn't know what script to use according to my race. That being said is there a console command that skips the first section of the prison and into the goblin caves? I did a console command to exit the sewer but i was without the amulet and the quest to bring it to Jauffre which means the game is screwed up. I would like to move character to the Cave cell where the goblins are so I can trigger the quest to bring the Amulet to Jauffre and get my Brithsign done, etc. So anyone knowing the appropriate console command could you please inform me of it? Thanks.
  11. Yeah, but as my request says: I want Cyrodiil to be enlarged. New lands won't do it for me, I am looking to see Cyrodiil larger and the Imperial City redone, etc. Mods like the Elsweyr one is fantastic, but it doesn't meet up to my requirements in size. Cyrodiil is certainly something that would be challenging, just to redo from scratch would be huge work indeed. But if there was a team of 10 - 15 people working on this it could get done sooner than a year. I would like the idea of being able to travel 15 square miles outside the Imperial City and only discover 2 or 3 places instead of dozens. This makes the game a lot more immersive because the game time would last longer just exploring new places. That Tamriel 2x mod is dead and Incomplete, but some of it's concepts completely match my request. The Author's idea of enlarging cyrodiil to the point it's a 900 megabyte .esp file with 4000 square miles is GARGANTUAN! That is half the distance from California to New york! That is indeed a gargantuan land! The perfect size for me. The only issue here becomes: Mesh placement and rework. Extra trees and grass and plant meshes would have to be considerably placed out in the wilderness which can be around 900 square miles big. I wonder if there is a way to make a generation program that places the meshes for the Forest. Kind of like a random map? Of course, detail would also be key, the bigger it gets the less detail, so the trick is to keep it that way but pick random spots in the wilderness that have unique landmarks like a large waterfall or a giant tree, etc. Also, if I could learn how to make new places like dungeons and caves perhaps I could be of use if someone takes up the mod spot. It is feasable as proven by the Tamriel 2x mod, it just needs lots of work, not to mentions someone who can use blender to re-model the entire imperial city to be larger in diamete and make the walls walkable, and add more roads and houses to the imperial city. The other forts and towns can remain original scale. If Cyrodiil is enlarged, more lakes, rivers, roads, and places might have to be added to the emptiness of Cyrodiil, 4,000 square miles is very big and would indeed be hard to work with, so even 1,000 square miles is ok for me but if I had the choice I would say 4,000 Square miles. Many games don't usually get big in that magnitude, this could be a new thing. I always had the perfect vision of a game map that is planet-sized with detail in every corner of the map lakes and rivers everywhere, it's only a matter of time before someone comes up with the cake and guts to do it. Why? Because cake is good, and a empty body is of no use now is it? Oh... God I am sorry i have contracted Sheogorath's talking disease, forgive me for mocking him.
  12. The Imperial City is important to me cause I would enjoy walking about it at a large city-like size. But that mod seems to make everything big, so chairs are giant, guards are gargantuan, etc. I would like items, objects, trees, etcs to be normal scale, with thei mperial city made larger (Not larger) but modified with new models, etc so that there are more houses within each district, etc. Also, the mod seems to be dead, nothing updated since 2007.
  13. Hey, I have been a Avid watcher of both the Fallout Mod Community and the Oblivion modding Community, and I must say I am deeply impressed with the work put into all these mods so far. I, myself have made a few retexturing jobs on some Fallout 3 stuff. I have a good idea I think someone, if not many would like: Make Cyrodiil larger! I was thinking as if you could use the original Cyrodiil as a template then make everything larger in scale like a replica. The idea is to make Cyrodiil 5 to 10 times bigger. Would this be a huge project? Yes. Is it worth doing this project? I would like to think so! The whole idea of making Cyrodiil bigger is due to a few things. One being: I don't like travelling from Anvil to Cheydinhal in 15 minutes.. It should take a 45 minutes to a hour. Two being: Cyrodiil is a small world, the Imperial City doesn't feel like a large city to me. Three Being: It shortens the Game length. (Yes I know Oblivion is unlimited is play time, that is not what I mean.) What I mean for the Third one is: There is no feeling of adventure between quests that involve travelling. Such as discovering new places you can get to these places in 5 to 1 minute(s). So that being said here is what i had in mind: Mountains: Mountains in Cyrodiil are large indeed, but they don't feel like Mountains to me. At best, the highest mountain in the game is most likely a height of 800 - 900 feet which is the equivalent size of my local mountain I live near: Mount Tom. When I first stepped out of the Sewers first time playing Oblivion I took a good look at the distant mountains and thought: Wow! Those Mountains must be thousands of feet high! but they got smaller and smaller the closer I got to them. What I have in mind for the Mountains is this: Taller height of a peak around 2,000 to 4,000 feet along with a much larger length and width to accompany the higher status of the Mountains. With this in mind, Roads might have to be expanded to meet the new geometry of the mountains. This could be the biggest part of the project, the Mountains alone are a detailed peice of terrain. Water Bodies: The Lakes and Rivers along with the Coastline shouldn't be that much of a challenge. You would just have to make them deeper and wider (Longer too.) Along with this new size, anything like the Niben Bay would be a lot bigger making everything like the towns look smaller. Of course, I will explain the Cities in the next section. The largest depth of the niben bay should reside in the middle, the rest being more shallow. This would give the water-breathing spell a lot more of a use cause there isn't many places in Cyrodiil where it is absolutely dependable and needed. Oh yes, and water-walking would be more useful too over the vast expansive water bodies. Cities/Towns: The Imperial City to me doesn't feel like a city, it is small in scale to a individual and I feel like there isn't any discoveries of exploring to be done cause you get the different districts and each district is relatively small. My idea or suggestion for this is to make the Imperial city much larger in Diameter along with adding more buildings, making some tall buildings along with having access to the walls and battlements to allow more places to explore. One thing I find wrong is how cities are turned into thier own seperate cells, so they restrict access to the wall and remove levitations just so people don't get to leave the city by other means. The Imperial City has interesting walls and the fact of not being able to go up on them makes me feel like the game is unfinished in small ways, not to start argument here. So, my pure thought on scales for the cities are pretty much make them taller, bigger, better. This does not mean you have to make tons of new quests for each new building, etc just place NPC's that be barter or rumor to fill up the empty spots of the larger Imperial City. As for the rest of the Cities/Towns: I don't see any means to make them bigger, they scale right cause they are forts or citadels at most like the Imperial City, just smaller. If the Imperial City is made larger and more explorable, the world of Cyrodiil might be more enticing as far as getting lost or trying to get somewhere. Places: Places like Ancient Ayleid Tombs, Caves, Camps, and Forts can remain the same in scale, however they would have to be places futher apart from one another to meet to new size of the Map. So Distance difference is key for all the places. If these places can be Copy Pasted from the original Cyrodiil that would probably make this easier. I am not sure if places being lengthened from one another would effect code or script for quests. NPCS: Non-player Characters could be some trouble here, because they are coded to walk on pathways which would be changed making them confused or running into obstacles. Another thing is: Quests. Questing in a Larger Cyrodiil might cause NPC's to miss thier objective's location like a cave and they might not travel far enough unless they are scripted to travel until they reach the place marked for them. If this is the case, you might not have to touch NPC's script for quests. But as far as pathways go they would have to be significantly modified and lengthened to meet the large scale. Landscape: The Trees, the grass, the plants, and the Rocks! All of these would have to be replaced all over again and as a Semi-experienced mapper such a thing would be highly repetitive, you would be mouse clicking Grass meshes, Tree meshes, and plants all week long. Click click click click everywhere until the land is filled up. Since the land is bigger more plants would have to be added to the different parts of the map since it is bigger more will have to be placed se Alchemists don't spend hours trying to find random patches of Bugloss plants or Steel blue caps. Trees will have to be places respectively to thier native locations in Cyrodiil, placing the same tree mesh in the whole map is just lazy and unjust, you would have to use the different meshes avalible. Roads and fences would also have to be longer. Farms should be treated the same as the forest would, the farm would be bigger in size with way more plants placed in them. I am just submitting this request not expecting someone to take up the task, but it doesn't hurt to post a request you know? Even if it doesn't get fufilled! I do sure hope it does though, but I wouldn't get mad if it didn't because i still love and cherish the game as is. This project should involved ten people because of it's demand in work, especially making the Mountains look nice. Thanks for reading!
  14. Any news on the Bobcut hair style?
  15. Hey, I was wondering: Is it possible to take Face data from a NPC and somehow paste it onto a Character? I am experienced in the GECK for Fallout 3 and Oblivion's Construction kit looks similar in interface, so I need some information on if it's possible to translate NPC face Geometry to one of my characters. This is nothing more than a experiment, just discovering some things and trying them out. Some information or help would be nice. Thanks.
  16. The Picture link http://www.fallout3nexus.com/imageshare/im...-1229222220.jpg Is down, re-submit it?
  17. Oh thanks! I never saw that when i searched...
  18. I hate to bump but.. Can someone please give me information on how to make a new radio station?
  19. If it was done under a race can it be asian? That way only asians will have it? That could slim down how many have the eye tattoo and arm tattoo.
  20. It would be a miracle if the eldar were done, especially farseer armor for male/female.
  21. How about making it into a "armor" that takes up a sunglasses spot and is in sync with the arm and eyes? Cause i would hate to go around not feeling unique, you know?
  22. I am not sure if this model uses the same texture layout as Fallout 3. If it isn't going to be a new race, then how will I make it so that it only effects one of my characters? Because the problem is, I don't want the Tattoos to replace everyone's skin texture I would rather have it be just for one character, etc so my othert characters don't have it. Would that be possible?
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