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storminmormon

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About storminmormon

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    Oblivion
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    Skyrim

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  1. I'm thinking this would need to be on par with the quality of armors made by Hothtrooper44, Jojjo, etc. to really do justice to Link. Especially if given some Skyrim Nordic or Imperial flair, this image shows Link in a fashion that could easily fit into the game, such as the way theRoadStroker did for Oblivion (oblivion.nexusmods.com). While Zelda mods have been made before, they feel a bit jarring in Skyrim; I don't see any reason that a darker, grittier version of Link couldn't fit the lore. I just thought this picture might inspire somebody who has the skill and has put the time in to know the programs that can do it.
  2. How about a lore companion; Janus Hassildor, the Count of Skingrad in Cyrodiil, from TES IV: Oblivion? He is a vampire, therefore his age of over 300 years is trivial. This could make him potentially ridiculously powerful, and it would make sense, especially since it is hinted he is one of the more powerful NPCs in Oblivion. Since you cannot include quests at this time, he'd mostly be an easter egg companion, but scripting him to be more like Cyrodiil vamps than Nordic would make a nice companion. Maybe write some dialogue--voiced or not--to explain his juxtaposition to Skyrim and his opinions on wars, the Dawnguard, etc.
  3. In Deus Ex games, such as the recent Human Revolution, stealth is tied directly to the type of information you have available. For instance, the more augments (Old Tongue for "perks") you get in stealth, the better your radar is, the better you can tell what guards will do, etc. In Skyrim, though, you can start sneaking right in front of people, and you're suddenly invisible. The mod I'm envisioning would focus on... - Enemy line of sight; if they can reasonably see you, you're caught. - Environment; sneaking on crusted snow, through the underbrush, on a creaky floorboard, etc, makes sneaking less viable. Shadow/light, standing upwind/downwind, etc. - "Pure information," as one review called Deus Ex's stealth augs; your compass radar is a perk, perhaps even the compass in and of itself is a few different perks (since not every bookworm mage is a telepathic cartographing ranger), and other elements. These would override your stealth stat and perks, making them more of buffs than thieving god-mode. I didn't fleshout this request very well, but I was playing with mods that turned radar/compass off, which it radically changed the game, and I thought it would be interesting to see if it were possible. Rather than just eliminating them, earning them would make a ton of sense, and it really is the kind of reward that makes a difference (rather than vanilla, which hands you these as gameplay staples). Any fan of Deus Ex should get what I mean.
  4. If you're that cussin worried about it, do it yourself. People actually have lives; they do this for free, and might have better things to do than cuss around with a video game. However, I will say that I really hope that the SD author or a similarly skilled individual will update SD.
  5. This is all straightup awesome. @brokefoot You might want to think that through a little more thoroughly. First off, gripers don't necessarily have the resources to make their own non-skimp'd armor, so it's not fair to just write them off. As far as your realism claim, even the most "realistic" gamer takes into account the fact they are taking part in an escapist art; if you can't take that as a given, you wouldn't be playing video games. So, yes, a mod that hands the PC a BFS for (basically) free, and a mod that turns everyone in Dragonsreach except Irileth into cheeseballs--because, effectively, they already are--are both tagged "unrealistic." So, on the MorrowindNexus, the tags are the same as that of Oblivion What about a Lore-Expansion and/or Lore-Friendly tag? L-Exp for stuff that builds new things off of lore, such as making the Nerevarine a Skyrim companion, and L-Fri for things that just make connections with old lore?
  6. I have been waiting for this news for so long! No more Morrowind searches turning up Oblivion mod goose chases! I wholeheartedly agree that DA Nex needs the same treatment, though that isn't nearly as successful a modding community as MW/OB, and DAII in particular doesn't seem like it would benefit...
  7. Idea: Companion/Plot-driven Character, "Red the Myrmidon" While that sounds generic, Red would be anything but. Red's ability to react to situations would set him apart from any other companion, as well as a fully developed personality engaged with the player in both friendship and rivalry. My general goal is to aggregate help in achieving this, and by that, I mean in finding the best tutorials, advice, and feedback from both experienced and newer modders, as well as experienced help. So, here's my inspiration; so far, the complaint that Skyrim's companions and characters in general are underdone seems fairly general. While I disagree on some fronts (stand around and listen to Balgruuf ramble, for instance), I can see the point. So, what would a companion/character in Skyrim need to be like in order to fit the bill? My vision of the perfect--or closest to it--TES companion is Julan Kaushibael, a mod from user Kateri for Morrowind (http://lovkullen.net/Emma/Kateri.htm). The nature of Julan's interaction with the story was nearly seamless, and fit the lore and drama of the story so well that the only indicator that it was a mod was the proliferation of features and radically different writer's voice. To achieve something similar for Skyrim, I would think the best way for me to do that would be to add a character who does not belong in Skyrim; rather than Julan, who is essentially a part of Morrowind to his very bones, Red would be a foreigner, specifically... + Red is the Nerevarine, Morrowind's and, ultimately, Tamriel's savior + He is of a distant, lost line of Mer splinter tribe who are now presumed extinct + As Nerevarine, he is an immensely powerful warrior that has stood against Devils and Gods, and defeated them + He was in Akavir during the Oblivion Crisis, and learned from Tsaesci warriors--both as his mentors, and in war against them as well as against invading Daedra, playing similar roles as the Hero of Kvatch + He was raised in a warrior elite known as the Myrmidons, swordsmen dedicated to the defense of their lords--and cutting down anything in their lords' paths, this being his chief combat tactic + And, as foreign as they come, Red is an out-of-universe character from my own chicken scratch. In terms of the mod, he wouldn't literally be so, but his original incarnation is not TES Rough Outline: Red's story is that he has only recently returned from Akavir, shipwrecked in Skyrim (tentative). However, as he finds that the dragons have returned, he remains to investigate: As the player kills a dragon and the Greybeards call, Red seeks out the Dovahkiin: This is particularly important, because, as the Nerevarine, Red is also a Dragonborn, though he had no knowledge of what that meant when he saw it in the Nerevarine Prophecies. Red eventually finds the player and investigates him/her, and asks to join in his/her questing. I realize this is quite a read, and I have about 20 pages I could fit here without much effort, but I also realize that modding is a process. Red is the most developed character of mine, with background, fears, failures, family, and a deeply complex moral compass that would be too confusing to detail without telling his story. He might just employ, personify, and subvert enough tropes to fill a TVTropes.org page (if you don't know what that is, avoid it at all costs; tropers will know what I mean). I couldn't really justify fully describing him, but I have scraps of writing to illustrate who he is for anyone brave. So, if you've read this far, here are the goals as they stand: + Learn scripting in order to create Red's gameplay features + Further modify Red from his original universe to better fit TES lore + Player-action based dialogue and NPC decisions (Dragon Age: Origins -esque) + Hopefully go in the direction of MW's Julan and OB's Ruined-Tail in terms of raw quality + Ultimately, incorporate a character who makes the game both more enjoyable and also more challenging + Become more than a mod-installer... If you read this, thanks. I'm not a modder yet, but it is my goal to contribute to the community. Now go outside, or read a book, or something. Feedback is appreciated!
  8. Yeah, I'm looking into the pros/cons of that, or a Base Health system of, say, 100 pts, with different 'Durability Sheets' for equipment; basically, everything has the same health, but loses it differently. Saves from having to assign amounts of health to each piece, so the Base system is especially helpful in dealing with mod-added content. Thanks! I've saved your comments, they're really good!
  9. Skyrim Durability via Scripting All armor given “durability” points, from 3-50(?), based on it’s weight, style, and value; glass breaks incredibly easy (one or two battles easy), but provides excellent protection; leather has long lasting protection, but not as much as other armor; ebony is all-around bad-awesome. This will be further developed after release. Different armors best against different weapons—or weakest; ie, chainmail is good against marksman, but poor against two handed weapons; plate-type armor is best against two handed; glass is good against anything, but weak to magic; elven is best against magic; leather works better than anything else against one handed—all of these are dependent on skill of armor and weapon/magic, level, and maybe amount of fatigue—better logic will be developed through research into real world armor and the way it is incorporated into the most time-tested similar fantasy settings. Any equipped item must be taken care of; if durability points are allowed to decrease to negative three before removal, armor breaks beyond repair and is lost forever (removed from inventory), giving a several minute Damage Base Health “wound;” • For enchanted items, a character with at least 25 Enchant can “salvage” a piece of the item (except rings/amulets), and have a small item similar to an enchanting stone—however, it can only be used on the same type of item. • Rings are broken mostly by the PC using weapons; this part will be highly customizable, and completely optional. The logic is, based on experience, you don’t wear rings when melee fighting (SCA), because they bend out of shape and break due to weapon blows. Gloves/gauntlets and the type of ring help alleviate this, as well as skills. • Amulets will be susceptible just based on being attacked, alleviated by armor type and skills. • Enchanted amulets and rings both will be susceptible to magic attacks, due to their own magical nature. • Most clothing will have very low durability, but as certain skills/fatigue/etc are increased, the PC’s ability to take and dodge hits to protect the clothing is increased exponentially, making it more viable to be partially or wholly unarmored, as well as giving bonuses to preservation of clothing items worn. • Armor and clothing will be damaged by fighting/magic, and (optionally) by the environment; Skyrim is the harshest climate yet (except maybe Vvardenfell… save it for another time), and so it would make sense to me, at least, that jumping in a frigid river and then running around for a day would cause serious rust/damage to what you’re wearing. Living in Alaska and having been in places like the Bob Marshall Wilderness, this makes perfect sense to me. In turn, this will bring on various diseases and penalties, especially based on the current weather and time of day (night, blizzard… bad)(scripting allowing). Different armors will be less painful for this, such as Nordic armor being the best, but something like Elven being ill-suited to the environment. Extremely optional. • Wearing full sets of certain armor will decrease the likelihood of them breaking, but there will also be benefits from mixing and matching—-advanced Dwarven and Elven armor, magical nature of Elven and Glass, the similar protective qualities of Ebony and Orcish, the various types of Nordic and Orcish, etc. • Artifact type weapons and armor are indestructable, making them much more appealing to at least keep one on hand. Certain magical armors even provide extra durability to anything else worn, exponentially raising their value. These benefits/weaknesses will be applied to NPCs and PC alike, and the mod’s chief goal will be not only to increase Skyrim difficulty, but to enhance the gameplay based on the need to replace and seek new armor types based on more than them just looking cool. Above all, modularity and enjoyment are the goals. Any thoughts, suggestions, or criticisms would be appreciated. I'm even interested in talking about why one might think this is entirely a good or bad idea. People with aforementioned real world experience or who are involved in something similar to SCA are extremely welcome to reviewing my logic. Pending idea: Armor Class systems, such as rough/basic leather to dragonhide, dark ebony to bright ebony, restored or original dwarven etc, but I'm still working on the weaknesses of this idea in terms of a TES game. Also, racially-based armor benefits?
  10. Wow, I was not aware of Standalone Wrye... is there any difference, other than relying on C++ and not Python? I installed it for OB, and it worked fantastic! Thank you!
  11. Both Mash and Bash worked perfectly, then after a few days of not playing TES, come to find Bash just won't open - it will load for a sec, then decide it won't even try. After modding MW and severely needing Mash, I have set all the Start In and Targets, XP Compat options, etc, and it still says "unable to locate wxpython.exe" or somesuch, or simply doesn't even try. The OS is Win 7 64-bit, though sometimes I wonder about that - my other laptop, claiming a 64-bit OS in it's "System" file, will not work with 64-bit .exe's, but will work with 32-bit just fine. The only thing we have to go on as to why anything Wrye quit working was because of a routine Diagnostic that Win 7 performs without user go-ahead, though how that would cause such a problem is beyond me. Help would be appreciated, even if it's a stupid mistake on my part - it worked at one point, so I don't understand how it could be some simple n00bery.
  12. I'm working with an unfamiliar Win7 desktop. Morrowind was installed into the Program Files(86), but later moved directly into the C:\ drive - literally drag+drop'd right in. Coming in after all that, I just tried to install the Morrowind Graphics & Sounds Overhaul, v 1.2. It was working just fine until it opened the MGS Options tweak window, and now each time I hover over an option, it comes up with a window telling me a bunch of stuff about a registry error, which wasn't surprising when I found out the Bethsoft directory had been dumped into the C:\ drive manually. The game still plays, but won't this cause further issues later...? Is there any quick fix? I would normally just reinstall, but I've read that the uninstalls do not change registry signatures or something?
  13. I looked into the performance tweaking, and started only using one companion at a time. The CM Partners are oddly still buggy, but Vilja and Ruin seem up to speed after doing the 72+ hour waiting, for the most part. What I do not understand, however, is how it is only companion NPCs that suffer from AI overload, because the enemies were just as vicious and unforgiving as ever? It is also notable that I set the Bashed Patch option of Combat NPC Limit to 10, and the summoning limit to 5 per caster. In a ruin filled with Daedric Plane Summoners (gotta love FCOM), each one unloading 5 daedra, the AI didn't seem negatively affected... Thank you so much! I really do appreciate the help, you're both amazing.
  14. But, with as wildly popular as all three of these mods are - Vilja and RTT being in the top 30 ever or something - I cannot imagine everyone having these same issues and just ignoring or playing around them. I'll ask Emma, but if anyone reading knows of anything else, I will take a bullet for you, and then a second bullet if the shooter tries again.
  15. I use a full FCOM setup, and installed Companion Vilja, Ruined-Tail's Tale, and CM Partners Basic NE. My brother and I both play, and all of these companions were working great, but on both of our games, the companions from each mod will lately presume to... - Randomly not attack anything - Randomly not attack NPCs, but will attack creatures (not faction-based - even if they are hit repeatedly, they will not even heal themselves, let alone start defending) - Often just stand where they are, with 1,000 lbs of junk or naked - Not react to summon or combat tactics switches Also, - There is no, and never has been the CM rings in the inventory on this computer. No idea why. Vilja, specifically... - Stands around doing nothing but follow 60% of the time - Heals herself and me while she's "unconscious" - Cycles weapons - Vegetates if I use the Vilja Combat Spell on her to reset her AI, stands there with her hands in weapon pose, when the weapon is either unequipped or on her back/belt Ruin, on the other hand... - Won't even follow me a good portion of the time - Rarely responds to his Summon spell It's probably worth noting that Vilja was installed after I rebuilt my latest Bashed Patch, but I perused the Bashed Patch options, and the .esp never comes up in any of the Import options. I also use Deadly Reflex 5, which went kind of loopy on my brother's game, after he accidentally dropped the Reset Hourglass, picked it up, activated it, and now the buttons he used for dodge and bash ( F and X, respectively) won't respond in the game at all, but they can be changed and the animations/functions still work. Not like that in any of my saves. I will concede that I am using Duke Patrick's Combat Archery, which does say (in the readme, I believe) not to combine DR and DP mods, but I've done this before and it worked perfectly, though I am willing to remove DP if it is the cause of the problem. I'm not sure on any of it, but it seems like the complexities of the combat scripts could be interfering with the companion AI & scripts? Load Order: Active Mod Files: Computer: Thank you.
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