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coldreactive

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Everything posted by coldreactive

  1. This one gets pretty close to that: http://skyrim.nexusmods.com/mods/16736 (Pretty much what Oblivion did.) Otherwise, there is nothing on the nexus right now =/ I'd sooner keep this to MMORPGs however. Not even JRPGs have this kind of system really. (Save for Phantasy Star Universe series, the non-online ones.)
  2. And also why most new free to play MMORPGs don't do it anymore.
  3. I don't think I've seen that armor in DA:Origins before. Would look pretty cool, since it's a full-face helm that shows the head model.
  4. You can make a weapon have a "Charge" if not enchanted. When it runs out, it becomes useless / scrap. But that's just an idea for a real modder to implement. (It's also technically "Hacking" in the feature, since it wouldn't work too well on armors.)
  5. You have to add the items manually to each NPC template for non-named NPCs (IE: Bandits, Guards, etc.)
  6. I'd like to request a mod that makes it so that NPCs that you've married no longer back up when you stand close to them (like true lovers!) Thus, forcing you to sprint when you want them to get out of the way (Sprinting does a separate "Move out of the way" calculation anyway.)
  7. So, in my modification request topic / commission request topic ( http://forums.nexusmods.com/index.php?/topic/856919-commission-offer-resource-for-mods-nirn-globe-in-3d/ ) A part of the modification would require (after a cutscene) to hand-off control of the player character from skyrim to a specific character in this modification (With a skill set unique to the modification.) Is it possible to hand control over to such a unique character and still have skyrim allow you to control the attacks, skills / etc. of the character? (Unlike other human-based characters, this character has special skills that, due to the model of this character, cannot ever be weilded by any human character. So it'd likely have to be re-written to handle that kind of skill.) basically, I want the engine to hand off control during the cutscene so that the player doesn't notice that they have been switched to another character, then initiate a cell change for the new character that the player controls. I would have to keep the original player character loaded in memory so that when the questline finishes for this new character, the game changes characters back to the player character of skyrim (during another cutscene) and changes back to the cell the skyrim player character was left in (along with the coordinates the player character was left at.)
  8. Not really: http://starocean.wikia.com/wiki/Sphere_211 it has 110 explorable floors or so. Randomized slightly. Other star ocean games have Cave of the Seven Stars, which is a 100+ floor extra dungeon that is randomized, with increasingly tough enemies and better loot, and an NPC called Santa that sells the Tri-Emblem (the most expensive and valuable accessory that +1000s in each stat or so.)
  9. There is one available, I can't remember where it is, but it requires SKSE. Would that be okay if it did require such?
  10. To be more lore friendly, you could do it like persona, and contract an agreement with that specific type of minion. Each minion would give you a radiant quest to complete to fulfill your contract, higher level minions would have tougher quests.
  11. CCO supports Dawnguard / heartfire, but it adds arrow crafting still, so you have two sets of arrow crafting >_> one cheaper than the other.
  12. Problem is, Monster Hunter's Stat system means nothing. I had maxed stats, and a low level mission could still kill me very easily. Boy, am I glad for Phantasy Star Universe series (PSO, PSO2, PSP, etc.)
  13. See this: http://envios.deviantart.com/journal/Commission-Offer-I-want-a-3D-Nirn-Globe-and-more-342711189 Don't like links? Copied text below: Commission information for other items I need done is on the DeviantART page, including starting prices.
  14. Since I can't bump threads, Re-requesting this... http://forums.nexusmods.com/index.php?/topic/765298-request-abandoned-ayleid-ruin
  15. Really? Doesn't do that for me. Maybe your game is just having some weirdness. Either way, if 'tim' is not a good idea, I'm sure someone else could come up with something. Being able to give yourself temporary immunity to death as a shout would be really cool. You need to look closer then, or not have your resolution higher than 1080p, because it's hard to see if you zoom out too far from first person. But believe me it happens. This especially happens if you get more than one kill move applied onto you in a short time. (The limp-ness is cumulative to a certain point.)
  16. No I mean, tim causes your model to actually start glitching out, becoming limp while walking, and ragdolly.
  17. I tried, but things got way too bright again just like last time. (This time, I somehow made fire desaturated when dragons breathe it, and not shine. Which was insanely stupid.) So I'm giving up, keeping things unbearably dark to the point where even light spells don't work well. Or using Skyrim Enhanced Shaders FX. :( Can someone tell me the exact settings that change light shines from fire breath / magic, as well as shininess of armor and window glare from outside buildings?
  18. ...you do know that pressing backspace will reload your ENB config in-game so you can just alt-tab out, change the config file, save, alt-tab back, press backspace, and carry on right? I'm guessing this is best done in windowed mode?
  19. Problem is, when I start editing things, I start skyrim, see if it worked, "Nope" do it again, "nope" again, "Nope" it's very hard if I have to keep doing this over 20 times. Kalicola's ENB is so finicky, if you touch ANY lighting values for insides, they start blaring so much, you have to reset it to default, and try it again with another value. Unfortunately, no matter what way you choose with Kalicola's (speculars, ambient, and the other one) they all cause the light to get too bright, no matter what. Especially for insides. So far, the only one I've taken a liking to, is Skyrim Enhanced Shaders FX with the following configs from its folders: * Pure ENB Folder - Full SSAO * Add-On Effect "Sharpening Ultra High Quality (Stronger)" This basically makes it as bright as vanilla, but with all the shaders, smoothing, softening, lights, DOF, godrays. It could be a bit darker, but only a VERY, VERY tiny bit. Not insane darker like most ENBs. The only problem is, I like how sharpshooter's and Kalicola's have glow effects on the house lights outside at night, and I like how the speculars shine on armor and whatnot (and blur in DOF when you focus on something close, causing it to sparkle in the distance.) But I still want the brightness of inside stuff for Enhanced Shaders FX. Because as it stands, EVERYTHING in other ENBs, is WAY too dark indoors and in caves.
  20. Since there's no replies. Here's what Beautiful Skyrim - Immersion looks like inside the sleeping giant inn on my AMD Radeon HD 7950: http://i.imgur.com/4BeOZ.jpg Very umplayable on defaults.
  21. Kiss would be nice, even in first person.
  22. Sunlight arrows basically just do fire damage. Seeing as Vampires are basically "undead" they would be weak to fire too.
  23. So here's an ESP for you guys to mess with: http://www.mediafire.com/?dhchj3r6n54rwit Now all someone has to do is edit the esp to attach a script to the AI Package to tell it to toggle the player to be AI controlled when IsIdlePlaying is true. Or else the next step (re-toggling it back to being player driven when the player initiates mouse movement / etc.) can't be done. Actor > Filter: Player to get the player
  24. I'm going to have a poke around Serana in Dawnguard via Creation Kit, and see what she has. I'll tell you guys if I find anything.
  25. And no, I'm not willing to go mage/archer hybrid just for magelight, that'd be silly; and I can't aim.
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