Jump to content

Huglarh

Members
  • Posts

    143
  • Joined

  • Last visited

Nexus Mods Profile

About Huglarh

Profile Fields

  • Country
    United States
  • Currently Playing
    Oblivion, Tf2, Minecraft, Skyrim, FO:NV and Terraria
  • Favourite Game
    Oblivion

Huglarh's Achievements

Collaborator

Collaborator (7/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. There is one thing I found odd when it comes to foraging for resources is that some nodes should be able to provide more than what you get when interacting with a source node. Let's talk about something related to that - the Jalapeno plant; you can only forage for one jalapeno per 'node', when the model for it makes it look like it has... 3-5 good looking jalapeno's on it. You'd think you get more than one, but either that is some oversight and you weren't suppose to think on it too much, or intentional, but you're not suppose to think too hard on that one. There are plenty of other Jalapeno's on that bush that could make for some great Gecko Kebabs - but no, only one is plucked from the bushel. Another good example is, in regards to robots, is that you will only get a metal scrap or a metal scrap and some other resources, depending on the perks you have VIA vanilla and/or provided by mods. You'd also think you'd be able to take that sucker apart and get a lot more than a few pieces, albeit I reckon it makes sense if you engaged it in combat ruined some of the components - but if you hadn't and disabled it by any other means, I'd figure you'd have an entire cow intact to work with... What's more is how you come across open barrels that tumble around when you collide with them, shopping carts, shelves, abandoned and overly rusted cars that barely budge when you shove them but can be sent careening with the right placement of several C4's, etc; you'd think those would be an optimal source of scrapping into other parts you want? (I think there was a mod for that, but I can't find it anymore - but I'd like for this mod proposal to have some function of that nature). So it got me thinking -- suppose if anyone is up for it, could they create a mod for those who love to forage and scavenge for stuff in their spare time and make exceptional use of what the Mojave has to offer? I propose the idea as a couple perks (albeit, it can be expanded upon): For each point invested into these perks, the player is guaranteed one extra "finding", and as points are put into the perk, players can find one more per point, and at some point - whatever cap there is, they receive an added bonus for a chance for an extra of a given resource when interacting with a node. (I.E. - One investment into the "Botanist" perk (placeholder name as of right now) guarantees +1 extra resource for that respective node. Another investment now makes it so you get +2 extra; accruing 3 of that resource, and the last investment either increases the maximum to +3, or leaves it at +2 extra; with the added bonus of 10%-50% chance for one more.) The perks will apply this principle for organic and inorganic gathering sources, albeit the way players interact with them will be different. With plant life, it's a matter of simply going up to them and harvesting. However, with metals and other junk, players can crouch and interact with robots and anything/most things metal, letting players disassemble and scrap them into other useful parts. Perhaps this can also expand when hunting for creatures for their meats and hides, and anything else depending on what the developer might find interesting. I have no coding skill, nor the patience or time to learn how to develop a mod, so I'm hoping someone could take up this suggestion. Let me know your thoughts!
  2. In response to post #39487080. #39487315, #39487495 are all replies on the same post. @Khaoz I agree. Making money is essential to running any business, but if the eyes are solely on money... Well, the issue is still far more complex then I feel people are going to patient for, but you'll know things will go down hill, the content, merchandise and what have you will start to deteriorate. It's a bad habit, I feel in my opinion, that businesses can still achieve what the Original Poster and what we have all being suggesting, and still make enough to stay up and running, pay themselves and the bills, and go towards whatever development project they have going next. But after a time, because they hired someone who will make the company solely focused on money, or because of under the temptation, just become so concerned with money in itself, will do or make anything to either make a quick buck or try and make royalty, even if they clearly have more than enough to sustain themselves and that excess cash can go elsewhere (coughhelpanothergamingcompanygetofftheground,feedthehungry,cloththenaked,helpinvestinmedicineinthesick,etccough). I understand money is important... but when is it any more important to ignore your own dedicated community that clearly loves your content, but in some cases you treat them as though they are a one-minded entity (AKA. One person does something wrong to Bethesda in someway within the community: Clearly they all must be evil and deserve no mercy), and among the other cliche's that you begin to forget everything else and yourself, and neglect everything else for money... ... ... Then there is a problem, things have to change even if it costs some of that money or just having to go through good 'ol change, if that means fixing that and rectifying those wrongs. ...In the end, It's important to have an economy. I feel I've gotten way off track with my comment, but what I'm getting to is that money is important, it has a value. But it's not on gold alone but the fact we choose to value as such. In the end... it'll rot away, return to the ground and new printed one will take it's place. It's just a paper bank note with some distinct features that make them unique and those images or the print in the dollar itself is going to have historical value behind it too, it's a promise that this dollar/coin/whatever currency is a valuable amount to exchange for someone else's goods so they can do the same in return or to someone else... In the end ... -let's the bill go and it drifts away- ... It's a bill. A piece of paper with ink on it. Though I'm sure if we could generate revenue with what we do, it'd be worth something. But we are not money in itself, and shouldn't be ignored because we don't make revenue, very little or none at all (take your pick). I'm not going to argue or go into every facet how I might be right or wrong, you all have common sense and can better interpret what I said without either being a jerk or being a nimrod to point out every flaw in my paragraphs. I would love to be corrected and hear different perspectives of how I can look at and/or how I can be wrong and why so, just so long as it's constructed and not a "lol you're comment sucks, dye n a river" comment. You know, actually constructive. But I want to get to is that we're people. We're not spoiled, over entitled monsters but we're people who love and invest in what we do as part of the Skyrim - and by extension Bethesda's - community and share a similar interest in what we do. I would like to be heard and have my opinion valued in a discussion or an issue (If my input is necessary) without having to flash a wad of cash or without who I would like to hear me out on an issue only listen to me because I have money.
  3. So, we have the stylish and very powerful Dragonplate/Dragonscale Ebonsteel armor, courtesy of Dreogen I wonder if it were possible to create some kind of Daedric Dragonsteel armor? Using the Vanilla Daedric armor as a base, and outfit it & exchange parts of the armor with the skeletal and/or body parts of dragons? Just painting a visual here, because it doesn't represent the end product (cause I sure don't have the patience and know-how to make it), imagine taking the base of the Daedra helmet, and exchanging it's four (some say six) prominent horns on it, with dragon horns of symmetrical/asymmetrical sizes and shapes, so you look like a Dragon among dragons... Or the boots have dragon clawed toes on the foot, making it look like they are for more than running and walking great distances, like the dragon born could leap up, snatch you up and gouge you out with the other foot. I want to suggest if someone would like to attempt this? I imagine it could have a higher armor rating than Daedric armor itself, but I imagine it's extremely difficult to put together (from my biased opinion).
  4. Hm, thank you, gentlemen. I could probably use this to make a buff that fortifies health, magicka and stamina for 15 points each, and let it scale based on the illusion skill.
  5. Alright. I'll have a check. Please let me know, anyone, if someone finds a way to replicate spell craft exactly as it was done in TESV Oblivion, notify me and I will fan the heck out of the mod. I'd love for it to exist!
  6. I never saw that while trying to find it. They may have made some changes... true, still I'd like to know the Effects that effect those things I've listed. I could make some balanced buffing spells.
  7. ...I ... Never really found the spell crafting to be any easier in the CK, and trust me, I have used it at one point. I would like some direction, if folks don't mind helping me out, if I can get a few names in the CK on how to locate Fortify effects so I may craft a spell for buffing allies, as off topic as this will be... The problem is that they named a lot of their effects differently from how they did in Oblivion, and I can't tell which is which, if it was only meant for certain actors or objects, etc. 1). Fortify Health, Fortify Magicka, and Fortify Stamina 2). Fortify Conjuration, Destruction, Alteration, Illusion, and Restoration. 3). Fortify Armor rating, Attack speed, Movement speed and Fire/Shock/Frost Resistance. Courage and Rally wasn't enough for me really, the last time I played with the CK to find a Fortify magicka effect so I can make a mage buffing spell only resulted in confusion. But yes, Sliders for adjusting custom preferences and more simplicity in "Last Alter" would have been more preferable.
  8. It does, and in a pretty similar way to Oblivion. I think the OP has already tried it though, and it wasn't quite what he/she wanted. That is correct. To clarify, the last time I have played "The last alter" (I haven't played latest version of it, so I don't know if anything is different) The biggest limitation was that you had a gem that, althought it had a large magicka pool from collecting souls, it was limiting in its own right. And the predetermined choices for Time, Effectiveness and range are annoying and time consuming, not mention it would have done better to adjust those peripherals using a slider bar, Like how "RaceMenu" does. Not to mention I can't really mix it up, even if its nonsensical to have absurd magical spell combination. If i create a spell that summons a flame atronach and fires a Ice spike at the same time and it impales and provokes the atronach, that is my fault. Not the developers. (Besides, it leads to hilarious situations that way.) Plus, the chance the spell will be unstable or just fail is just plain annoying. Unnecessary. (Unless I'm thinking of a different mod at the time I played "The last alter") Plus spells I learned, I'd like to acquire its effects I get from knowing the spell itself, not find its effect in a book. Same for selecting Effects from a drop down list which you can scroll up and down to browse for existing effect. Not like the effects you have to choose from a small, annoying window, having to see one window after another while browsing if you own an extensive amount of effects...
  9. Yes but I did try all of those, as I said earlier. I need one that functions exactly as it did in Tesv: Oblivion No new means of limitation No absurd or overtly complicated method just to craft one spell, and it has to allow me to craft as many as I like. If I crash the game because I made too much, that's my fault.
  10. Likely, that is why I hoped more experience modders can develop the spell creation mechanism exactly as how it functioned in TES: Oblivion, just make a logical or illogical mix of spells and that would add more content, maybe a way to allow one to procure effects from spells introduced from Mods for extra spells to develop. Trust me when I say I'd like to create a Fire Atronach with constant health regen upon summon, since regenin' it while its summon will have no effect on it, given how Atronachs (Like undead and Dwemer constructs) can't be healed. ...I'll be honest, The whole time I have played oblivion and joined the Mages guild, I never knew it existed there. Likely, but as I said in the above post as a response, I'm hoping someone more experienced will replicate it exactly as how it functioned in Oblivion. If there is ever a inconsistency concerned balance and making sure crafting a spell won't be too easy, I would suggest that its best to replicate the exact spell making method and impliment it exactly as it is, right into vanilla gameplay. Once we are comfortable with it and fiddle around with it, than we have a better idea on what needs buffing, nerfing, etc. Cause if the adjustments to how it works was done ahead of time, there will be just tedious and/or annoying, inconsistent changes that make it not very enjoyable. Personally, I liked how it was, it was fair and balanced as it is. From a "Vanilla" point of view, you simply couldn't cast it if it's magicka cost is too high and if you didn't have the school to cast it properly, so your forced to create spells that help in a variety of situations or one particular situation. Instead of trying to create over powered spells to do the work for you. From a "Modded" point of view, this still would be fine for medium difficulties if you set the vanilla difficulty to a higher difficulty, and had mods to make the enemies more challenging to defeat. So creating a thermal-nuclear fireball spell with a range of 60 feet won't guarantee an insta-kill. And by than, even with mods, I know most players play fairly and would end up with their entire reserves depleted should they managed to craft a reasonably powerful spell. Course, our concern would be if they just give themselves godly amounts of Magicka and create every kind of Overpowered spell as they see fit, than that really shouldn't be our concern, and it won't be mine anytime soon; even if I were to develop mediocre/fantastic mods where they just cheat their way through and gripe to me about it being too easy. What someone does in singleplayer should never be my concern. If my mod promotes fair gameplay and they adhere to fair, normal, uncheated gameplay: more power to me and the one using my mod. If I'm going mad because my mod can be exploited to make or do overpowered things, than that is there fault.
  11. From the beginning, how-- Oh, CK. No I mean from ingame means, so it doesn't feel less immersive (Unless you meant something else.) And don't worry, I find it impressive too, that goes without question. I just wonder if it was done deliberately during development to make it a bit tedious, or thats the only way how to develop them for the time being?
  12. To be honest, one thing I love about Frostcrag DLC for oblivion, is the following: 1). Spells you learned unlocked effects relative to the spell you could use for crafting a spell. 2). Instead of predetermined factors for both Spell range (Explosion range), Time and effectiveness of the spell, there were "sliders" that let you select numbers from 1 to however the maximum was allowed; Spell range could be set to a minimum of 1 foot to a maximum of 60 feet, Time could be set to a minimum of 1 second to a maximum of 120 seconds, and effectivesness could be set to a minimum of 1 effectiveness to a maximum of 150. 3). There really weren't a lot of limitations except the Magicka Requirement would skyrocket if you were to set all of them to maximum, soaring over 10k to 50k magicka required to cast, and that you couldn't cast it if you lacked the skill in a specific school of magic that the spell sometimes predetermines its school type, depending on the effects used in crafting the spell. I can understand if there is limitations to Skyrim's engine, if folks who want to develop this kinda mod still are trying to develop it to be easier, or trying to make sure its lore friendly, not game breaking and challenging to craft and be original and unique about its design. Or maybe because there hasn't been a way to discover how to do it like the developers did it in "TES:Oblivion". My question though is that why does it have to be tedious and so limited when developing a spell in two of the current spell crafting mods that are one Nexus (If I missed one that nexus search turned up that I missed, let me know) and in general when people develop ones for Skyrim? This may sound like a rant, and I'm trying not to knock on folks but, two of those known mods that you may find familiar as to what I am referring too, I have tried and I'm not really satisfied about its mechanics, just so I may craft spells how I'd like it to behave. I did make an effort but I lost heart and patience mid-way through the process. It wasn't a matter of idiocy or ignorance but common sense told me that it would get really tedious doing it time and again. Seriously! Even if its absurd and likely arbitrary, I'd like to fire a Fire ball while conjuring a Flame atronauch at the sime time, or turn invisible and release a Fireball with a colossal range and effectiveness so I may set a whole town on fire while escaping quietly. How hard is that?
  13. One thing I love about the Conjuration tree is being able to summon help, and summoning a plethora of other-worldly creatures. What facinates me the most is the Elemental Potency, and how Normal types are prefixed with "Potent" while Thralls keep their name while still benefitting from the skill. I was wonder if I can make a request on a mod, or recieve instructions on how to make this possible from editting the right settings that is relative to this? The way I think of it is that Elemental Potency has a maximum of four ranks, rather then one. The way I see it is each rank for normal summons is this. "Potent", "Powerful", "Empowered", and "Fatal". I think thralls do not take on this prefix. The ranks increase how effective the atronachs by 50%, 100%, 150%, and 200%. Respectively. Can anyone work on this for me? Or give me lessons on where to get a good start?
  14. Better a start somewhere, then going no where. Once it has done, ya'll can just tinker with it till it *Is* possible or something close to it. Dragon script of SKSE may have the fix. I would really appreciate it.
  15. A enchantment, that improves with improvement in the Enchanting school tree, that allows you to cast any magic faster then the norm. AKA: Decreased cast time Enchantment.
×
×
  • Create New...