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Antagonistic

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Everything posted by Antagonistic

  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.
  15. If you are interested in the technical side, here is the nifscope forum detailing throttlekitty's work on decoding the .nif format. http://niftools.sourceforge.net/forum/viewtopic.php?f=10&t=3164 If you or anyone else reading this is technically competent, I'm sure aid in it would not be turned away :P
  16. Glad to see newcomers to the modding scene. Till the new nifscope fixes are done textures is the easiest and one of the only mods you can create without knowing what you are doing. To start, download http://www.fallout3nexus.com/downloads/file.php?id=34 and target your Skyrim bsa for extraction. By default this would be ( C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Skyrim - Textures.bsa ). Once extracted, the files will be nice categorised and in proper folders. Locate the file you wish to work with. It will be a DDS format file. If you have adobe photoshop you can use this plugin to work with DDS files: http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop If not you should be able to find one for your favourite graphics program. In order to install or distribute the mod all you have to do is copy the file into the correct subfolder in the Data folder (creating folders if they do not exist). When the game is launched these will be used instead of the textures stored in the BSA file.
  17. Also, if you use the original Oblivion bsa's in any way for this you run into legal issues. You can't port CONTENT of a game not everyone who owns Skyrim owns into Skyrim. However, one possible loophole would be not distributing it as a bsa, but rather distributing an app that does the converting of the maps, NPCs and quests, though requires the original Oblivion to work. Then just add the original fixes on top afterward as an esp. This allows you to play Oblivion in Skyrim while still requiring that you own Oblivion. The previous poster's point of a _lot_ of effort still applies however.
  18. Ah, should have specified. Yes, the shouting, draw weapons thing happens for me too, but... if you visit a town you have not been at before and there is a scripted conversation you are supposed to overhear this does NOT get interrupted by the dragon attack, which breaks immersion again. The non-scripted actions seem to respond well, its just the scripted ones that don't.
  19. Hmm... I don't like only being able to kill dragons late-game... but if you combine harder to kill dragons with more companions... Well, I don't want so many companions when I do normal dungeon delving, so its a balancing act, but still, would make for more epic game.
  20. I dislike one with a countdown, I think the Oblivion one with a progress bar is perfectly serviceable.
  21. More variety? Low level drakes at lower level versus ancient dragons at higher. No reason dragons cant scale. (I think they do? White dragons etc later game I think, but not there yet.)
  22. *MOUNTED COMBAT* No more need for passive horses, just stay on it. Leave it outside dungeons perhaps, but it would be okay then.
  23. There IS a heavy armor perk that increases unarmed damage. Not what you are asking for but I thought I'd put it out there.
  24. In the dark brotherhood sanctum you can find a mask-less cowl on one of the shelves near the entrance.
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