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ordodementia

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  1. Eh, it was worth a shot. Finding a game with a proper officer style combat system is really hard. Also there is a Flintlock resource on the Nexus for F4 which is neat if nothing else. But a zip gun would probably be better thematically.
  2. Hmmm, no not really. Especially since I'm already used to Victor's system, since by technicality he shoots and then drops the pistol. Hell,You want to talk about immersion. Make it a brace of one shots. like having a stack of grenades, every time you shoot, you draw, fire and discard the one shot. We don't need to escalate this with unrealistic expectations. Things don't get done that way. Shoot, toss, sounds good to me. Like maybe think about it like a shitty little pipe flintlock, rusty, made hastily, put in the holsters like them pirates back in the day. Maybe even get a seperate mod where you have a cosmetic harness full of them. People do thing for the coolness factor in real life, or for appearance, or to be intimidating. I mean look at Hancock, wears Hancock's tricorn hat and frock even though it ain't practical. It's all about style and feel.
  3. I'm working on an officer build for my minutemen and am using the wonderful Blucher Saber weapon as part of the melee of it. But I've been craving a moderate hit scan weapon for picking off damaged enemies from a distance without having to switch weapons. I was wondering, we have throwing weapons restored in mods that go in the grenade slot, why not a single shot pistol much like Victor Saltzpyre in Vermintide. He uses powerful single shot pistols with his rapier as his special move. I tried using the throwing weapons but the grenade system is clunky and I can rarely hit the object I'm aiming at on the move. A simple hit scan weapon in the grenade slot would be great.
  4. After hammering after this problem for nearly a week I have come to no successful conclusions. I have made several clean installs of both the mod manager and the game proper. Made sure the files downloaded right (currently only running four mods for testing purposes) as well as followed the instructions on the forum. To my eternal consternation I cannot, for the life of me, get certain textures to appear in game with SKE currently. Specifically any of the structure textures and a few other items in the workshop. At this point I am at a complete loss as to why say, when I load covenant walls in, all the textures are missing save for the turret platform. I just don't understand what I'm doing wrong.
  5. Also general suggestion thread, post away me laddies! Troll Race So my first idea is a bit of a new twist on an old idea. Based off the forms of the old Norwegian, Finnish, Swedish trolls (The tips with pointed ears and tails that look mostly human) we could have a new sentient, humanoid troll player race. Maybe a combination of Man and Mer look, with slightly rounded, yet pointed ears and a medium length donkey or horse like tail with a fur tuft. http://users.skynet.be/fa023784/trollmoon/TrollBlog/files/page17_blog_entry44_1.jpg A bit like this but more mature and serious. I'm think racials could be as followed: Troll Blood: Allows for rapid regeneration at a certain percent based on player level? Rock Bones: allows for an activation racial that causes player to take I dunno . . . 30% less damage and increase unarmed damage? As for set skills we could say they have I dunno, bonus to axes and hammers or such Victorian Era Steam Punk setting This one is fairly simple, updated setting with a Victorian Era esque steam punk like mod complete with period clothes and modded towns. Could change the entire story line to be like several hundred further years in the future. Swords, sorcery, technology, flintlocks, armor etc.
  6. aye and thar be a flintlock now too matey
  7. I've been thinking about this a bit - what advantage would there be in a rifle-type weapon, when magic can do so much more? Well, if it's an alchemy-based weapon, it solves the issue - it can be a weapon that projects fire BUT DOESN'T REQUIRE ONE TO BE A MAGIC USER TO USE. Especially in "oh-gosh-it'smagic-it-must-be-evil!" Skyrim. If your local healer can whip up a powder/paste/potion that powers the weapon, it would be far more acceptable to the locals. Plus, push it as "fight fire with fire" anti-mage protection. Manufacture? I seem to remember a term from somewhere - dwemer tubes. With all the ruins everywhere, scavenging parts wouldn't be too hard. Shoot, any redneck worth his salt can make a potato gun with enough duct tape. I think there could believeably be a skilled craftsman (in Markarth or Windhelm, say) who might be working with Calcemo to restore Dwemer artifacts (for the museum), and as a side project, develop this. Think of it - a non-mage peasant could take a healer's potion and put it into one end of a metal and wood stick and make fire come out the other end. No spells. The only thing you gotta learn is where to point. It would be impractical, and nobody could manufacture them. If the Dwemer couldn't make anything like this at their height (which they didn't), neither could any contemporary. You effectively need the beginnings of Industry and an industrial revolution. Neither of which are present in Skyrim. Now a rudimentary hand cannon, or an actual ship gun (cannon), or Mortar is a lot easier to make. You don't need micro casting and smelting techniques. And they would still be crude, inaccurate, dangerous to operate weapons anyway. Not really no, guns were invented in medieval China and used in Medieval Europe, before mass produced steel or even the ability tosingle forge a single piece canon together existed. You know why they call it the barrel of a gun, because before they could make a solid bore canon, they had to make them in staves with loops, like a barrel.
  8. My last name is Engelbrecht, which translated into High German is Angelbreak, so why not The Angel-Breaker?
  9. Wouldn't work for Khajit though, they grow up into all different kinds fo creatures . . .for some reason.
  10. http://www.youtube.com/watch?v=MbGFb1Pu-YA http://www.youtube.com/watch?v=RdPt2ZVk4Yg&feature=related
  11. Bullets could still be used, but a simpler idea would be to use soul gems as a catalyst for firing. I mean you can use them as turrets right? Why not use them to make small explosions? Heck, make an unstable soul gem with an arcane trigger and make a magic grenade? Frost grenade, freeze people solid, fire bomb nade, poison nade, force push nade, no damage just moving people from the blast radius. Perfect for the non-magic savvy warrior who needs an edge. Of course the provisions for dwemer made guns is logical, by extension of the concurrent reality. Why not make some interesting provisions, like using a soul gem as a catalyst for the firing mechanism, while making rune bullets that cause an effect that TURNS them into the spells fired, that way we don't need a ton of rifles to carry around. Heck base ammo could still be just lead, but let's say it has low damage output especially against heavier armors because of what I've stated earlier about armor bullet proofing. And since we're going magic/mechanical dwemer here, why not stylize it? The Dwemer were known for interesting art embellishments, why have the ends of the barrels shaped like faces and mouths that look as though it spews the lead/spells out of it. Speaking of an immersion addition I learned recently while reading TES lore that Airships are canon, maybe we can do something with that too aye?
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