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NexusMan77

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  1. Okay, I can't think of a very good name for this project, but the idea itself seemed to me to be pretty good when I thought of it. Here is the idea: many old folks are retired and living in homes, bored out of their minds, sad that they cannot often go into the mountains they spent their youth in and take that epic walk they used to take, see the sights of nature, deer, moose, etc... or go fishing on the lake. What if we could give them a videogame experience that wouldn't insult their intelligence or their sense of style (most old-timers never grew up on computers, so they hate videogames and are not used to the idea of playing them and are resistant to even try.) But what if we could give them the total package? The sights, the sounds, the weather, the trails, the fishing, the hunting (yes, with a rifle) ... skinning and trapping ... etc... and then we get some volunteer organization to help set up a few of these on an experimental basis in these old folk's homes and hire an on-sight tour guide to teach the old folks how to use the computer if they don't already know (not all old folks are old folgies you know) ... and then that guy would also try to temp them to come and take a walk, see the sights ... Skyrim would need to be totally reconfigured to get rid of all unnatural monsters and focus only on keeping animals, fish, birds, etc... and would need to import a few new mod ideas, like binoculors to watch birds ... and some code to give them a reward for spotting new birds. So there would be a number of game types you could play as already pre-set ... like a hunter (who hunts deer or elk) with a rifle, and can shoot them (I guess this would be a modification of the bow and arrow system) or they could hunt with the actual bow and arrow. Every mod that enhances game play toward these features should be added in and standardized. We find a perfect match of mods and then Wrye Bash them down and then install Skyrim and add the Bashed Patch so every game on every computer is exactly the same. The other ways to play the game would be Fisherman, Trail Hunter, Trapper, Bird Watcher, Tourist, or General (Hiker) ... 1) Fisherman hike out to their destination, inflate an inflatable raft and hop in, then assemble their fishing pole from their backpack and begin fishing. It would be a complete minigame, with rewards based on fish size and weight, beauty of the fish, and would require them to take a photo of their catch that would go on a reader board system to show who is the best fisherman in the retirement home. I imagine SKSE would help to accomplish something complicated like that. 2) Trail Hunter get points for finding trails and navigating them all the way to the end, or junction point, so the game would use the Waypoint Reached idea it already implements where it says "You've found Castle Rock!" and marks the map. Once you have discovered enough trails, you become an Expert, and then you become an authority and must help some wayward travelers return to a safe location. You get points for NOT USING your MAP during these sessions, meaning, the more traveling you do, the better you remember the terrain, the more points you get. So all the map and compass features would be reduced in functionality, and the map would also require that you press the M button 3 times quickly, not once, so you aren't inadvertently penalized for opening your map accidentally due to fumbling fingers. 3) Trappers go out and set traps based on a Set Trap skill they can develop up with practice. Then they must return to the traps in a timely manner. Not to soon, but not too late either. This portion is made up of a Mod with code to make sure that if your traps are sprung, if you wait too long, other wild animals will come along and try to pry open your trap and eat your catch. Or if you wait too long, the animal can die and fester, and turn sour, and ruin your furs and meat, meaning your catch is useless in value to you. The Trapper then has to go into town with his weekly catch(es) and haggle with the merchants for his get. How much money you make per week as a Trapper is recorded into the game. All money made in other ways does not count, only the money you make as a Trapper is awarded onto your score. 4) If you are a Hunter, (wild=bow and arrow) (domestic=rifle), then you must use wind patterns (a new mod must be created to achieve this, I'm sure) to tell you if you are up-stream or downstream from your prey. There is a mod already on the Nexus for beast races giving them the ability to hunt by scent, to smell if someone is approaching... that mod could be further modded to give all wild animals the ability to use those features, so they can smell you coming if you aren't down wind from them, and if you aren't silent enough. You have to learn to wear the appropriate clothes, hide your scent with animal fats you rub on your body, and walk in stealth mode. Another mod must be added for using a rifle with bullets and sound effects, etc... and if you fire the rifle without a silencer, you will scare off all the animals in a certain radius from the shot... so you only get one chance, or you have to move to a new region and try again. You get points based on the number of points the Elk's rack contains, the overall weight, and the health of the animal... all of which you will be able to ascertain using a skill called Hunting Prowess which lets you begin to know these things as you add points into at every level up. 5) If you play a Tourist, you just wander around anywhere and take photos. But some locations in the game would be marked as hot spots for photography, meaning those photos have more value. the game records where each photograph was taken, whether you were facing the sun and got a lense flare, how close you were to a flowing water source, if you caught a wild animal in your photo, if it was at dawn or dusk, or noon, or night time, and analyzes all that information to create a value for each photo. Once you return to your home, you are given a score as to how good of a tourist you were on that day. The old folks pick a career, head out, and enjoy all the immersive rapture that is Skyrim when properly and fully modded. Each computer would be quadcore, and they would have a large widescreen monitor to convey the wonder of the game to the full vantage of their eyes. The best ENB shader system, and all the graphical tweaks would be worked out and standardized, to create a living breathing "normal" world for the old folks to wander through. There wouldn't be any combat in this game, nor anything particularly scary from a distance, no dragons, no skeletans, just animals, and all the most frightening creatures like wolves would be programmed to stay well away from the player, to howl on high well away from the character, who could enjoy the sight of them, the sound of them, without getting their heart-rate turned up ... we don't want any of these old-timers dropping dead because of our Overhaul Mod.... we just want them to feel they can go back out and enjoy the life they once knew, the only way that they can. With the right sound mods, graphics mods, texture mods, an AI mods in place, we could achieve this. The old folks would wake up every day just bristling at the chance to get on the computer for their hour a day experience! Everyone gets a turn, and if someone doesn't want to play, they can donate their time to another one. I know from my own experience with Skyrim, I feel very very excited each day to open Skyrim and continue my adventures because of the immersion Bethesda and the Modding Community has achieved together. I don't think either one could exist on their own, but together, you have all achieved something beyond description, the feeling of a real, living, breathing world, with day night cycles, life, richness, fun, adventure, and striking audio-visual experiences at every step along the way. Wouldn't you just love to wake up an old person's boring life (not assuming all old people have boring lives, but some do I would intend this Mod to precisely reach THAT kind of old person) ... bringing them a new reason to wake up every day, even if they must be wheeled to computer and helped into place at the monitor and mouse, once they grab ahold and launch their game, their old body would be forgotten as their mind re-remembered the joys of outdoor exploration, hunting, fishing, bringing to their consciousness the vitality of their youth, and all the JOY THAT COMES WITH such consciousness. Age doesn't matter, all that matters is what your mind can perceive, and what that perception means to you. I think this could wake up a whole lot of old people in a new way, and make Skyrim that much more a legacy for our world than it already is. Thanks to Bethesda and all modders who truly care about their craft. I really love you all.
  2. I like your idea a lot because it stimulated me to think of an addition which would work well with that .... what if your clothing items you wore underneath your armor would somehow modify your status, so as you can afford finer and finer undergarments, shirts, and such, you receive bonuses to your tradecraft and speechcraft, as if by becoming a finer, richer, man ... people respect you more, because you respect yourself more, which feeds into your confidence, and then is perceived in your audience. Which ... sort of how it really is anyway. If you combined this mod's changes to my idea for a Inventory Replacement system ... then you'd be able to see the clothing on your character by clicking a "view clothing layer" by holding down a button that would reveal that layer under your armor, and when you let go, you'd see your armor again. And if the system also allowed your combined pieces to stack (not powers or stat bonuses or skill increases, just your self respect modifier increasing your trade and speechcraft bonuses!) then as you acquired finer and finer body-jewelry (these fine clothes), people in town might either A) become insanely jealous and hate you more to see such a wealthy man parading around before them ... or B) fawn over your opulance and remark how wonderful your armor and clothing is, how fine a gentleman you are .... even as you theif types steal the less-than-fine shirts off their backs so you can afford to buy even finer clothing and armor ... hahaha.. I always hated how Oblivion didn't allow you to wear two layers of clothes, cloth and undergarments and then armour over top. I'd also like to see these changes come to Skryim! Thanks!
  3. Anybody who played Dungeon Master for Bard's Tale, or any of the old classics, will remember the 2D paper character and if you clicked on your sword icon, you could put a new sword in it instantly. It was slick. It was hip. It was so 1970's. Now game designers want to do everything the hard way, make menu navigation like a journey across Skyrim's complex mountainous terrain, filled with potholes and pits and pit vipers. It's ludicrous to have the best game ever made to be so backwards compatible to the very industry that created it. Those Bard's Tale games paved the way. Today, the designers sit in their tombs with a toilet plunger stuck to their faces as they contemplate, with both hands tied to their chair, the pressing question of our day: "How can we make UI design so unweildy and uncomfortable for PC users that they will throw away their PC's to buy the redundant consoles with their tired and weary controllers, forsaking all expediency, in the name of allowing us, Bethesda, to make the very most amount of cash possible????" No, I'm not a conspiracy theorist.... I'm just angry at the designers who made an Inventory system so stupid as this in the most advanced, awesome RPG ever made. So how would this work in today's Skyrim if I could see the Mod created by you tireless mod-makers and geniuses who are there to forsake the almighty dollar in the quest to upgrade these games for only the honorable mention of your names? Here's how .... You TAB-Right-Click your Inventory... a huge full screen portrait of your character appears in 3D with clickable buttons laid out in a completely square array for head, arms, hands, feet, waist, legs, body, neck, etc etc .... Your cursor starts by highlighting the word at the top "Text mode" in case you want to look through it the way the game does it now. If not, you click the arrow keys (or WASD or arrow keys on the PC) to move your cursor to the item you want to study. Every clickable body part falls on even gridlines so the console versions can rapidly move to the proper body part without having to do complex gyrations (think about the messed up Perks system how it can't go 45 degrees, so you end up moving up and down and left and right and flying off onto other Perk trees entirely just trying to nail down that one perk you want to read about, it's atrocious) ... so every body part fits on a square grid, left right up and down. The grid-click control is very sensitive and rapid. You can get to the feet icon in milliseconds and click on it. At this point, every possible item that can interact with the feet shows up. If you can't wear an item without enormous penalties due to not having that speciality (like heavy armor), its sorted to the bottom, everything you can use is at the top. It's then further sorted alphabetically. All the items have been renamed to make sorting easier, to something like Meat, Raw - Meat, Cooked - Meat, Burnt ..... and thus tend to cluster. (If you are trying to eat something, you can click on the icon of your mouth to see your food items.) Items are further identified by date of acquisition (in game dating) ... with green being for new items, blue for 10 days to 30 days .... and then white for everything beyond that ... Thus, all NEW items show up first in your inventory, the way you would WANT them to do... so you can identify them, study them, and do things with them immediately after finding them. Say that you are changing weapons: You point your mouse and click on whatever hand you want to fit the weapon into. Immediately a list comes up with graphic in the 3-paned window beside the name and it is compared against what you are currently wearing so you can see the difference. In the same Character Potrait Screen (for Inventory use), there are a number of additional icons, like a forge (for all the things relating to forging) and an alchemy icon (for alchemy items) and a 2nd icon next to your mouth for Potions. Every conceivable way to sort the object you possess graphically would be represented. You simply click the icon on your character that you are trying to modify and all the related items populate as mentioned above. If you want spells, you click on your Spellbook icon near your hip. If you want to study Quest Items only, you click the Quest Icon ... There could easily be 20 to 40 icons on the screen surrounding your body parts, but they'd all be neatly arranged (this for the console versions) but on PC, you could just use your mouse to click the icon you want (say your head if you want to add a helmut or a circlet or some head adornment of any kind) .... ALL OF THESE OPTIONS ARE MOUSE-DRIVEN FOR THE PC, so you can immediately click on what you're looking for instantly, no need for the slower console method on PC, but even on the console THIS method would be far faster than the current one. So how does it work in a nutshell ? Like this: I want to equip my new sword i just found. I click TAB and the 4-way window comes up, I push right for Inventory and the 3D paper character is displayed with all the icons for every possible avenue of interaction with my body or inventory parts. I use my mouse to instantly click my left arm. A window pops up showing 3 panes. The leftmost pane is all the text versions and the highlighted item is your current item, and your 3D character is displayed at his arm level showing the weapon behing held there in your hand. All new items a few days or newer are arranged first. Then alphabetically. Your least useful items to your character are at the bottom of the list. You can quickly click down on your WSAD's "S" key to go down and 2nd-highlight (a different color) on "New Sword of Awesome" which in itself already green from being considered "NEW" by the Inventory mod system having labelled it as such by its date. Immediately in the 3rd pane, you see what this new sword would look like in your hand as well as its bonuses and/or detriments as compared to your currently equipped item. If you desire to equip it, you can hit Enter or Double click the Mouse and the window drops down and the new item is now in it's place. If you wish, you can click TAB and you are back in the game, and all of this took about 6 seconds at most (for one item you know you want). Using this, you can instantly find everything specific to each body part. No more choosing which Genre of Item to choose, scrolling through hundreds of items painstaikenly searching for that new item you just found whose name you've already forgotten and now it seems lost in your inventory somewhere right under your nose but you can't see it. All new items are changed to green. Items 10 days or older (in game) are blue ... the rest are white or as normal for your game. If all of these icons still leave's you confused at to where the item is you can click "Text Mode" and scroll the Skyrim's default way. And to boot, at the bottom, the final icon is a ? (question mark) for doing a search based on a word you choose ... you just type "sword" and hit enter and that same 3-way Pane opens as before with everything about swords populated, only this time, when you actually hit Enter, it will pause to ask you "Which hand do you want this in?" and show the left icon and the right icon. You click the one you want, and you're done. Games were using a simpler version of this same system back in the 1980's, but as as games advanced, game designers thought inventories needed to advance with them. They were wrong. This is still the most useful way to do RPG games, and its more fun to see your character that you're spending all your time developing in the window. I'm totally shocked to see ANY RPG of the current age NOT have a visual of your character you are spending all your time playing, so the only way to see your character is a zoomed out retarded 3rd-person method with no way to get up close and personal to see how it looks on your body and how it affects your character to equip it. This is one of the biggest flaws of Skyrim in my opinion. The only time you get to see your character is during character creation, and even that system is flawed and frustrating, and let's face it, you are so eager to play the game you don't really care what he looks like until 10 or 15 hours into the game anyway. By then, it's too late ... except for some face-changing mods that will come out eventually. WE NEED A CHARACTER-DRIVEN INVENTORY THAT WORKS WITH MOUSE ....
  4. My dream mod is a Dragonlance Mod for Krynn ... the Chronicles Adventures. Dragonriders. Dragonlances. Draconians. Bupu. Must have. Here is my full post detailing it more thoroughly: http://www.thenexusforums.com/index.php?/topic/496902-dragonlance-chronicles-mega-mod/ KRYNN MUST RISE AGAIN!
  5. I'd love Lydia to have a few more voice interactions. Like say, if you go running for 1-2 hours across all of Skyrim, she could suddenly call out behind you "Hey, we've been running for hours and I'm a bit tired, can we stop here for a minute and rest?" Or if I talk to a girl, just after that, Lydia could say "So ... who is she? And why do you seem so interested in her?" like she is jealous. Or if you stare at her too long, she could get nervous and fidgety and laugh a little in a nervous, flirty way, or say ""Why don't you just paint a picture? It will last longer!" Or if you take a snapshot of a scene, right after she could say "I agree, that's one hell of a nice view." (Un....less, of course, you are taking a picture of another girl ... in which case she just snarls "Please, why don't you two get a room already, there's an Inn not far from here, or a barn right there behind you. It looks like SHE'd be at home there." Or if you get a horse for yourself but no horse for Lydia, she could say "You are actually quite a rude person, I must say! You KNOW how much I love horses, and now what? You're just gonna go riding off without me, after ALL I've done for you!?" Or if you eat something Lydia could say "What? You share the food with your rank shirt, your filthy beard, the floor, those two rodents (See! they're fighting over the crumbs even now!), but Lydia, your friend, NOOO! SHE gets nothing! I see. Uh-huh .... it all is becoming clear to me now ... " If you give Lydia something new in her inventory and she equips it right after, she should say "Wow, this is some cool loot, boss! Check me out! Maybe I was wrong about you ... Wait, nah, you're still an ingrate.... hahahaha!~" the laugh should be very enthusiastic as if she's enjoying herself way too much with that one. (It's the laugh that sells it) If you put on some new armor and your amor rating goes down, Lydia should snort thereafter and say "Are you sure you want to wear that? It ain't as cool as what you wore earlier!" If you put on better armor or cloth, she should fake a swoon and say "Oh my! You DO clean up well. You should probably never take that off. Well, at least not while I'M in the room.... hahaha!" If you take off all your clothes in front of Lydia, she should immediately enter a mode similar to wait right here, where here is someplace located outside the room you are standing in ... while saying "Um, I'm suddenly remembering I forgot to tie my ... or I mean ... to pay the ... I thought I saw my ... outside ... so I'll um, just show myself out, um ... shall I? so um ... yeah ...." hahahaha... So all of these voice files would require the original actress to pull this off, or else we'd need to find a girl who can imitate Lydia's voice very well to try and pull this off. It would be quite amusing .....
  6. Mage Combat Enhancement Idea version 1.0 I'd love to see mage combat become a tad more tactical in the following ways: 1) I'd like the Ward Spells to have another feature programmed into them that allows for spells to have a chance to REFLECT the spell (animation and all) back to the caster. You shoot flames at a mage and he puts up his Ward spell, and as your flame hits the Ward, suddenly, you see the flames wrap around his body and return back at you, burning you twice as bad due to the winding and compression of the flames caused by the Ward spell. The Ward reacts differently depending upon which hand you equip the ward in ... if the left hand, the Ward only reflects one type of magic (say: fire) but in the other hand it can only defend against cold ... You have to invest points (given by the mod specifically at leveling time) into each ward. So if you want to equip a ward that protects against lightning with a chance for reflection, you need to spend points in it specifically. So against some types of spells, you can have a higher chance of reflection at base levels. Later, the system becomes more advanced. Mage battles can occur. If two mages battle who both have REFLECT of the SAME PROPERTY in their ward, and are using the ward when the spell is REFLECTED, when it returns to the caster, it gets REFLECTED again, in a vicious cycle called a Mage Battle. The mod diverts every point spent in mana use from that point into a holding cell between both parties. The first mage to run out of mana (or to let go of their Ward spell) loses the Mage Battle, and the full effect of the mage spell (TIMES 4) is directed at him. While the winner is infused with all the mana that was siphoned out of both mages during the virtual mage battle. This allows the player, if he is victorious in his Mage Battle, to surge forward, more powerful than he went in. Now, instead of going after the boss first, you might take on the underlings you were more guaranteed to win from such a confrontation and having gained that massive Mana spike, you could then go on to attack the main boss more prepared, having reduced his forces in the meantime. As a part of the mod, you would periodically be assigned some extra mages (1-2 more) mages to accompany you, weak underlings you are supposed to be teaching as a part of your progress in the mage school etc... and your enemies could also chain your own underlings the same way, mage battling them, winning, and then coming after you, so the tables are turned. As a part of this system, the tactics I described, another part would be something called a "Disruption" event spell. You could assign a portion of your mana aside (permanently held and unusable) into a one-time disruption spell that could sense when the enemy is going for some kind of a spell that requires a long-time to cast, and then suddenly burst-cast that spell for you (because you already prepared it and paid the price) and you tie its functionality to either flames, cold, lightning, or one alternate .... and if your enemy has a Ward spell equipped at the time your Disruption spell goes off, and it matches your Disruption's "tied" force (of fire, for example) then he negates your Disruption whether he is using the spell actively or not. But if he is wearing a Ward that reflects cold, your disruption is successful, and you totally disrupt his cool, powerful spell. All of this kind of technicality would require some kind of a great modder with some serious programming skills to pull this off. But I would love to see some of these kinds of tactics employed into the system to create even more tactics for mages and new events that could occur during mage fights. As a part of that, I would also like to see some random events during casting, as per Wild Magic. If you are weakened, sick, poisoned, or dazed and try to cast a spell, you can actually cause some other kind of magic effect to occur in its place, possibly more powerful, or possibly detrimental to you. Perhaps your conjure a tons of bricks over your own head, which rain down on you, crushing you to death. Or perhaps you shoot volcanic magma out of your fingers instead of just flames, doing 4 times the damage, or perhaps you change your enemy into a snorting pig with the word "bacon" tatooed on his hind quarters hahahaha. This could interject some pretty awesome surprises into the game during mage battles. Thanks for listening. Love to hear your additional ideas relating to this mod's content. Thanks.
  7. I hope your idea is taken to heart and created with earnest, because I need your idea to work with mine. http://www.thenexusforums.com/index.php?/topic/496902-dragonlance-chronicles-mega-mod/ I love this idea, and if you read mine, you'll see why. Dwarves !!!! Bring'em on!
  8. Hello, Krynn Enthusiasts ! Here's my mod request: the Dragons of Krynn ... Dragonlance Mega Mod ! I know it can be possible because others have tried this before. So ... I'd love to see a big team of Krynn enthusiasts get working on making a Krynn Mod (A total conversion like Nehrim was to Oblivion), featuring the ability to ride dragons and do dragon battles in the air. I'm sure it would take some 3rd party tools to be able to do the real-time flying of dragons part ... that would be the hardest part, probably. And they'd need new mounting animations for climbing onto the dragon, and various new things that would take a lot of work. It'd be extremely hard for just anyone to do this, but I really think the best modders could do this. The mod would, in my imagination, have key locations from the Adventures of the Companions. It would feature 1) Dragon Riding. The dragons would come in different colors (fully re-textured) with dragon saddles in which a large mounted spear could be added. You know someone will mod spears when the Creation Kit or whatever it's called comes out. 2) Dragon Lances. The Dragon Lances must be discovered (1st adventure) and then once found, the player will veer off into his own path apart from the Key characters from the books. 3) New Breath Animations, New Dragon Breath weapons. 4) Ties to the original storylines, threaded into and between critical portions that show how you actually affected the outcome of the story whether your actions were evil, or good. 5) Draconian soldiers (a New Race, non-playable at first, maybe some offshoot mods would make use of the race for playable reasons.) Each would have their own color schemes and death animations. (Death animations are already supported, look at how (spoiler alert) .... look at how the flame elementals die for proof!) Perhaps the player is an evil NPC who was hired by the overlord to watch the Companions, and he silently followed them down into Xak Tsaroth and later takes control of a dragon to go against the Companions but finds himself immersed into family politics (a sort of powerful family with powerful ties to the Dragonlords, and his own ambitions will be put on hold for the good of the family, and he may even begin to doubt his conviction to follow evil, and make some choices that may end up helping the Companions in the war effort, or not, depending on the choices you, the player, makes. In this mod, my idea for it would be that you would get to ride the dragons in key battles, including the one where the Knight Sturm is killed. It might even be YOUR dragon that kills him with you riding it! It might even be this very event that causes your path to change, diverting into serious conflicts that ultimately may help you do more good for the Companions, silently, behind the scenes, than they will ever know. Perhaps your family is tied somehow to Sturm's family ... and your actions cause serious potential nightmares for your family, to whom you are seriously invested and loyal. Using this kind of narrative, you can see why the character would start off evil, in a political and powerful family, and could choose to retain that status, or watch his beliefs begin to crumble as his own guilt and other factors begin to change him back toward the light .... I think this story would be a fascinating journey to take. The Companions would be in the game as NPC's, and you would interact with some of them, or all of them, at key points along the story progression. These would be written as "asides" from the main story, where in any scene in the books where we don't see what a character is doing for a few minutes, the aside can be stuffed in there, to make it look like in the books, they actually did interact with the character a few times without even knowing he was the one (in this mod) that would contribute so much to their efforts. Like, for example, when finding the Hammer of Kharas, perhaps he does something before their arrival that mitigates or lessons the dangers that would have befallen them... or perhaps in seeking to warn the enemies and help destroy them, he actually sets loose a series of events (unforeseen) that lead to the very things in the book happening exactly as they do, as if by trying to change their fate, to stop them, he creates the very things that happened in the books. This would allow the game design to infuse the previous story, recapture it, while allowing for the freedom of either the good-hearted player to win out or the evil-natured one to do some damage but not actually change the narrative, but to see how the story unfolds within the framework captured by Margeret Weis and Tracy Hickman. The dragons will each have a unique breath weapons. Acid, fire, steam, cold, confusion, lightning, and desolation are the types of breath weapons available. As a dragon rider, (again, in my imagination only) you would sweep down onto key targets and attempt to destroy as many NPC characters as possible to earn fame, bounty, and higher awards in your faction. If you change sides, you must go on a new quest to obtain a good dragon who will trust you before you can aid the armies of light. Only a Dragonlance can kill dragons, or other dragons can kill dragons. A Dragonlance just improves the dragon who wears it's breath weapons, increasing range by TWO, and strength by TWO... so that other dragons are weaker. The game designers could just make the some of the more important evil dragons a touch more powerful to offset the Dragonlance effects. The city of Solace should be fully rendered, meaning the creation of new meshes for very very LARGE trees that blot out the sky. Then the Inn should be built into the tree, and require the player climb over 700 steps to reach the higher branches where a gray-bearded inkeeper dwells, "shouting" at the local barmaids about how his broken "Thu'mb" hurts. (Just a little Skyrim joke haha). As evidence that this community already exists, and should take what they've built forward out of Neverwinter Nights and into Skyrim, there was a massive Dragonlance project that took so long to build, everyone forgot about NWN long before they finished it, and they built all of these things in NWN's modding engine. They have the models and meshes, they should just re-tweak them and port them and texture them for the Skyrim modding community. They created the Draconian soldiers, too. They created millions of new textures for the models, all gone to waste, if they don't carry the idea forward to this new Engine while its fresh, inspiring, and fully capable of creating Krynn in all its glory. Please stop what you are doing on the outdated and forgotten NWN engine, and move it forward to Skyrim's engine. PLEASE. I will love you forever if I can play a mod like this. FAIR WARNING: !! This mod does not exist. Nothing in this idea yet exists for Skyrim. Do not think I am promoting a real mod that is already underway, I want no one to get pissed off by the way I wrote this ... just dreaming. Hoping someone else will dream with me. Thanks! When I heard about Skyrim, the first mod I thought of was the Krynn Mod for NWN and how they should just update it to this system. I hope someone from there is listening and catches this post. Thanks.
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