Jump to content

obdown666

Premium Member
  • Posts

    12
  • Joined

  • Last visited

Everything posted by obdown666

  1. In response to post #24633704. Steam is awful at policing piracy and just gets worse. This is a ridiculous business decision driven by a not too bright PM team. Someone will sue Steam for taking money on a mod that is stolen, all digital signatures notwithstanding, with perception being more important than the result, things will go back to normal. Nexus users and modders should continue to act as a community and separate the two systems in their discussions. After all, many companies have totally separate business models when selling into other markets where piracy is a way of life. If I had a fantastic mod that someone might steal and that steam would willingly (and negligently) take money for with the onus on me to prove it, I might be proactive and post it there too, and make the price one cent. But then also post the FOREVER FREE INCLUDING UPDATES icon on my nexus mod page.
  2. Author blocking is useful to me but only in a minor way. Although it will be nice to just say no to flesh mod authors and the unending stream of skimpy little girl follower mods, but a limit of 32 is not that useful (if that is indeed the case). Tag blocking doesn't really work since to block other languages or skimpy mods since you end up blocking mods you wanted if the mod is poorly tagged. Improving the tag blocking system so certain choices preclude others for example would be the best improvement. I.e. a mod cant both be lore friendly AND have skimpy or be an anim mod, or be in English AND multi-lingual. All that matters to me as a user is getting better searches. To that end, blocking individual mods with no limit (or say 1000) would be helpful. You end up doing similar searches a lot and this would streamline your use of the search system allowing blocking of non-English mods and mods you know to be defective, similar to another but lesser in your opinion, or dare I say, non-original. In any case, the theme here ought to be more choice is better so thanks.
  3. Would it be possible to create a script to apply Weapon and Armor Fixes Keywords. With the new version of WAF I have many records to manually update. Also, just a keyword only simplified version of quick change would be nice I think. Alternatively a script that copies keywords from one mod to another where the formIds are the same. Thanks again for these great tools.
  4. Forum searches for info within a mod search terms .... I type aaaa bbb cccc and get hits on all the words. Ok. I type "aaaa bbbb cccc" and same. I type aaaa and bbbb and cccc and not better. Actually, we can do better. Please support use of specific search strings. Please post search help file as a readily identifiable menu item. Thanks!
  5. Please consider adding two very visible fields near the mod summary info on every mod description page: Mod initially written based on Skyrim Version: ______ Latest Skyrim Version tested as compatible: ______ Or something very close. You get the drift. It is getting very painful trying to figure this out. It will also be a very clear indication of degree of upkeep by the authors. These fields could be inked to NMM. Thanks.
  6. THERE SHOULD BE A LANGUAGE FILTER OPTION. SORTING THRU ALL THE PORTS IS GETTING VERY, VERY TEDIOUS.
  7. Given the constant struggles mods face when Bethesda makes wholesale changes upon updates, PLEASE add a line in the mod summary lists where the modder is able to state current update compatibility level. Also, please adjust the most recent update to most recent FILE update, or add that to current which incorporates recent description updates Mod lists could be limited to two lines (name, dates, compatibility level, last comment or description update, author name, etc.) allow expansion of text summary with a click. AND a check box that says places the mod at the top of your sort list for that category. Also ask that the advanced search have a quicker link. Last, I wish each mod description had a standard base hyperlinked toc which could be edited, but included things like installation, uninstallation, compatibility etc. that many forget to add and put them in a standard order. Thanks for the incredible site.
  8. Would like to be able to interact with large creatures without getting dizzy from minor earthquakes... Can someone please create a mod to turn it off, or dial it down to about 20%?
  9. It does sound great, in particular the immersion improvement focus. To that end, please consider these things which I would love to see. More difficult to code as you move down the list. Modify ideas as needed to enable implementation using the CC. Point one is the most critical to me. Taken together, these would really improve immersion, and thus add great replayability and strategy variations. 1. Decouple crafting from character experience, and call them professions. Doesn't make sense to be able to rise so quickly in order to make a few bucks to pay for a house. Then modify the learning curve so rate increase is based on variation and complexity, not unit production. I like the professions to make gold, but not spam experience. At low levels, professions cost a little money to advance in skill in terms of resale value, then they break even, then they start making you money. 2. The professional Cook: Make food associated with increasing regen rates (it takes time to digest food!). Health and Stamina Potions provide instant improvement, not regen, in order to clearly separate the two. Also, much fewer of them. Nothing ruins immersion quicker than downing enough food to choke an elephant in between axe swings. 3. Other professions would be virologist (make poisons), healer (instant health potions and cures for individual diseases incl. vampirism/lecanthropy at high levels (Might as well not have diseases now as they are far too easy to cure) Alchemist (all other potions) --note that health, stamina and magica potions are instantaneous (but decreased a little in strenght from vanilla), AND, only so many can be quafed per minute of gametime (as in Oblivion), while food affects only the regen rate over minutes or hours, with only one type (of a few food categories) able to be active at any time) (also, need to allow use of a few ingredients like dragon bones and troll fat to be used in the kitchen), bowyer/fletcher, armorer, weapons smith, enchanter, scribe (makes copies of books, including spellbooks), jeweler (remove from smithing), Necromancer (lifestealing potions, enchantments, summon 1 permanent (and fairly mindless) undead servant, and makes black soul gems by combining malachite, ebony and a flawless gem) 4. You talked about sleep - your natural regen rate should begin to drop without sleep, eventually overcoming any amount of food consumed. Should carry a bedroll. Wish random awakenings could be programmed... 5. All professions can be performed by all but max out at ~50%, and increase much more slowly (33% skill rate increase) as compared to a primary profession (100%) or secondary profession (66%) selection. 6. Create trainers. 7. Of course would want to create perk trees in a separate section.
  10. Guys, lets decouple crafting from experience, and expand it, i.e. turn it into a profession Allow selection of one profession as Primary, and one as Secondary (1/2 rate skill increase). The rest are at 1/4 rate of increase and max out at roughly Adept (50), so everyone can still cook, and craft weak potions, and make use of other materials found. The key is the experience increase in the profession ONLY goes toward the profession skill level and the ability to make better stuff to use and sell, NOT to increase character level. Also, need to make the profession skill rate increase inversely proportional to the number of times the item is crafted. This should be a non-linear, decreasing drop-off, and as such being more pronounced at first, (perhaps -sqrt{x}), and proportional to the value (as proxy for complexity), which taken together, strongly reflect reality, and prevent spamming daggers, etc. It would be great to add Fletcher/Bowyer, and Cook, and separate Jeweler from Smithing. Probably too difficult but Armorer and Weaponsmith ought to be separated as well. As far as cooking goes, and this could be an independent mod if not interested in doing the above, the dishes should be only about changing regeneration rates of health and stamina (primarily), for a few minutes to several hours of gametime. Also, eating more of the same dish has no benefit other than restarting the duration, and a max of 3 food types can be of concurrent benefit for each of health, stamina, magika. Can concoct some complex recipes for some high, short-term regen improvement. The better the improvement, the heavier it is to carry. I can't believe Bethesda still incorporates the ability to chow down a 10 course meal in-between axe swings. Really cuts into the immersion. To make cooking worthwhile, potions should be a little weaker than vanilla, and should not affect regen rates, i.e. be instantaneous only. Also, potions should be limited in the number taken per minute of gametime, if that is do-able. Bethesda dropped that one in Skyrim, which also impacts immersion. Would be nice to identify some ingredients that can be also used in cooking that yield magika regeneration dishes. Ground dragon bones out to make a bunch of not so tasty stews. Daedra Heart would make a killer Pie, and troll fat ought be a good soup stock. Many more common ingredients of a given type (e.g. 10 carrots) should be used in a given dish. The more required, the more dense (and stronger) the regen rate increase. As in alchemy, the number of dishes consumed is limited over a specific time, or, alternatively, only one effect per stat could be in operation at any given point in time. I also like that in not sleeping, you slowly loose ability to regen at all, similar to Filling Foods and Restful Sleep by by Punxdog. This is applied as a percentage to the base+food modifier so that in the end no sleep would result in no regen no matter how much food you ate.
×
×
  • Create New...