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Matth85

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Everything posted by Matth85

  1. Most likely by using part of nifskope that has been untouched by most modders. Together with some cloth simulation in whatever 3d package in use.
  2. In the end you end up in the void. Easy as that. Which is true, however: Immortal =/= unkillable. Dadreic lords can be killed, and so can the divines. In the end of time there will only be the void, where you will end up in.
  3. The strongest entity you serve is where you will end up. As a dragonborn you most likely will end up with Akatosh, unless you serve some of the stronger daedras. And in the end you will end up in the void under Sithis. As he is timeless, the Daedra and Aedra are not. They can die, and will die. At which you'd move to the void.
  4. I meant no offense with what I said. I apologize if I came around as that. My point was simply that we got the idea the OP asked for, and we got enough to work with. And the fact is that there is very little concept that would match what is said. Mostly because steampunk is a fantasy genre, and most fantasy genre don't got too much concept on it -- not when dealing with detailed technical stuff. Matth
  5. It's not that people don't "bother", it's that they can't create them. Which is not weird, there is as many concept artist as there are animators. We modellers outnumber any concept artist here 5:1, and modellers outnumber the other modders by 150:1. So, you can draw your own concept art of it, or patch it together with lots of other reference -- like the rest of us do daily. Google "Crossbow concept" for some concepts on basic crossbow shapes. Google some general "Steampunk" for an idea of what Bethesda based Dwemer art on. Look up on previous dwemer made stuff, which you will find in every TES game. The differences in steampunk and dwemer engineering. Draw out an idea on how the mechanics will work. Make it. Albeit I am all for calling the majority of requestors lazy, I am also not fond of modellers not being able to understand why it is so. If it is something technical, a concept art is not enough. And frankly, this idea is both heavy in the technical, and artistic, field. A challenge, to name it differently. Matth
  6. There are always loopholes. The mod would still be banned from every decent mod site, and by Bethesda.
  7. Is there a reason your topic is named "where to make that damn Quiz / thing?It seem like a rather unnecessary way of asking. That said, you've allready got an answer, so I got nothing more to say. Just wanting to know why to add the unnecessary "damn" into the question, and for all the caps.
  8. Play on master. You will need half a million magicka potions to do that.
  9. It's not that hard to work with. We simply fit our custom models with the allready created animations. Of course, this means some of the more awesome models will be on hold untill we've twaked the animation, but generally it is all good. The biggest problem with custom crossbow is the lack of concept art on the internet. Do a google on "Sword concept art" will give page up and down with good concept art. do a "Crossbow concept art" and you get only a handfull of concept art, mostly being from one angle ( which is not good when we kind of need to see the full shape of a crossbow) or a few more organic crossbow from RIFT or Age of Conan. Note, I am speaking of cool crossbow design here. Basic crossbow can me made within an hour, but there is little reason to do so: The in-game crossbow model hold true to a "Basic" crossbow. Matth
  10. They tend to do that. Which is quite good.
  11. How have you managed to get 33 posts, and yet not know that asking about piracy is instant ban? .... *sigh* Stop being greedy and buy the real thing. 20 USD is 1 week without that extra starbucks now and then. You can afford that.
  12. Hm... I don't got the textures unpacked, so I can't really what you mean. Have you looked at the UVW of the flora? Perhaps the UVWs are simply put iside whatever color they want, and isntead of spending time on it they simply added squares of color?
  13. Cube map is a cube unwrapped, I.E. squares. That way the reflection can be seen from every angle. I'll give you a rundown of the important maps: Specularity map: Level of shine Gloss map: Gloss of Specularity Reflection/Environent map: Level of reflection Cube map: What is being reflected. So they work in independent of each other, in the way that you do not need a cube map for a specularity map. However, for any realistic shine you need a specularity map and a cube map. I'd also use a reflection map, and even a gloss map, for the more realistic stuff.
  14. The cube map is, well, a cube unwrapped. Which is why it is squares. The specularity decides how much will shine, the cube map decides what you will see reflected. I.E. If you have a cube map with a bronze color, it's what you will see reflected on a piece of metal inside Skyrim. On the other hand, if it is a forest cube map, you will see a green tint and a forest reflection. Specularity: Values of shine. Gloss map: Gloss of the specularity. Environment/Reflection map: Value of reflection Cube map: What is being reflected. That's all the maps you need to worry about with shine and reflection.
  15. It's normal. About 50ish is the final level scale of some enemies. The last time they scaled was mid 30 I believe, so you have gone about 20 levels with the same easy enemies. And now they are scaled to you, at least some of them. Time to improve your gear :)
  16. I never meant for you to take the pricing litteraly. My point was simple: The models alone are worth more than the the price of the DLC, if a single person would buy it. Add the coding and writing, a price tag of 20 USD is nothing. You got Skyrim as a bargain, nothing else. Expecting to get the same from DLCs and/or other games is fooling yourself. Everybody knows DLCs are simply piece of mods that developers make to milk money, or to add content that had to be cut from the game due to early release. Expecting it to be cheap, at least when it contains enough stuff for it to be a potentional, albeit a very bad, new game. Let me compare: Skyrim, I paid 50 USD for it. I clocked in 205 houres as of now, and I am not even about half done with the game. I have yet to do anything in half the guilds, nor the main quest. Dawnguard, I paid 20 USD for it. I've clocked in 5 houres now, am about halfway through my vampire playthrough, and I plan to run through as a member of dawnguard. Then I plan to get some models done, and get another 10 houres as a crossbow character. I.E. I can most likely have 30 houres of enjoyement, or more, out of the DLC. Now, to compare. I bought F.E.A.R 1 for under 10 USD. I have gone through at the hardest difficulty, blind, as close to 100% as possible. I've clocked in 7 houres. I bought F.E.A.R 3 for 20 USD. I have gone through twice, 100% as good as possible. I have clocked in 10 houres. I bought Prototype 2 for 50 USD. I have 100%-ed it twice, last on the hardest difficulty. I've played 26 houres, where about 5 is me jumping around for no reason. That is the 3 last last games I bought and completed. So, the average is 20 USD for 10 houres of gameplay. Some games gives 20 houres for the same price, but then you either play a game on sale or an outdated game. Like playing Borderlands, or what-not. In my eyes, the DLC is priced just right. While Skyrim itself is underpriced by a good 10 times, for me.
  17. No, i'm actually trying to get a Computer Science (Computing Licentiate specifically) degree and be a software developer, and I still think it should be priced 15 USD at most. Try being a 3d artist with a tight time limit for a project. You suddently feel it should cost 40 USD. For 20 houres of gameplay, added tons of new models and textures, together with new animations and fun stuff to play with, I struggle to see the difference in paying 15, or 20, USD. Then again, I suspect the price will drop to 10-15 in not too long, and then drop to 5-10 for any steam deals it is included with. Of course, as long as Bethesda doesn't milk the DLC too much. Which wouldn't come as a suprise either -- as Bethesda likes milking. If I felt a significant portion of the cost actually went to those who developed the game, I might be more inclined for a higher price-point. As it is, almost all of the money for games from larger publishers go to the publisher. Take a look at New Vegas, ZeniMax pocketed a pretty penny for that and Obsidian didn't even get a bonus because their Metacritic score wasn't high enough (what nonsense). Long story short, I see a lot of publishers out there wanting to jack the price up, and only seldom do I see a developer prioritizing that. I've worked on enough projects to know the people who do the work rarely get paid what they deserve, but it's usually because an undeserving executive team pockets most of the profits. I don't think paying more money for DLC is going to encourage better content if all of the extra money just lines the pockets of a Wall Street baron. Which is something the developers know before they work on a project. They don't get paid for their work. Only freelance developers get paid for what they do. However, we don't help with the problem by not paying at all, meaning the hard working developers get nothing at all. That said, I wouldn't mind developers getting more credits. Heck, I can't name a single proffesional 3d artist or coder that have been developing any of the TES games. The only name I know off, is Todd. Which, I admit, is sad. I would not mind for the ability to pay money to pot for the developers only.
  18. Try to be a coder with a tight time limit for a project, you suddenly feel it should be illegal. You don't make 20hs of gameplay by making textures and meshes alone. Hell, you could make 20hs of gameplay with clever scripting and good writing alone. You are right at one point. However, if you got 20 houres of writing and scripts, which dawnguard got, I would most likely agree it's worth no more than 15-20 USD. However, add the tons of new models into it, and paying 20 is not a problem. Not considering you got people willing to pay us artists up to 20 USD per armor set we make. Now, on Turbosquid, a site it is normal for game companies to buy models, and for artist to sell models, a good quality model will be at 20-50 USD. A single model. My point is: The work done in the DLC is way worth more than 20 USD, so I feel it is wrong to complain about it. Heck, I'd pay the 20 just for the models, as I know myself the time it would take to make it. I am not sure how much time it would take to code these things, and how much you would value that, but surely the time spent on it is more than a dinner and a paying for the parking?
  19. I vote for Alchemy as well. Just because the other effects you can get with alchemy beats illusion without a problem. You can: - Make poisons that destroy the enemy. - Make your own health potions, meaning you can start chugging them down like no tomorrow. - Make damage increasing potions. - Make smithing, or enchanting, increasing potions. - Make invisible potion - Use Giant Toe + Wheat + Creep Cluster, and you got yourself a potions worth 1.6k ( with 5 perks invested into alchemy only), so with more perks and an enchanted set, you can most likely get it to the double. Money! - It is not uncommon for me to go back from exploring, making potions/poisons, and having earned 40k Septims. Again, with only 5 perks invested into it. Illusion is usefull as well, but it stops being usefull at 40+. Heck, it doesn't even work at 40+. And if I only want invisibility, chugging a potions with a hotkey is easier than using a spell, then manually change back to the right dagger again.
  20. No, i'm actually trying to get a Computer Science (Computing Licentiate specifically) degree and be a software developer, and I still think it should be priced 15 USD at most. Try being a 3d artist with a tight time limit for a project. You suddently feel it should cost 40 USD. For 20 houres of gameplay, added tons of new models and textures, together with new animations and fun stuff to play with, I struggle to see the difference in paying 15, or 20, USD. Then again, I suspect the price will drop to 10-15 in not too long, and then drop to 5-10 for any steam deals it is included with. Of course, as long as Bethesda doesn't milk the DLC too much. Which wouldn't come as a suprise either -- as Bethesda likes milking.
  21. Sounds fishy. As there is a clear animations when firing/reloading. May I ask, do you got any mods? Or have you recently removed a bunch of mods before playing Dawnguard? If yes, I suggest letting Steam validate the files of Skyrim, as I believe something is corrupt. If no, I am not sure. Reinstall Dawnguard perhaps?
  22. I am sorry, what? I want you to point out my butt-hurt remaks, or even better -- where I have ever been wrong. If anything, I have been right the whole time. And no, I will not stop doing what I do. People acted like retards before the CK came out, believeing it would never come out, and the same was done now with the DLC. If people can't see their own foolish way of thinking, I am going to show it to them. If that is a problem for you, i suggest you simply ignore me and move on with your day.
  23. Yet nobody seem to have a problem getting a super bargain of paying 50 bucks for Skyrim, and clocking in 100-400 houres: 10-20 times more than the average game today? I'm all for people choosing to buy or not, but if people start nagging how terrible Behtesda is, and that the pricetag for Dawnguard is too big, I will facepalm so hard. We got a game that took 5-6 years of development for the same price you can buy any random shooter, which lasts 20 hours, and we got a DLC that can last you 20 houres, for half the price of a full game. Now, why are people complaining again? Because Bethesda released late? Or because their DLC does not work well with the tens of thousands of mods there is? Both are excused, the pricetag is excused and I really fail to understand people. Sure, if you can't afford it: Don't buy it. Heck, if you don't want to buy it, don't do it. But excusing it by blaming Bethesda ... *sigh* Do people even operate on logic these days?
  24. "Vanilla" is used to describe "original" and/or "clean". So, vanilla Skyrim is Skyrim before any mods, DLC or expansions. Warrior starts out exceptionally strong. Being able to 1-2 shot anything for quite a few levels. At mid levels warriors gets problems, mostly due to NPC mages hit like trucks. Towards the end, meaning 40-81, warriors wreck everything. Mages starts out weaker, with mana issue and all that fun stuff. Mid game mages get overly strong, lasting well up to late 30ish. At last, at 40+, things get bad. Spells does not scale, but the enemies are now top scaled. AN example in end-game, on my battlemage without mods: Droug Deathlord is the enemy. Warrior: 1 powerhit will whack of 20-30% of his hp, and most likely stagger him. Mage: Master level fire spell takes 10% of his hp, and draisn me of 70% of my magicka. Note that this is a balance of +magicka, less destruction cost and + 2 handed damage enchants. My Health/Stamina/Magicka is all equal at 350, or at least close.
  25. I found that picking them up and throwing them off the nearby cliff did the job rather easily. Albeit a fun thing to do, not efficient enough. I am afraid if I met a revered, or stronger, dragon in Vampire Lord form, I would have to be whacking on him for at least 2 houres. And I litteraly mean 2 houres. As of now I believe I kill 10-11 times faster as a hybrid character using a 2 handed enchanted dadreic warhammer at level 68, than I do when I sit in Vampire Lord form. A gargoyle sentinel, or whatever they are called, survived a good 2 minute of me clawing and absorbing him. I then took me 8 seconds, and 3 power attacks, with my warhammer. Mind you, with my warhammer my gear is enchanted for less destruction damage/more magicka/2 handed damage increase. So I could probably double my damage as a pure 2h warrior if I wanted to. Now, with that said, I bet before 40 Vampire Lord is pretty strong, and by itself it is very fun being one. But as the OP asked: Is there a reason not to be one? Yes, at higher level it's just as good as being a werewolf -- it's fun, but that's about it. Matth
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