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Antagonistic

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  1. This is needed, but... the best one won't be the first one, so the standard one might hold everyone back. And creative people will certainly think of bodies that even the super compatibility skeleton won't be able to deal with. But still, full support. Once nif files decoding is done, someone who can do this with the NAME and reputation of not just good models but clothing and faces and races to go with it could make a standard model and skeleton, this would have the best chance of success.
  2. We're all waiting for the release of the Creation Kit before mods of this nature will be possible.
  3. The mods that currently exist are largely texture replacement mods, which don't need the CK.
  4. Well, they did that with this mod: http://www.skyrimnexus.com/downloads/file.php?id=28 SHOULD work fine for equipment as well.
  5. Hmm, I'd like a list like this, but with only confirmed mods that work well TOGETHER, provided by a pedantic perfectionist. Like this: http://www.thenexusforums.com/index.php?/topic/379657-my-big-fat-complicated-modded-steam-oblivion-reinstall-adventure/ Only, also in a few months when we have the CS and more than retexture mods to choose from.
  6. Hmm, really should have named the thread 'Mod Creator's Checklist'. I think I'll edit the first post to make it clear. I agree, better faces ARE needed. However, no mods (other than maybe eye and hair mods?) require better faces. Armor and clothing mods however would be based on better bodies (or stock bodies). @nasragiel: The mod format issue isn't really a Bethesda one, its a Mod Manager one. Only way Bethesda would be able to enforce it is to have their own mod manager, where right now it is copying files to the right folders and then maybe ticking stuff in launcher in the case of ESPs. The .omod format worked kinda how you describe, and I'm sure there will be a similiar format for the Nexus Mod Manager when it is finally released. The problem was with BAIN and so which added extra features to their formats (which I actually preferred), as well as some who release the mods in no format whatsoever and just insist you copy files correctly.
  7. Or, if they are walking, they talk to you without stopping and turning to talk. This happens often when I am following someone for a quest, making it very annoying and longer.
  8. Sorry Brandim, right now the Creation Kit is needed to modify any ingame stats. Other than hacky mods like FXAA you are limited to INI mods and texture mods, hence the point of this post, keeping track of all the releases and changes that are needed to be able to mod many more aspects of the game.
  9. Well, smithing isn't just creating stuff, its also improving them, making smithing useful for 'found' equipment as well.
  10. I have plans in this direction. Kill Skyrim and start a new game in original area with town you raise, defend, gain resources, attack places, etc. But ya... Creation Kit and all.
  11. There is no level 50 level cap. The cap is in fact at 81.
  12. Far as I am aware you can cast even Master level spells at Novice rank. If you had enough magica. What increase in skill does isn't make spells more effective, just makes them cheaper, allowing more casts. While there might still be need for rebalance, I think the system as it is is alright.
  13. It will happen VERY quickly... ... Once the creation kit is released.
  14. Its a must, but also been posted plenty times. I don't think anyone has managed to explain yet what is needed to accomplish a similiar Skyrim mod, seeing as the Oblivion one uses OBSE. If the inbuilt scripting system is powerful enough, this might happen shortly after the Creation Kit is released. If modifying the UI flash files is enough to recreate this mod we might see it sooner. Either way it doesn't fall into the current limitation of texture mods that we have until more tools are made available.
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