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droscoe2

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Everything posted by droscoe2

  1. I think all the 'hate' is unfairly placed on console owners. The fact is, consoles are static. They don't improve, graphic wise. Games have to be fitted to run on consoles, and they're slowing down progress with graphical quality. Its 2011 and I'm playing a game that can run on a 2005-6 machine. That's what pisses me off. And the popularity of consoles make it so developers take them into account more than PC players, so games are designed with menus/controls/gameplay that works well with an UP-DOWN-LEFT-RIGHT-A-B-X-Y controller. Then they don't make the adjustments for PC platform. So that pisses people off. The fault, in my opinion, lies in that hands of developers. If they commit to different platforms then they should optimize their product for its intended use. That's what games are. Products. If I am building a shed outside, I'm gonna need treated lumber, because its 'optimized' for its intended use. If I buy a diving watch, it better be water proof. If I buy a cheeseburger, it better have cheese on it, or else its not a cheeseburger. If I buy a PC game, it better have PC features, or else its not a PC game. I ordered a PC game here, but I got no cheese. Something like that anyway...
  2. An armor and weapon expansion mod, on the level of Frans Item Add-on, Bobs Armory, an Armamantium Complete-sp? Want more visual appearances and loot!
  3. I'm working on an Armor Dye mod, basically will be over 3,000 textures. I'd like to wait for HD armors myself, but it will take time
  4. I'd think Magicka and Stamina loss is more appropriate for hunger
  5. I apologize if this has been proposed already. How do you feel about adding runes, or gems, to items that give it special effects? +X% Frost Resistance +X% Shock Damage +X% Resistance to Blunt Weapons +X% Damage to Undead +X to Block +X to Heavy Armor +X to Speed +X to Health +X to Magicka % Chance to Stun or Slow % Chance to Critical Hit Reflect X% of Physical Damage -X% Vendor Prices Just some examples. How could they be balanced? I think that having the mechanism of putting runes/gems in slots for your items would be a fun way to create both diverse and optimal characters. Is this idea redundant? Maybe rings/amulets/enchantments are sufficient...? I've read that mage characters are underpowered, maybe something like this can help flesh out a more powerful, but balanced, mage character as well as the others? I like this idea, but worry that it just creates an overpowered character in the end. Maybe if the enemies followed a different difficulty curve as you leveled up?
  6. Cold Temperatures/High elevations affect Fatigue/Stamina ?
  7. I wanted to do a mod similar, but I'm busy with an armor dye mod. If you retextured all armor sets so that each style can be any/all types of materials, then that would over 2160 new textures. Quite a bit of work. Maybe give each material some inherit properties based on real world information: Glass: +x% Shock Protection (because glass is not a good conductor) +x% Weakness to Blunt weapons Iron: +x% Weakness to Fire (because it has a rather high thermal conductivity) +x% Weakness to Shock (it is a mild conductor of electricity, so this wouldn't be a big number) Silver: +x% to Fire Damage (for a weapon, because Silver has very high thermal conductivity) +x% to Shock Damage (a high conductor) I read some info on a 'realism/hardcore' mod that might include effects based on temperature. (Cold temperatures effecting stamina, fatigue, strength, etc) So maybe... Hide or Wolf armor: +x% Cold Protection (to prevent any penalties to attributes that this mod may induce) Anyway, just some thoughts. For my Armor Dye mod, I intend on including Gold plating, Silver Plating, and Copper Plating. I am thinking of following a common sense approach when considering damage types and their effects on X-plated armor. (within lore-friendly terms at least) Gold: Weakness to Shock Weakness to Fire etc Silver: Weakness to Shock Weakness to Fire etc Of course, they would have positive effects as well.
  8. I was thinking of a doing a mod like this. Great stuff. Good ideas. I don't like the tier system, as it limits my appearance.
  9. Ahhh, I gotcha. Yea, if you've completed the game completely then a mod such as that should definitely be welcomed!
  10. Two thoughts on fast travel: Definitely agree. Get rid of it.....kind of. Don't penalize players for fast traveling, reward them for not. If there are unique monsters, awesome landscapes, sweet loot, and fun interactions out in the wild, I will WANT to walk to the next city, not fast travel. These types of mods will help flesh out the world of Skyrim, and it will take time for people to create them. Include fast travel, but charge players a realistic fee (Morrowind style). Not extremely cheap, not exorbitantly high. OR/AND Include fast travel, but change it from instant fast travel to reflect the speed of whatever type of transport is taken. For example, instead of instantly jumping to a city, make the player wait 3 hours of game time (not sure how much exactly that is in real-world). It would still be faster than actually walking to that far away city, but would at least balance out the whole decision of "do I fast travel to save time or walk there and take longer but maybe it will be worth it". Maybe certain transports are faster for higher fee???
  11. I also think that folks want to recreate Morrowind and Oblivion because of the improvement in technology. I wish I could play Oblivion or Morrowind under current tech. How awesome would that be? Also consider that some PC folks are more into graphical quality or realistic appearance. Maybe they don't like playing old looking games...? So they shouldn't have made the new Batman movies, or Doom 3, or produced the new Camaro, or Wolfenstein 3D, or release the new version of Spider-man? I look forward to an Oblivion/Morrowind conversion. I welcome new, updated versions of great work from the past!
  12. I nodded my head in agreement as I read this (figuratively), but I want to make the point that applying penalties may not be the best method. I think it would better to provide incentives and rewards for taking those paths rather than penalizing others. Fast travel kills immersion, unless it is used in a believable way, like Morrowind. You had to pay a fee to fast travel, which I think is a good compromise between being realistic and efficient. Thinking of Oblivion mods, Unique Landscapes, All Natural, Mart's Monster Mod, Traveling Merchants, Frans, OOO, etc etc made traveling worth it. I didn't want to fast travel because I stand a better chance of obtaining great loot, or at the very least, seeing something very cool. I think as people continue to mod Skyrim, and after the release of the CS, we will start seeing mods that enhance the actual world of Skyrim so that traveling IS worth the time. That is my hope anyway.
  13. If you want to perfect Skyrim, that list is far from complete. The mods that are out now are just a primer, in my opinion, to the more 'gamechanging' mods that come out after CS release. I personally look for these type of mods: (some are out now) Textures Meshes More armor/weapons UI Sound NPCs Commerce Rebalancing mods Water mods Weather mods
  14. I dont think a mirror would be that detrimental to performance. The mirror will essentially render any polygons only in its view from player perspective. I'm being optimistic at least, hopefully mirrors can make an appearance.
  15. All I can say is that having 70 levels and 220 perks facilitates different playstyles. Your character will be different every time you play through, depending on which perks you choose. Blizzard used this kind of paradigm for their skill selections. They have several possibilities of skill combinations, but they limit you to what you can have 'active'. In other words, a limit on perks helps define your character. If you had ALL perks then the replay value would diminish. This is, of course, my personal opinion. I won't download a mod that 'uncaps' the perks, but I support it anyway. I have no doubt that some people would enjoy a mod like this. *and I agree about certain items not being rare enough. Does ES follow the same 'probability system' like Diablo games use?
  16. Quote from throttlekitty Awesome suggestion. Are there any modders out there with this ability or know-how? 'Writing' anything is above me. I've had some great feedback for my Armor Dye mod and I have had a few friendly people offer their help. I'm looking for a person that can do something along the lines of 'writing a shader to handle color changes' per specific section of armor. I have no problem taking the long route and recoloring every single texture, but for quality, I think writing a shader might be more appropriate. As of now, I'm recoloring each piece of armor in every set to 22 different colors. In total, that's over ~3,000 textures. Writing a shader would be more efficient :P Thanks, droscoe
  17. Yes, he has an Optional file to be used in conjunction with OOO. As far as I understand, it does not work with Francesco's
  18. You're most helpful!!!!!!!!!!!!!!
  19. Francesco's mod with his Item/Creature addon WarCry Aphophis Armory of Silver Dragon Lost Paladins of Divines Armamentarium Complete (BIG one)
  20. I HIGHLY suggest looking up Archery Rebalance and Stealth Overhaul. Both helped give a more realistic feel to playing that kind of character (and more fun)
  21. I agree. It would definitely take some work, and would need maybe a script extender of some sort. Sharp blades slicing into flesh, cutting up enemies and deal 'bleeding' damage (dmg/time), and maces breaking bones/crippling enemies, smashing parts. lol oh the possibilities
  22. I intend on incorporating hunting for ingredients in my armor dye mod, for added incentive!
  23. It makes sense if there is no wind. I prefer the vanilla, but if It would correlate with wind speeds then that'd be great
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