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Everything posted by Kyuukei
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What I mean is, he said he had plans to go spread the Way of the Voice to more dragons but nothing seems to come of that ingame.
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I understand that Nexus has been having some server trouble with the advent of Skyrim's success, but this is a bit strange. I made a mod topic here, and while I'd like to edit in our most recent progress, for some reason every single attempt at this gives me the Driver Error page. Ordinarily I would assume general server trouble, but at the moment I can do literally anything else on the site just fine - including editing other posts. Is it simply the post's size causing server issues at the moment, or something more specific to me personally?
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Personally, I feel it is too short from precisely the perspective you're talking about; the main quest was a rather low priority to me, and I only ever did it on-and-off. Doesn't change the fact that somewhere between the Civil War Truce and entering Sovengarde, things feel like they were ridiculously truncated in that storyline. And while Sovengarde itself was pretty cool, the ending itself feels a bit lacking simply because of the lack of tangible long-term changes. Paarthurnax's brief discussion with you about Alduin's fate was nice for closure, and while I'm actually glad the dragons are still around post-Alduin, overall it doesn't feel like too much actually changed, you know? At least gimme a kickass statue or something. Ideally one with a better generation systemic than Oblivion's. (in all seriousness though, like I said above, some followup quests for each faction would have been nice; it's a bit jarring that ingame Paarthurnax technically just sits there)
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Feanoro: as far as I know, you are correct; the Snow Elves inhabited Skyrim before any Nords did. If I remember correctly, Ysgramor and his men came down from a continent to the north of Tamriel and were in fact beaten back by the Falmer once, before establishing a foothold. That's when the Falmer were driven underground and stuff, but that's for another topic. Kinda makes me wonder what exactly the Stormcloaks mean when they call Skyrim 'the birthplace of Man'...
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... the Hagravens are cannibals TOO?? Just when I thought The Reach couldn't get any creepier.
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http://www.youtube.com/watch?v=sRyY54NYXVE&feature=related I think Alduin wins all awards pertaining to Fus Ro Dah. Also damn I want that Meteor Storm shout.
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:thumbsup: Yeah, that's the thing. Their cause is a good one, but the way they go about it is very wrong. So, I'm still kind of on the fence about the whole Ragged King thing, I suppose, depending on what he actually intends to do. Having not met him yet, I don't know how sympathetic he is personally. Perhaps the best approach is to kill him and then the Silverbloods. Either way, I'd rather innocent people not suffer, but it seems that would occur either way and so from that perspective, The Forsworn Conspiracy would be a lose-lose.
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Just wondering what everyone thought about the whole Forsworn thing. Note: I haven't played through The Forsworn Conspiracy yet, but I have a good idea how that storyline goes. Personally, I have a great deal of sympathy for them, and if they didn't randomly shoot at me while I was out and about, I would not kill any of them. Which is kind of the problem; while I can totally understand wanting their native lands back, and especially their strong vendetta against Ulfric for his extremely bad behaviour before the game began, they strike me as being way too indiscriminate. If nothing else, trying to stab random tourists completely independent of any guilt in the situation doesn't strike me as a good way to do things. If you're going to kill people to get back what is yours, fine, but at least kill the right people. Still, releasing their King ultimately sounds right to me (assuming he also isn't going to murder a bunch of innocent people), considering that to do otherwise allows the Silverbloods to continue owning the place with complete impunity, and nobody wants that. Because on the other hand, in Markarth 'right' is kind of a dubious thing anyway. Half the time I am strongly tempted to kill every single corrupt member of that city so the remaining 15% or so can start over. Then, in a more dynamic game, we could fill the resultant vacancy by peacefully welcoming the Forsworn back, and everyone wins. Except the Silverbloods. They'd be dead. Your thoughts?
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I was hoping to finally get some Greybeard robes. I was disappoint. But yeah, the ending felt way too rushed to me, and overall the Main Quest felt too short. The storyline would've been more interesting if they had expanded on the questions Paarthurnax asks you when you first meet him at Throat of the World. Is Alduin more of a force of nature than anything else? What about the next world? It's pretty much inevitable that he will appear again to actually end the world, so what would cause that to occur? Etc etc. I also think it would've been cool if you could do some quests for Paarthurnax as he tries to spread the Way of the Voice to more dragons; it'd have been nice to have civil conversations with more dragons than just him and Ohdaviing, as cool as they can be. I guess, if we go down this path, there should also be a quest path for the Blades should one choose to kill Paarthurnax, but f*** them. Seriously. Idiots. There are lots of points where Bethesda could've added the intruige of the Civil War storyline to the MQ, but instead it feels way too compressed. Hopefully, given their penchant for really good DLC, some of this will be addressed later, but chances are any major expansions would go off on their own tangents. Ah well. At least Paarthurnax is awesome. (side note: I'd have loved to get the Meteor Storm shout for beating Alduin, that thing is totally awesome)
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The damage bonus was intended to apply unilaterally to everything (this includes Destruction magic), so H2H is indeed covered, yes. The Ice Wraith thing is a cool idea (pun unintended), and I would certainly not object to making the damn things easier to see. Will probably make them an innate summon, likely at Nightstalker level and up. Movement bonus was intended from the get-go at higher stages, independent of whether or not you're in sunlight. Not a very large bonus, mind you, but enough to be notable. Will look into the jump height but insofar as I know that won't be too hard to muck with if it's anything like Oblivion's systemic for it. On reflection, I don't see much reason to remove Shrine blessings, given that healing spells and the like have always worked normally on Vampires in TES, though (sans Daggerfall anyways).
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Hmm. Good point. As far as I know, enough damage from just about anything will cause Ice Form to fade away, though. One consideration, therefore, is to ensure that Bloodfreezing someone who is Ice Form'd causes the immobilization to rapidly fade. We intended for Bloodfreeze to cause damage over time anyway, so that might not even need any alteration from a coding standpoint, given that other damage sources allow the target to break free. For clarity, the current intention is for Bloodfreeze to be more like a utility version of Frost Breath, rather than Ice Form.
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"The next day, he did return with more questions, these ones very specific. He wanted to know about the vampires of eastern Skyrim. I told him about the most powerful tribe, the Volkihar, paranoid and cruel, whose very breath could freeze their victims' blood in the veins. I explained to him how they lived beneath the ice of remote and haunted lakes, never venturing into the world of men except to feed." - Immortal Blood http://dl.dropbox.com/u/32893784/logo.png The Concept With the advent of Skyrim's Creator Kit, myself and a good friend, fellow Nexus member Myrajia, are developing a mod to replace Skyrim's lore-unfriendly and underwhelming Cyrodiilic Vampires with something more lore-consistent, and in the long term, more powerful. We personally feel Bethesda was way too conservative when balancing Vampires, and that the aforementioned powers of a Volkihar imply tons of missed opportunities in the vanilla game. This mod will use an age-based system for the advancement of Vampiric powers, in lieu of them becoming stronger at higher levels of Hunger. In addition to the new stuff, vanilla abilities will be retained, and some will actually be improved, but these abilities will only advance as you age. New Vampires will start off fairly vulnerable (while still reaping some of the mod's unique benefits), but by the time you hit the third level of growth, you'll have several substantial advantages over vanilla Vampires as long as you keep yourself fed. Planned Features (note: we're still pre-Alpha, so this stuff is subject to change) - An age-based system for growth, with five levels - Fledgling (20 days), Blooded, (45 days), Nightstalker (100 days), Ancient, (200 days), and finally Master. - Permanent Waterbreathing. - Immunity to Paralysis. - Sunlight penalties have been altered to be less punishing - namely, the lack of natural Stamina regeneration has been removed entirely, and you will regenerate a small amount of HP and MP over time. In exchange, you will take more damage at higher Hunger levels. - Feeding will produce a temporary 'Blood Euphoria' effect - potency and duration will improve with age. - A synthable Blood Poison item, which can be used on a victim in lieu of feeding. Consuming the resultant Blood Potion will revert your Hunger level to stage 1 for 8 hours, after which you revert to whatever stage you were previously. Useful for long outings. - Ancient and Master Vampires can go 48 and 72 hours without feeding before advancing a Hunger level, respectively. - Improved attribute regeneration for all age levels when not in sunlight. - Damage bonuses when not in sunlight for later age levels. - Movement speed increase for later age levels. - Damage bonus to Frost spells at higher age levels, whether in sunlight or not. - Ice Wraith summon at Nightstalker and up. Will improve with age (props to jack254 for this idea) - A Charge system for some of the new Powers; you may use them a certain amount of times within a 24 hour period. - Nightstalker Vampires and older can use the Bloodfreeze power a certain amount of times per day. The potency of this ability and total uses per day will increase as you hit Ancient and Master. - The ability to summon a ghost of your former self, once a day. This ability will strengthen as you age, and reach its pinnacle form at Master level. Screenshots Vérdéran Sword http://cloud.steampowered.com/ugc/595844182602492036/3BDE4E6DE2AF2B34CD1304B8D0199713C76FF537/ http://cloud.steampowered.com/ugc/595844182602487021/58DA764C985CF37FD32934DAC5CA5C537E6E4C7D/ Detailed Mod Mechanics Supplementary Stuff (i.e. what we have planned beyond the core changes - if we can't release any of this, we'll just put out whatever we can; the core changes are obviously top priority) - A simplified AI version of the mod that can be tossed onto enemy Vampies, ideally in such a way that conflicts with other mods that alter enemy distibutions would be minimal. - Trippy dream sequences for advancement between age levels (not to worry, day total will still accumulate before you sleep). - A unique weapon of your choosing, to be obtained at the end of the final dream sequence. - A later 'expansion' mod for a Volkihar-themed Vampire Lair east of Windhelm. Obtaining it will involve defeating the (very cranky) Master Vampire occupant. Skeleton butler and immortal pet Frostbite Spider to be included. - Radiant conflicts between Vampire Hunters and Volkihar of varying strengths throughout eastern Skyrim; likely a supplement to the Lair mod if that gets released. - Retroactive age increases for anyone who was been a vanilla Vampire long enough, utilizing a day counter. (note: the following sections will be updated as frequently as possible, to better maintain transparency for the mod's progress) Work Completed - Altered sunlight penalties to be less punishing, but still become worse as time is spent without feeding. - Created a testing cell inhabited by a sleeping high elf known only as 'Bite Me!' for script testing. - Added a temporary Blood Euphoria bonus upon feeding; successfully debugged. - Finished scripting a system for evolving Vampire abilities as they age up. Work in progress - Added Sepherose to the team for support in texturing, and began work on the Vérdéran Weapon set. - Started work on the Volkihar daily abilities. - Made files for all abilities in Creation Kit; currently filling them out as needed, and bracing for the upcoming slew of debugging. - Testing blood potions and fixing issues in the scripting interface. - Implementation of new abilities unlocked by age, including the Bloodfreeze ability, and the ability to summon a ghost of the vampire's old self. - Debugging Bloodfreeze - Completion of age up script and bugfixing. Thanks for checking this out. May your undead flesh be filled with the blood of unsuspecting mortals :devil:
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Oh, no, not what I meant. By 'usual spot' I meant the tendency a lot of people seem to have of placing items by one of the Market District statues. I haven't worked out why yet, but stuff placed there made the MD destabilize on my last install of the game. A bit odd. Either way, if you're adding them to a vendor, it should be completely fine. No problems with waiting a bit for it or anything; s*** happens and all that. Thank you again for taking it up - it looks quite nice.
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Yup. Nailed it again, haha. For the record, please don't put them in the usual spot in the Market District; mods there tend to make my game destabilize after a while for some reason. As for stats, here's an enchant list if you're up for that: Mainhand: Damage slightly better than Daedric Shortsword, swing speed a bit faster than normal shortsword, whatever you feel is appropiate for range based on blade length and stuff. Realistic weight. Absorb Health, Fatigue, Magicka 10pts each on strike. Instant effect (because those glowy red line things for non-instant absorb effects bug the hell out of me sometimes). Fortify Blade 10pts Active Effect, if possible. I always liked that effect on Sword of the Crusader. Sufficient charge for around 100 hits or so. I would also, ideally, like it to be impervious to disarm effects because it is really annoying when that happens on a hill or something >.< Offhand: Light Armour, a bit better overall than a Glass Shield. Same weight as mainhand. Fortify Strength, Intelligence, and Willpower 10pts each. Reflect Damage 10pts. Shield 10pts. Constant effect Restore Health, Fatigue, Magicka 1pt each. Equivalent Fortify Block 10pts ability. If they end up a bit unbalancing, I'll probably just crank up the difficulty again. Tends to work >.> Thanks very much in any case. The weapon looks *awesome* :thumbsup:
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Oh my God that handle looks AWESOME. Hit the proverbial nail on the head. As for the blade itself, I like the base design of it, but can you retex it with Ebony Blade's level of polish?
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Yeah, that design is perfect. As for colouration, upon reflection, I basically want it to match well with the Silverthorn gear if possible (since I wear it all the time anyway). Here's that set: http://www.tesnexus.com/downloads/images/4072-4-1193116525.jpg http://i.imgur.com/jdABI.png By all means feel free to wing it a bit; as long as it looks cool I don't mind really. Thanks again!
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Sorry, should have clarified a bit better. While I don't want a sheath, the tsuba, I'd like; in my opinion that's actually one of the coolest parts of a Japanese weapon. Some degree of curvature in the blade is fine. On reflection, I probably should have just only posted the second image, haha. I quite like the general design of the one in the first image you've posted. A bit less curvature at the edge of the blade, a slightly shorter handle, and the kickass minimalistic colourscheme shown in both my images (with perhaps a darkened shade of the Akaviri's blue intact, if that actually looks cool), and I am completely set. Thanks for your interest. Was totally hoping someone would take it up.
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I have tried out that mod, actually. The weapons called Kodachi in it are actually way more reminiscent of Ninjato, as near as I can tell, and are too long to be shortswords really. A closer equiv would actually be any mod with Wakizashi in it, as the two weapons are pretty similar aesthetically. Haven't found any quite like the ones in those images, though.
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Cue delayed response! Thank you. Looks like it has a TON of other stuff as well, so this should be fun. /kudos
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EDIT: Request fulfilled and released on TESNexus Wondering if anyone would be up for making a sheathless shortsword-type weapon along the lines of these two here: http://i.imgur.com/gPXLZ.jpg http://www.icollector.com/images/1111/17129/17129_0549_1_lg.jpg The kodachi is my absolute favourite weapon type ever, and has been ever since I first read Rurouni Kenshin long ago. I did a LOT of checking around, but I couldn't find anything quite like this. The sizeable amount of Wakizashi come close, but I love the minimalistic design of these, and no sheath would make it look so much nicer when dual-wielding (yay Unnecessary Violence, I love that mod). Many thanks to anyone who takes this up; I have been looking for a weapon of this type ever since I got into PC Oblivion. (Also I apologize for the lameness of my circle in that first image; mousepads apparently aren't very conducive to that sort of thing.) Thanks for checkin' - Kyuukei
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Ok, it seems that somehow, all unique dialogue options from any vanilla Oblivion character ever, cannot be selected at all. This also seems to apply to scripts, as Branwen and that Argonian guy don't spar with each other, for example. They just sort of stand there. Notably, this only seems to apply to the base game, and not any official mods, as Shivering Isles is not affected at all. I can think of no specific cause, really, beyond destabilization caused by activating a few too many mods. The last time my game destabilized due to that, though, meshes started disappearing at random and save files became temporarily corrupt, so this isn't really consistent with that. I'll probably just try reinstalling the base game, unless anyone knows of a particular fix I could do. I can list my load order and things if desired, but this seems to be moreso general destabilization and a buggy game simply being itself, unfortunately. Mostly just wondering if there's anything to do aside from a rather tedious reinstall.
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While there IS a Keyblade compilation up on Nexus, I could not find anything that has this particularly distinctive sword which shows up in Kingdom Hearts II. So, here it is for anyone who wishes to take it up. Way to the Dawn looks BADASS, and honestly I'm a bit surprised it hasn't been made up for this game already because of that. Images for it are admittedly a tad sparse, but here's the best ones I could find: http://images.wiki.wegame.com/i/371XoPGt.png http://www.hellocosplay.com/images/props/kingdom-hearts-the-way-to-dawn-keyblade-3.jpg http://fc01.deviantart.net/fs24/i/2008/010/1/c/Way_to_the_Dawn_keyblade_by_8_13.jpg http://fc01.deviantart.net/fs71/i/2010/050/9/3/_____Way_to_Dawn_Keyblade______by_Anti_Roxas_99.jpg Thanks for taking a look.
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A way to give npc's gear and make them use it?
Kyuukei replied to infernohero's topic in Oblivion's Mod Ideas
http://www.tesnexus.com/downloads/file.php?id=26421 This is a fairly concise solution. So far I've only really used it with the Dremora Companion mod, but it seems to work flawlessly. You can actually use it with any NPC whenever you want, which is pretty damn cool. It also works with things like cape mods as well. -
Yeah, that's it. Thanks! *kudos*
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I'm looking for two mods. Firstly, I recall there being a mod which expands on the weaponsmiths in the Shivering Isles. Amongst the things it added were Amber shortswords and scimitars, I believe. I THINK the name was abbreviated in the same fashion as, say, OOO and MMM. The other thing I am looking for is the weaponset in this image here: http://www.tesnexus.com/downloads/images/20459-1-1224418703.jpg Thanks, mod detectives. /salute