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IzzacSturnburg

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Everything posted by IzzacSturnburg

  1. Light candles with torches, fire spells, lanterns. simplicity, immersive, realistic. a much needed audition to dark dungeons without magelight and darker dungeons.
  2. NPC's head tracking tend to follow the player while npc's talk to each other. It's like they are ignoring the other npc to just stare at the player. Mod triggers: Head tracking Speaker npc distance My request is this, have the head tracking follow near a distance with the conversation of the npc so it looks natural and more life like. So when 2 npc's talk they won't look at the player but rather keep eye contact. Mod also should support this one without conflict: https://www.nexusmods.com/skyrimspecialedition/mods/11993
  3. Based off the Fire And Ice Overhaul: The base of concept is this: Fire should scatter on grassy or dry grass surfaces, wood, trees, houses, cloth, and objects that are wooden, cloth, or powder like fire salt. With the ability to light torches and melt ice-- note (adding replacement models and textures for burnt effects like trees) Ice should be able to put out fires, create blocks of ice on water, If dual wielding able to create wall sheets of ice, and such as freezing enemies with a certain duration without missing the target should freeze them in a block of ice when dual casting or amplified by a staff. Should be able to freeze environments. Lightning should be able to hit targets on a area of effect in water, and puddles. Those wearing armor with metal and no fur should be able to be staggered, and if dual casting able to paralyze the target. If ice is in contact with lightning it should paralyze and convulse enemies with shaky affects. If Ice blocks are present to contacts even on the ground, lightning should remain conductive for 10 seconds on the block to create lightning traps. Anything that is conductive should amplify lightning damage on player targets and the player. If lightning contacts metal weapons it will conduct and be able to have lightning damage for 20 seconds.
  4. A accessory overhaul to customize armor and bring immersion to customizing. 3D models and ideas are of course up to the creator. Concepts: (Dream Burrows Regal Huntsman armor) http://www.nexusmods.com/skyrimspecialedition/mods/9368/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrimspecialedition%2Fajax%2Fmodfiles%2F%3Fid%3D9368&pUp=1 customization accessories : Capes, pauldrons, belts, colors, arm blades, pouches, hoods. (Pauldron) http://www.nexusmods.com/skyrimspecialedition/mods/9163/? customization accessories: Just Pauldrons. (Bandolier) http://www.nexusmods.com/skyrimspecialedition/mods/2417/? customization accesories : Straps, Body belts, vial holders (potions) , bags, satchels. (Campfire : Complete camping) http://skyrimsurvival.com/home/campfire/camping-equipment/ customization accessories: backpacks with attachable necklaces. (Basic idea of mod) adding accessories that are not just necklaces or rings. But to style the player and immerse them with customization and item distribute to the world. Such a list as: *Pauldrons *potion holders *chains for armor (legs,waist,pocket,shoulder,feet,etc.) *scarves *straps to wrap (arms,waist,torso, legs,etc) *socket molds , (to weapons,armor and accessories, to equip jewels to pieces visually) *attachables to accessories , via (necklace to ring, backpack to necklace, chain to ring, jewels to pauldrons, belt attached accessories, jewels to earrings,etc) *studs, spikes, orbs of metal to gear (positioning must be compatible to creators decision for armors,gloves,weapons,etc. *Belts *ammo straps *soul gem based accessories / attachments *pens and books based accessories *scroll based accessories *Lanterns and other light based accessories/attachments *keys based to accessories via: (house keys, chest keys, locks, etc.) *food based accessories (backpacks stuffed with fruits , and bags.) *collars,chokers, bracelets , bracers via: (Arms,legs,neck,ankles) -furs, metals , skins, leather *jackets and vests over wear *bandages via (arms,torso,face, legs, feet.) *Medicinal / alchemy accessories This is just a basic idea concept. But hope this sparks an idea. God bless
  5. Based off the mod Spell Charging: http://www.nexusmods.com/skyrim/mods/57235/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D57235%26preview%3D&pUp=1 Since SKSE is not on SE 64x here are the purposed requirements Book configuration: Charging time: 0.5 , 1.0 (defaults) , 1.5 , 2.0 , 2.5. 3.0 - by seconds damage multiplier (addition only to charges) : 1.0 (default) , 1.5, 2.0 (x2) , 2.5 , 3.0 (3x) - set multiplier accumulates each stack charged. Charging limit ( limit set to stack charges) : 2, 3 ,4, 5, 6 effect size or enhanced effect by charge (visual only) : 1 (Default) , 1.5 x ,2.0 x , 2.5x , 3.0x Mana Cost by charge: 0.5 (half cost) , 1.0 (default) , 1.5 ( half more costly) , 2x (huge imact 2x the cost from spell) (additional options) - not required but a A+ addition *range increased by charge * Area reach increase ( explosives) * Charge adds force pushing impacts on modders choice of spells mostly explosives. *double effect on charge *extended duration on charge ( oakflesh, poison , burn, frost ,etc damage/benefits)
  6. posted in wrong thread, please delete.
  7. I'm fully convinced after studying this, the 64bit Remaster will make a great improvement to the modding foundation, why? Because Memory Allocation, the console port was limited to 250 blocks of memory allocated bits, reason Sheson's work was involved and integrated into the SKSE release, just picture the mod limitation sky rocket about 20 fold (with hardware limits) ps3 memory was 256 MB of RAM starting on the lowest foundation of memory use then working up to XBOX and PC, you have to start at the limits then work your ports to other platforms, that's business equality. But now ram and 64 bit is at a high time use and tech and software are working well together from the time of the first release 8 GB of ram, 64 bit, and ported. Just think of how many mods can run and stay stable let alone if you can prioritize your conflicts order. The solution in theory: 250x4= 1,000 so by x8 by console RAM , the allocation should be around 32x the amount, so we should jump from a 220 Port limit to a minimum of 20x times, this would give to a estimated whopping 4400 mod limit which is a huge jump from 200+ mods. (reminder hardware limits) If they bump the Direct X we will also see a mass improvement in render stability which should triple our rendering limits for mods and textures and models even further. Note update: I added a minimum of 20x because you have to save room for heavy scripted items and the games usage of scripts and functions already in play. (just a clarify of information.) Video on Memory Allocation by gopher:
  8. Fallout 4's odd oversized bullet holes are eye scratching, an example with the Gatling gun bullets of impact are the size of baseballs and up, handguns make a size hole like a mounted caliber turret off of a high military grade vehicle. I'd like to see: * Bullet holes suited for each caliber of ammo.
  9. *voice acting *dialog sharing *asking *quest *delete frozen model in 111 *have game copy appearance information on your wife for spawn *allow affinity *social interactions on memories. *adjust the objective end with spouse present to change dialog with the head leader of the institute. *edit script lines of voice acting.
  10. The mod author who made the interactive animations for your surroundings on a button press, to kinda sim roleplay has stopped the work for this mod. how it worked: 2 spells placed in your magic 1st- to trigger animations in a customize way 2nd - to use animation by your surroundings animate by surrounding examples: I set my animtions to trigger with R.Bumper on controller Camp fire: ill warm hands, or crouch warm hands Idle: Drink,read a book, sweep, thinking. crouch: sit, sit off ledge, laydown relaxed (bed,skin mat,floor) But I really hope somone can work with this mod and incorperate more mcm ideas and mechanics for 2015 use. Mod Authors Link to mod: http://www.nexusmods.com/skyrim/mods/13931/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D13931&pUp=1 made by- wgstein Stopped around 2013
  11. when model placement gets advanced to actually do in the community, someones bound to use the intro models of tress and plants and grass. and just carry it over through all the map. That will be a day to get excited.
  12. Before the Fallout- post intro exploration of Civilization.
  13. A mod that lets roam around the Civilization before the fallout using the scenes from the introduction.
  14. I wanted to ask IF someone would like to do an easy book mod of The Bible and all of It's Chapter's of Genesis,Mathew, Mark, Luke, and John , with added buff's. Buff: Restoration +15 , Speech +15 , Magicka restoration +15 , Magicka +50. Mathew 3:16 - And Jesus, when he was baptized, went up straightway out of the water: and, lo, the heavens were opened unto him, and he saw the Spirit of God descending like a dove, and lighting upon him: http://arts-wallpapers.com/art/Jesus/img1w2.jpg
  15. The title say's It all force propel enemies with runes. :smile:
  16. REQUEST: Dynamic Pricing & Supply and Demand MCM (Idea/request) Love this idea so that items can random Generate dynamic prices from minimum to maximum generated values, I hope this idea goes far with features, because you know how when you add to many items to skyrim and all of a sudden your play through makes gold super easy to get but can't find a mod to balance the gold with difficulty and inflation of items? Well here Is an idea for you modders to take a look at, I garentee you It Is FRONT PAGE material, Mod of the month. *day progression for dynamic day price values: 1-10000/ hours/days *minimum and maximum price range differences depending on general settings of the user. * for (difficulty) ==SUPPLY AND DEMAND== setting : more items bought the price will dynamically increase percentage depending on (dynamic day of total buy {specific items} percentage. (Ex: potions go up in price by how much was spent and bought from he user's dynamic day price settings.) (concept: say you set the dynamic day/hour to 50 or 7000 hours for dynamic pricing: after your 50 hours are up you will see a dynamic pricing depend on user choices from the MCM like I would like my minimum (which would be considered user's lucky day of dynamics) If the default price is 100% I would lower It to 75% and maximum to 300% (If It were my settings) that these prices will random generate on each of the 50 hours after that time period. you shall see price change random and dynamically after the 50 hour mark. however for difficulty and realism supply and demand would come into play for the user who buys more specific items the more it's base percentage price increases increasing from (random price) to the amount of maximum which would be capped at 300% for my settings on the MCM. supply and demand would be based on mathematics of course so If the base value of my item was 100% pricing (default) those hours and I kept buying potions the base value would increase by (0.2-6.0%) depending on MCM settings 0.0-6.0 maximum ... let's say 5 purchases would increase the random base value of that cached information for the next dynamic day to increase by 0.2%, depending on your limited hours (such as long waits for dynamic pricing) this could add up slowly and feel like it's realistic enough for the build up of prices bought on items. supply and demand can be set at 0-6% and total quantity items to increase demand: 1-20 per item 1000 hours for me and build up on survival and potions and ingredients I could see a increase slightly over periods 0.2% 0.4% 0.6% 0.8% to the point where It would be by the end of the dynamic wait it could end up being a 30% or 45% increase if I were to abuse their shop for service, making bargains and sales realistic and after dynamic pricing is over the total resets the demand to 0% and prices will random back to 75-300% even if you are a good trader you shouldn't be able to manifest mind control on their prices to be static. So this is just a concept. It might work might not. but hey I think it's a front page idea.
  17. Love this idea so that items can random Generate dynamic prices from minimum to maximum generated values, I hope this idea goes far with features, because you know how when you add to many items to skyrim and all of a sudden your play through makes gold super easy to get but can't find a mod to balance the gold with difficulty and inflation of items? Well here Is an idea for you modders to take a look at, I garentee you It Is FRONT PAGE material, Mod of the month. *day progression for dynamic day price values: 1-10000/ hours/days *minimum and maximum range differences depending on general settings of the user. * for (difficulty) ==SUPPLY AND DEMAND== setting : more items bought the price will dynamically increase percentage depending on (dynamic day of total buy {specific items} percentage. (Ex: potions go up in price by how much was spent and bought from he user's dynamic day price settings.) (concept: say you set the dynamic day/hour to 50 or 7000 hours for dynamic pricing: after your 50 hours are up you will see a dynamic pricing depend on user choices from the MCM like I would like my minimum (which would be considered user's lucky day of dynamics) If the default price is 100% I would lower It to 75% and maximum to 300% (If It were my settings) that these prices will random generate on each of the 50 hours after that time period. you shall see price change random and dynamically after the 50 hour mark. however for difficulty and realism supply and demand would come into play for the user who buys more specific items the more it's base percentage price increases increasing from (random price) to the amount of maximum which would be capped at 300% for my settings on the MCM. supply and demand would be based on mathematics of course so If the base value of my item was 100% pricing (default) those hours and I kept buying potions the base value would increase by (0.2-6.0%) depending on MCM settings 0.0-6.0 maximum ... let's say 5 purchases would increase the random base value of that cached information for the next dynamic day to increase by 0.2%, depending on your limited hours (such as long waits for dynamic pricing) this could add up slowly and feel like it's realistic enough for the build up of prices bought on items. supply and demand can be set at 0-6% and total quantity items to increase demand: 1-20 per item 1000 hours for me and build up on survival and potions and ingredients I could see a increase slightly over periods 0.2% 0.4% 0.6% 0.8% to the point where It would be by the end of the dynamic wait it could end up being a 30% or 45% increase if I were to abuse their shop for service, making bargains and sales realistic and after dynamic pricing is over the total resets the demand to 0% and prices will random back to 75-300% even if you are a good trader you shouldn't be able to manifest mind control on their prices to be static. So this is just a concept. It might work might not. but hey I think it's a front page idea.
  18. License Of Agreement on the music page: Attribution: You must give credit to the artist. Noncommercial: You may not use this work for commercial purposes unless you make specific arrangements with the artist. Share Alike: If you alter, transform, or build upon this image, you may distribute the resulting creation only under a license identical to this one. If this sound's okay unless unsure, then just to be sure you can always ask under the comment's in her music or PM the Owner.
  19. Actually wouldn't IT be neat to put a few bards to sing this tune In the streets of whiterun?
  20. I would like to request If someone could make this into a theme menu soundtrack. Song: http://www.newgrounds.com/audio/listen/510975 Very beautiful song I just couldn't let It go to waste. Credit goes to Headphoams.
  21. Not per-say modify the owners mod, but to add extensive selection to the complexion since I do not see but only the 0.1% tamper with the idea on the nexus. I would very much like someone to be up to the task to make their own version since I see no one hardly ever touches to the topic of idea.
  22. As I been kinda skimming the nexus for about seceral months and many many tests I kept puzzling what I was missing for Skyrim. Now here I am with a request and one I have not seen accomplished. I would like to see somthing similar to the 4k project for males, but set for complexion. would anyone love to do the honors for 2k 4k complected skins? Vanilla 4k skin: http://www.nexusmods.com/skyrim/mods/58443/? I would like to see more aging skin textures, as It seem's no one wants to touch on the creativity of idea of making these, or atleast from what I witnessed. We need elder heroics and characters. how about some nice detailed aging skin photo realism? http://c300221.r21.cf1.rackcdn.com/art-renewal-center-igor-v-babailov-old-man-with-a-cane-1387332157_b.jpg
  23. I think a project for more beautiful builded houses for hearthfire should be in order. retextures remodled new appliances garden farm idea rebuilds for rooms choices of wall paper (ingredients or dye content added?) (possibly add catagories?) A shop a house a farm a guild for your choice builds basically make those vanilla buildable houses look beautiful. Keeping the player soaked into the original content of the game with a bit more diverse choices and schematics. Who wants to take on this project?
  24. I installed segmented of catagories of animations but ever path I take on animations there Is always a same sympom or outcome in each result. the problem Is this: No blocking animations when moving with (Sword/misc/Torches) Shield work fine, but Is there a fix for these?
  25. Would anyone like to take up on this idea? When it rains the streams seep off the roof, It would be a great improvment to immersion with the Real Shelter mod. And with this idea in mind it keeps the idea of rain to be more realistic to.
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