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Everything posted by icomc
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Well, I thought of using Luck (a stat I never use) as a temporary variable, but it's kind of a dirty trick even by my standards. Also the conditions are only checked when the item is used. I did come up with a way for stimpaks to slowly start healing crippled limbs only if your health is above a certain threshold that I can do with. Which, again requires using the item a second time... I'm not satisfied with the instant condition removal. I kind of figured the crippling mechanics were sort of worthless as they were as you could remove them instantly and there's something really cool about being wounded in the middle of a gunfight. EDIT: That said I'm still very interested if anybody comes up with a way to increase the crippling thresholds and will release it as a mod if you tell me!
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Hello, it's been a long time. I'm trying to make a mod that affects limb regeneration in a way that causes Stimpaks to remove crippling effects after a set period of time of applying. I can get the restore condition effects to play nice but it seems that anything above 0 limb condition is considered not crippled by the game. Does anybody know where can I find the crippled / not crippled values and possibly edit them?
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Hello. Tried meddling with the spell/effects system in the CK but it was horridly complex with all the several subcategories and so forth. I'd just like to add stagger to charge attacks so when closing in on archers they don't just stand there and shoot me after I've sliced their chest in two. Any tutorials on how one would go about this? Or maybe somebody here could do it for me? Pretty certain it'd only take around 5 minutes for somebody who knows what they're doing... :tongue: Thanks
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I've been planning a mod like this for a while now (even though I can't mod for s*** and never plan to,) so I guess I'll give you some of my ideas instead: Critical strike - There should be chance to crit with all weapons instead of just swords, although increasing all damage could make them ridiculously overpowered, or annoying when on the receiving end. Sword spec could be changed to either increase attack speed or crit multiplier. If you can implement locational damage this would be pretty moot. Stealth - Stealth scaling is way off, its impossible to sneak up on people when below 30 and impossible to get caught when above 70. Need to find a sweet spot so that the challenge of staying unnoticed remains even at higher level and make lighting/conditions (such as mist or rain) much more essential. Enchanting - Very inbalanced as it is. Needs massive nerfs to melee/archery dmg increasing enchants and some implanted magic damage increase enchants for good measure. Same goes for smithing, though not as much. Pickpocket & Lockpicking - I don't think anybody ever levels Pickpocketing, unless they go from city to city, sneaking NPC to NPC, stealing everything. Lockpicking also has some issues; I leveled it to 70 or so without ever putting a single perk in it. There has to be a way to make the tree more tempting, such as skill requirements for opening certain level locks, or making lockpicks much harder to come by. One way could be to conjoin these two into good ol' Security, design a new tree for it and go with that. Illusion - A pretty poor tree if I may say so. Needs some paralyzing, chameleon, blind or noise spells, which could be used to distract guards and draw them to desired location while stealthed. Potions - Over time healing instead of instant and make it so you can't use them in rapid succession. Restoration/Alteration - These trees could also do with some work. Resto needs dispelling spells or healing over time/AoE spells. Alteration maybe something like telekinesis to make it a tad more useful. Bandit, Draugr etc. scaling - It's pretty stupid how one bandit dies from one hit and other is harder than a dragon. The higher ranks need some toning down, save for Draugr Dreadlords/Bandit Chiefs.
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Another issue came up; The tear duct always comes out really, really red, even when I deliberately desaturate it. Tried both DXT3 and DXT5, what could it be this time? :confused:
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Yes, I've known it all along. I would even mutter taunting cheesy lines from a cliché over-the-top fantasy tale written by a horny teenager from time to time just to increase the frustration of my enemies who came at me in droves. And when they were all dead I would play a sad electric-piano tune while distancing the camera overhead from their lifeless bodies, making sure to turn it around ever-so slowly.
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Thanks, it helped. Now if you'd like to explain what I just did and what effect it had? :P Or rather what difference did that have compared to texturing armor and using a DXT1 no-alpha, which didn't cause any noticeable problems. Please!
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Using the game's eye textures as a template and editing it. It's 50% working, seeing the textures I make show up ingame, however the eyelashes get totally messed, show up just as black, flat blocks. I'm assuming the black space above the eye textures is a texture for the eyelashes, so why when I only edit the iris does it mess the lashes as well? Thanks for help
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An easier way to do this would be to change the universal NPC script so that they only say something when you bump into them or speak to them, instead of just walking past you and commenting about god knows what. For instance I have no idea why the guards would say anything unless you bother them, guards are supposed to stay silent during duty. I remember during Morrowind they had similar behavior but they only said something like 'Good day,' 'Citizen' or 'Muthsera.' Wonder what ever happened to that dark elf voice actor, the dark elves in Skyrim all sound like wimps...
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how to keep my horse and companion from getting lost?
icomc replied to topeira's topic in Skyrim's Skyrim LE
My horse fast travels with me, whether I'm mounted or not, if yours is stolen I imagine it will not do this. When I fast travel to cities, the horse can be found outside by the stables. Companions also travel with you, they often get stuck in rocks or lag behind etc. but I tend to ignore them and they always find back in time. If you 'part ways' they will go where you recruited them. Some companions that travel around like Kharjo can be difficult to find again and some companions, Lydia for example go to your house if you own one and it's located in the same city as their 'home.' Or so I'd imagine. -
Am I the only one who is scared of dragons?
icomc replied to Violentguy's topic in Skyrim's Skyrim LE
You're the dragonborn, not bearborn. So you kill dragons easy but bears will munch on your dragonballs. Seriously though, the thing I have to watch out are Bandit Chiefs/Plunderers armed with nasty two-handers. I play on expert and those guys; 1 shotted my follower, 1 shotted me (several times, with an unavoidable finisher and I play a tank.) I get their damage, but NPC being able to finish the player is propably a bug or dev oversight just like the giants' falcon mammmoth-boned super smash attack, (which is ironically blockable.) Also, I find that the dragons should occasionally land even without being damaged, as I play melee and it takes forever to bow them down with my miserable archery skill, once they come down I just charge at them and they fall. -
Fire actually stops their regeneration or at least slows it considerably. I read that in a book called 'Troll Slaying'. :D
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It might not be time for a thread like this yet, as I still have tons of things to to, but I'd like to share my opinions and hear yours anyway! I personally love the amount of content in this game, it's immensive; When I had played for 22 hours, I had only visited 2 major cities in the game and that goes to tell something. I also like the challenge of the game compared to Oblivion, which was too easy on Normal and felt too unrealistic as you raised the difficulty as even bandit became practically immortal (I'm saying that the health scaling was way off.) I also love melee finishers, just because it makes you feel badass. :D Biggest disappointment for me was the dual wielding system. I had a bad feeling about it ever since they started talking about one trigger controls your left hand the other your right when you equip two weapons or a weapon and a spell. You should still be able to parry, being able to defend is one of the key factors in enjoyable combat and at the moment dual wielding stuff just feels a bit dull. I hope it can be modded in at some point by for example, assigning a button on your keyboard to parry and using the torch parry animation or something. Another one was the unfinished PC controls. The game just feels smoother with a controller and controls better with analog sticks, enough said. I won't really go into bugs as I knew they would be there at the start. So, tell me your opinions guys.
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That's expert, what're your specs?
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Bandit plunderers, damn them. My character is a warrior specced into Heavy armor & Shields and these guys still just one shot me through a bunch of defensive spells and potions with the finisher animation so I can't even dodge that s***. It's lovely challenging although I've never taken to the way The Elder Scrolls or Bethesda's Fallout games handle difficulty; They just buff enemy damage and health. Still seems a bit unbalanced as these guys have the hitpoints of a dragon and they hit 3 times as hard, the other thing are spellcaster adepts not to mention the Frost Troll I encountered (shudder). Anybody else on Expert struggling with them as rogue/mage? What about you Normal guys? Apprentice players can piss right off. :D
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Bethesda never does quite figure out this chargen stuff, same thing with animations. I played around with the chargen for a good 2+ hours just to see what they had changed, first thing I thought was 'Thank god they removed the sliders!' The second was; 'I kinda want them back.' For example, you can choose from a number of nose bridge sizes, shapes, tip width etc. However, they are usually neither here nor there. You almost just want to adjust it 'A Tick or two to the left.' In a way those sliders made no sense whatsoever, as changing the cheekbones width also fiddled with the nose/sellion/forehead ratios and so on, but I think they should've made some independent sliders for some parts of the face. At least this time all faces uses different templates by default, or at least different variations of those same templates for; human races, elves, orcs, beasts... They also have different texture maps, which all have more or less wrinkles in them. In the end it's still better than previous facegens in Oblivon or Fallout 3 and I think Bethesda have done a good job this time, and beast races have never looked this good! :D Posting mine:
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I have Phenom II X4 3,4 Ghz, as such it's my weakest link but should still be enough. I noticed that Catalyst was interfering with the AA even though I had set it to 'Use game config' So I turned it down and it helped... Didn't get quite 60 FPS as the FPS still drops a bit when I look at distant objects but it's no longer choppy as far as I can tell. I'm quite pleased with it for now.
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Sup guys, running a pretty much superior setup with AMD 6970 2GB and maxing AA gives me a constant under 30 FPS, drivers are up to date. My friend can run 60 FPS with all settings maxed out and he has a Nvidia GTX260. Damn those gracists at Bethesda... Anybody else with AMD cards have low FPS?
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Running Ling's atm, but no eyes or hairs show up in character creator. Everything else seems to be working - even tried putting some of the Ling's hairs/eyes on NPC and worked fine so meshes & textures are in the right place, it's just that they don't show in the creator, not even the default eyes/hairs. Is anybody familiar with the issue with Ling's or with some other cosmetic mod? Is there a character gen file that I could edit manually and fill them in like 'chargenmorph' in Dragon Age? Any other solutions? Thanks
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First of all, greetings to you all as this is my first post here. Like the title says, I have a problem with this thingie with the female hand (the one with Pip Boy glove). I should first clear out that I disabled all of my mods, reinstalled FO3 and still can't get rid of it, as stated so, it is not a conflict. I have tried some body mods with no luck. I also tried to conduct some search on the issue, but came up with nothing, so most likely only I have this bug. I can't reckon what might be causing it, perhaps that's just how the skeleton is? However I do hope to get rid of it somehow as it is annoying my head off. :wallbash: Any info much appreciated... :thanks: