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Meatbomb

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    Fallout 3

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  1. Archangel, this all sounds really excellent. I wish you success - that kind of "bushy tree" of potential dialogue will be much more interesting to play through, but also exponential more work to design, build and test! Good luck, look forward to seeing it.
  2. I have made mention repeatedly of how dialogue, particularly with companions, is either non-existent or fails entirely. My characters and stories are set to shatter that trend, and I guarantee a character that you'll feel compelled to protect... Just be careful with getting verbose. Remember the "Something tail's tale" (can't remember exact name) character for oblivion? Similar "character driven" companion, but every dialogue with him was reading a book. Usually after a paragraph of dialogue you'd be prompted with a single reply option "Oh really? What then?" and on to reading another paragraph. Yes, by the end he was certainly a well-formed character, but it really was a bit much and the replay value was nil. Try to get the depth of character with an economy of text. People don't soliloquize at length in the real world, remember that. :)
  3. Thank you. Although it isn't the original page I read before, it linked to this guide, which is also a very useful step-by-step. It is a little outdated (with info about 1.5 patch workaround) but anyways helps to start from nothing and add all DLC and mods in a systematic way.
  4. Hello all, Getting back to Fallout 3 after some time away. I was fairly competent with mods and modding at the time and want to get back into it. I remember an EXCELLENT guide, it must have been somewhere here on Nexus, that helped with a step-by step clean install of Fallout 3... it explained the best order to apply the patches, updates, when in the process to start getting FOMM and FOSE online, what order to install apply the larger mods like FO3WE and MMM... getting the bashed patch (?) set up and working... It was really useful to be able to follow from zero to a fully modded game, and helped to avoid a lot of hassle. I would love to find that guide again. Anyone remember what I am talking about? Link? Thank you in advance to you for any time and attention you can spare.
  5. "This place imprisoned a dragon, right? Then it needs to have the facilities to do it!" You've played through the main quest, right? The Great Porch or whatever it's called is where they capture the dragon.
  6. That's a very cool idea! I like the fact that the NPC has some agency and it is not entirely your own choice :)
  7. Modding is just like game design - ideas are cheap, it's the ability to make them happen (actual skills) that are at a premium. There are not many people who are skilled at texturing / modelling / building but have NO IDEAS and are just waiting for someone like you to tell them what to do. And to control who is hired / fired, what credit they will get, etc. Sorry to be negative, but as is oftemn the case with these really ambitious ideas you need to bring something to the table aside from "other people will realize my vision and I'll tell them what to do" :)
  8. Could you give a little more background about character / motivation? What do you want these gods to sound like? Angry, whispery, menacing, throaty?
  9. If you can access some decent voice talent, it might be worthwhile to just re-do some existing NPCs. There are so few actors that many NPCs seem to have the same voice, anyways.
  10. The more realistic option would be to take your own top 10 fav mods, create this flea market yourself with those 10 mods as dependencies, and hope people start using it. If it is cool enough and enough people start enjoying it, other modders might want to get added. But really, you'd need to either be dependent on all included mods or have modders that are willing to subsume their own work into your mod...
  11. Like the thought put into starting conditions, but what is missing here is a narrative push forward. Maybe for some, this is satisfying to be left completely free? But for each of these I would want some initial quest that starts things moving forward, inserting the player into the drama, you know what I mean?
  12. Just throwing this out there: Having every single love interest be bi-sexual / blind to the gender of the character is a little off to me. And wouldn't it be an additional fun puzzle, AND more immersive / mysterious / like real life if the romance interests had preferences that you would need to suss out over the course of the courtship quest? Sure, maybe make a few of them bisexual. But I think there should be some that want the opposite sex to marry, some that are gay. It leads to more character depth and realism, and to the potential heartbreak when you get to the stage with your chosen one only to find out that they don't swing your way :( Not everyone in the real world is ready to marry anyone who comes along regardless of their gender, it seems strange to have it work this way in the game!
  13. I have recently recruited Kharjo, we step into Northwind Mine outside of Riften. There are two very easy skeletons in the main room, I blast them with fireball and search. Then, turn to see Kharjo mysteriously dead in the entry corridor. Reload at mine entrance, try again, turn to see him again dead after the fight... WTF? It is two easy skeletons, neither of them even had a chance to shoot an arrow! He was behind me the whole time, took no part in the fight. Third try. This time, I stand a bit behind Kharjo to try to figure out what is up. I shoot a two-handed fireball at the skeletons. It flies normally, kills the skeleton. Kharjo is not in the way, but he also catches fire and immediately dies! He is not anywhere near the blast radius. Anyone else seen this ? What is going on here? Is there some bug, glitch? Or some sort of strange trap I have never seen before? This just boggles my mind...
  14. I have been thinking of an even more restrictive and immersive idea. I love your starting point, but feel you aren't going nearly far enough here. Of course what I imagine would take a lot of modding skill, but let me outline what would be the perfect ultra-realistic carry mod... "Droppable bags would probably be a must, but I think they might be better if they came with a new concept of inventory, turning off the 'freeze time', as they did with conversation. That could bring a whole new class of needs, like speed potioning only from specific bags, or not even that." Yes, absolutely the bags must be droppable. Before accessing inv, I want to see a delay while your character unshoulders and grounds the backpack / knapsack, kneels at it, and only then gets to look through the goodies within. And while knelt there, time is ticking along, the enemy is proceeding towards you... :biggrin: Different types of bags would have different benefits. A small belt satchel could be almost immediately available - the character needs just an anim of quickly fingering at the bag there at his belt. A nice knapsack could have proper categorization of items, and maybe the "favs" that would be at the top when you opened it (so easier to quickly find what you want). A typical burlap sack should NOT have the categories, and maybe even just lists stuff in a random shuffled order when opened... tick tock... where's that scroll?!? A bandolier type scroll case helps with quick access (like the belt satchel). You can tuck smaller items onto your belt and these items could be easily hotkeyed (e.g. potions). The backpack needs a few models for each level of fullness. Slack when empty, filled out when full, and bulging at the seams when you are overencumbered. Overencumbrance: you can do it, up to certain limits. Maybe 10-20 over and you are slightly slowed, and there is a small chance that a random thing will fall out of your backpack. At a larger level of OE, you are slowed in your walking and there is a more likely chance that random stuff will pop out the top of your bulging pack. If you are carrying a bow, the bow and quiver are always there on your back, tucked in behind the pack. You can carry multiple weapons if you wish, but sword sized stuff doesn't fit in a pack, it is there on your back as well. Bag of Holding ala D and D would become a super useful item! How about also magic "carry stones" or something, that have a negative weight? Also, for those deep in a dungeon and feeling they MUST have more than they can carry, how about a usable lock? You can "own" a chest within a dungeon, so you can fill it with stuff and not fear the contents being reset, while you get up to your horse / back to town to sell your first load. This mod would really need additional elements - horse with saddle bags. Mule would be VERY useful, as it is small enough to lead down into dungeons. A squire/porter type follower would be very cool! The poor guy is just humping a huge pack for you, of course useless in combat and his only real option to flee when faced with trouble... OK, sorry for such a long post... I really really want to see something like I am imagining here... And to all the haters / doubters - well, this idea certainly isn't for everyone. Plenty of people hack the game to have infinite carry weight. So I don't think it is wrong to say "well you don't have to load this mod" - there is no question, some will totally hate and not want to use such an idea. That's OK, but surely their opinions don't count for much when discussing this topic. :biggrin:
  15. @Basaltface - I wish I could talk you out of the summoning aspect of your ideas. It all sounds excellent save for this. There is sense in summoning the dremora and atronarchs, they are warping in from an alternate plane. But the Dwemer stuff are physical machines. The summoning makes no sense to me.
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