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siomasm

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Everything posted by siomasm

  1. Due to the nature of the character creation screen, you basically have a look into your inventory from the start, a potentially configurable inventory by changing item codes. If thats possible, I'd love to just have: Theif mask Hard leather torso Hard leather gloves Wanderer leggings Claw Light crossbow 15 light bolts Replacing my adventurer class, maybe different stats if feasible. If it's pretty time consuming I'd happily take a link to a tutorial to take a crack at it myself.
  2. And then applejack daniels. It already looks like you're chugging some 110 proof cider... and sunny D? http://i1096.photobucket.com/albums/g322/Sugarsandrainbows/Dark%20Souls%20Fanart/IvVG2.jpg
  3. Hrm, only 2 spider-like enemies I can think of. Craig spiders and queelag (Along with her sister, though she is hidden away in the first place). Are those your primary concern?
  4. Ironically I would think that when a player stops playing, canonically speaking they go hollow, because they've "Given up" attempting to take any course of action. Unless of course you have completed one of the endings and stop at that point.
  5. Main character does not talk in demon's souls either, and I really do appreciate their method of storytelling in this regard. Without dialogue from your character, you soon start thinking replies when prompted and your own commentary on a situation, rather than being forced into the role of someone else's creation. This was likewise the case in most armored cores, though those were obviously a bit more linear.
  6. Yes, I've used the search function, both on the skyrim nexus proper (it turns up nothing, though I actually have found a mod that contains "Crossbows" [no models, just an effect, have yet to test it myself] in both content and words. So I'm not sure if its only searching titles?) and on the forum. Basically the answer is always "Animations are difficult" and the unspoken response is that "So no on wants to do them." After all this time, has there really been not a single person to take a crack at a crossbow? Or a single project in the works?
  7. Ultimately It all comes down to power, and perception of that power. For the sake of argument, lets say there was a group of people utterly ignorant of magic. Anyone with the ability to throw fireballs or otherwise kill on a whim, turn invisible, heal people from the brink of death or even resurrect them (or their corpses at any rate) could be pretty hard to separate from the aedra or deadra, especially considering how relatively little they actually interact with the world. At what point does a man ascend to godhood? The moment the majority believes he does. Likewise what would the gods be if no one believed in them, and if they could exercise little to no power in the world? Nothing. So in the eyes of the thalmor, Talos is not a god. In the eyes of nords, he is most definitely a god.
  8. One bit that I might not have noticed, but otherwise didn't see get mentioned, how will poisons be worked out? If a sword can go a ways to killing you with a single strike, I imagine a poisoned blade would pretty much end in death for anyone without resistance or magical healing (potion or spell). But what would be the difference between a novice smearing some nasty mushroom extract on a blade, and a honed master creating a deadly elixir of void salts and falmer ear ("exotic" ingredients)? Also wondering if there would be a significant upside to light armor in some regard (Get tired/hungry/thirst at a slower rate than when wearing full plate? Easier to dodge/greater dodge distance?) considering that while armor can no longer soak damage, I would realistically see heavier armors as the more desirable regardless. The only real downside to heavy armor aside from armor cap and aesthetics is the slower moment speed, which can be perked out of or removed with the steed stone, and noise that makes it difficult to sneak. Though that can also be reduced with the muffle perk, spell or enchantment.
  9. I've never modded before, but this is something I could become sufficiently motivated to learn from. The lack of an unarmed perk tree, and yet still having the ability to duke it out, yet with some inherent (Khajit and argonian) damage additions and even a perk (fists of steel), drives me nuts that it seems they went a quarter of the way into making H2H viable, and then just dropped the entire idea it seems. So here's my requesst: A perk tree for Hand to hand combat. Claw weapons (From sharp fingered gauntlets to bestial talons. Swing like argonians/Khajit) Fist weapons (From a cestus to a pair of dagger blades welded onto a bracer to katars and other punch blades) P.S. Derp, I already posted a request of this. http://www.thenexusforums.com/index.php?/topic/478236-hand-to-hand-overhaul-the-basis-of-all-combat/
  10. Wholy crap. I want, want, want, want, want (etc) this. All of it. Every last bit. I know it's probably going to be a complete pain in the ass to learn from neigh scratch, but I want to create a series of claw/fist weapons and a new hand 2 hand perk tree. Might you have any pointers? Tutorials you might think could be specifically useful? Or ultimately should I just wait for Scc?
  11. If it was possible to add skill types to oblivion, I'd imagine we probably can with the skyrim creation kit.
  12. H2H can be somewhat effective, but it will never be as effective as one handed, 2 handed or magic. Reason being: No damage % modifiers (ie, the first perk which adds a massive boost to damage and can be leveled 5 times) Heavy gauntlets will only scale to such a degree (Weapons with perks into the tree will provide more damage than gauntlets do armor rating) No power attack bonuses No damage type bonuses (Like sword, axe, hammer) No dual wielding bonuses Cannot enchant for damage Cannot poison for damage It is viable only insomuch that you can roll a Khajit and exploit to level your heavy armor high enough for the perk, then play. And even then you will never be as effective as the existing styles due to the reasons above.
  13. Just wondering if anyone with modding experience can tell me whether these things will likely be possible to do. Ways of making H2H viable; from simplest to most complete Add in more gloves with increased h2h damage enchantments. Add to loot tables if possible Modify existing perks to benefit hand to hand, or hand to hand to apply to existing perks.*1 Create a perk tree specifically for hand to hand. You gain "experience" through fighting. Weapons specific for hand to hand, equipped just as one would equip a sword. Tied to the H2h perk tree. Specific power attacks and attributes for H2H and its weapons based on unlocked perks within the tree. Custom animations. (all of the above basically) While the first is something even I could do (not sure about loot tables though), the rest I have no idea whatsoever. With what modders were able to do with fallout new vegas and oblivion, would it be possible to do the above things in skyrim with the creation kit? *1: For instance, make Fists of Steel tied to stamina and in a different tree. Or alternatively make it so that Hand to Hand is considered as a blunt one handed weapon, in so that all 1 handed perks apply to it.
  14. I love these ideas, though I wonder what your thoughts might be on hand to hand, especially if myself or some other modders can get some actual h2h based weapons? I imagine having a khajit attempt to rip your throat out, or anyone with martial prowess and claws of iron, steel or any such material could be pretty nasty to fight against...but how to balance that?
  15. http://i41.tinypic.com/2i06b00.png The mighty troll shouts! Spoken in the language of the trolls! "Wat is dragon!?" "U mad bro?" "Tro lo loool!"
  16. In regards to spikes and whatnot on the armor, it could serve a few purposes: Combat with animals *1 Small improvements for deflecting with minimal metal usage*2 Impromptu weapon for extremely close range engagements and grappling Simple intimidation effect Consider the winged lancers of the polish cavalry. The wings served no practical purpose, but enemies came to fear the sight that marked them as the elite. An angelic lancer bearing down on you could probable give a few people moment to pause. *1 This applies largely to the realm of fantasy, as most animals would likely stay away from trails and especially far from settlements. But in Skyrim (And the rest of Tamriel) there are a number of neigh fearless and horrific beasts that would like nothing more than to wrap their fangs/claws/varied appendages around your throat! And with something that must physically attack you with it's own body, spikes would go a ways in defending yourself. Like a spiked collar on a dog, a creature is less likely to try and take another bite out of you if the first one mangled its face in the process. *2 Rather than just a flat or curved surface; spines,spikes and ridges could help to deflect a blow or lessen it's impact on the wearer. The ridge on the face of the dwemer armor for instance prevents someone from easily splitting their skull. I don't condone the kind of ridiculous nonsense of warcraft's larger-than-your-head shoulder bits and whatnot, but I think Skyrim's armor is respectable. ----------------------------------------------------------------------------------------------- Light armor and 2 handed weapons make good skirmishers. The tundra, like the desert, would be a terrible place for a standard regimented military weighed down in plate due to the sapping nature of the elements and terrain along with the unpleasant effects of cold steel on flesh. I don't see why they would be using heavy armor as opposed to light. As for the imperials, I understand the lightly armored troops here and there abouts, though in crisis I would expect to see more hoplites in heavy armor.
  17. The whole Imperial or Rebel thing is very well done in this game imo. It's not clear cut good and evil, though things in the tutorial are pretty skewed towards the rebels, when you get to the capitol of the rebellion (Winerhold?) you find that they don't much give a damn about anyone that isn't a nord. The jarl doesn't bother to help elves or beast races that come under attack within his lands at the very least. That being said, it seems pretty black and white with the Thalmor. Even as an elf, they are arrogant pricks when talking to you (though to be fair, even patrolling imperial guards act that way) and pretty much act like Nazi's. Racial "superiority", extermination of anyone who holds a certain belief, arresting people and confiscating property for whatever reason they care to give you, if anything at all.
  18. I've heard of this as well, haven't had it happen to me yet, though I don't steal often. Alternatively though I was attacked by a bunch of elves with a military order to eliminate me...though I assume that is based on the main storyline.
  19. Indeed, what I mean is use the forward power attack to do a weaker version of that attack, that would a lower chance of doing anything. It's not being used for anything else, so it might be a good thing to use it for. *shrugs* just a suggestion. Considering how useless the back power attack usually is (super short range with h2h, so moving backwards and attacking will often miss unless the target is extremely aggressive) it might be a good idea to remove that and put a special power forward attack as you suggested. Though I would like it to be something more interesting than a weaker version of the sprint attack... @maboru I don't think so, and I do know the gloves you are talking about (or something like them). There is also the perk that uruku7 mentioned (Fists of steel for heavy armor. Armor rating of gloves is converted to h2h damage) but between the two of them there is not really enough to make h2h viable unless you are a kajit with really good h2h enchants and great gloves. And even then, it only scales to such a point and lacks the bonuses of the 1h and 2h trees.
  20. Assuming the "Skyrim creation kit" is like the Geck or tools used for modding previous Bethesda games; Would it be possible to add a new weapon "Class" of fist weapons? How feasible might it be to create a new perk tree (hand to hand)? *1 Assuming you can do that, tying power attacks with fist weapons to specific effects as per their perk choices? Changing the animation of hand to hand (When using a claw weapon) to the claw animation that beast races use? How difficult is it to modify a mesh? Is it possible to take existing meshes (ie gloves and a dagger) to make new ones? (Wrist blade) Would it be feasible to add something in like this with relative ease? (Few dependencies, no script extender, etc) Barring that, I could imagine something could at least be jury rigged using the h2h enchantment and specific gauntlet models. Whole lot of questions, I know. thanks in advance for anyone willing to lend a bit of their knowledge in helping to answer any of them! *1 Basically fist weapons would function just as axes,swords and hammers do, though it would be modified by by the fist weapon tree, as opposed to the 1 hand and 2 hand tree with their weapon type specific perks.
  21. I can relate to the OP wanting a companion without replacing all dogs. I wouldn't think it should be too difficult.
  22. I'm hoping that it might be possible to use the Beast race claw animations for Claw specific weapons at the very least. Ideally there might be a better sort of punch for thrust/wrist blades, though those animations would have to be made from scratch I assume. @AndrewWaltfeld The idea behind the sprint attack (assuming it is indeed activated while sprinting, not while jogging at someone) is that you will be using a lot of stamina and that it will be very situational. That being the case, I want slamming into someone at full speed to have a lot of force. It shouldn't be usable frequently, but should conversely be a powerful if somewhat difficult move to use.
  23. I already have that in there: Brutal Blow (sprinting power attacks have a 25% chance to knock an enemy back, 75% to stagger) Could change it to the basic forward attack, but eh.
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