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Psimander

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Everything posted by Psimander

  1. Looks like Bethesda is actively supporting mod piracy, if they don't react soon enough and proper to stolen mod property. And it also looks like they want to control the whole mod scene, shut off all unwanted mods and kick other mod sites out of buisness. Yet it seems they want zero responsibility for any mod content hosted on their own site. Absolute control without any responsibility. It's almost as if father has come back to sell his children into slavery, now that they've grown up and can be exploited. What's next? A mod has to be registered through bethesda.net to work? And gets automatically registered. Only that some mods Bethesda doesn't like gets deregistered, while stolen ones still work, if Bethesda doesn't look.
  2. Skyrim only runs with Steam. So Steam could block illegal NMM content in the next step. Then Steam will only allow mods registered through Steam workshop. In the end Steam will strangle Nexus. On the other side too many mods rely on SKSE or SkyUI. What are these mods without extented scripts or MCMs? SKSE could earn a fortune with these dependencies by claiming their share or deny all commercial mods their SKSE use.
  3. A reason why Shivering Isles worked so much - the hero got back its glory as the new god of madness. Not to forget the fact that SI brought back Morrowind style. I'll probably ever dream of Morrowind style. I guess all major game companies with RPGs are lightyears ahead of Bethesda when it comes to hero developments, stories and endings. The main advantage of Beth is probably the open world even after the hero ending (although limited with the inability of engines in modern games to reflect those changes - games are still too static for this) What I would like to see is a mod that twists Shivering Isles content of Oblivion to work with Skyrim. The Door appearing somewhere in Skyrim instead in Cyrodiil. Call this mod Shivering Skyrim or anything else. Or a mod using Oblivion content to create a final Thalmor battle in the Imperial City of Cyrodiil.
  4. The legendary system works like this: The player gets a new legendary level account which counts up each time you reset a skill from 100 back to 15. So inofficially a skill level of 345 matches a skill level of 45 with a legendary level of 3. Meaning you would have to raise to 100 and reset 3 times and than raise the skill to 45. Of course this is only roughly, as there are no matches for skill levels like 303, as you don't start rising from zero. The perk points get returned and must be achieved again. Just like in the Dragonborn DLC possibility. The level requirements seem to ignore the legendary level fact. Meaning that you can't apply them back until you have reached a certain level (although you should be able to do it - why should a 15x assassin rise to skill level 150 to achieve and old perk skill?). At this time I don't know how the skill calculation formulas make use of the legendary level. For example, I don't know if damage output is higher for sword skill with 15 compared to sword skill with 15 and legendary level 1 (with no perk differences). It probably comes down to modding to fix this whole system. Magic mods could replace spells with legendary spell sets, etc. Each skill would have to be reworked with mods. Mods would also have to take care about an immediate reassignment of lost perk abilities and tie each perk to legendary level conditions to auto-update its usefulness. EDIT: Probably the merchant and loot system has to be fixed too.
  5. Mostly the value of DLC depends on if you're using PC or console, as with PC you can use mods that totally turn your experience, cancel out the bugs, etc. Turning a DLC that wasn't right almost perfect. Because, considering content alone, most DLC are worth the money. It's the annoyances that come with the DLC that mainly makes them bad. For example with Dragonborn you can ride dragons, but to enjoy it and enable it fully, you need a mod called Command Dragon. Then you can fly freely over Skyrim (If you have a fast PC you can raise the dragon speed making it more fun). I for myself bought Dragonborn from the begin, knowing mods would soon come out. I've never regret my decision. The new content alone is far better than Dawnguard, as you get Telvanni, Redoran and Solstheim artwork and atmosphere. You get a big isle named Solstheim. A lot of dragon power extensions. And the realm of Apocrypha, where Hermaeus Mora lives. If you can't use mods your biggest annoyance will be an easy to defeat end enemy and a crippled dragon riding.
  6. Seem to have solved the problem by using FO3Edit 2.5.3. I don't think GECK 1.5 is reliable for animation. Using FO3Edit for editing the idle anims solved my problem. So I can only advice others to skip GECK 1.5 when it comes to editing idle anims.
  7. Maybe someone can help. I want to create an animation resource esm with a lot of special idle animations that listen to a spell on an actor (the condition). I put all animations on top of the idle anim list bundled in a tree of depth 2. The anims itself (not mine but from other mods and tested to work correctly) are all looped and set to each spell conditions. When I put the spell on the actor the anims play but before looping they switch to a previous anim on that actor like walking, sitting, etc. then the special anim plays again and switches another time to the old anim and so on forever. So I get a looping mixed of a special anim with the actors actual anim. Has anyone ever seen this problem? Can someone tell me how this can be avoided?
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