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Trucidation

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Everything posted by Trucidation

  1. I really hope it's going to be compatible with "Power of The Stars" by bl3azy ( http://skyrim.nexusmods.com/mods/27621 ) because STARS DAMMIT.
  2. Agreed, would do a hell of a lot more for immersion, that's for sure.
  3. Ya from what I heard they're prerendered maps, rather than procedural ones created on the fly. Was kinda disappointed in a way, judging from the graphics I thought they had the ability to mix-and-match several prerendered sections together. E.g. urban, throw in a random carpark, a building or two, some walkways, etc. Didn't realise each and every single map was fully prerendered. I'm also interested in the weather/lighting aspect. It'd give more options to carry things in your inventory like night vision scopes or whatever, then later on combination stuff to reduce the number of things you'd want equipped, etc.
  4. Agreed with you. My biggest beef with the game is the crap "HOMG 3 MISSIONS, PICK 1?!?!?!?!" because you're basically forced to let panic sodomize the remaining 2 countries you couldn't send a team out to (let's not even get into why a global organization can't field multiple 6-man squads). I'd rather have 3 missions back to back in a week, it'd be more realistic than a whole week of nothing happening and then blam, all 3 on Sunday. It won't necessarily be easier either, since it's highly likely you'd have lost or injured soldiers after the first mission, so it's still possible you have to let the remaining missions go, or attempt them with a team of weaker and less experienced soldiers. You could easily end up losing more soldiers too so I'd say it wouldn't be easier by any stretch of the imagination. And it'd be fairer than arbitrarily forcing panic on you. At least you'd know you had the choice of not being able to help them due to not enough manpower, or trying and failing and losing a whole squad. It would have been YOUR CHOICE, rather than a random lottery ticket.
  5. Are the trees fixed, 1 to a class? I'm wondering if we could make multiple trees available to a class, and when the game creates a new soldier (i.e. you hire one and he/she arrives at your base) it'll pick one of those trees. Would introduce a bit more variety rather than the current "everybody is the same" feeling. This would be an alternative option if we couldn't create custom trees with multiple perks to choose from when ranking up like the OP posted.
  6. New to the game, haven't tried looking at the files yet, but I do agree cover feels worthless a lot of the time. Would definitely love to up the cover values, especially as you guys have said even the AI is smart enough not to waste making an attack with a low to-hit% shot.
  7. Imho there are way too many "choose 1 of 3" incidents; I'd rather have a steady flow of 1 or at most choose between 2 missions. Currently I can sit at base for days on end with nothing happening, then suddenly *blam*, choose 1 of 3 missions pops up. I'd rather have a steady flow of missions e.g. once per every other day. That would keep the overall mission count same over the same period of time (e.g. 3 missions per week), while not forcing you to eat panic because they magically happened at the same time, forcing you to pick which one to do. At the same time it wouldn't be easy since if your soldiers get hurt you can't simply take the subsequent missions as they come - so there would still be missions you'd need to skip, or risk doing with a weaker squad. More realistic imho.
  8. I've always just used a memhack tool like ArtMoney, same here. Integer. Ditto for Elerium and Alloys. Harder to find values for other stuff like the number of, say, Floater corpses, but that's just because the game doesn't show you the number. Meh. Edit: Thanks for the link Drakous79.
  9. Have some internet cookies. I too bemoaned the lack of a noncommittal path through the game, there are just way too many things you get shanghaied into. "No, I don't want to be a thane - but if you insist on thanking me for killing that dragon then that will be 5,000 gold please."
  10. I remember someone else had this issue, turns out he was using a dual wield block mod or something, removing that fixed it.
  11. Eh, let the masses have their high def but tiny maps. Surely I'm not the only one who'd take a larger map and improved NPC AI over graphics in a singleplayer game. Low poly, render fog, pop in, transition screens... bah, nothing can be as bad as the BBS games and roguelikes we played back in the day. It's criminal how little else other than the UI has really improved. brain_exploded.gif Well damn, there go my plans for 2013...
  12. I think many of us would be happy if it were scaled up even just a teeny bit, like say twice the current size along either axis. The current scale isn't bad, but many places seem as if they're within yelling distance of another location - which makes creating, say, roving town border patrols unfeasible because they'd sight others way too often. With a larger area animals would have more 'breathing space' too - struck me as odd that people-shy creatures were as close to encampments as they are. Didn't have the fortune to play either Arena or Daggerfall :(
  13. None. Didn't play vanilla Skyrim long enough to lose my horse but enough to observe how it would get into fights etc. A ride replacement mod was my no.#1 priority, didn't take long to settle on "Conjure Rideable Ethereal Horse Spell" ( http://skyrim.nexusmods.com/mods/9534 ).
  14. I haven't checked it out personally, but I recall reading about the Tundra Defense mod ( http://skyrim.nexusmods.com/mods/22330 ) having some kind of planting thing going on with the farms. You could try asking the author about it.
  15. Took a while to dig through my browser history, but this should be it: http://forums.nexusmods.com/index.php?/topic/167695-console-command-to-make-a-bed-pc-owned/ I know that link's for a different game but iirc the engine is similar. Cross-refer with the Skyrim console commands here: http://www.uesp.net/wiki/Skyrim:Console , look a little past halfway down the page for "setownership" - it specifically says it can be used to fix beds.
  16. There's already a "Run For Your Lives" mod ( http://skyrim.nexusmods.com/mods/23906 ), but the catch is: it only works for dragon attacks. I'm tired of NPCs charging in to attack bears and werewolves and vampires (among other things), and getting themselves killed. I'd like any NPC who ISN'T a guard or soldier to simply flee from hostiles within their detection range, preferably to some indoor area - and then wait there for, say, 2 IRL minutes or any other reasonable amount of time enough for the player to deal with said hostiles, before returning outdoors and resuming whatever they were doing. (And yes, if there are still hostiles around I expect them to run right back indoors.) Sure, it's "not realistic" to expect to be able to save everyone, but having a quest permanently broken just 2 steps before reaching a quest NPC because he decided to rush some bandits is flat-out retarded. Civilians are largely farmers, merchants, normal people whose priority should be survival and not proactive offense. This means you, Temba, you crazy wench: I know you hate bears, but if you think you can punch one into submission it's not going to end well. Also, more guards around towns please. Many places are so under-manned that it's amazing bandits haven't organized a mass raid and ransacked the place. I was in Ivarstead yesterday evening and a bunch of werewolves spawned at the entrance. I lost count of how many times I reloaded before I said to myself "f*** this s***", toggled god mode, then ran into the pack so they'd attack me instead of the NPCs. I wouldn't need to do this if (1) the civilians knew to gtfo and hide indoors so I didn't have to worry about keeping their stupid asses alive, and (2) there were more guards to help GUARD the place - you know, the ones with no personality, no quests, and absolutely no importance to the game except for "being a guard", so I wouldn't have to worry about them dying, as it should be. (Game should also be smart enough to spawn replacement guards at the next night shift.) Seriously, NPCs are already a damn headache to deal with, but attacking hostile creatures is just icing on the f***ing cake.
  17. I'm sure I ran across a console command for it recently, not sure if there's a mod fix though.
  18. DUDE. I am getting that too (wielding a 2-handed battleaxe), and the only extra gear mod I'm running is Immersive Armors. Also can't figure out why all the dragon-type armors show up with zero armor rating in the smithing screen, and zero armor rating when I actually smith them. It's driving me nuts. If it turns out that "Roosters crow at dawn" mod is responsible, I'll eat my socks.
  19. Yea, I choked on my lunch, good job. NPCs need better dialog options. - *cast Healing Hand on injured guard* "Be careful where you cast that!" ...dude. - Nelkir (one of Whiterun's Jarl's kids): "Another wanderer, here to lick my father's boots. Good job." Except I'd just been made Thane for helping get rid of a dragon. Time to see if backhanding him into a table falls under 'crimes I can now get away with'.
  20. Looks like you've given this a lot of thought, good luck. I normally play a thief type because I can't stand the sight of unopened locks (lol), but I wouldn't mind smithing a lockpicking tool - not really choosy HOW the locks get opened, as long as it gets done. I assume due to the weight, cost, and effort required to smith these things, that they'd always work, assuming they're high enough level for a particular lock? Also, one-shot use devices right? Imho there aren't that many high level locks and the low level ones can be picked even by a barely-skilled player.
  21. Name escapes me since I pretty much just browse at random, but I'm fairly sure it was some kind of hillside castle or keep.
  22. Quick question - how did, say, Oblivion do leveled lists? I thought Skyrim was an "improved" engine. Noob here, just looked at the CK once and parts of my brain were already rebelling. I've modded other games before - simple stuff like new types of weaponry, stat changes, simple quest scripts, that kind of thing - but Skyrim seems obtuse (to put it mildly).
  23. What. NPCs do that in the vanilla game too. I find myself approach NPCs from the side / avoiding walking in the middle of the road for pretty much that reason.
  24. It's pretty much a given that if a version update comes out your game will break. Meh, I deal with it. I'm mostly annoyed at mods that do X, but also do a bit of Y and Z, thus rendering them conflicting with the other mods which I'd spent hours reading descriptions, readmes, and forum threads to make sure I know exactly what I'm getting into. E.g. if you want to mod the perk trees, then change the perk trees but make your goddamn armor fixes in a separate module/mod. And FFS please update your descriptions, I've lost count of the number of mods that looked fine upon casual inspection, but when you read the thread you find gems such as "ok, I discovered it conflicts with X, I'll update sometime", "there's a CTD-causing bug in the latest version, use an earlier one", and let's not forget "I don't have Dawnguard, someone else please make an updated mod because I don't play Skyrim anymore".
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