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Everything posted by cojaca2
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If two mods modify the exact same files, they might still work together, but only one set of files will appear in game. Say you get a mod that replaces all weapon textures, and then a mod that replaces the textures for all elven equipment - The second mod will overwrite the first one, but only for the elven weaponry, the rest will stay the same. There are also cases where two mods will be incompatible based on this, but that won't be much of a concern until the construction set is released.
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Help with converting texture to .DDS file
cojaca2 replied to BathroomAids's topic in Skyrim's Skyrim LE
I never bother flattening my textures before I save them, so I doubt that is the problem. I would suggest that after you save the texture, close it and then open it again - If it looks right, you are having an issue with the game, and if it doesn't, you are having an issue with the plugin. -
The integrated graphics are the biggest problem there. Textures are handled, fairly obviously, by the video card, and without an independent card in your computer, doing anything of the sort puts a lot of strain on your machine.
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Depends on your computer, and on the texture in question. In most cases, no, but running a lot of very large textures on a weak system will certainly cause frame drops.
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Will this steam workshop type thing affect nexus?
cojaca2 replied to bcooper56's topic in Skyrim's Skyrim LE
I don't see Steam workshop as affecting the nexus in any major way. Modders who wish to have their mod viewed by the widest audience will likely post it using both services, so it will in most cases be a matter of preference as to which service an individual uses. I doubt they will start charging for mods, for two reasons. Firstly, making mods widely available increases the game's lifespan, meaning that the game will have more sales. Secondly, if they did start charging for mods, quite a few people would refuse to use the workshop anyway and would turn to alternate methods of distribution. Skyrim uses a very simple system for installing content, meaning that literally any website can host mods. -
I've been working to overhaul the leveled lists so that the most common items are the most common at all levels, but rare items can be found even at low levels. While doing this, I am trying to still maintain progression of the items that you find so that there is reward to leveling up. And is there really no other way to do it than to add over a hundred items to each list to balance out the probability? That alone was ridiculous enough, before I realized that one can not copy the data from a leveled list into another list, meaning that I would have to manually make those changes all over again for different lists that contain the same items. It escapes me as to why Bethesda would not include an actual way to change the percent chance of a particular drop, which would make this whole process so much easier even without the ability to copy the lists.
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It will be released in January, according to Bethesda's statement on the matter.
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They left at least part of it, from the tiny bit of looking around I've done in the .esm file. Whether it is enough to re-implement the entire system the way it used to be, I have no idea, but there might well be something usable.
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regulating armor availability throughout the game world
cojaca2 replied to nleminous's topic in Skyrim's Skyrim LE
That requires modding the leveled lists, which I'm pretty sure will have to wait until the release of the construction set. Rest assured that it can and will be done, though - It was done with Oblivion. -
Not to mention that most of the time it is wasted memory. Most monitors don't even have a resolution that can view such a big texture at 100%, meaning that they are loading often twice or thrice as much as they really need to. And yes, the way to make HD textures is to completely redo them - Just upscaling looks awful, never ever do that for any reason.
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I stated this in one of the... is it three threads on this topic? Four? Anyway, I think it links back to what Bethesda said before the game's release, that eventually they would like to have mods be present as DLC on consoles. Steam has nothing to do with consoles, of course, but the fact is that Bethesda is looking at alternate distribution methods for these mods, which could very well lead them to the Xbox and PS3, like was originally hoped for.
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The quotes from Bethesda already state that the mods uploaded to Steamworks will be free, no? And I highly doubt they would change that. I wonder what the purpose of the Nexus will be after that... Though, what I assume the reason behind this is is an eventual move to get mods on consoles, which they already said they would very much like to do. The way I see it, it will be a minimal change for PC gamers, and possibly a great improvement for console gamers. They've always been good about mods in the past (One of the best companies for such things, really), and I am shocked by how many people are jumping to conclusions about whatever 'ulterior motives' Bethesda is supposed to have. Maybe they do, but I think that they are probably better than that, not to mention that they would likely earn as much if not more from having mods be free.
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I like the idea of this. I disagree, however, that all the colours should be muted. Cheaper robes should be, because they would be somewhat worn and made of cheaper materials, but more expensive robes might be made out of something like silk, which even when in a dull colour is pretty vibrant by nature of its material.
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And, now that I've had a look at the feet on that mod, you should remodel them and make them a bit thinner - Cats paws are only about as wide as their 'wrists', when you have a good look at them, so yours look a little on the big side. They're also a bit long.
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Possibly not with current modding tech (which is to say I have no idea), but definitely when the construction set is out.
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The way equipment is balanced, priced, distributed, etc. needs a huge amount of work. When browsing the Skyrim.esm in TESsnip, I found some encouraging signs: It appears that Bethesda left fragments of the equipment durability system in the game - We may be able to replace it more easily than one would initially fear. (But maybe not, I didn't check just how much is still there.) High level weapons and armour should be made extremely rare, and the materials used to make it just as much so. Iron would be the most common material in Skyrim, with steel slightly more rare but still pretty common. Dwarven should not be smithable, since, like most Dwemer inventions, the secret has long since been lost (It should still be upgradable though, because it doesn't take an engineering genius to sharpen a blade at a grindstone). Elven should be rarer than steel but more common than dwarven stuff, since it can still be made. Glass should be rebalanced completely, but only if we can get weapon durability working - Glass swords should be used for the same reason glass swords were used in real life: They are very fragile, but incredibly sharp. Ebony should be like glass but stronger and rarer, since ebony in the Elder Scrolls in a volcanic glass anyway, if I remember correctly. Daedric should be made harder to forge, probably requiring some sort of fancy magic ritual to do so. Basically, everything would be more expensive, because swords and such are not cheap implements, but iron and steel would still be fairly cheap whereas everything better than that would curve upwards in price and rarity quite a bit. (Though still be found occasionally - Skyrim has ebony mines, Dwemer ruins, so on and so forth, after all).
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The samurai demon mask thing should perhaps be more vibrant? I can't really decide whether I feel it should be of a matte or glossy texture, but the pink I definitely feel looks strange. Perhaps you could go for a glazed porcelain sort of look?
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Before anyone adds any more anthro races, someone needs to fix the ones we have. Why Bethesda would include digitigrade races when they are apparently too lazy to actually model digitigrade races is beyond me. :confused:
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Except that Fable is awful. But I think that, if balanced and distributed properly, it could work.
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Well, one could, if they wanted, go the whole nine yards and just add renaissance sort of technology all over Skyrim - The world of the Elder Scrolls has existed more than long enough to have developed such things. They would be rare, but still present.
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Well, the reason people want a one-hit kill weapon is because of what you went on to suggest. An inaccurate, slow loading, unpredictable device - Why would one use it if it wasn't powerful? That's the reason people in real life took to using guns, after all; they had trouble hitting anything past 10 yards, but they were pretty damn effective when they did.
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I would like this, yes. Come to think of it though, what ever happened to Mithril?
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When I play Oblivion, it is always with a basic little mod I found called 'Better Battles'. What it does is increase the damage that all weapons deal, be they in the hands of the player, NPCs, or if they are monster attacks. I like this because I find it to be a far better way of making the game difficult than using the actual difficulty settings - It is still fair, unlike the very cheap difficulty Bethesda likes so much to implement. Additionally, the mod changed actual core values of the game, meaning that it worked for any weapon added by mods, not just the default set. I wonder how easy this would be to do for Skyrim? The original Better Battles was only a tiny little thing, so I can't imagine it being too hard. If it is possible with current modding tools, perhaps multiplying all damage by three?
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All this talk of making Skyrim look more realistic...
cojaca2 replied to Astal's topic in Skyrim's Skyrim LE
The logs look fantastic, the wall looks too bright, the seaweed looks nice if rather out of place, and the rock looks rather dodgy. Overall, this is not something I would use myself, but I have to smile every time I see these thread on the front page. Keep at it, gentlemen. -
... No. The game doesn't work that way, though it would be really cool if it did. :laugh: Things like that can't be edited in-game - They require use of the editor.