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Everything posted by Anatorax
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I like the girl. Her violin and acting are great. Did not pay much attention to the guy, but it could have been a bit better. The fight scene is cheesy, they should have stayed away from it. But in general, given that is fan-made, it is pretty awesome. One of the top videos easily.
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I can't justify being evil and be the Dragonborn
Anatorax replied to dexterwarden's topic in Skyrim's Skyrim LE
Yeah, you have to make a background story that justifies your actions. I am playing a Breton who is fleeing a court intrigue orchestrated by Empire to prevent his clan from accumulating to much power in High Rock and potentially standing up to the Empire. Thus, he acts in interests of High Rock (or his specific clan) throughout the game: joining Stormcloaks, joining DB to get to one very important person at the end of the questline, joining Thieves Guild to have unofficial influence on Skyrim internal politics, since he doesn't trust Ulfric that much. I am personally disgusted by some quests in DB and TG and plan to remove essential tags on some characters after I finish all quests and "take care" of them. -
Walking somewhere between Riverwood and Falkreath at night being low level character I decide to explore some trees and bushes close to the road. As soon as I approach them a friggin skeleton rushes out of them at me. Such a perfect timing...
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I have always kinda protected Skyrim and Bethesda in arguments against haters, because well... it is an amazing game and they did put a lot of work in it. But after seeing this... Bethesda can screw themselves. All of it was done within one week and it is really essential for good experience as a player. But noooooooo... Srsly, they are d*cks.
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I don't think that people deliberately duplicate mods. It is just that they are unaware about the already existing version and then just do their own. And it is not always easy to find some specific mod here. But of course, it is a waste of resources.
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Is there a mod to delete the character's sounds while sneak power attacks? I slowly sneak in a room full of creeps and if I use a power attack (and it doesn't go into animation) my character just yells out AAARRRRGHHH! Doesn't affect detection, but it is so ridiculous...
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It is amazing. Just amazing.
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i need a new GPU would welcome advice
Anatorax replied to CasperTheLich's topic in Skyrim's Skyrim LE
I have an AMD 6850 and it works fine. Definitely, enough to run it on High. There is a new generation of AMD card coming out soon, so the current 6xxx cards will fall in price, but that would not be too soon. Check eBay, you may be able to get the card you want for less. Generally, I have never had any issues with PC hardware from eBay. Just read reviews of any particular model before you buy, so that it doesn't sound like a plane engine in your room. (Or get the card with cheapest cooler and replace it with a custom one.) -
Can't deal with mages? Play Breton, take Atronach stone, activate Dragonskin = eat pwn all you can for 60 seconds. Just make sure you have damage output in order to be done in 60 seconds.
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I like the idea about expanding Riverwood! It is one of the starting areas in the game, and there is always some feeling of familiarity when I return to it. Plus, it has some calm, provincial charm to it. I would suggest to stay away from putting anything "epic" like manors or Dwemer ruins in Riverwood. There are already a lot of them in game. Just keep it simple and stylish. I think a few hunting quests would fit its image fine, like the suggested one with the troll. Also, there is Anise's hut with an old lady (who, well, knows a few tricks). You could involve her in some local quest. Actually, the whole area between Riverwood and Falkreath is very full with small, but interesting places: cave with wolves, Talos shrine, burned cabin. Finding one of those could start a small quest as well.
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[WIP] Destroy the Dark Brotherhood Improved
Anatorax replied to Mercami's topic in Skyrim's Skyrim LE
I would suggest not to put or imply anything specific or any limitations on character's motives and/or his story before your quest starts. That is very limiting. I have the following suggestions. Of course, it is all just my opinion, but you may find it logical too: 1) Why add another tear-shedding character (Bob)? Skyrim is full with cheap drama (as most RPG's anyway). Why not work further with Penitus Oculatus (whatever their name)? An Imperial Special Ops with a license to kill going after renegade Assassins guild to protect the Emperor? Sounds cool to me. Add some Poculatus gear to it as rewards. 2) DB has a lot of quests - why throw them away? Make Dovahkiin an undercover agent to get into DB (i.e. do a lot of quests for them to gain their trust), then massacre the leaders and toss the Night Mother into a deep blue ocean, so that b*tch doesn't start a new cult. (Not sure how it works according to the lore, though). That way you 1) use already created awesome quests, 2) add some shades of gray to the story. Pure black and white is rarely appealing while ambiguous decisions draw attentions (just look how long the thread on Empire vs S-cloaks is). 3) Add option to screw both DB and Poculatus, kill the Emperor, and start a new guild by yourself (sort of like restoring DB, but you can set your philosophy, recruit people, set targets etc.) -
Feedback! Going to make animations mods
Anatorax replied to SonOfAnarchy13's topic in Skyrim's Skyrim LE
What bothers me a lot is that in the first-person animation of sneaky throat slitting my character slices the forehead and not the throat. Maybe it has something to do with different height of my character (Breton)? -
Feedback! Going to make animations mods
Anatorax replied to SonOfAnarchy13's topic in Skyrim's Skyrim LE
I have no idea about animating stuff, thus cannot really judge (though looked good to me), but I would greatly love to see some new animations and get old animations fixed. If you could add some new combat moves I would be incredibly happy. -
Is it possible to add further subsections for this forum? Just split it into gameplay, quest, texture/items subsections. It is becoming a mess. Many good ideas are lost.
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I would like to see that too, but have no great feasible ideas. One possibility would be to add some physical effect to spells while they are active - like slowing down an enemy with a spell that is active only while being cast (like novice destruction spells) or slowly pushing him away from you, so that you can maneuver and dodge more easily (since dodging is nearly impossible in vanilla). Anyway, I think it boils down to introducing some cool active-while-being-cast spells, since only they would make a spellsword type make any sense (and not like unequip shield - summon dremora - equip shield). Oh, and allowing to cast such spell AND attack with a sword simultaneously would also make sense. And maybe deleting the 1 second delay that occurs while switching spells and new spell becoming "castable" (or is it my mouse lag?), so that switching spells with one hand is plain faster. I think that 1 or 2 extra perks for that could be just added to the one-handed tree.
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I also wish this mod very much, since without it playing a dual-wielder boils down to "kill things NOW!!!" or they tear you apart in 2-3 hits (master difficulty). Meanwhile, you could use this mod My link that provides a sensible alternative. It modifies the final Light Armor perk, so that time slows down when your enemy starts a power attack giving you a tiny window to dodge. Couldn't test myself, but I guess it is better than nothing.
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I really dislike mount mods, because I think riding bears or dragons belongs to WoW and the like, but I would like to see a giant toad as a mount (i.e. ridable, like a horse). Nothing serious, really just for fun. Maybe could even use animations from werewolf sprinting (kinda looks like a toad jumping, no?).
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I want to be a crab.
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Opening a lock is a minor nuisance, but not more. On the other hand I would love to see a LOCK spell (or action) to be able to lock doors. That way it is possible to retreat to another room from the enemies, lock the door and heal while they try to open it (maybe, add like a timer to it until it gets "bashed" depending on the lock level). Adds immersion and so many possibilities! Cannot deal with 10 enemies at once? Lock half of them in their closets and make them listen to the cries of their comrades as you slaughter them in the next room! Plus, some mini-quest with totally overpowered (maybe, unkillable) monster that you have to escape by locking him away.
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Becoming ethereal and jumping off the highest cliff in Skyrim is fun no more?
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I think that it would be easiest to mod Forsworn the following way: make them a split faction, where a minority stayed true to their ideals and Madanach, while the most have become bandits, embraced the dark arts (hence hagravens and briarhearts) and got closer ties to Silver-Bloods. In terms of lore: while Madanach was imprisoned the Forsworn have slowly corrupted over the years and some started to take jobs from Silver-Bloods directly rather than through Madanch and became very akin to common bandits. That way you still have most of the Reach Forsworn camps hostile (I mean do you really want ALL camps to be populated by generic friendly NPC's? That's boring and useless!) and meanwhile can do quests for Madanach which also involve wiping out corrupted Forsworn or spying on them. Also, I think this will potentially involve less modding work. Important thing is to incorporate it into the story with Imperials/Stormcloaks, since e.g. being Ulfric's champion and restoring his old enemy Madanch to power at the same time should have some consequences. Maybe, like a final quest to broker peace or something, so that it doesn't seem to be totally disconnected.
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Hi, guys! I would like to suggest few changes to game mechanics that I find important. I feel like there are too many mods concentrating on adding useless stuff and very few reworking essential stuff. Of course, it is nice to have 1000 different swords and whatever, but they are used maybe 10% of the playtime, meanwhile combat, sneaking and magic is used at least 50% of the time and IS at the CORE of the game (there is more to it though). There are plenty of mods reworking magic, but none reworking sneak or combat. I would suggest the following: 1) Make sneaking harder. At 80+ skill and muffle you are basically invisible. Enemies have 10 arrows stuck in their face and half of them dead and they just say it was a wind. It is just downright ridiculous. Thus: buffing up their search range and search time should be easy and do most of the job; make enemies run when searching for you and not walk; finding a dead body should make them be most alert immediately and search half of the dungeon, rather than their room. That will make hiding bodies necessary; second attack on the same enemy must make him most alert (maybe immediately reveal you), so that you cannot shoot the same bandit 20 times; probably harder: tweak some light settings, so that sneaking across a bright areas is harder; probably harder: it is possible to turn torches off by taking them. If it would be possible to somehow interact with other light sources: candles, lanterns and turn them off it would be amazing. However, top three points should already do the most of the job. 2) Small, but very annoying problem - it is impossible to dodge in combat. I can run away from draugr's one-handed attack by backpedaling very rarely, but there is no way to get away from any two-handed attack. I tried getting around the enemy when he attacks, but he somehow magically turns around and follows me with the attack. The most annoying part is that visually I can be 3 or 4 ingame meters away from the bugger, but still take damage. (Somehow it is never the case when I use 2H weapons.) Meanwhile, enemy mages easily backpedal from my dual-wielding power attacks with steel swords. I am not sure how it can be fixed, but the first thing that comes to mind is tweaking the reach of the weapons, since it seems completely broken. Could it have anything to do with playing on master?
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I like it. The spider does look poisonous and creepy now. The rest is good too.
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The Witcher comes to my mind when I think about varying NPC models. The guys did a great job there. A really cheap solution is to make some set of "fat" clothes and put it on merchants. The body model remains the same, but the clothing is just "fat". But that's just an idea, have no clue about modding lol.
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Well, it seems to me that Skyrim is just full of scum begging for eternal damnation. Just go to the forts with necromancers, silver hand, vampires and count mutilated bodies and severed body parts in there. Bandits are also not much better - they are just mad dogs of Skyrim attacking men, horses, animals alike. Why feel pity for them? (Of course, there are some decent or not-that-bad people, but I don't fight them that often).