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pannonian

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Everything posted by pannonian

  1. If money is a concern (trust me, it is), and they want to scale a game so it plays on XBOX and the computer too, then instead of scaling down all to the lowest and slowest, make 2 games, with the same theme and idea. Let the XBOX users have their craptacular XBOXSkyrim, while the PC guys would get something a lot more scalable. Oh yeah and make some great offical modding tools, better than Creation Kit. Also..I understand, that it's nice thing that I can pick up pot or a plate off the table, but they really don't have any value at all. If I could trade it for something great, then ok...but as of right now, all these items I can pick up is just useless clutter. Actually anyone who is beyond a certain level, all the metal and iron swords and armor are useless clutter that nobody wants. Beth could have saved a lot more time by not being able to pick up all this junk and made them static objects. These are just a few, from hundreds of things I could mention.
  2. There are really no other games like Skyrim or Oblivion (or Morrowind). Gothic series was close, but they were extremely buggy. Kingdoms of Amaleur is close, although I don't understand why it's so expensive, being out for so long already.
  3. A WYSWYG editor for the mod-description front page would be nice. I wouldn't have to edit all my BB codes and links on a forum page and copy-paste it over to my mod page.
  4. Textures are subject to change. Matter effect some has been changed since these screenshots. http://i.imgur.com/OeDX1E3.jpg http://i.imgur.com/Y1NYt9K.jpg http://i.imgur.com/nRAebnh.jpg http://i.imgur.com/gTU7S9w.jpg http://i.imgur.com/6t07NCL.jpg
  5. I've been working on to re-texture the ruins, especially the Imperial and the Nordic. Not all textures are replaced, and some only got new normals. Here are some screenshots on the progress: Nordic Exterior: http://i.imgur.com/FwIWQ9S.jpg http://i.imgur.com/dvo6iDP.jpg Imperial (interior/exterior) http://i.imgur.com/frQ9ebv.jpg http://i.imgur.com/Fv1byuH.jpg http://i.imgur.com/ES2aHBP.jpg http://i.imgur.com/yZGWL1G.jpg http://i.imgur.com/DWgI0aI.jpg http://i.imgur.com/6ijXF3M.jpg http://i.imgur.com/niaGwRB.jpg
  6. As you all know, parallaxing various things just isn't available without the ENB mod and setting the meshes. Interestingly, there is an item parallaxed (let's not count the icebergs for now, that's different) in one of the towns. It's in Markath, and it's the corner of an entryway. And only one part of it. If you'd bring the model up in NifSkope, then you can see the references and the appropriate texture files for it also. I haven't found this entry way yet, (not that I looked for it), but it's interesting to see that perhaps parallaxing does work on certain models (without ENB) ? http://s9.postimage.org/8vu1amizz/markathparallax.png here I made a screenshot: http://s9.postimage.org/8vu1amizz/markathparallax.png http://s7.postimage.org/qkmlc8b8r/markathparallax2.jpg
  7. Created a tutorial, This is all vanilla settings for this model, but it should work (but it doesn't) with any model in the game. follow the screenshots: 1 http://s18.postimage.org/3tlghtqqx/markath1.jpg 2 http://s17.postimage.org/h818yktz3/markath12.jpg 3 http://s16.postimage.org/evyt53ov9/markath13.jpg 4 http://s16.postimage.org/b8s8qivfp/markath14.jpg 5 http://s13.postimage.org/68cezgjcn/markath15.jpg 6 http://s11.postimage.org/j1lh4mbw3/markath16.jpg This model(part) is parallax textured by default, so I am stuck why the same settings do not work with any other textures in the game.
  8. For any experienced modeler, do this: Create a heightmap for specific texture. Bring up a model that uses that texture in nifscope. Set the shader properties from "default" to "heightmap". Now, check the "parallax" flag on the shader properties. bring up the texture properties and on the 5th texture flag, check in the heightmap you created. Start the game, the parallax will work, but the heightmap is slid away from the texture and the texture starts jumping around. This is after some research, after finding a parallaxed object in the game (a building face in Markath) and copying the way that was set up. Anyone knows the solution to this problem? If the parallax could work, the mountains (for example) would look a 100% better.
  9. Bad alpha channel. You need at least Photoshop to make a new alpha channel for the normal map file. The alpha channel contains only a greyscale image, in which the brighter the texture is, the more shine it shows.
  10. Still nobody has done this. I guarantee to rise to No 1. spot on the nexus mod list, whoever gets it going.. Oblivion had it:
  11. Actually it's just Bethesda somehow lacking a good storywriter , or it seems like they made the game first and tried to attach a storyline later. Or they had a storyline and then due to the strict release date, they had to throw something together quick. It just reminds me, when I write an essay and I start out good, but later on I am out of time and just quickly try to find an ending, because it's due next week. :thumbsup:
  12. Or better yet: The solution to them is right behind the altar under the doors, covered with spiderwebs. I didn't even read the book, didn't even pick up this quest, just walked in and the sword I got for clearing the ruin is terrible. :confused:
  13. whodunit was funnn Here is the reason why the Dark Brotherhood quest was done right, and stood out: http://www.uesp.net/wiki/General:Emil_Pagliarulo :thumbsup:
  14. After a while, I just don't care about the dragons. They can do whatever the hell they want, especially after finishing the main quest. (Which is kinda werid, because I thought the dragon attacks would stop.) As of right now, they sound cool screaming in the distance but most part I don't bother with them anymore. Don't feel bad about the broken quest, I have at least 5 quests sitting in my inventory, which cannot be completed for one or another bug or glitch. As of right now, I just visit the dungeons randomly and keep cool looking items for display in my house. The game with all the "radiant" quests kinda lost flavor for me.
  15. Haha! That's how I started the game! The only reason I picked up scale boots is to be able to carry more items, since it had that enchantment. Playing as an Imperial (!) as a mage haha, with robes only, no ironflesh or ward ever used, neither any staffs or physical weapons. Plain old fireball and ice storm. I don't like the lightning bolt, because everything turn into ashes and hard to find them if they fly away or pile on top of each other and impossible to check for loot. My new made-up challenge for me is to soul trap every bosses. I destroy every weapon to learn its enchantment and then enchant a bunch of common stuff and sell it. Oh and I also hardly ever use shouts. :biggrin:
  16. I think, there should be maybe 1 unique item, but something that isn't available anywhere else or very rare. Maybe a piece of a set, that needs to be collected? If you remember, getting to the starmap, there were energy rings needed to be placed in a correct order, that wasn't too easy at all, especially the player got a nice dose of electricity if he wasn't doing it right. There were also others, that required the player to memorize riddles and words in a correct order . Now, there should be some "there is no reset" thing, if he screws up, he can't get in, unless he does something else. So save/load is the only option perhaps. There should be an option to talk to them as well. Maybe the player should be able to get into a conversation, just like with the daedra, if the player decides to kill the boss, he gets a unique item, but complete a quest for them, and they give a unique item , not the same item though. Both options should have a tradeoff. Excellent idea. And then find the next dungeon (give the player hints with books and notes) which has to be cleared, and then branch off a new quest, once all the dungeons unlocking each other are cleared.
  17. "I'm the govennnah of Kalifoohnia!" Zkyrim iz goad..I am a barbarian once mooaw and I vill kill everyone HAHAHA!!!!
  18. Ok, so this is what hit me the first time I visited a crypt, playing through the game the first time, and it was kind of a turn-down for me, after battling across the frozen land in a snowstorm and entering a ruin: 1. First and foremost, the old crypts and dungeons should NOT have the lights on. Only the somewhat visited dungeons, like if there is a necromancer or a bunch of bandits. Otherwise they should be off, and should be put back on with a torch or a fire spell. 2. Get the new stuff out of there! It ruins the immersion completely! In a crypt with daugrs and rats and only visited a hundred or more years ago, there should be no books written in the current game era. Neither carrots, cabbages, apples and imperial armor. Perhaps an older /ancient one. Rusty knives, swords and broken or almost broken bows should be only, which are not even good for use, perhaps a smith-skill focused character can collect them to melt them in. How cool would it be if some of the daugr would be using a half piece of rusty sword, trying to stab you ? 3. The character should not be a pack mule, trying to pick up 10 different type of swords and staffs, he or she found in 1 dungeon. Put something very rewarding somewhere there, but don't make the player try to figure out what to drop from the inventory in order to make more room for another daedric sword just laying around. It ruins its value and makes it too common thus there is no feel of being rewarded finding it. Get rid of this --"get rich fast --->visit your local dungeon"--- kinda gameplay it gets boring, especially if the player figures out, that once he got 100,000 gold after 4 hours of playing, there is no further reward for it. 4 . The traps and the puzzles suck. Somebody please if modding is your hobby, make some real puzzles, not this "flip the owl-dragon-butterfly stones" -crap. It's for kindergarten kids, and the last time I checked this game is not for kindergarten kids. Take an example from KOTOR. Some of the puzzles got me thinking for like 20 minutes or more , some really challenged me what to do so I was borderline pissed off, but in a good way. 5. Make some of the dungeons skill specific . What I mean is, some of the chests are very hard to open or almost impossible if you aren't an expert or a master lockpicker. So if the lockpickers get an advantage like that, then why not the mages and the warriors ? "You need this expert skill of ______ (insert an expert illusion/destruction etc spell) to open this door to further explore this dungeon. And of course I know people gonna cheat with the console, but if the reward is only good for a mage, a warrior or an assassin has nothing to look for down there. Same with the warriors . you need to be a master armsman or you need this skill ________ (insert an expert or master warrior skill) to open this lock. A mage has nothing to do down here, the prize at the end is useless for him, but a warrior will benefit greatly.. So this kind of stuff...I I got more ideas, I'll write them later. ...I hope it will help or inspire some modders or just players who aren't afraid of modding. I know the kit would be essential for these ideas, but perhaps some people get some ideas this way, before they sit down and try to figure out what kind of mod they want to make. :thumbsup:
  19. I'm a modder for many years in several games, nothing big, but always small things (like retextures etc) but wish I could do some scripting, which I can't, I just don't have time to learn it. I have some ideas how to extend and keep Skyrim interesting. One of my ideas is to befriend certain merchants and towns folk, who would only give out further info if you visited/talked to them often. Eventually you will be doing them a quest. This is for the benefit of extended gameplay, so in my idea, a merchant will not give you any great info (although he or she will give hints) until you sold or bought a sh_tload of stuff. Also the stuff you bring up from the dungeons and sell them (or drop them) should go into circulation (ie: see your sold item sold to someone, and now wearing it etc..or "arm your favorite town's guards with daedric weapons, etc) . And then some difficult quests like "collect all the xyz book series , 1 through 6"- and they will be spread across the entire Skyrim, but once you have it, smith a dragon armor and if you have it in your inventory you will have this very awesome 'frostfall" armor etc. Or how about several books that needs to be read in order to figure out the quest itself? What the game is seems to be missing is long- extended gameplay quests, although I suspect some DLCs coming for the rescue as well beside mods..such as was Knights of the Nine for Oblivon. Say whatever, that was an excellent idea, with a house that was rebuilt and then new occupants and a cult reestablished and so on, there was progress and accomplishment felt by finishing it. Now, imagine quests like that, but 10 times longer....and with different outcomes.. I also thought of re-doing the dungeons and removing all the crap Bethesda put in there, like barrels of apples and carrots. New type of armor or items have no place in there, beside the main prize somewhere on the boss or around..probably a daedric weapon or armor or ring etc.. (but in a terrible shape, and you better have smithing or enchanting or alchemy skill to fix it) So anyway, if there would be apples or carrots, they should be rotten, since nobody visited these crypts and ruins in hundreds of years..maybe the bandits around the entrance and that's it. Then take out the lights (YOU have to light them, if you got a torch (hey let's make the torch useful again), or a mage with your zippo lighter palm :biggrin: ) If you want to see, turn the torches on, but watch out for the cold spell and shouts because it will take them out! I think these would keep those entertained, who are here and sticking around longer than the average main-quest chaser. :thumbsup:
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