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Nexus Mods Profile

  1. I was thinking towards what Leviathan mentions, and given how the load screen system works it does indeed seem impossible to remove them completely. The automated screenshot idea is cool but I see many problems trying to implement that. For one, the somewhat exotic DDS filetype is needed, so that would have to be created from that screenshot. Then there's the timing... I'm not sure I'll be able to get that to work, but I'll fiddle a bit more with the CS. I might be tempted to go for the all black loading or generic (unobtrusive) screen, that's easy enough. Or I could make screenshots of every cell transition area and connect them as loading screens to the appropriate cell. Hell of a job... Or use generic shots (cave doors, city doors, house doors). Make a nice shot of the open landscape for the quick travel stuff... Ideas taking shape. Thanks for your thoughts.
  2. Hi all, I find the loading screens are killing immersion, taking me out of the game every time. I'd like to remove them completely, make loading a little more like Half-Life; the screen that is on when you hit the spacebar to load another area stays there until the new area displays. Is that possible? I won't need step by step instructions, I'll figure it out, but before I'm spending loads of time on this I'd like to know if it is at all possible. And ofcourse some pointers would be much appreciated. Thanks for any comments.
  3. Yes, that's the general idea. The simplest way to implement that (I thought) would be to disallow any skill increments for any minor skills, and set the minor skills to 1. You'd be able to use some minor skill associated stuff but it wouldn't work very well, thus enforcing roleplaying and eliminating that jack of all trades result you get after having played 40 hours. I'm pretty much on my way to building this mod, I'll update if things progress to a usable level. Might take me a while, I find the tutorials on teswiki completely suckazoid.
  4. Yes, I've been messing with those settings already, but that's hardly immersive, and rather cumbersome. I've found the fskilluseminormult setting, changing that helps a bit. All I need now is to run a script that goes through the skills and test to see if they are minor; if yes then set them to 1. Or something like that. Thanks.
  5. Hi all, I've been looking for a mod that does this: - set minor skills to 1 (when leaving the sewers, I suppose) - make leveling minor skills impossible or at least very hard. The idea is to not be able to create a character that can do anything if you play long enough. I want to enforce role playing. I'm not opposed to having to create the mod myself if nothing like this exists (I've looked but couldn't find anything) but I'd like some feedback first: Does this sound feasable in terms of gameplay? Is it a horrible idea? Am I missing some obvious implications that make this a gamebreaker? I've never done anything with the ES construction set but am a programmer, is this doable for a construction set newby? Don't worry, I'm not looking for a step by step walkthrough here, just some general pointers. Many thanks for your thoughts on this.
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