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bshaeffer

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  1. Sorry you're not getting more feedback. That can be frustrating - especially on something new. I'd be testing this (and your building placer) but I'm swamped. It used to be that I couldn't find enough cool stuff to fill the time. Now it's the other way around.
  2. I may not understand exactly what you want to do, but... You should be able to disable / enable entire furniture sets in different positions. I'm not sure if this extends to interior tilesets or not - or grid pathing. You *might* be able to hook up 3 'virtual' interiors to the same door, sorta. Depending on which level it is, that interior gets enabled. -or- You can enable / disable layered doors to do a similar job.
  3. You ...could... create coins / tokens that weigh 1 or 0.5 each (or whatever). That way, weight itself can limit how much 'money' the player can haul away. High end weapons and armor will probably be worth more anyway. If you avoid normal gold coins for currency, players can't "cheat" financially. To get a house or horse (or whatever) you trade however many tokens. A lot of them might weigh a lot - there could be NPC couriers to carry money. Letters of credit from a treasury might also work for large transactions. The CS value of each token can be whatever you want. What a player can get for them in Cyrodiil will depend on Mercantile skill. I sometimes wonder how physically bulky cash would play.
  4. An alternative to Lumberjacking could be Lumbering. An alternative to Sawmiller could be Sawyer. Ore >> Foundry - ?? could go Smelter - Smelting >> Ingots. I could see Rock / Stone going a different way, possibly. Quarries often produced finished stone on-site by Masons. Maybe rough cut 'Stone' is good for walls, bridges and forts. Maybe finer cut 'Bricks' are needed for homes and shops? Just ideas. Take em or leave em. =)
  5. Maybe you've already thought of this or even don't like the idea, but... What about rotating each plant randomly when it is placed? I've found doing that (and a modest tilt) make plants look a bit less digital. Minor size variations can make groups of the same plant look fairly natural. I offer these suggestions only to make a complex script more complicated. =)
  6. I would say most people like story threads woven into their deeds. Story hints can assist players who do not quickly develop plans of their own. Finding out why local things exist the way they do can be interesting and provide advantages. A storyline need not dominate, but loosely connected themes might help. I prefer storylines that act as guide ropes rather than rigid tracks. Maybe there are milestone events that happen at certain points of development. Maybe other events are on timers and (hopefully) you are prepared. Maybe you can delay or hasten various events. I'm sure people here could add rich layers to the island experience.
  7. Ah. Thanks for the education. Yes, it looks much better at 1200+ resolution. Don't mind me - just outdated by a couple years. =) Now... off to adjust some font sizes...
  8. Hi =) I think you've been doing a fantastic job - for years. I have one formatting suggestion about the new site design. On some pages, "box" class divs get horizontal scroll bars, which makes reading difficult at times. (at least on my computer) WinXP EI 1024x768 example pages http://www.tesnexus.com/downloads/file.php?id=10147 http://www.tesnexus.com/modules/comments/index.php?tid=41940 On that first one, would it make sense to shuffle Uploader and Views into the left column with Author, Version, Downloads, and Rating... ...and move Gallery, Files, and Actions upward - above Description? It seems odd for the Description text to be so smashed and require <--> scrolling... while lower, most of the page is blank. Some of the most recent Comments (near the top) get smashed similarly. Anyway - it's free advice, so you know what it's worth. =) Thanks for being open to suggestions. Game on. - bshaeffer / BenNM
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