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ganp0t

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Everything posted by ganp0t

  1. I'm not entirely sure what you're referring to.... you reversed both of what? On the contrary, planning is essential for any video-game. Everything from gameplay systems to quest stories need to be designed in tandem with clear goals and integration. Otherwise the different departments won't communicate properly, leading to a sub-optimal game/mod/project. An artist can create a soundtrack, but those songs will never be as good if the artist doesn't know to what purpose the songs will be used. The reason a lot of video-game acting is so terrible is because the actors/actresses are not given the proper context for their lines. The SkyNet team isn't just striving for completion; we are striving for quality. When did I accuse you of lying? You should relax: perhaps take a long shower or bubble-bath. Stress shortens people's lifespans, you know. As far as I know, Hipo did have a job with an IT company (although I can't remember the name at this particular moment). He later quit, though his reasons for doing so are a private matter as far as I'm concerned. The video game console and recoding Skyrim into another engine were both simply ideas: options we mentally explored and then discarded. Discarded ideas are quite normal during the course of a project. Trust me, we have had many more. If you will recall, we have done proof of concepts (4 videos worth, to be exact). We have also openly displayed pieces of code on our forums. I'm not sure what else you want from us.... Short of a finished product, we are about as forthcoming as we can be. As well, I'm sure you are aware that mods require lots of volunteers in order to be completed. We are posting in order to gather more recruits (I assumed that was self-evident; perhaps my original post was not clear enough). So, in your own words, we are attempting to prove you wrong.
  2. I feel I should point out that by definition facts are not opinions. Regardless, we did not attempt to explain the SKSE team's reasoning. We reported their actions, nothing more. You need not worry about us; we have been far too busy planning ahead to keep digging up the past (as I'm sure you've noticed by our lack of activity on your site). Still, I apologize if we hurt your feelings. I know how emotional some people can get. According to the sources I can find, Planetside 2 uses the Forgelight engine, which was build in-house by SOE. Star Wars the Old Republic uses the Hero Engine (developed by an independent company called Simutronics) for everything, including netcode. As well, only two games have been released using the Hero Engine (the other game also appears to have bombed shortly after release). It is possible that SOE decided to outsource part of their new engine, but I could not find a mention of such a thing anywhere. Are you sure you are not mixing up the names of different engines? Thank you for the offer. We will keep that in mind.
  3. Sorry for my absence. My electricity has been out for two days due to the bad weather. *Sigh* And here I thought we might be able to remain civil. Can we not just stay out of each others' paths? Skyrim Online has its own thread, we are simply creating one for ourselves. You certainly don't see us bombarding you. I apologize for Hipo's bluntness, but you did initiate things first. We mentioned you for two reasons: 1. Many people still believe the issues between our mod groups lie unresolved (there haven't been any real announcements about the truce/cease-fire/whatever-you-wish-to-call-it). 2. We sort of expected a hostile response regardless, so decided we might as well list facts preemptively. If you re-read my messages, I do not insult or demean you or your project in any way. The only times I reference you are to explain past events and cite another (well-known) group's seeming reluctance to work with you. Those are objective facts, not insults. I stated before that we intend to provide a skill-based experience. World of Warcraft is both ancient (by video-game standards) and not particularly twitch-based. There are multiple examples of FPSMMOs which strive for skill-based play, including Planetside 2, Dust 514, and Firefall. They would be much better starting points for comparison. This is a little bit off-topic, but I played Swtor at launch. Its net code was atrocious and the game bombed horribly. You are free to do what you want, but I wouldn't recommend basing your net-code on that particular game.
  4. As the names of those videos imply, we were testing out equipment syncing. We also have earlier videos showcasing player location data and other important information. Obviously, without being able to transmit data back and forth from a client program and a server, an MMO will not be able to function. So the videos prove we have finished a lot of the ground work. We should have a new video fairly soon. At the moment, our programmers are mostly busy solving some errors which occur when utilizing SKSE. As for everything else? Well, we have a writer (me), a couple of artists, and a handful of programmers. I've already started writing the quest storylines, and NPCs aren't exactly hard to place. So new quest lines are pretty much a given. Even in the worst case scenario (we can't find decent voice-actors and animators), we will still be able to finish our mod. It will just take longer and be slightly less impressive. We very well might have to cut features down the line. But we'll role with the punches and do what we can. I can't offer you proof that SkyNet is ever going to be completed. Even a professional game development studio cannot do that. But what I can tell you is that I have been working on SkyNet for over a year, and I would have left a long time ago if I thought it wasn't possible.
  5. SkyNet has been making progress (granted, fairly slow progress) However, most of it has been behind the scenes. And you are free to watch the videos I linked to in my first post. We've got quite a bit more than words to our name. Yet I suppose you are correct that we are no longer really rivals. After all, your group is no longer making an MMO mod. You have instead opted to, as far as I can tell, create a small co-op game. I wish you the best with that project. I cannot comment on why SKSE will not work with you, as I have not asked them personally. However, the notes in their document suggest a much deeper conflict than you describe. My intention was not to demean Skyrim Online, but to point out that other groups have expressed concern at the prospect of working with you.
  6. First of all, hello. I'm the lead writer of SkyNet, a multiplayer mod for Skyrim. I'm starting this thread for two reasons: our group needs more volunteers, and I want to answer any questions people might have concerning us. Our website is found here: http://virtual-asylum.com/ (if you are wondering why our mod team has an official name in addition to the project name, the answer is that we like to be semi-professional in approach). Before I do anything else, I should get something out of the way. Some of you have probably heard of SkyNet before. We used to be partnered with Skyrim Online and Tytanis (http://forums.nexusmods.com/index.php?/topic/504494-tytanis-skyrim-online-and-skynet-announce-cooperation/, but that arrangement ended messily shortly after it formed. In the aftermath SkyNet was accused of many things, including stealing money and assets from Skyrim Online. I don't want to delve too deeply into the past for fear of restarting old arguments, so I will simply say that Skyrim Online and SkyNet came to an agreement and mutually agreed to cease hostilities (although we are still rivals). If you choose not to belief me, that is fine. But I should point out that the Skyrim Script Extender team (SKSE) has also refused to work with Skyrim Online. Their latest license text document reads Now then, about SkyNet itself. We intend to fully convert Skyrim from a single-player experience into an MMO. This includes skill-based PvP (both tournaments and open-world raids), group dungeons, an overhauled economy, overhauled combat and skills, a new UI, a completely new story, and new PvE factions. More detailed information is available on our website, but I will supply the basics here. Our plan is to include a main storyline around twice the length of Skyrim's, and 6 full factions with their own quest-lines. Lastly, our project is completely open-source, which means players will be able to download custom servers if they so choose. The main story revolves around the war between the Aldmeri Dominion and the Coalition (comprised of the Empire and Stormcloaks), which takes place 10 years after vanilla Skyrim. Player may join factions including the Dark Brotherhood, Thieves Guild, Mages College, Companions, Bloodfang (a werewolf splinter group from the Companions), and Worm Cult. Each faction will be extremely different thematically. Each Daedric Prince will also have a small cult, which will serve to spice up gameplay so that things don't becomes too tedious. You might wonder why SkyNet would be necessary when an official MMO (The Elder Scrolls Online) is being developed by a professional studio. Well, from what we have seen, The Elder Scrolls Online will play very similarly to most MMOs: from a third person perspective and utilizing a hot-bar system. We want to preserve the immersion found in the main Elder Scrolls series by keeping our game 1st person and with a minimal UI. At the moment, we plan to offer a stand-alone arena pvp mode to build support and help us recruit new members. To further this aim, we are most looking for experienced C++ programmers and Papyrus scriptwriters, as well as animators. Further down the line, we will have more need of 2D and 3D artists, voice actors, writers, and level creators. You can find some demonstration videos of our efforts so far right here: http://www.youtube.com/user/skynetofficialdev So, does anyone have any questions or thoughts? I can go into greater detail if anyone wishes.
  7. Basically, Skyrim Online had problems with SkyNet refining and experimenting with Skyrim Online's code. That was the initial source of the dispute: whether or not being in a partnership entitled us to use and improve their code. We said yes, they said no. Everything kinda fell apart after that. Currently, our plan is to have a static level for npcs and creatures in the open world areas, and have level scaling in dungeons. Dungeons will be instanced, but nothing else will be. When multiple people are fighting together in a dungeon, we plan (if possible) to scale the enemies to both players' levels simultaneously. What this means is, a level 5 player will do damage to a creature as if it was level 5, while a level 40 character will do damage as if the creature was level 40. In this way, characters of different levels can quest together easily. As for the civil war in Skyrim, neither side actually won. Here is our timeline (go easy on it, it is the first draft and isn't finished yet ;) .) To make a long story short, the Altmeri Dominion invaded Skyrim before either side could win, began to dominate against both sides, and prompted the Stormcloaks to ally with the Empire. But, just like in vanilla Skyrim, the war will not be the major storyline. The real plot is still a secret :D . Other than the dispute with Skyrim Online, we haven't had much trouble at all. (Well, I've heard that Tytanis is having some personal problems, but hopefully those will be resolved shortly.) Of course, that isn't to say everything will always go smoothly, but there's really no predicting things like that. Thank you very much. I'm embarrassed to say that I am useless at photo editing :( . I agree, our goals are extremely high. We probably won't be able to implement everything as well as we planned to, but that's life I suppose ;D . Obviously, the amount of time required to complete the mod will be heavily influenced by the power of the CK. But I estimate (loosely, mind you) that it will take at least 8 or 9 months. We will be developing the mod in stages (Alpha, Beta, Full Release). I'm not sure, but I suspect that we will not be releasing the mod to the public until either the late beta or full release stage. As to whether we will release expansions to the mod once it is completely finished, we have left the option open but it will ultimately depend on a variety of factors. I'm happy to tell you that SkyNet will (if everything goes according to plan) contain a fully-featured arena system. It will contain matchmaking, a record tracking system, and a variety of map types and modes. To help differentiate arena matches from standard world pvp, we will do everything we can to ensure a totally skill based fight. That means everyone will be the same level, with the same equipment, and no one can use Shouts. I expect this will be one of the most popular features of the mod. At first, we will only redo the lands of Skyrim. That alone should take us a long time. After that, who knows. It the mod is well-received, and we have the time and people to do more areas, we might do expansions way down the road.
  8. Does anyone else have anything they want/need me to clarify about SkyNet?
  9. Not officially, no. But it will take place after the events of Skyrim, remain consistent with Elder Scrolls lore, and expand upon the gameplay found in Elder Scrolls games. SkyNet is going to have roughly 13 full factions (as opposed to Skyrim's 6), feature completely new misc. and named quests, and contain a longer main quest chain than vanilla Skyrim. So in essence, SkyNet is going to be Elder Scrolls 6 (until the real one comes out) in the same way that SW:TOR is KOTOR 3. As for the screenshot, I have no idea why it wouldn't work, beyond a possible problem with these forums as a whole. The link works perfectly for me.
  10. Lol. We aren't going to be using everything from Tytanis' mod, only the things which make sense from a technical and lore standpoint. However, we will need to add in a lot of new armors and weapons into the game, since MMOs require more progression than a singleplayer game. While donations are highly appreciated, they are in no way necessary. SkyNet is non-profit, and all of the money received goes towards server fees. I assume that Skyrim Online works in a similar fashion.
  11. If you guys want to see our side of the story, here is a taste: http://imageshack.us/f/545/screen1e.png/ In other words, Awp surrendered the $50 to us (granted, in a moment of anger), then turned around and claimed we stole it. He has refused to update his claims, even though we immediately gave back every cent. Basically, the dispute was over $50 and the rights to use and modify some of their code when we were in a partnership with them . We gave them the 50 dollars after the first day of the argument, and announced that we were completely abandoning their code anyway. Despite this, Awpsoleet still continues to be furious at us, even though his own staff members have tried to reconcile the two mods. Not a single one of our staff members has left because of this issue, which demonstrates who they believe to be in the right. Coming from someone who actually read both sides of the argument (I visited Skyrim Online's forums), Hippo seemed much more gentlemanly than Awp. I'm not asking that people automatically side with us, I'm asking that they look at both sides before coming to a conclusion. The two mods are once again separate (with Tytanis AWOL for the time being), and the mods have vastly different goals. Skyrim Online is attempting to import multiplayer functionality into Skyrim vanilla. SkyNet is aiming to recreate Skyrim completely. It will basically be Elder Scrolls 6. I'm not sure why the link wouldn't be working for some of you, since it works perfectly for me... Perhaps the forums were down for updates when you were attempting to link to them. Can you try them again and see if it work now? If it doesn't, you will probably just have to google "Skynet Skyrim".
  12. Hi, my name is Ganpot. I am a staff member of the upcoming mod SkyNet (and one of the lead writers). We are attempting something incredibly ambitious: creating an MMO follow-up to Skyrim, which remains consistent with all Elder Scrolls lore. Our mod will take place 10 years after the events surrounding the Dragonborn. But we aren't just going to add some new quests and allow for multiplayer functionality. We intend to improve upon Skyrim in every way possible, including more intricate quests, more factions, more dungeons, and completely redefined combat mechanics. We are looking for smart, gifted, and civil individuals to help us with our goals. Our home forums are located here. Everyone is welcome to try out, but we are especially looking for artists, coders, and writers. Keep in mind, most of the forums will be hidden to guests and new members. You must apply for and be accepted into at least one department in order to view all of the forums. (Please Note: SkyNet is not no longer partnered with Skyrim Online, although we wish them nothing but success with their project. We are, however, still in a partnership with Tytanis' Ultimate Mod team.)
  13. Is it just me, or is getting the dual casting perk kinda useless in most spell trees? The only reason it is good for destruction magic is because of another perk (which staggers enemies when hit). Here is what I am thinking: dual casting Conjuration spells makes them last longer, have more health (where applicable), and do more damage (if possible, with a visual change to indicate this, such as glow effects or a slight color differentiation). Restoration spells heal more and provide the user with reduced incoming damage while the healing is in effect. Alteration spells last longer and their power is increased. Illusion spells work on higher level enemies and last longer.
  14. I would also love that (especially if it included dismemberment), but it isn't gonna happen until the mod tools are released unfortunately. Even then, it might take a while to implement it into the game in a reasonable state.
  15. Already done. There's a mod that replaces all spiders in the game with bears. Personally, I would have preferred replacing them with scary clowns, but whatever.
  16. Yeah, darker nights would make the magic lighting spells actually useful.
  17. Number one might be useful. I don't really care about number two (I am always in 1st person anyway). I guarantee you that number three will be implemented at some point. I don't think number four is even remotely possible (it would take a TON of effort to do if it was even possible, since the game is built from the ground up to be single player). I agree with number five, although that might lead to some balance issues, and npcs have a way of always trapping me into small corners. PS: I am not a modder, although I know a smidgen about coding (literally a smidgen and nothing more).
  18. I personally think that the sunlight debuffs shouldn't occur in the shade (or at least be reduced), but I imagine that would be hard to implement.
  19. I think a better compromise would be around a 33%-50% regen rate in combat. It isn't supposed to be as plentiful as stamina, but it is incredibly annoying to be a mage right now. Now only do you take an insane amount of damage from enemies (due to lack of armor), you also can't keep up a steady stream of damage. Not to mention the absurd magicka requirements of higher level spells. I have only ever invested in magicka, so it's rather unreasonable for a single attack to drain half my magicka.
  20. I have put about 40 hours into Skyrim so far, and while most of the game is quite good, there are some things that are either lacking, broken, or misused. Please let me know what you think, I enjoy feedback. I also realize that most of these are not possible without the mod tools, and I have no idea when Bethesda will get around to releasing them. 1. Werewolf and Vampire Changes -Werewolf: Silver needs to be more of a threat, especially in Beast Form. Therefore, silver weapons should do +50% damage to werewolves in human form, and +200% damage in Beast Form. As well, becoming a werewolf no longer allows the player to equip silver items (including jewelery). I also want werewolves to be more tradition friendly, so many of my changes are geared towards that end. Instead of +100 health in beast mode, the player gains only +50. However, the player also gains constantly regenerating health (which heals them quickly even during combat). Health regeneration only stops when hit by a silver weapon or when on fire, and resumes after 15 seconds (probably sooner if the cause was fire). Werewolves gain +25% defense against ice in human form, and +75% in beast form. But they also have -25% defense against fire damage in human form, and -75% in beast form. Regarding beast mode: it no longer only lasts 2.5 minutes, but 3 in game hours. It can also be cancelled at will by pressing the "wait" button, although I advise using caution in this, since when transforming back into a human the player is drained to half health and all magicka and stamina is consumed (due to the transformation process being quite strenuous. Note that transforming does not reduce your health past half of your total, so as to avoid potentially killing the player). In addition, werewolves in human form can still eat humanoid corpses (by crouching and clicking on them), but this gives you less health than eating them in wolf form. Eating a corpse in either form will shorten your beast form ability cool down by 6 hours per corpse (it starts at a 24 hour cool down). Additionally, while in beast form, players can access their map and other menus, although they cannot equip armor, weapons, or spells, and they still cannot loot items, fast travel, wait, or sleep. Lastly, once a month (on the full moon) a werewolf' will change against the player's will (don't worry, there will be about 2 minutes warning so you can flee from the cities). Everything not specified stays unchanged. -Vampire: Early stage vampires have it too rough when trying to venture in the daylight, and there are no good advantages to balance out the frustrating aspects (like having to constantly feed and avoid daylight). In stage one there is no change (since there is currently no penalty to being in sunlight). In stage two, health and stamina regeneration take a 25% reduction in sunlight, but maximum health is not reduced. In stage three, health regeneration takes a 75% reduction, stamina regeneration is reduced by 50%, and magicka regeneration is reduced by 25%. In stage four, health regeneration stops completely, stamina regeneration takes a 75% reduction, and magicka regeneration takes a 50% penalty. Note that the maximum health, stamina, or magicka values are never decreased (I already get 1 or 2 hitted enough as a mage, thank you). Additionally, vampires gain a unique ability to instantly kill a humanoid enemy by sneaking up behind them and "feeding" on them (this does not work on werewolf npcs, as lore-wise that would turn you into a werewolf). This downgrades your vampiric stage just like normal feeding. The other vampire weaknesses and strengths remain unchanged. Lastly, feeding on another vampire (by either method) will grant you the Nosferatu Aura ability, which absorbs the stamina, health, and magicka of any living opponent around you. It also allows you to constantly detect life forms around you. This ability unfortunately also amplifies the bad effects of vampirism, so the player will immediately revert to stage 4 vampirism, but with more extreme side effects. Fire resistance is lowered by 150%, and frost resistance is heightened by 150%. As well, daylight not only stops all regeneration, it actually saps all of your magicka and stamina. All of these effects last 24 hours (in game). After that you turn back into a stage four vampire. -Contagion: When a vampire or werewolf (including the player) attacks an npc, the npc has a 20% chance of contracting the attacker's disease. If the npc is not killed, they will be retain that disease forever, and might end up spreading it amongst the townsfolk. Eventually, there could be an entire town of werewolves or vampires. These people will not be hostile to the player when the player is in a form which is normally hated (beast form or stage 4 of vampirism). However, if for example, the player is a vampire in a town full of werewolves during a full moon, extreme caution is advisable (in other words, RUN!!!). This would allow for a lot more immersion (at least in my opinion). The only npcs who should be immune to this are temple priests (since presumably they will worship at an alter at least once every couple of days and cure their disease before it is permanent). -Hybrid (Underworld Style): Oh yeah baby. "Half-vampire, half-lycan, but stronger than both" indeed. Hybrid status is only possible by gaining the blood of a living werewolf and the blood of a living vampire, then combining them and drinking it as a human. I envision a repeatable series of quests (2 or 3 in total) which allows you to gain both types of blood. Drinking the blood mixture grants the player the ultimate beast form ability. While not using this ability, the player is a normal human and the only bonus received is a +50% buff to health regeneration. But after transforming, the player gains a +200% bonus to magicka, stamina, and health regeneration, as well as a powerful buff (+50%) to all offensive abilities. Unlike a werewolf, a hybrid may use spells and ranged weapons, though any armor and melee weapons equipped will not be shown. Hybrids also suffer no fall damage, and can jump twice as high as normal humans. They can also run faster and for longer periods than a werewolf. Hybrids can feed both on living and dead bodies, but cannot consume regular food. Thankfully, Hybrids share none of the weaknesses of their weaker brethren, like the inability to equip silver items or a weakness against them, weakness during daylight, or a limited transformation time. The only downside of the ultimate beast form is that it suffers from a -200% weakness to fire (since both werewolves and vampires are weak against it) and npcs will still be afraid of you (including vampires and werewolves). 2. Combat System Balances -Silver arrows need to be implemented into the game, to provide a ranged threat to werewolf players. Only werewolf hunters will commonly use these (the same as silver swords). -Magicka should regenerate at 33% of total normal regeneration speed while in combat. That way, wearing magic regeneration buffing clothes actually helps. -Npc enemies REALLY need to have limited magicka and stamina pools. It's rather unfair that an enemy mage can put up a ward indefinitely with one hand while continually tossing out fireballs with the other. As it is, stamina and magicka draining abilities are useless. -Non-combat skills do NOT level up your character, since currently a character with high level blacksmithing, alchemy, etc. is hamstrung in combat (since enemies scale with your overall level). The skills affected are: speech, lock picking, pickpocketing, alchemy, smithing, and enchanting. These skills can now be called minor skills. -Dragons need to be the second strongest thing in the game (the dragon priests are ideally number one), not counting scripted story bosses and such. Fire dragons should start at level 15 and scale to the level of the player, frost dragons should start at level 20 and scale to one level above the player, and finally, blood dragons should start at level 30 and scale to 3 levels above the player. Note that this does not count dragons which are part of the main story line, as players are tasked with killing several dragons at a rather low level. Also, blood dragons will probably need to become more rare to compensate for their new-found strength. -To keep the werewolf's beast form ability relevant at high levels, it's effects should stack on top of any armor and weapons currently equipped (none of this will be shown visually of course). -When a magic ward spell breaks due to the high level of damage received, the user (be they the player or npc) is staggered. That should stop the rampant ward spamming. -Using the silent forward roll ability (from the sneak tree) staggers enemies who are hit. That should keep it somewhat useful after the player receives the ability to walk and run without enemies noticing. -Shouts are rather disappointing so far. Many of them are kinda buggy (I'm looking at you frost breath) and most of them are rather useless. I generally just stick to two of them: Ethereal Form (which is bugged by the way, since you aren't supposed to be able to cause damage while in the form) and Ice Form (I have the second word for this, and it doesn't seem to do anything except lengthen the cooldown...). While completely overhauling the abilities will probably be best, let's stick to one simple change for now. Getting the upgraded form of the shout now reduces the cooldown instead of lengthening it, and the most powerful form is now always used (so you don't have to hold the button down anymore). -A new class of melee weapon: spears. Spears have the longest range of any melee weapon, and are great at keeping opponents at bay. There are both 1 and 2-handed varieties, and they are defense oriented weapons. 3. Magical Variety -I'm rather disappointed with the lack of variety in magical skills, especially in the illusion, alteration, and conjuration trees. Illusion magic as a whole is practically useless (although I haven't unlocked some of the higher level skills, so maybe that changes), and conjuration is a lot more limited that it should be. Where are the lock picking spells, the slow fall spells, the npc barter improvement spells? Not to mention the mere handful of potential summons. Is it really that hard to re-skin existing models (to give them a ghostly appearance) and label them as player pets? Making most of the creatures in the game summon-able would both make the magic type more interesting, and lead to more of a sense of progression. Imagine starting out being able to only summon small creatures like mudcrabs and foxes, and moving all the way up to summoning a blood dragon (obviously it would have to be weaker than normal dragons to preserve balance. Plus it would have to be only an outside summon, since most inside locations aren't big enough for them). 4. General Fixes -Drinking too much alcohol should get players and npcs drunk, with vision blurring, delayed reflexes, and awkward movement. Eventually npcs or the player will pass out, which would give the others the opportunity to potentially steal from them. -There should be various addictive substances in the game, including potions. Eating or drinking these substances gives a chance of contracting an addiction. Addictions have 5 stages, with each progressive stage having worse effects, such as delayed reflexes, vision blurring, occasional random weapon or spell equips, and a whole host of negative combat modifiers. Addictions start off at level 1, which has no negative effects what-so-ever. Every stage lasts 12 hours in game, but fast traveling and waiting / sleeping do not effect the duration. After one level of addiction wears off, the next level begins. Drinking anything which corresponds to a current addiction resets the addiction to level 1, which is good in the short term (no combat debuffs) but bad in the long term (you have to start over on breaking the addiction). After a level 5 addiction wears off, you have officially broken your addiction, and the negative effects are all erased. There are several different types of addiction, and they all stack (so trying to break one addiction at a time is advisable). The types are: Alcohol, Skooma, Hallucinogenic, and Misc. (haven't thought of the fourth type yet...). Substances have different levels of addictiveness: low - 5% chance of addiction, medium - 20% chance of addiction, and high - 50% chance of addiction. -Cheap falling deaths really need to be fixed in this game. I'm rather tired of randomly dying from a 5 foot fall. -Bug fixes would obviously be nice, but there are already pages dedicated to that, so I'll leave them out. -Melee weapons could use more of a feeling of impact when hitting someone. -Stealing a horse should be a one time offense, as should stealing other objects. It's absurd that you can rack up a bounty by continuously picking up and dropping a single item. After successfully stealing an item, you are in the clear with it permanently (although it is still marked as stolen in your inventory, so you can't sell it easily). -There should be repeatable quests for becoming both a vampire and a werewolf (currently there is no quest for becoming a vampire, and the werewolf quest is a one time only affair). There should be also be repeatable quests to cure yourself (not necessarily easily). 5. Better No-Spider Mod -Some people suffer from arachnophobia, which makes playing games with a large number of spiders in them emotionally challenging. Thankfully, kind souls have already released a mod which deals with this issue by replacing all spiders with bears. But surely we can do better than that right? What about people who suffer from a severe mistrust and fear of bears, such as Stephen Colbert? Now they have to suffer even more! I think a better solution is needed; one which can't possibly cause anyone mental distress. If only there was something which everyone loved, and no one was afraid of.... oh wait, there is! The one thing which no one can resist: clowns. Clowns make everyone happy! But just to make sure that they aren't threatening, they should laugh maniacally constantly while in combat. They should also crawl quickly on the ground (similar to spiders) to appear smaller, and therefore less threatening. No need to thank me for such an incredible idea, I'm just here to help :D. PS: In case by now some people still think I'm being serious, I AM NOT. I want these things to be f***ing terrifying. I want to people with severe arachnophobia to play the normal game, switch to my mod, then switch back again because this was just too much to handle. Because nothing, NOTHING is as scary as crazy spider clowns. This is a mod for people who want to be scared. 6. The Ever Classic Zombies Mod -The zombie apocalypse is upon us! A strange disease is spreading across the land, turning people into savages. Thankfully, fate (and the angry Deadra) have chosen you to cleanse the land. Cause, c'mon, no one else is gonna do it. This will (hopefully) feature a completely new campaign, with zombified versions of just about every enemy. That means zombie dragons. Zombie spiders. Zombie bears. Zombie skeletons? Maybe not. Additionally, any npc who is bitten by a zombie creature will transform into a zombie themselves (excluding any quest vital npcs). This is my least thought out mod idea; I just thought that this could be cool if done well.
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