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Tokra

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  1. Did this ever get converted or something ? I just want to walk the commonwealth with my Winchester CityKiller, with the optional desert warfare modification kit.
  2. Vanilla .223 pistol (the one from FO/FO2) version was a f*#@ing beast mode pistol. Minimum damage 20, max damage 30. Law of averages plays very well, doubly so when a game has good RP mechanics (so we don't get doubly in NV). Averages don't pay off quite as well in NV, due to its RPG xtralite styled game engine, but the basic premise still works.
  3. Lets face it, when the engine was new (obvlivion) bethesda lied their you know whats off about how good the AI was. Anyone know of any mods that make, at least companions, less stupid in a firefight ? Just annoying to have companions charge in, and always stand between my gun and the target. I'm not expecting too much, but even a basic mod that forces companions to a rudimentry formation would be better. Of course one that makes companions (and all AI) use cover and concealment would also be nice.
  4. I find mele is useful for smaller critters that swarm you, just mash the fire key. Recently tried out a new land mod that added a new critter, radspiders, mele saved my ass when about 12 attacked at once. Pistols are best for closer in detailed work, if you bring a pistol to a rifle fight of course their will be trouble. They (for me) are best used in two situations: 1- using one that AI keep spawning with (free ammo/repairs) as your generic anti critter device, saving longarms for harder fights 2- detailed close work, using VATS for headshots. I've found that if you get the gunslinger perk and a decent damage pistol (or Lucky, the unique revolver) and use pistols for up close VATS work that headshots can quickly take enemies out. Now, if you use a useless strategy, or try to use pistols ONLY, of course you'll run into trouble, it's just how guns work.
  5. Agreed that they should abandon consoles, or at least make it for PC first, then dumb it down for consoles. That said, its more of an action adventure game than RPG. The RPG elements are so thin its unbelivable. The primary 'roleplay' in vanilla consists of choosing if you want to join a faction and work your way up to lead it. Then the next one, then the next one......
  6. http://www.tesnexus.com/downloads/file.php?id=22155 farm house with a stable ? Here ya go.
  7. This is a great idea. http://thenexusforums.com/index.php?showtopic=152179 < This idea could prehaps be combined with it. Have differnt areas focus on differnt armor types. Imperial city focuses on Platemail and plate armor Bruma focuses on fur armor and furred chainmal as Nords tend to fight as beserkers. The guards focus on furred plate to protect from the axes and hammers (the fur gives extra defense against ice magic, but weakness to fire) Leyawin/bravil focus, due to the heat/swamps on lighter armors, leather and leather with chainmail. Leyawin also focuses on glass armor (imported for the most part) which has a bonus against shock/fire magic Skingrad focus on primarily chainmail, with some plate segments, and/or plated mail (chainmail re-inforced with plates in key spots) as they have the most temperate climates, and the biggest mix of weaponry to defend themselves from Cheydinal would be a mix of mail and plate, and prehaps import chittin armors from morrowind, plus dwemmer armor as well. Anvil, being right nearby a elf kingdom, would import elven scale armor, and prehaps elven steel to use in other armors/weapons..
  8. Well you have to remember that oblivion is designed to be played on a console, by console players.......
  9. That guide deserves its own thread. Preferbly one that makes it seem to be a serious guide.
  10. As Im sure has annoied everyone more than once, all of the items in the game (armor/weapons) are leveld for weight+armor/damage based on the material. This system makes no sense, who in their right mind would use a sword thats 40ish pounds, or a dagger thats 7 pounds. I propose the following (if someone that actualy knows how to mod in oblivion is willing to assist): A stat only total rebalance of stats as well as of the repair function, and the implementation of items that are damaged having an ever increasing chance of a critical failure based on how damaged they are. (read: being destroyed, falling off, requires a smith to repair if you bring the broken item back. Can not be reapired w/o a forge, so smith required, period. Organic/glass based material cannot be repaired when destroyed) 1st up material weights lowet to highest. -LIGHTEST- Leather (fur' armor is just leather with the fur still on it, so nearly identical weights, with fur being slightly heavier. obviously these are armor only) Mithrieal (wow I cant spell this today) Elven Wood (for clubs and cheaper bows/hammers) Amber Glass (glass weighs here on its own, weapons/armor of glass should be moved based on what materials are used with the glass construction.) Madness Ore Steel *Silver is between steel and iron, depending on which material was used in constructing the base weapon that was coated in silver Iron dwarven Ebony Daedric -HEAVIEST- And now, durability -LOWEST DURABILITY- Fur (armor only) Wood (weapons only, execpt for shields. Many shields are wood+iron/steel. There should be wood only shields out there too as the cheapest shield option, but those havent been modded ingame yet)) Iron *Glass Amber *silver (glass/silver are built into an iron/steel core to give strength, so they go in between. iron/steel, wheras amber has no mention of any 2nd material being needed ) Steel Ebony (slightly better than steel, as it is ebony on top of a steel backing for ornamental purposes) Madness Ore Elven dwarven Mithriael Daedric -HIGHEST DURABILITY- Ok, so to make sure I dont loose people w/o an explination: Yes, I know this makes Mithreal/Elven materials the uber materials to get/use0 for optiomal quality/weight tradeoff, however also note that it also depends on what KIND of armor they are made into, which can raise the weight a lot. I shall go into that later. Now, the weights will make sense. The quality makes sense. Material determines weight. Quality is irrelvent to weight. execpt for the 1st and last ones on both lists only because one is very light AND very cheap and the other is very heavy AND very strong. Past that..... (for armor at least) Armor effect and weight would therefore based on two things. Material and construction. The quality order shows how striong the base material is, so now you add it to the construction method that determines how much it weighs and how much it protects. NOTE: Light/Heavy armor distinction is based on construction method, NOT material. NOTE2: At times I may list what materials really would never be used in a construction process. Note3: Note all armor types CAN/should be repaired past a certain point. Note4: repairs should be changed to make sense, will require: replacement parts of same material and tool(s) for the repairs. The tools do not break, however the parts are used up. 1- Stiched armor. leather/fur armors only fall under this, as they are all sewn into armor. Light Armor (but hey, its a little tougher than just wearing a shirt alone) Can only be repaired so often before wearing out. If damaged past a certain point (between 100% damage and 50% lets say) cannot be fixed at all. Use sewing kit and patches to repair. repairs on this sould almost always succed, sewings not hard. IRL Example would be a heavy leather jacket. 2- Chainmail. Unlike the armor guide in vanilla oblivion says, this is not a material, its a construction method. Chain links of the material in question are formed into various bits of clothing, which when worn offer armor protection due to the strength of the material the links are made out of. This would offer great protection from arrows and slashing attacks, moderate from piercing attacks, and basicly no protection from blunt impact (IE: hammer/ax/club or even a sword smacking into you would hurt, even if the cutting surface was unable to slice you. An arrow that did not penetrate would still hurt, as the mail (like a modern kevlar vest) deflects the arrow just enough to keep it from sticking into you, but will still bruise badly, or even pierce an inch or two (better than all the way in however). Light Armor (yes, even daedric chain mail would be light armor) Can be repaired with tongs and a hammer, plus spare links of the propper material. A failed repair just means you try again, no parts lost. You can repair totaly destroyd chain mail, however there will be a cuttoff point at which it is cheaper to just buy a new set. However, this should be the most durable of all of the armors by far. It wont break unless hit just right, especoly since most of the impact is transferd to you, and slashing it with a blade really wont do that much. IRL examples http://upload.wikimedia.org/wikipedia/comm...eux_haubert.JPG http://upload.wikimedia.org/wikipedia/comm...g_chainmail.jpg http://upload.wikimedia.org/wikipedia/en/1/10/Kings_mail.jpg 3- Scale Armor. Think elven curiass in vanilla oblivion. Small plates of the material hanging and overlaping eachother, held together by links similar to chain mail (but not arranged for armor on their own) ontop of some heavy duty fabric (or leather, irrelvent for oblivion purposes). This is a mix of the strength of plate armor, but the desterity of chain mail, however the scales may be knocked off if they are hit on the connecting area, resulting in an exposed area, plus a blade thrust at the propper angle will penetrate the scales. (critical hits). Light Armor (the 2nd heaviest light armor out there tho) IRL example http://upload.wikimedia.org/wikipedia/comm...mour_detail.JPG 4- Glass. The only other armor type that is also a material . Molded glass on an iron or steel framework, it is light, covers you well, is strong, but of all armor types, other than leather, it is most likley to suffer a critical failure, and at the highest levels of repair too (read: strong but brittle. If it shatters, you're SOL). Should only be repaired at a smithy, due to specilized methods needed (read the armor manual in oblivion, you have to basicly put it in a tank of oil to keep the repair hammer from destroying the damaged area in need of repair.). Prehaps allow repairing it (via vanilla repair hammer) on your own, but if you suffer a critical failure, the armor shatters and is lost. 6- Plate. The material is crafted into a tin suit essently. It offers protection against blunt impact force, plate armor is also most easily damaged (other than glass) by blunt impact force due to being so rigid. It also protects from piercing attacks (daggers, spears, arrows) but a lucky hit can still penetrate. Depending the quality of construction, there may be unprotected areas (vanilla iron armor, for example). Heavy Armor. Can be repaired via repair hammer and a spare parts kit of the propper material. NOTE: Daedric/dwemmer armor is plate armor, so if a material approaching them in quality were to be crafted into platemail armor, it would be as strong or stronger due to superior construction. IRL Example http://upload.wikimedia.org/wikipedia/comm...ne-p1000557.jpg 7- Platemail. A suit of chanmail, with a suit of platemail work over it, or built into it to cover gaps. (Vanilla legion armor was a rusty example of this.) This offers maximum protection from all attacks (for thinks man and mer currently are building) but also slows you down the most. Repair via hammer+spare parts. Depending on quality level, may have more or fewer exposed gaps with the chainmail visable, although that does improve mobility. IRL example http://upload.wikimedia.org/wikipedia/comm...-armor-suit.jpg So, to wrap it up, isntead of each armor type being a differnt material, you have seven differnt types of armor, that offer varrying base levels of protection. The material used to construct them then determines how much protection they offer, and weight is a mix of type of armor and what it is built from. Now, for moding this, it could be done in two primary manners. 1- A quick and dirty base stat edit. You set a 'base' weight for piece of a type of armor, you then determine for each vanilla armor piece what type of armor it is, then you adjust the weight and scale the armor class according to the type of armor it is, and what material it is made out of (or that you guess it is made of, since mithrael is chain mail, while chain mail could be iron or steel, proably steel), and suddenly you have a realistly balanced system of armor. 2- A decent armor mod. Take each type of armor, and re-skin it for each material it could be made of, then repeat the steps from above. For weapons, it will be much easier. Set base weight/damage/durability for the following Dagger Shortsword Longsword Claymore Ax Mace Warhammer Bow Arrow Then just adjust them based on material used. Anyways, thought ? Comment ? Feel free to constructively criticize, if you just want to be stupid and argue/insult pointlesley, I reserve the right to make fun of you.
  11. Calm down, he asked for help not hate. As mentioned speak to jauffree and then Captain Steffan as directed in the quest, the spies can then be found,if your at the right quest stage, at the stone at dusk. If you HAVE done this and they arent appearing due to a bug,you will need to do the console command methods stated earlier :) yeah, my bad. Shoulda considerd how buggy this game is (hey bethesda got a free betatest out of us guys)
  12. May I make a suggestion ? While almost all of the moding community from 2ch is awesome, there is a subset of it that is virulently racist (2ch blocks all non japan IP addresses for this very reason, as it is a pervasive issue on the site). So... for the moders that Are helpful (IE: ones that are allready here, WIPs, etc etc) obviously cooperate, but the ones that simply do not want non Japanese playing their mod (as I've encountered on occasion when asking about getting various mods translated in the past) can we perhaps have a policy wherein, if the person is confirmed to be withholding the mod for that reason it may be uploaded against their discretion
  13. I think we need more subcatagories for clothing. Anyone else notice how it seems like 99% of clothing mods are either 'almot nothing' clothes, or crotch high skirts ? Not that Im knocking it, it just makes finding stuff for roleplay harder Recomended catagories for clothing: Anime - If its based on anime or cartoons, it goes here Sexy - If its designed to be a non setting fitting bit, like the aforementiond crotch high skirts, goes here. Period - If it fits the period/setting, it goes here. IE: reasonable re-skins of stuff, or new additoons of clothing/armor that fits the period . Modern - Modern clothing goes here, but only if its not a 'lol lets expose as much skin as possible' clothes mod. Movie - Stuff from movies would go here OR: at the very least, put the stuff that would go in the sexy catagory in a new 'sexy clothing' catagory so it doesnt clutter up the clothing catagory (once again, not knocking it, but it should be seperated).
  14. Thats why you dont play any game on a console if you can avoid it
  15. true that wish you could unenchant stuff sanctum sanctorium mod gives you access to enchanting altar without having to do all those stupid recommendation quest Theres allready a mod for that, Advanced Magecraft I belive its called. Basicly you cast a spell that brings up a menu, you can unenchant stuff, make spells, enchant stuff, etc etc. And guys its pointless to complain about how messed up vanilla is, I mean cmon bethesda is only good and making things pretty with lotsa HDR and bloom and blowing the budget on bigname actors.
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