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avianmosquito

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  1. I'm wanting to add some new weapons to Skyrim once the kit is out. These will come with with my verisimilitude mod once that is created, and the more weapons I have to work with the better. I can't model, texture or rig them, so I'm coming to you for help. Once the models have been textured and rigged, (and the CK is out) I'll add them to the game. I'll be happy to help in any way I can, so feel free to contact me. Blades Armoury: These weapons here I will be adding to the blades armoury, and I intend them to be unique in their usage in game. Note that the "blades sword" in skyrim is a kodachi, not a katana, and will be renamed as such. Tanto: I would like a tanto of the variety displayed here. It should have a blade length of ~30cm/12in. Mounted as a one-handed blade, will be counted as a "dagger." Wakizashi: I would like a wakizashi of the variety displayed here. It should have a blade length of ~50cm/20in. Mounted as a one-handed blade, will be counted as a sword. Katana: I would like a katana of the variety displayed here or here. Blade length should be ~70cm/28in. Mounted as a two-handed blade, will be counted as a sword. Odachi: An odachi of this variety would be preferable. Sorry the blade cannot be seen. Blade length should be ~110cm/44in. Mounted as a two-handed blade, will be counted as a sword. kanabo: I'm not too particular here, but this variety would be nice, as would the one held by this oni, and the one held by this samurai. Length depends on version, but 70-110cm/28-44in should be good. Yari: A yari of the variety seen in the centre here would be ideal. A 4m/13' 4" shaft with a 1m/40in blade would be ideal. Mounting should be two-hand blade, but if you have a better idea I'm all ears. This one is low priority, and would only be useful if other spears could be made as well. Would be counted as a spear*, if other polearms are made. Naginata: A naginata such as this one would be best. In should have a 160cm/64in shaft with a 50cm/20in blade, for a total 210cm length. Mounting should be two-hand blade, will be counted as a polearm** if other polearms are made. If not, as a sword. Spears: Not my favourite variety of weapon, but they deserve usage anyway. I would divide these into three varieties: shortspears, spears and longspears. Shortspears would be one-handed stabbing weapons with a length around 150cm/60in where spears and longspears would be two-handed stabbing weapons with the former around 250cm/100in and the later around 350cm/140in. The idea here is to have one of each for each quality grade. (Iron, elven, daedric, that kind of thing) Polearms: Other than spears, there are a great many polearms that deserve mention and usage. Halberds, glaives and scythes are the most important, but ransuers, tridents, military forks, voulges and lucern hammers would also be nice. If you want me to clarify the size of the weapon I am looking for, I will, but there's a lot in there. Bows: The only bows in game right now are longbows. Smaller battle bows and short bows for all quality grades would be nice. I'm not too particular here. Misc: I am looking for knives at about 15cm/6in and 20cm/8in, short swords (40-60cm/16-24in), long swords (80-100cm/32-40in) and bastard swords (100-120cm/40-48in) of each quality. A long handaxe (~80cm/32in) and hatchet, (~40cm/16in) one short (~40cm/16in) and one long (~80cm/32in) one-handed hammer, a small club, (~30cm/12in) a truncheon, (~60cm/24in) a two-handed club (~90cm/36in) a greatclub (~120cm/48in) and a small two-handed axe (~1m/40in) for each as well. Imperial armory: There's no denying the empire's garb and weapon design is based on the roman empire, so some new greek and roman weapons would be good for them. The spatha and kopis are good as their long swords, while the gladius would be a good candidate for their short sword. (Their main sword is already a large xiphos.) The makhaira (basically a smaller kopis) also draws my attention. The dory/doru, sarissa and pilum would be good if spears are added. New bows would also be nice, but roman and greek bows are not my area of expertise. *Spears would have the effect of pushing/slowing an enemy, and could stagger them. **Polearms would have higher damage instead of a special effect.
  2. Basically, I need a few scripts written. I tried to get some help on these scripts here, but even with the help I just can't script well enough to get it working. So here I am, asking for help again. Blunt armour penetration: A quick change here: I'd like to increase the effect of armour upon blunt weapons to 25% instead of 10%. This would mean with an armour rating of 95, (the cap in my mod) blunt weapons would deal 76.25%. Also, having hand to hand affected 12.5% instead of 0 would be a bit better. Having the former and latter able to apply to creature attacks as well would be another bonus, but it isn't neccesary. Skill/Attribute spell effectiveness: Exactly as described. But it needs to stack with the armour and fatigue penalties. Capping actor values and spell effects: The AV cap is just gravy, the spell effect cap is the important part. Basically, having it written so I can just copy the script and put in any effect name and magnitude would be best. As for the AV cap, a script that sets the limit to which you can naturally increase your attributes to 2.5x your race/sex starting value, and sets the hard limit (where nothing can increase it further) to 5x would be best. This means with a starting score of 40, you could not naturally exceed 100, and could not fortify above 200. For skills, a hard limit of 200 would be sufficient. Weapon type weaknesses and resistances: I need this as a script effect with magnitude. So I can use it like it was any other weakness/resistance effect. Normal weapon resistance fix: Here's a new one. Setting it so normal weapon resistance is not ignored by weapons just because they are enchanted or poisoned. They would have to be a special material, or it would apply as normal. Magical interactions with armor, shields and spells: Another new one: Having a percentage of an armour rating take effect on spells as well, and being able to set it so I can just copy it, change the effect name and magnitude, and it work on the new effect. Also, having another script that does the same thing for blocking would be nice. Weapon and armour repair revamp: Yet another new one: Make it so 10% of damage done to armour and weapons cannot be repaired, and that a broken weapon cannot be repaired at all. This would mean that eventually a weapon will need to be replaced. Square root damage multiplier: New one. Have the damage formula treat every character's strength as if it was the square root of the actual value. Also, have attack speed for all weapons increase alongside damage. Bow damage multiplier: One last new one: Add a script that makes bow and arrow damage dependent on strength, not agility, following the same formula as a melee weapon. Make accuracy depend on agility instead, and have bows limit the strength multiplier you can get from your arrow to whatever the damage value is for the bow, and remove the actual bonus damage. Finally, multiply the arrow's speed by one twentieth the multiplier you're getting. For instance, if the multiplier is one, change the arrow speed to 5%. If twenty, 100%. Stronger bows would have higher caps, but this would only mean more damage if you had enough strength.
  3. Well, can't pull a full script out of it, but that's a step.
  4. There are four relatively complex scripts I'd like to make for my verisimilitude mod. I'm not sure all of them are possible, but please look them over anyway and if you can help me out, then please do. First: Blunt armour penetration. Basically, I'd like to make blunt weapons and hand to hand effected less by armour. I'd like to make armour do less to blunt, (10%) and nothing to hand to hand attacks. I'd adjust their damage to compensate. This would make it a more meaningful choice than it is now. Second: Skill/Attribute spell effectiveness. Basically, I'd like to apply two more multipliers to spell effectiveness. They would be the skill and governing attribute of the spell you are using. It would be a multiplier of 1+(0.01*x) where x is the skill or attribute. They would stack. So let's say you have flare equipped (fire damage, 6pt), which is a destruction spell, governed by willpower. Your skill is 25, and your willpower is 40. Then your spell effectiveness would be multiplied first by 1.25 and then by 1.4, for a total 1.75, bringing the spell to 10.5 points of fire damage assuming there's no other factor. (Like armour or fatigue.) Third: Capping actor values and spell effects. In this one, I'd like to cap spell effects like reflect damage, so they can't break the game. I'd also like to change the caps on actor values without removing them entirely. I'm thinking 200 for skills and 1000 for attributes. Finally: Weapon type weaknesses and resistances. This is the complicated one. I'd like to add script effects, preferably with a magnitude, that would give a vulnerability or resistance to weapon types. For instance, making a zombie take half damage from blunt and double from blade. This one looks to be difficult.
  5. The Nehrim Verisimilitude mod makes all NPCs non-essential, the Oblivion mod does not. It does it at the individual level, and that would make it hard to alter. The Oblivion mod doesn't do this, and there's no way to turn off any content you don't like, but that said you don't have to use the new content if you don't want to.
  6. Or just forget it and strip your own character. (Although I imagine she'd be f***in' cold.)
  7. Because most modders are only (openly) attracted to one.
  8. I like options. Most people do. Also, when the women have genitalia that would compare unfavorably to that of a barbie doll, there's a problem.
  9. NSFW: This is a discussion about nudity. If you can't figure out this is NSFW on your're own, you probably shouldn't be here.
  10. A problem showed up in F:NV a while ago that I just can't shake. Basically, when I get out of Doc Mitchell's house, I can't draw my weapon and using the pip-boy crashes the game. I've deleted all my mods and saves, cleaned my registry, and completely reinstalled New Vegas and it still doesn't work.
  11. I'm planning a TC for Skyrim and have been for some time, and now my mind has mind has turned to enemies. As I can't work Nifskope to save my life, I'm going to need help with these, but these are some of my ideas for enemies. I'm looking for feedback. Kalmar: Kalmar, are small, rat-like creatures with five-nine tails. They move in swarms most of the time, and are simultaneously aggresive and cowardly. They will only attack if you are wounded, ill, unconscious or very small, and will flee after a few of them die. The ones with more tails are more powerful, but they're all weak and never really a threat to the player. For the most part, they're just scenery, scurrying away when you get near them. The tails are a weapon and a method of propulsion. They are longer than the rest of the kalmar's body, used like flagellum when swimming, and as whips when fighting. Their standard attack is to leap at you, spinning their body to hit you with their tails and landing facing away so they can get some distance and repeat the attack. If they can't attack like that, they just face you, biting and whipping. Canids: These consist of wolves, wargs and fenrirs. Wolves are smaller than their real-world equivalent, about the size of a jack-russel. Wargs are the size of real wolves, and fenrirs are the size of a small bear. They move in packs of three, six, twelve or twenty-four, surrounding their opponent, the one behind the enemy attacking first. (The reason for the small size of the wolves is the small size of most playable species.) The game's canids are sapient, brutish and cunning, but are incapable of speaking any language but their own, while being anti-intellectual and unintelligent. Stations: Stations are large, sapient insectoid creatures. The adults are 10-15 shaku tall, with an upright body, six legs and two massive pincers in the place of arms. Their abdomen has a cage of tooth-shaped bony protrusions that cover a pivoting tube, their primary weapon. This will fire flame, water, spikes, stones or poison at the player. They also have two short tentacles on their head resembling antennae, which will fire flame, freezing chemicals, electricity, small stones or radiation. Their weak points are the tops of their heads and the unarmoured tissue under their "cages," although attacking their legs works too. The adults and children are equally well armoured and durable, but the children are much more mobile and the adults are much more powerful. They almost always move in groups, usually four. These are two adults and two children, and they usually have an army of weaker creatures accompanying them, almost always including wisps. Wisps: Wisps are four-winged creatures with lighter than air bodies that emit deadly gases from their body and attack purely with magic. The entire front of their body is a very convincing eye spot, but wisps are blind. They are very colourful, with their body being blue, red, gold and white. The only indications of their element are their "eye," whose colour matches their element, and the cloud surrounding them, which varies between elements. They locate predators by sound, and the tune they whistle is not only a form of communication but is also used for echolocation. They have no natural enemies. Mechana: Mechana are machines of unknown origin. Common theories on their origin include the Ordvr and the empire, but neither seems likely. They are very not aggresive, but they are very territorial. Mechana come in six basic archetypes, (collector, patrol, golem, swarm, air and command relay) each having six material variants (Bronze, steel, aethril, mithril, plastic and flesh) and two quality grades. (Common and superior.) They always travel in groups. Do not fight the mechana. They are not neccesary to fight at any point, are very hard to defeat, and if you do beat them the local base dispatches a kill team to take you down. I cannot stress this enough. That's all I've got for regular enemies right now. I've got boss ideas, but I'm going to cover those later. Please give feedback.
  12. If my mod is last in load order it should work. I don't use OOO, so I'm not sure. I don't work with levelling much, but if it works with OOO that should be covered. I will say this: in my own opinion, my Oblivion mod is better by far than my Nehrim mod, due to fundamental differences between the two games. Also, the mods are HARD, and the battle music can be annoying with the longer outdoor detection range, so it's best to turn that off and listen for the sounds of enemies instead.
  13. I have two verisimilitude mods on the Nexus, one for Nehrim and one for Oblivion. I'm looking for feedback, particularly where the differences between the mods are concerned.
  14. Paint wouldn't open it. I decided to just get Fraps. It works just fine.
  15. Right, I've followed the procedure for enabling and taking screenshots to the letter, but for some reason they're all coming out corrupt. Most of my editors say it isn't a valid or the format is not supported, and the rest show it in greyscale with unusual distortion. I need to fix this so I can take screenshots of the new races in my recent mod, but I haven't a clue how to fix it.
  16. Thanks, but I figured that out after I posted.
  17. Skyrim is refusing to start. When I try to launch Skyrim, the launcher just dissapears and reappears instead of starting the game. I need this problem resolved.
  18. I'm not looking for resources, I'm looking for partners, and given the weapons you've created, you would certainly be capable. Would you be interested in joining us?
  19. Some time in the next month, TehBudda and I will be beginning a total conversion mod for Skyrim. The details can be found here. Initially, I had thought about doing this in F:NV, which is why the thread has it written like that, but it's going to be in Skyrim. I'm looking for help with this mod, if you think you will be of use, please contact me as soon as possible, either on this thread or by PM.
  20. Yet NV has machine guns and laser pistols... I'm not trying to dissuade you from making this mod, I just think that maybe you should bend Nehrim a little bit to fit better with Fallout. You clearly know little about Oblivion modding. Oblivion doesn't allow you to create new weapon types without replacing one aleady present. Fallout does. Morrowind did. Skyrim is supposed to. Making this game in Oblivion is impossible. It should be possible in Skyrim, and It is possible in Fallout or Morrowind. I chose Skyrim because it should work the best. I chose F:NV as my backup plan because it's the best that I know will work. Also, again, the aliens use modern weapons. Those animations are already in New Vegas, so why not use them?
  21. There are a few things in Fallout that I need. Limb damage and DT, to be specific. Skyrim is supposed to have both as well, but if it doesn't and it can't be recreated, then I may have to fall back on F:NV. And it's not actually medieval, considering the locals have guns. (Muzzle-loading, black powder and generally smoothbore.) The tech level varies being equal to 12th century Europe to that of 19th century North America. The guns are MASSIVE, but only hold one shot, take 20-30 seconds to reload and most cannot reliably hit a man-sized target at ten metres. The aliens weapons are modern, but the rounds are too small for most of the targets found on Eo. (It's like bearhunting with a pellet gun. Bad idea.)
  22. Even if you're just a consultant, it's better than nothing. Still, I wish there was more. They aren't initials. Eo is the name of the world it takes place in, nothing more. I haven't been completely honest. (Bad form, I know.) I intend to push the game to Skyrim if possible, F:NV is only a backup plan. If the concept won't work in Skyrim and I have to fall back on F:NV, then shields will need to be worked as part of a weapon or cut entirely, mounts will be cut from the game, magic will have to follow a very round-about system that I know will work but will be painful to implement, and so on. And it could very well turn out that way. There are a number of potential issues that might arise with Skyrim. For instance, we don't know if Skyrim has an equivalent to DT, an absolute neccesity for this game design. We also don't know if Skyrim's modding kit will be as user-friendly, if there will be custom effects, talking creatures/activators, custom animations, or any of a number of other features that F:NV has. I'm not sure the kit will allow creation of a new master file, which would push us back to F:NV and leave many concepts either reduced or cut out entirely. That said, if the game will work in Skyrim, it will come out much better. Especially since Skyrim's usage of dragons means flying enemies can be placed in game. (Something both Oblivion and F:NV lack.) The presence of horses means that Eo's various mounts will function, (none of which are actually horses, though) and the combination of the two would be interesting if it's even possible. The presence of custom effects means a number of things I saw done in Morrowind could be brought back. (There was this one flight mod...) I've been running this over in my head, following both scenarios, for a week. I need to speak at length about it with a more experienced modder, and that's important. You've done more of this than I have. You also know I'm a bit of a dreamer, and I tend to get grand ideas and never follow through because nobody holds me to them. That's why I want to talk to you about this, get this idea properly formed, and why I need a team to help me out, especially since I won't give up when others are involved. That's most of the reason I posted, to be honest, the rest is just trying to kill two birds with one stone.
  23. I've been playing Nehrim a lot lately, which is possibly the best mod I've ever seen. It also got me thinking of doing something like it, and then I thought about Fallout: New Vegas, and realised this has never been done for it before. Nobody has ever made a total conversion mod on F:NV, and while I am not planning on a modern setting, the game has a number of features I'd like to use. At this moment I have nobody but myself, but I know what I need to get this ball rolling. Any responsibility not mentioned for the other three I can handle myself. I'll keep a roster at the bottom of this post. I only need three more people. One concept artist, one 3D Modeler/Animator, and one Programmer. If anybody wants to join, speak to me and hopefully I can get your name on the roster. 1. Myself 2. (Open-Concept Artist) 3. (Open-3D Modeler/Animator) 4. (Open-Programmer) 5. TehBuddha Note: I should probably talk a bit about the setting. The game is a high fantasy set in the world of Eo. (Yes, I've talked about this before, but that was killed when Oblivion didn't have a lot of the features I need, but F:NV does.) It starts in one of ten locations, depending on the species you pick. (There are only five species, but each has two versions at different ages.) There are a number of ways you can bring the plot to a conclusion, as well, but that's entirely player choice and is not determined by species. The planet has undergone the collapse of an advanced civilization almost one thousand years before, and its technological levels vary wildly because of it. To complicate the matter, it is also being populated by an alien civilization that is hell-bent on controlling the planet, despite not having a military. You are in the Wirbelsturm islands, five small islands surrounding the island of Wirbelsturm itself, at the easternmost end of a planet-spanning chain of volcanos. All the island volcanos are dormant except the easternmost one, which is still rather small. The main island has three major landmarks, a chain of mountains covering the northern half of the islands, a plateau on the western edge curving south and to the east, forming a peninsula, and the lowlands making up the majority of the island. There are five distinct nations. 1. Schneesturm, consisting of the mountains and the northern island. They were here first, nobody respects that. They picked their lands for defensive purposes. Their environment creates plenty of natural choke points with high ground for defenders, and they've fortified the hell out of it. Nobody is dumb enough to invade them. Infiltrators are another matter, civil unease is yet another, and they've got plenty of both right now. In the center of their land lies Schneesturm Pass, which is actually four interconnected valleys. 2. Sandsturm, on the plateau and the island between the peninsula and the main island. They are the extension of a larger nation, but they've been cut off for so long they might as well be native. Their civilization has pretty much collapsed due to civil war, and what's left is bandits and a few small city-states. 3. Regensturm, on the seaboard and southeastern island. Nothing there but a few hamlets, a village and some camps, claiming collective sovereignty to protect themselves. 4. Feuersturm, on the eastern and southwestern islands. A foreign nation ruled by an order diety. Four years ago it emerged on the southwestern island, two years ago it conquered the eastern island and adopted the conquered nation's name. It's obvious that they intend to strike Regenstum next, but nobody knows when and nobody is willing to do anything about it. 5. Wilbersturm, the central government on the highlands in the island's core. They govern with impunity, pass laws to keep the peace, and none dare cross them... or so the propaganda says. In reality, they're a joke. Most of their laws are either blatantly self-serving or would be detrimental overall, and nobody enforces them. They only serve one real purpose, to block the only route that Schneesturm, Sandsturm and Regensturm have to reach one another. This way they deter invasion and can at least pretend to regulate trade, and like most governments they're good at pretending.
  24. I'm looking for help on a number of things, some difficult, some not. I'll be listing details here from time to time, any help that can be given would be appreciated. First order of business. (If I can call it that.) Are undead. I would like to set it so an undead creature's normal weapon resistance is ignored by weapons that don't have "ignore normal weapon resistance" flagged if it is of a certain type, and possibly take increased damage from another weapon type. For example, having a zombie (with 30% RNW) take normal damage from bows, while blades would not only ignoring the resistance but do an extra 40%. This can then be expanded to a larger gameplay effect. I would also like to find a way to apply this to armour, so that a blunt weapon or a hand to hand attack would ignore your opponent's armour rating. (Although they would have shorter reach, slower attack rates and lower damage to balance that out.)
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