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TKHawke

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Posts posted by TKHawke

  1. From what i can see, user freedom appears to have been what's been built up more

    I agree with Vindekarr on this part. I believe compared to Oblivion Skyrim will definitely be better in the RP aspect. I like the idea of no longer choosing your class and instead litterally being whatever it is you want all based upon how you fight in the game. I think the more evil players will also find the NPCs' reactions to them will add the RP aspect. From one of the interviews I saw, the guy said (sorry can't recall name right now) that one of the things they were going after, like they did with oblivion, was add stuff they know people will poke at like the example he gave "What if I shoot off my strongest fireball spell in this tavern?" They're attempting to create reaction for almost anything you do because they know people are gonna test the boundaries of what the can do.

     

    I mean come on, you kill a shopkeeper so a relative takes over and they are angry with you. Being able to destroy mills and ruin a places economy and trade with other towns is a very nice addition and I'm pretty sure if relatives react to you killing their family members, I'm almost certain a whole town will react to you screwing over their economy. Plus if dragons should attack the town I'm sure bethesda is going to have it so the towns people make you feel like a hero if you slay it. Of course I'm not certain that NPCs' will react appropriately to destroying economy and saving the town from dragons, but at this point with their new AI, if they're going to react to a weapon being dropped in the middle town doesn't seem far fetched to have them react to almost everything you do to them. I'm mainly focusing on the NPC's because they're the ones that make me feel like I'm in a RPG. It's the way they react to me that tells me who I am in the game and they just add so much life to the game itself.

  2. I was just wondering what do you guy's think the 'Creation Engine' will allow modders to do differently or better than the Gamebryo Engine?

     

    Well I'm no mod creator myself (infact I've never even been able to begin understanding Oblivion's construction set) but if bethesda has learned anything from previous games, it's how much people can and will mold the game into the way want within their given limitations. They even included a few aspects from some of the most popular of mods for this new game. All in all I think bethesda has seen enough of what the modding community is capable of with their last game engine and hopefully have the new engine not only be crafted for open-world games like they said, but for great modding capabilities too. Beths hasn't seemed to leave the modders in the dark so I have a feeling they will not disappoint with this new engine. :thumbsup:

     

    (small side note: we both hit 23 posts with this thread :P )

  3. If I'm not mistaken some of the dragons will actually speak. I don't remember if it was in the info thread here or some other article about skyrim I read, but I remember reading that dragons could talk but in their ancient dragon language (or something like that) and therefore not being able to understand them, while there are a select few that can speak english (or what ever language version of the game you have). I'm not 100% sure on this but I swear I read it from some official skyrim article :confused:
  4. As always I'm being a wood elf first! (LOVE elf characters!! :wub: ) But deciding first character shouldn't be something to worry about. The game sounds like it will have good replay-ability with different ways to define your 'class' and receiving certain quests based upon how you've acted and who you've made friends with, not to mention the guilds, so it shouldn't be too boring starting multiple characters to try each race even with the vanilla game.
  5. Who isn't going to be wearing helmets though? Very, very small minority...why work on something that hardly matters.

     

    Mages? :facepalm: **add some random text here so it isn't considered spam**

     

     

    My bad, completely forgot people played as thieves and mages. Disregard that previous statement XD

    I never use helmets even when I'm a warrior or other heavy armored user. Helmets never caught my eye. I spent time designing my characters face and picking hair style and damn it, I want to see my creation! however if they could have hair show with the helmets, you know like your bangs and hanging out back if you have long enough hair.....

  6. Hair physics would indeed be nice as well as the cloth physics. I don't think it should be THAT killer on a PC. I got that new Alice: Madness Returns game on the PC and it had both hair and cloth physics on Alice and my computer could handle it fine with max settings and they looked pretty good in my opinion. It's on the consoles too and I believe it had those physics for the console version too.
  7. You need BOSS, your load order is whack. Unofficial Shivering Isles is before DLCShiveringIsles. That is just from glancing thru. I recommend BOSS, yup.

    To be honest I don't like BOSS at all. I've had it before and when I did use it, it moved my load order around so very specific things, such as the esps for deadly reflex, were not in the proper order they should be in causing crashes and mods failing to work. Even after moving the important ones around myself BOSS still caused a few issues after sorting everything in it's 'recommended' load order.

  8. For you TesRuler the only thing that comes to mind so far for the esp being deactivated is improper load order perhaps? The mod is very very very sensitive about having combat moves loaded last. DRSplatter.esp(if used) should go right above combat moves and mounted spell casting goes right above that one and horse combat esm should be the last of the esms loaded. (The esms at the top of the list below oblivion.esm NOT the esps.)
  9. I've had these mods in for about a week or so now and haven't come across this problem once until now :/

     

    Oblivion.esm

    Armamentarium.esm

    Mart's Monster Mod.esm

    ShieldOnBack.esm

    CM Partners.esm

    Beautiful People 2ch-Ed.esm

    Artifacts.esm

    HorseCombatMaster.esm

    ChaseCameraMod.esp

    oc_darker_nights.esp

    Unofficial Oblivion Patch.esp

    Unofficial Shivering Isles Patch.esp

    Resurrect.esp

    Visually Enchanted Shock 3.esp

    RealisticForceHigh.esp

    Dark Dungeons.esp

    Visually Enchanted Fire 3.esp

    Dark Dungeons - SI.esp

    Visually Enchanted Frost 3.esp

    RealisticMagicForceHigh.esp

    UOP Vampire Aging & Face Fix.esp

    SM Combat Hide.esp

    Oblivion Citadel Door Fix.esp

    SP1stPLegs.esp

    Natural_Water_by_Max_Tael.esp

    Natural_Habitat_by_Max_Tael.esp

    Natural_Vegetation_by_Max_Tael.esp

    TweakAthleticsNoSpeed.esp

    LifeDetectShaderPurple.esp

    Infinite Charge.esp

    Loth's Blunt Weapons.esp

    Hentai Mania.esp

    Loth's Blunt Weapons for Npcs.esp

    Alluring Potion Bottles v3.esp

    Alluring Wine Bottles.esp

    Symphony of Violence.esp

    Beautiful People 2ch-Ed Vanilla Race.esp

    Hentai_Seraphim_Blade.esp

    Apachii_Goddess_Store.esp

    Hentai_Juliet_Uniform.esp

    1HweaponOnBack.esp

    ExpandedGreetings.esp

    Populated Prisons.esp

    DLCShiveringIsles.esp

    HGEC_special_armor_repl.esp

    Mart's Monster Mod.esp

    Mart's Monster Mod - More Wilderness Life.esp

    Mart's Monster Mod - Spawn Rates - Increased.esp

    Mart's Monster Mod - Additional Enemy NPC Vars.esp

    Mart's Monster Mod - City Defences.esp

    Mart's Monster Mod - Diverse Imperial Armor.esp

    Mart's Monster Mod - Diverse WaterLife.esp

    Mart's Monster Mod - Dungeons of MMM.esp

    Mart's Monster Mod - Extra Wounding.esp

    Mart's Monster Mod - Farm Animals.esp

    Mart's Monster Mod - Gems & Gem Dust.esp

    Mart's Monster Mod - Hunting & Crafting.esp

    Mart's Monster Mod - Shivering Isles.esp

    Mart's Monster Mod - Slof Horses Complete.esp

    Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp

    Mart's Monster Mod - Looting NPCs & Creatures.esp

    Mart's Monster Mod - Resized Races.esp

    Mart's Monster Mod - Zombies for Body Meshes.esp

    Mart's Monster Mod - Less Reavers.esp

    Mart's Monster Mod - No Fiends.esp

    Tona's_ModsStore.esp

    RealisticHealth.esp

    DesuChan's Kawa-Khajiits.esp

    DesuChan's Persocoms RECONSTRUCTED.esp

    CM Partners.esp

    CM Partners Extra NPCs.esp

    CM Partners More NPCs NE.esp

    CM Partners NPC NE.esp

    CM Partners NPC.esp

    Beautiful People 2ch-Ed Merged Hair Modules.esp

    Beautiful People 2ch-Ed Merged Eye Modules.esp

    Beautiful People 2ch-Ed Disable BandBlindMask.esp

    Beautiful People 2ch-Ed Sheogorath Eye.esp

    Realistic_Weapon_weights-3534.esp

    Realistic_Armor_Weights-2194.esp

    Bashed Patch, 0.esp

    Jump_Adjustment-2211.esp

    Atmospheric Loading Screens - Random Quotes.esp

    ElzMoreVoice.esp

    Oblivion XP.esp

    ZOMBIES! - 28 days and a bit V3.esp

    TuStartingOptions_03.esp

    Artifacts.esp

    ArmamentariumArtifacts.esp

    Deadly Reflex 6 - Timed Block and 250% damage.esp

    Mounted_Spellcasting_Deadly_Reflex_Compatible.esp

    DRSplatter.esp

    DeadlyReflex 6 - Combat Moves.esp

     

  10. So I came over there after finishing the quest where you help Valus Odiil's sons. Everything was there. I started the countess' quest to find the painting and this happened when I walked over there. I don't use any of the city mods like Expanded Cities, Open Cities or Better Cities.

     

    http://img194.imageshack.us/img194/7199/screenshot21cc.jpg

  11. As omletted said special moves are skill based. Head-butts are performed by holding LMB+RMB (block and attack) at the same time. If you're close you will the head-butt. A little more distance and you'll do a standard kick. As your acrobatics increase so does your options for kicking. By the time your at 50 with acrobatics you can jump kick an NPC by running forward and holding your attack and block. Holding a different direction key (W, A, S or D) will perform a different kick depending on your skill. Same things apply to Blade attacks and Blunt attacks. Unless you have atleast apprentice level with blade you can't do the standing power attack where you thrust the weapon forward with 1 hand. I didn't get the spinning move until journeyman level (50). By the time you reach master, or 100, your usual running thrust attack will be replace by a jump attack for one handed blades and a big vertical slash with 2h blades(both of which I've seem shatter and enemies skull). Was it just these moves you had troubles with or is it the special moves such as cutting someone in half, decapitating, and standing stomach impale followed by decap?
  12. I had this same problem a few years back. I didn't go through the proper doors to get out. I think I used the 'movetoqt' command. Anyways all I ended up doing was either reloading a save file before I left the place improperly or having to back track using fast travel to the spot I was originally then going through the door of dementia or mania (depending upon where you entered) and walked my way all the back. It took a bit but I did get it back to working normally.
  13. I disabled mine and I really don't miss them. Whatever realism might have been gained by having them on was outweighed by the times they acted up. I know that's not the answer you wanted, but you might want to try without and see if you miss them or not. I wasn't that impressed with them in the first place, though.

     

    I've tried without but I can't stand it. I'm one of those people that just HAS to play a game to it's max graphic capabilities. And after some testing with new installation, everything worked fine until I used WryeBash to create a bashed patch. That's what messed up my shadows. Does anyone know anything WryeBash does that could possibly affect stuff like this? I've tried taking out the bashed patch.esp but it still leaves my shadows messed up.

  14. My computer is fairly new. I have an ATI HD 5850 graphics card an intel core 2 quad processor and 8GB of ram. I tried what you two suggested but it did no good. Maybe another reinstall will fix it as it seems every other install of oblivion gives me perfect working self shadows.(well atleast not blocks of shadows around mouth and eyes) :ermm:

     

    found out it's the shadows becoming visible THROUGH objects/body parts. Noticed it on a shield a guard was carrying and the arm's shadow was right on the front side of his shield. Still dont know how to fix though.....

  15. I'm having troubles with the self shadows in oblivion. They were working just fine until I re-installed my game for a fresh start. I put everything at the same settings but the shadows casted on faces are all messed up. They have the big shadow blotches around the eyes and the mouth as well. It is very annoying and I love playing games at max detail so I'd really rather not disable the feature. :sad:
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