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Posts
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Everything posted by Corakus
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I disagree that playing a female character means you want more customization.I almost always play a male character and I believe that the customization of your appearance is one of the most important features in an RPG, especially an open-ended one like the TES games.
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Yep, and from what I've read the player can go through those clouds by going up high enough on the mountains, if you look near the end of the trailer you can see the clouds drifting around the mountains.
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The giant's footsteps seems to shake the ground when he walks.Did Bethesda do this for the trailer or does this actually happen in the game?And if it does happen in the game, shouldn't the giants be really big, like 20 or so feet tall?If they're only about eight or teen feet then I don't see how it would make any sense to make the ground shake when they walk.
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That's a good point, I really don't want to be a half high elf.Also, Bethesda's already said that Skyrim takes places 200 years after the events of Oblivion, so I don't see how you can be Martin's child unless your character is somehow immortal. Also everything that Bethesda's told us says that the character you play is the Dragonborne, not just some guy you help out in the main quest.So YOU are the protagonist this time around, no more sitting on the sidelines.
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Well Todd has already said that there will be a higher number of companions in Skyrim than there was in Oblivion, so that's good news.We haven't heard much about the summoning yet, but we do know that it is going to be in the game, hopefully with more options available.We'll have to wait until Bethesda releases more information about it unless someone can find an article which details more about the conjuration, I know I haven't been able to.
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They've already said that you'll start out as a prisoner, it's a tradition in The Elder Scrolls.I've also heard something about the player witnessing his own execution, though I don't think it's been confirmed yet.Hopefully it's a failed execution or that would really suck.
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Cliched though it may be, my first character will be a scrawny, tall, high elf mage.Which is exactly what I did for my main character in Oblivion, I must be afraid of change.On a side note, I'd like to see some shots of some of the more beastly races, like orcs or argonians.I really hope the orcs don't just look like elves with green skin and ugly faces this time around, they really need to look more monstrous than the other races.
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I'm not personally sure if I like this idea.On one hand, it is great armor and I would like to be able to use it.But if the armor looked too similar to the one in the trailer then you might already be sick of the armor when you play Skyrim.
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So, if the dragons can destroy and ravage towns, can I do the same thing if I'm a mage and I'm using fire or lightning?I'd like to be the evil wizard who goes from town to town burning everything to the ground, so have we gotten any info yet as to whether the player can destroy buildings too?Or is it just the dragons' fire that destroys buildings?
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Seem like it has too much switching of the camera, all I want is for it to switch from third to first when i draw back on the bow and to go back to first soon after I release the arrow.I'll try it anyways though just in case it does work well. Edit: No I disliked it, when I used the mod it seemed to force me into first-person for anything that would usually required it, like picking up items or talking to npcs.For example, if I had just killed a group of skeletons with my bow and arrows, and I tried to pick the arrows up in third-person, the mod would always switch me to first-person, each and every time without fail, I could not pick up arrows in third-person, apparently the mod thought it would break the game.I found it to be quite frustrating.Chances are someone will either have to make a mod that switches the camera when you draw back on the bow or I will have to wait until the bugs are worked out in U.V.
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No I've got DarnUI and I could easily turn on the third person crosshair but it's still too difficult to aim in third person, not just because my body is blocking the way but also because you see further in first person and you can't use the zoom you get at journeyman level in marksman in third person.
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When I play as my Thief, I always have to shoot my bow in first person in order to have better aim.But I dislike moving around in first person since third-person gives me a better view of my surroundings and allows me to see my character.What I'm looking for is a mod that switches my perspective to from third to first-person view whenever I draw back on my bow and back to third-person when either the arrow leaves my bow or stops flying.I realize that Unnecessary Violence has this feature, but personally that mod is far too buggy and causes too many crashes in order for me to use.Does anyone know where I can find/have the skills to make a mod that does this?It would make playing as an archer in third-person much easier without the instability that UV brings to Oblivion.I've looked in the TESNexus, PlanetElderScrolls, TESAlliance, and the OblivionModwiki for a mod that does this, but to no avail.
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The readme for OOO 1.33 states that the level cap for a bandit is 22.However I'm lvl 29 and I'm using OBXP and when I kill a bandit it's always says level 26 or 28.How come?Is the readme incorrect in stating that the level cap for a bandit is lvl 22?Or is there something conflicting with OOO.I tried loading Oscuro's Oblivion Overhaul esp to the bottom of my load order and the patches that go with it and that still didn't work, so what could be the reason for enemies not capping properly?
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When loading OOO after AO OOO does indeed override the increased spawns from AO and all you get are the OOO spawn rates.
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Tried that, boss doesn't add any bash tag suggestions for AO.I planned on mentioning that in my first post but I seemed to have forgotten to.
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I'm trying to get OOO's new monsters to work with Adrenaline Oblivion.I like AO, I like having more spawns in my game, it makes the game more challenging and the battles feel much larger.But I also like the new monsters that OOO adds.Like the hellhound, the seducer, the hungers, the shadow wolves, mystical imps, crazed imps, gargoyles, the bog ogres, those weird forest spirit thingies which use the spriggan's model and anything else I left out.Adrenaline Oblivion takes away all of these spawns and only laves you with default vanilla spawns like scamps and regular imps and wolves.What I want is for these to remain in AO while still having the increased spawns.I know it has something to do with wrye bashing and the bashed patch but since I'm not exactly skilled at using wrye bash I don't know what tags I should add or what I should import/export or what.So can someone please help me figure out how I can get the OOO monsters with Adrenaline Oblivion?
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Do you mean you want a horse with no saddles whatsoever?Or do you want a horse without Slof's saddles?I think the espless slof horse replacer has saddles closer to vanilla.But if you want to remove saddles altogether I think you can do that with nifskope but I'm not entirely sure how.
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I myself have not the skills to make such a horse, but I do know of several mods which may please you. Slof's Oblivion Horses by AlienSlof : http://tesnexus.com/downloads/file.php?id=24312 Espless Slof's Horse Replacer by AlienSlof and Phaedra : http://tesnexus.com/downloads/file.php?id=27675 (Requires Slof's Oblivion Horses 2.0) A Wraith Horse by tuggy : http://tesnexus.com/downloads/file.php?id=27988 That last one looks like something a Nazgul would probably ride.
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What if instead of just giving the npc zombie anims while keeping their textures, you could remove the npc's corpse and replace them with a zombie companion who you could command and order around and the usual that comes with companions?There a few mods that do something similar to this, but usually not quite well.Like the ai or pathing will be bad or the zombie wouldn't follow you through another cell or wouldn't keep up with you well enough or you wouldn't have enough control over the zombie.If someone could make a mod like this and fix these issues I believe it would be quite appealing to necromancer enthusiasts. As for not actually turning them into a zombie, it might be possible they would probably have to switch models though in order to use the zombie anims(I believe the Curse of Hircine Resurrected Mod does something similar).I don't know if they could keep their clothing though, someone would have to make clothing that could work with the zombie animations, which seems like a lot of work considering how much clothing and equipment their is in vanilla.
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Ooops!Didn't know that.
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Chorrol Recommendation quest, I always play a magic-oriented character when I first start playing an rpg and Chorrol was the first place I visited because the main quest took me there (though I got distracted and didn't do it).That quest wasn't exactly a good first impression, you didn't really get to face a lot of enemies during that quest compared to some of the other Mages Guild Recommendation quests.
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Slof's Oblivion Robe Trader is probably one of my favorite mods for Oblivion.Not only does it replace quite a few of the vanilla robes it also adds a lot of robes to the game.I have one problem with it though, the collars.There's only a few hairstyles that they don't clip with, and most of them clip with any hood and the wizard hats that are included with the mod.It truly irritates me to see hair and headgear sticking through the collar, I feel as though it doesn't look realistic.This is especially true with the Apprentice's Robes which the mod replaces.I would very much appreciate it if someone would, with Slof's permission, simply remove the collars that are attached to a lot of the robes.I know nothing about modding or editing clothing/equipment, I am but a simple gamer when it comes to computers.I would ask Slof himself to do this, but it seems rude to ask him when he's already added so much to Oblivion and Morrowind.
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Never mind, figured out what it was, something I simply overlooked is all.
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I recently installed the Zelda SNES HUD Elements using the wz_builder.After deciding that I didn't like it, I tried to remove it by overwriting it with DarnUI.That seemed to have been a mistake, because now any save that I load crashes instantly when I try to load them and the same happens when I try to start a new game.I've tried reinstalled the Zelda elements, still crashing.I could reinstall Oblivion but doing so would mean several hours of re-configuration because of all my mods and would probably make me lose my saves to, which seems like a waste considering that the problem is probably something I simply overlooked or missed.
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Go to "Tools" > "Folder Options" Where is this even at?I don't see this option anywhere.