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Posts
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Everything posted by cppcooper
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Heh it is funny to see glimpses into the thought processes of over protective parents. Playing skyrim without blood will obviously make the difference between a kid becoming the next mass murder suicide in a school or becoming the next nobel laureate.. or the more likely situation no matter how you play the game is that the kid will end up being an average human being with friends and family and ultimately being known for nothing grand. Should be easy to do, just get a bsa extractor and search for blood textures. The find some entirely transparent textures to replace the blood with and put them in the right directory path from data to have them load instead of the ones in the bsa file.
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Lol it makes me wonder if people get the elder scrolls games just so they can perform dirty acts to elves, orcs, and khajit but I do agree that having sex with your spouse would make sense, and then presumably have a child.. a halfling in my case.
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The sex-dream about the dwemer clown? or the one about the giant frost troll that chases you down main street? I couldn't resist. I'm sorry.
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How do you make an anatomically correct model for a mythical creature. Give one a penis, and one a vagina. You guys only think of breasts cause they are the first thing you look at on a woman :P Or maybe since it is a cross of human and wolf you can give more rounded pecs
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In the end, I would rather see a speed function added to the control list. Like in splinter cell where you can scroll the mouse wheel to change your speed. Have the option of replacing zoom with that. Put the other on page up / page down and you're set.
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lol 5 bumps inside of 20 hours
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Colourful naming conventions.
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Heh, I hear ya. I have a strict "no atronachs!" policy in my house. My frame rate is around 14-22/s so I definitely hurt with more spells.. mostly only with vast amounts of textures or lighting though, like looking down from a mountain or around in a city. Old CPU and DDR2
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Unless it is dwemer made and heavy, I don't quite see how or why I'd much rather have dwemer crossbow that shoots explosives. edit: I was shocked that this thread was still going so finally opened it and read the first two posts. omg look at that, the last post is replying to the very idea I just posted about. Heh, owell. The steam powered gun is a neat concept. Use unrelenting force as your script..
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In order for the game to be broken it would have to be that Bethesda intended for daggers to have that enchantment whereas they seem to have clearly chosen against that due to balancing reasons. It totally is common sense and I am just arguing semantics, cause it's fun for me. I have no life.
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Sometimes they just don't like that person that dropped dead. Heart attacks and strokes are probably pretty common in Skyrim; blissful ignore-ance. I had a hell of a time killing the thalmor ambassador or whatever he was in Markarth, his guards cared.. so did the other city guards. I tend to have the opposite problem of what you described. I will kill an NPC who pissed me off, from 20 feet away.. or poison them and walk 20 feet away.. and then everybody in town hates me and tries to kill me on sight. When I poison somebody undetected, I should get away scot-free unless there are special circumstances(like what I don't know) When I shoot someone with an arrow from 50 feet away and I am undetected and my bounty doesn't increase.. what SHOULDN'T happen is that guards attack me.. Nothing more aggravating than a persistent glitch that causes people to attack you when the crime system doesn't say you did anything wrong. So either I should get a bounty or these guards and townspeople should piss off.
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I noticed that new addition to the OP about proximity sneak penalties. I don't entirely agree with the idea, although it has a good foundation. There is no TL;DR version, sorry. To start off with I don't think applying penalties is a proper way to determine detection of a sneaking character. There is always the chance that the people just standing around doing nothing are day dreaming for one thing. So assuming they are 100% vigilant is a fallacy. Okay, so instead of tearing it down the rest of the way I will come out with my suggestions. Anybody talking about stealth has probably played Splinter Cell, the game uses some very excellent methods in determining these things. Most of which are built into the engine so my likened version will be less implemented than they are. Visual Detection * Line of Sight * Light position * Light level * Vigilance * Nightingale Yes/No (-15% from char LL, not the effective LL) * With the line of sight the closer to the center you are the more visible and likely you are to being detected. Assuming the field of view is 90 then you can say this. The center is 0 degrees which makes the sides both 45 degrees. Ignoring negative values, as they are unimportant you can now say Cosine( Line of Sight ( Player ) ) Line of sight gets the player's angle in the field of view for the enemy, and cosine makes it so that 0 degrees is equal to 1 and the sides are approximately half. * I would have just put whether you were wearing the Nightingale armor or not, but.. I don't wear the entire suit even when I am wearing it; I modified the shrouded gloves to match the nightingale gloves, so they wouldn't qualify. So I figure it is better if it is done just upon whether you've taken the oath or not. You are Nocturnal's agent and she is supposed to provide you luck in your stealthy endeavors, 15% sounds like a lucky number.. it is 2 more than 13 and 2 is even. Bs justification, and I know it. 15% is just a solid number. * The reason I put position in there is because if there is a powerful light between you and an object you generally find it hard to see the object if it has a low light level and is behind the light. So I would propose if the light level is low and your behind a bright light you become less visible. AI should also be less likely to sit staring towards a bright light for that matter, for intelligence sake. So here is my arbitrary but functional way of doing so. I tested and made sure it goes down where it should and up where it should. ( Note: this is only for when you are on opposite sides of a light source eg. you are directly in-front of them and they are holding a torch ) Effective Light Level = (Char Light Level / Light Source Light Level) * ( Char Light Level * ( Enemies Distance From Source / Char's Distance From Light Source)) Effective LL= ( Char LL / Source LL ) * ( Char LL * ( Enemy Distance / Char Distance ) ) That makes it so that the effective light level becomes stronger if you are closer to the light source than the enemy, for more than one reason in fact. It becomes weaker if your light level is lower than the sources due to the first division. This equation should never make your light level stronger unless you were already pretty detectable. So this will provide better benefits and worse penalties. Give AND take, the way it should be. If you are on the same side, well that is different. It depends on their line of sight and how much light is in it, and what yours is in relation and so on so forth. Instead of making it complicated though let's follow the same formula, and switch the "light source light level" with the enemy's light level. Sound Levels --------------------- Sound levels should be give and take as well. You are generally not going to be the only thing making noise, and again for those who have played Splinter Cell.. you know they had a good way of using sound to control how you would sneak around. Of course you can't use your scroll wheel to increase and decrease you speed.. despite the scroll wheel doing nothing else.. ¬,¬ (correct me if I am wrong, but I don't use it for anything other than menus) These are the things that should provide sound bonuses, by increasing background noise. These are all things that presumably can be checked on to determine what their states are. * Idle Animations (minimal) * Walking Animations (Enough to sneak run) * Talking (enough to step on things that make noise due to bad physics and collision boxes) If they happen to be looking in the direction of the sound, already. Then take your chance of being detected via sound and multiply by 2. With object noise, this should be proximity affected the same as walking and running already are in vanilla. I have given this a once over, and it looks good enough. I've already spent about an hour and a half, so maybe I might come back and notice it needs an edit, but for now I will be happy with feedback. Edit: I forgot one tiny thing. Line of sight needs to be based off their face orientation meaning their animation needs to somehow be taken into account, probably via a bunch of hard coding and timing. Else it just won't be fair, because the intuitive reaction to somebody turning their head is, oh hey they won't see me if I stand in front of them or to the opposite side of the direction their head is turned. So if it can't be done, I would personally would avoid using the mod and hope for a better one or a version without the LoS function.
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I think the idea with hand gestures is have them as lesser abilities costing no mana with infinite uses and just favourite them. The no block is a good idea. Need to have it so that it works on other NPCs too, primarily in interiors. Edit: Nothing worse than an evil wife who likes to trap you in rooms so she can try unsuccessfully to have a conversation with her husband.. or worse have her way with you.
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LE Want a Spyglass...want non-combat zoom
cppcooper replied to kevlaria's topic in Skyrim's Mod Ideas
all it needs is some sort of script to engage when equipped.. store the current fov setting in a temp variable, then change the fov to something real low to be all zoomed in then when you disengage the scope it goes back to the value in temp -
Not always. I haven't been able to figure out any conditions for it but I only continue to roll about half of the time when I really need to. I think the best you'll be able to do with this, unless you figure out how to use the variable holding the character's sneak / stand state to help out.. is to get a program that allows macros, or to get a keyboard that allows custom bindings.
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Yup that is what I did. I did run into an issue where the naming schemes weren't standardized though.. so I had to take a look at the thumbnails to fix a white texture issue. It was 2 and a half hours well spent. I had just hoped i could cut it down by somebody actually answering the question.. which didn't happen.. ¬,¬ thanks guys I feel the love.
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Took me an two hours to do it but I did it. I believe it was the FO3 BSA extractor that I used. As well as the Nvidia dda thumbnail preview exe installer download from their website. The textures didn't work so I had to find out what they looked like and I didn't want to go through the installation process for cs5
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I know that in order to make the shrouded gloves look like the nightingale gloves, I will need to obtain the nightingale files and put them in the overwrite directory where the shrouded gloves would be. The same as you can do with textures. The problem being, I don't know how people are doing that for the textures or even if that is possible for the models. Will TESsnip work for this? I just found a post referring to it about editing stats, which could be the second best thing.
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Maybe you didn't understand what he said.. When you press sprint in sneak mode... you roll.. silently... thus doing this would be bad.. Take a look at your perk tree.
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He is right about the Master difficulty thing making things a lot harder. More importantly though.. illusion magic bro.. you obviously did not check out the perks available in it. Quiet Spell Casting for ALL schools of magic. You probably don't want to do it right behind a thalmor guard but it is still available and makes spells stealth friendly. I play on Adept because I don't mind not having the game impossible to beat. The mod should definitely be made.. I just find it funny you want it so that you can make MASTER difficulty EASIER to play... seems like an oxymoron don't you think. Speaking of morons.. I wonder why Bethesda decided to prevent damage enchantments. I have never found any such enchantments but.. I barely enchant anything. I just have Mehrune Dagon's Razor and a dagger I made called Soulrend which fills my black star.
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The problem is their AI, not their skill level. They still walk out of the shadows regardless of their skill. They should try and match the player's actions while using their own path creation algorithms keeping the focus on being undetected and hidden away in shadows and corners of rooms. If they can't form a safe undetectable path, as in they know there is 0% chance of pulling it off.. then they should just stay behind and let you proceed without them.. not daftly follow you through a horde of falmer knocking into each one along the way. ====================== * Stay behind when necessary * Catch up when it is safe * Don't do anything stupid when someone's life is low * Use the player's path as a good starting point for path creation inserting player actions appropriately (rolls, jumps, etc) * Don't block the player ====================== With not blocking the player, I would have the AI stay to the sides of rooms primarily. When they inevitably do block you, walk up to them.. natural action trying to push them out of the way. Then if you turn around have them follow closely behind you but then when possible to do so without detection (if sneaking) move up to your side to leave the path open.
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Companions should be able to have their own companions. Then you can start setting up hierarchies of companions. Have 20 offices with groups of 5 under them then have one commander who the officers follow.. then you have a tiny army :D
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No good to me. The dumb Bit..rch tree got herself dominated in the out hole by some creepy falmers.. when all she had to do was just sneak around with me. Looks good though
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LE Want a Spyglass...want non-combat zoom
cppcooper replied to kevlaria's topic in Skyrim's Mod Ideas
*Big bowl of yes*