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PirateDragon

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Everything posted by PirateDragon

  1. Just a couple of clarifications: There is no NWN3 being worked on. There is a game called Neverwinter Online which is at very early stages of development and will be a F2P MMO. NWN3 it is not. The Vault is not going anywhere right now...it's current state only has one person working on it so it seems less active. It isn't going anywhere anytime soon. We have confirmation from IGN on this. Just so people don't start with crazy rumors. NWN2 is still active and there are several module projects in the works. NWN2 is the closest we will get to NWN3.
  2. I have several UI mods and was wondering if anyone else has seen the issue of the item preview getting stuck in the center of the screen instead of where it should be. This becomes a huge issue when you need to examine an item, like **Spoiler**a dragon claw for the puzzles.**end Spoiler** The UI mods I have active are: SkyUI Headbombs Better Sorting Categorized Favorites Menu Here is a screenshot: http://dl.dropbox.com/u/9882100/2012-02-10_00001.jpg I also have Headbomb's Complete Crafting Overhaul, which does modify the crafting UI, but I'm not thinking it is related. Any help would be appreciated.
  3. Is there a mod that disables leveling progress when you increase utility skills like smithing, or alchemy, or merchant skills? I think it's goofy that I'm level 20 and I haven't done anything but craft.
  4. The fact that you cannot attack underwater makes slaughterfish the deadliest creature in the game. An underwater combat mod would be greatly appreciated...and then Sea Serpents.
  5. Having a swamp dragon following you around is like having a crate of TNT on a string. One sneeze and your toast. Could be funny, however. Especially if you could "rent" one for adventures.
  6. Great distances does affect the arrow hitting the target. Although I play an archer almost exclusively and am having little problem taking out targets from even the shorter distance. I can still be within AI range but outside of the NPC's search radius, so if I miss, they look around, but then stop looking soon after. Beth, probably patched this as a balance thing, as shooting something that has no chance of fighting back isn't very fun in my book. You may like it, but I am glad they changed it.
  7. Of all the game worlds over the years (and there have been a lot) nothing has held my imagination more than the Ultima series. If you're not familiar with the Ultima games, you can find out all sorts of information on Ultima Forever or on the Ultima Wiki. I'd like to request various models and retextures that are Ultima themed so that those in the community that are interested can create new adventures based in the Ultima realms. Here are a few mod ideas for people that are interested: Gargoyle Wings (for placing on orcs to make gargolyes) Ultima Statues (Ankh, Virtues, Silver Serpents, etc) Any Virtue Tapestry Reagents tied to casting spells The Black Sword Ultima Armor (Avatar, Virtue Symbols, Serpents Hold, etc.) Ultima Races (turning off Khajiit, Argonian, & Elves as playable and renaming Orcs to Gargoyles, and human races to Ultima regions like Britain, Moonglow, etc.) More Ultima creatures like Gazers, headless, mongbats, imps, etc. I'm sure there is a ton more, I'm just posting stuff off the top of my head. If people are interested in this and have more ideas, post below...please don't post responses like "You should do this all yourself" as such a post is useless and really quite rude. The point of this forum is to post requests, and ideas and generate interest. If you're not interested...move on...nothing to see here. Also, if you know of Ultima themed projects in the works for Skyrim, please post the info here with links!
  8. I agree and support this! The 3D map is a feature that sounds nice in theory, but in practice just doesn't work. Also, the map icons are completely too big and ridiculous! The Oblivion map was far superior, and the modded map was much better still.
  9. Yeah, I'd love a trap disarming mod that gives you parts to craft new traps based on your lockpicking skill.
  10. I think poison and disease are likely affects of swimming in the river Ankh. Also retexturing some ice placeables as floating garbage and other unmentionables would be in order. A project like this is going to have to have some custom modeling and texture work done, but I'm sure there are fans with the skill. Once the CK comes out you can start in by building the UU to gain interest in the project. A custom UU player home would be a nice way to gain attention and a small enough chunk that it won't be overwhelming. and then just add from there...
  11. The biggest thing for me is that rewards should come from doing something useful. In Oblivion, I was rewarded by jumping and running everywhere. IRL, people would give me meds for such behavior...of course I'd also get the chair for the other behavior... Crafting skills have their own rewards for getting the skill higher, so I just don't see the point of awarding levels for them. Seems like I'm getting more rewards for my effort then is needed and the game soon falls apart.
  12. I personally find it really annoying that I'm leveling from selling items to a merchant, or smithing a dagger...that 100 daggers is going to get me killed, cuz now my level is higher and all I have is a bunch of daggers... Skill gains should add to skill levels...not player level. I am stronger as a character because my skills are higher. Exp should come from being an adventurer - I finish a quest, I get exp. I clear a dungeon (that cleared tag on the map) I get exp. I kill a monster...I get exp. I get enough experience, I can increase my level. I fully support this kind of mod mainly because I'm level 25 and I feel I haven't done anything but craft things...
  13. I like the idea, but why not just have it consume mana over time? That way the total range/duration would be dependent on the character's mana reserves, rather than static. The main reason I'd support it being timed is it lessens the exploit potential from mages with large magika pools. In essence, however, either way is timed, but setting the time keeps anything that is farther than 90 secs out of reach. But I'll concede those decisions to the mod maker. Either way, I'd be happy.
  14. Yeah, I've been a supporter of fast travel for a while, but after playing the game I'm starting to warm to the idea of this kind of mod. I remember the days of marking stones of virtue in Ultima 7 and it was quite fun, and very immersive (new word.) At any rate, I'd love a new levitation spell line... Jump - perhaps a weak version could be "Jump" where the player jump is increased. Leap - A stronger version of jump, allowing for billy goating up those mountains. Levitate - a timed, magika heavy version that allowed guided floating. I'd say 60 sec for a duration. 90 sec if duel wielded.
  15. Until the CK is out I won't know for sure, but I haven't seen any crystal balls or domes, and only a glass floor that you can see through, but this was part of a larger placeable object or a tile. I'd like to ask if someone could make some crystal balls, and domes to be used for various purposes. Here's one idea: Dome City
  16. Yeah...this is a mod request board...if I could do it myself, I wouldn't have requested it. Let's try this again...can anyone make this if it doesn't exist in game?
  17. Yikes...I didn't realize that TES didn't have Object getter/setter functions...includes are used for tons of stuff in NWN...
  18. Until the CK is out I won't know for sure, but I haven't seen any crystal balls or domes, and only a glass floor that you can see through, but this was part of a larger placeable object or a tile. I'd like to ask if someone could make some crystal balls, and domes to be used for various purposes. Here's one idea: Dome City Anyway, I'd appreciate it if they were made if they don't already exist in the game.
  19. I linked in my OP a script generator for NWN that gives a great example of what I would want it to do. Click the link and see. @ PaladinRider As far as for the comments prior about such a tool within the CK, that would be great. The existence of the tool in the NWN community is because such a thing did not exist inside that games toolset. If the Skyrim CK comes with a graphical UI that allows me to build scripts by clicking plain English options with the mouse, then of course there is no need for an outside tool. It's not an apples to oranges discussion just because they are two different games. Both games use scripts to accomplish in-game events. Both games use a toolset. Both games have people modding them. Both games could benefit from a GUI tool for generating scripts. NWN did, and still does. Tell me why Skrim would not.
  20. QFT Pretty sure that and some sort of console integration of mods is what is holding things up.
  21. What about monocles? Can't have a top hat without a monocle.
  22. When did I say that I've never modded a TES game? I said that I wasn't familiar enough to know if a Script Generator was ever created. That does not mean that I've never messed about with the Oblivion Construction Set. I have, and made several houses for myself. I've been around game modding for quite some time and am familiar with the process of creating mods. The lion share of my experience however is in the NWN community, and with those tools. I know enough about my own skills and understanding to know that scripting is not a gift of mine. I do not really need anyone to attempt to convince me otherwise, or that I'm just lazy, or haven't tried, or whatever other argument I've seen bantered about on oh so many forums. This is what I meant by not needing to debate this. I know a script generator would be useful. It has in the past. Nuff said. Now what I didn't know, was what was stated above about the apparent lack of scripting power that the older TES games had compared to the NWN scripting abilities. Perhaps this is why there hasn't been a generator effort, perhaps not. If Skyrim has more scripting power, then I would love to see a GUI script generator developed for the community. If you disagree with that, then fine, but since when are tool requests ever discouraged?
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