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XenialJesse

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  1. I've been searching for something that does this, but no luck. Removing marks from the compass... sure. But I'd like for there to never appear any undiscovered markers on the map itself. It would mean that the people who play with quest markers disabled really can play the game of using NPC info, and quest journal info, and genuine searching to find their destinations. The mod called Even Better Quest Objectives helps with the slack in NPC info, to make such a thing viable. I've been playing the game in this manner and it's quite enjoyable. People talk about "getting lost" but when you're literally thinking "It's around here somewhere" and then actually getting completely lost and misdirected... it's cool. With Frostfall it's even better.
  2. Had a look and a try. Unfortunately all his page describes is replacing DD's assaults with ECO's assaults. The actual implementation is the same. Worse really. The "Assault has started" text now appears at weird times, like minutes into a fight. Meanwhile the music's reaction is worse than in vanilla, seemingly not registering until you are practically trading blows (which could be long after the attack started), and frequently jumping back to some relaxing tune mid-fight. Bit disappointing. :/
  3. In short, when your character sleeps you simply do not get to decide for how long. He/she just goes to sleep. Just like reality, they wake up when they wake up. This requested mod would therefore determine how long the character would remain asleep for, using factors such as: - (obviously) how long the character has gone without sleep - a maximum sleeping time, like 12 hours - some added/subtracted randomisation - how much mead was recently consumed - how much food was recently consumed - whether the character is diseased - how much stamina the player burnt since they last slept - how much health the player burnt since they last slept Those last 2 would cause the character to sleep more on days where they fought or ran a lot. There could also be a no-sleep factor: - the character could be too rested, in which case they receive a rejection message instead of a sleep confirmation. "I am too rested to sleep right now.", etc. And some more advanced factors: - how regular the character's body clock is (so at first, it has no influence, but after say a week of sleeping properly, the character's body clock starts to affect their waking hour more strongly than other factors) - community noise, so sleeping in an inn or near a farm would make earlier wake-ups more likely than sleeping on the silent plains. But all calculation is invisible to the player. The player only sees a bed, a "Sleep" option, and nothing else. No options, they just wake up naturally. If you want to wake up early to use the day's light, you have to go to sleep earlier. This would complement mods like RND, Frostfall, as well as players who use realistically dark nights. I'm not requesting that this mod does anything while the character is awake. No managing tiredness, no applied effects or anything like that. Simply calculate one value upon activation of a bed, and remove the player's option to set that value. I wrote this request to complement my no-clock request here: http://forums.nexusmods.com/index.php?/topic/2370654-remove-the-clock-completely/ I like the idea of waking up at your campsite, it's raining, and you have no idea of how long you slept or what time it is.
  4. The Instinctive Exploration mod, or the less buggy Project Ultimatum, allows the player to get a rough idea of the time by looking at the sun. It's a neat little addition to the realism, and to the gameplay, since you are then stuck without the time at night, in dungeons, or in bad weather. I like that kind of thing. I'd like it more if the player was forced to rely on this natural method, with no way to cheat or accidentally stumble upon the time in the middle of the night. So this would mean removing the clock from: - the escape menu - the wait popup - the sleep popup - anything else I've missed? That's the basic request. At its simplest this would require removing only the time while leaving the date intact. I imagine it might be easier for a modder to remove the entire date and time string in all of the sections mentioned above, and if that really is significantly easier, it's fine. Fine, because the well-executed A Matter Of Time mod can then be used to pick up the missing date displays. I think it could go down well with players who enjoy things like Frostfall, Hunterborn, or Realistic Needs and Diseases, as it would affect their process of deciding when to sleep, as well as players who use realistically dark nights that they prefer their character to sleep through. Some ideas for extensions: 1. The player can determine the time in some manner from inns and shops. I would suggest imitating the accuracy of Instinctive Exploration again for this, only providing guestimates rather than an unrealistically precise minute. However I don't have a good suggestion for how this might be implemented. Intuitively we'd ask the guy working at the counter, but Skyrim doesn't have the dialogue for it. I haven't seen a single clock in the game apart from the Clocks in Skyrim mod, but upon considering what's required to create the parts inside a mechanical clock, they seem lore-unfriendly to me. 2. Sundials. If a potential modder is feeling really ambitious, creating and placing sundial meshes in the game, whose real time shadows really do reveal the time. That's probably not a very realistic aim, what with the inaccuracy of shadows and all. So alternatively and much more simply, provide sundial meshes that just need to be activated. Upon activation, some HUD text or a popup would tell the player what they want to know. Again, this could imitate Instinctive Exploration: only rough estimates, only when the sun is shining. Activations on overcast days could result in some HUD text like "I can't read the sundial with this poor amount of sunlight" or "The sundial isn't very helpful at night", etc. So that's about it. The no-frills version is simply: Can we remove the time from the Escape menu, wait dialog, and sleep dialog? Edit - Moved my "random oversleeping" suggestion to a completely separate mod request. http://forums.nexusmods.com/index.php?/topic/2370919-no-magical-alarm-clocks-untimed-uncontrolled-real-sleep/
  5. I've started using the Deadly Dragons mod, and it's decent, does what it says on the tin. However for me, the way it pops up with that text in the corner saying "Assault Started!" really ruins the effect of suddenly seeing a dragon in the sky and freaking out. Now I don't even have to look up. It's an old mod and hasn't been updated in years, so I was wondering if there's another way to remove that text. Be it HUD mods, or file editing or whatever. I was hoping I could perhaps extract the script from the downloaded mod with CK or something, and simply locate that string and change it to "". But I'm not a modder (I tried and gave up), and besides I have since read that the scripts are compiled as part of the mod-packing process. So it sounds like that's out. But maybe I'm wrong. Or, any other ideas?
  6. Likewise, I have never used them. Once the gameplay falls into the realm of being a savestate warrior, I consider its design to be broken. Fortunately Skyrim has only put me in that position once (and it sucked). Pretty soft idea of "hardcore" you've got going there. :pirate:
  7. I've poked around and have seen many requests for menus that don't pause the game, but nothing that's come of it. I'm guessing that means Skyrim's menu system can't be overridden in a way that lets us navigate it while the game world keeps running. But there are 2 possibilities I think already exist. I understand that neither of these are going to replace the whole menu system, so they're just suggestions for implementing small menus that might not be too hard for a modder to pull off. One suggestion I saw, which never received a reply, pointed to the tanning racks/crafting stations we use. They pull up a very functional two-levelled non-SkyUI menu system. So can a mod be made that simply fakes that event, overrides the crafting animation with idling, replaces the text, and then exits and activates upon selection? I did a quick check and the world is indeed living on; it's not just an animation. My horse in the background was being a spaz as usual, and time had passed on the game world's clock. A similar suggestion is to do the same thing with the dialog menus. We already know that it's possible to position them anywhere, fill them with any text, and control them with any keys (by referring to the EZ2C mod). Once again, just fake the event, populate it with menu items, and activate and exit upon selection. So that's my request. I believe that if preventing the UI's system pause was possible someone would have done it by now, but the above two suggestions are at least ideas for implementing some on-the-fly menu action. That way we could still rummage through our items and wotnot without stopping time like a god, mid-swing. It feels cheap to a lot of people to be able to just freeze time inches from the blade on your last pixels of HP then, all smug, fish out a potion or change armour or whatever. If we had non-pausing menus, people such as these (and myself) wouldn't have to choose between what feels like cheating, or abandoning the battle entirely. And it would simply be very cool to be able to hit your menus and see the game live on behind them. If someone also figured out how to do the above, while not disconnecting WASD from running control and keeping the camera happy, that would be icing on the cake. Suggested controls for navigating such a menu while still running:WASD = runmouse = mouselookmousewheel = up/down menu itemsLMB = select/next menu levelRMB = exit/previous menu level But that last bit's a bit of a fantasy I imagine. Anyway, thanks for reading. :)
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