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Posts
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Everything posted by Psientist
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Press the .\ button, then convert. I know, it's not very intuitive :) If that doesn't help, copy the full address to the file in the "Image file list:" space.
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I'd like to replace the snow textures with something that isn't a 32x32 resolution white slab made in ms paint 15 years ago. I mean I have snow textures of my own, I just need to be able to insert them. http://i.imgur.com/QYtNR.jpg
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edit: never mind! I'd delete my post if I could.
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There's bound to be at least angel-winged foxes, don't you worry!
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Also because I am very easily amused: http://i.imgur.com/B8FlX.jpg
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Personally I'd like to see an UI where everything is faded until you either go into combat or press a toggle-UI button. And if possible, bars that looks more thematic. Like glowing runes that fade when you deplete your HP/Mana/Fatigue, or something like that. Best would be if the bars only gave you a vague representation of 100/75/50/25 decrements but I guess that would be a lot of work to get it into the game. Also no exp/skill up bars at all, and the navigation bar either more discrete or also able to toggle on or off. Quick example of what I mean with the bars, the "glow" fading and the runes going bleaker/transparent when you run out of power http://i.imgur.com/DUdbf.png
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Hahaha! The "HOHOHO!" as a shout would be awesome, but what would it do?
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I have an idea for a home, that I will attempt to create myself. Basically the idea is something like this: Your character's grandfather left your father & his mother when your father was still young, without an explanation, and your father always resented him for this and never really spoke of him. If you visit some tavern an old man will walk up to you and beg for a drink, if you buy one for him he'll thank you and mention that you resemble an old friend of his and ask you if you are related to [name here]. If you pursue the subject the man will eventually mention that the last time he saw him he had gone far off on one of his crazy expeditions and give you some rough directions. If you travel to the location mentioned you'll find a rather small and worn shack surrounded by a few runestones. Once inside, among the sparse decoration you'll find an old book. The book starts with a letter of apology from your grandfather directed to his son, he then goes on to the tell the story of why he left his wife and kid, the locations of some truly ancient ruins containing something that if let loose could cause untold destruction and that the secret society he belonged to had sworn to never let it fall into the wrong hands. He writes that he's dying of old age and sickness as he's writing his last words, but that he think he has finally located what he was looking for and now hopes that you will be able to continue his legacy. He then mentions that in order to unearth the entrance you will need a workforce and gives you a couple of names of NPCs to go to for aid. He also warn you for a man who left their society to pursue the ruins for his own goals. That's how I intend to start off a quest chain involving creating a small village and expanding your house, including a small dungeon and an underground temple. At first I just wanted to make a house but I have an unfinished project for the UDK involving a temple that I figured I might as well put the resources to good use. My goal is to create an involving storyline with a little drama, betrayal and friendship and some half-assed cliché plot :)
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Have a few ideas, some which I'll attempt and others that I'll probably attempt but take water over my head. * Skill/Buffs from rare books The general idea: Adding books to the game that allows you to gain permanent or temporary stat/skill boosts when you read them. How to do it: For the sake of added immersion I'd like to try something like: To use the book you need to place the book on a table or something in front of you and then if the player is sitting then a read process starts, giving the player progression in a relevant skill or a buff. I figure there must be a way to check what function is called when a player is using a chair or bench or whatever and then just check if the player is within XYZ of the book, plus some safe-function to prevent a player from reading a hundred books at the same time. * Fluctuating regional economy The general idea: I want to have an economy based on local produce, and with a small randomization factor that makes prices fluctuate like 1 - 20% or so every day/week/whatever. If a town has plenty of nearby mines then ore prices should reflect the availability, and a town on the tundra would have perhaps plenty of certain herbs while ore would be scarce. Plus distance between towns should also be a factor in prices. Possible events such as drought, new game migrating into the area, finding a new vein, etc. could affect prices temporarily as well. How to do it: I'm not entirely sure how Skyrim would handle events in areas that aren't local and I'm no good with memory editing, the optimal way would be for the events to happen dynamically but I doubt that's possible for me so instead I was thinking of making an Actor and editing the merchant classes to require them to check the state of the Actor to load current prices and events. I guess this would load every time a player enters a zone of XYZ relevant to the position of the Actor in the merchant hub. Then it's all about a horrible massive array of prices and random integers for prices :) I'll have to read up on how Skyrim handles time units and maybe do something depending on day/month. * Improved crafting The general idea: Giving crafted items different stats depending on the quality and type of animal/cloth/ore/wood the crafting material being used is, and then giving equipment slightly different stats related to it, possibly make some re-skins. Still, not sure if armor and weapons have that many variables any more. How to do it: Simply increase loot tables and make a whole bunch of copy&paste equipment with different stats. Editing whatever Class is related to crafting to include them. * Start your own tribe/guild/town The general idea: A small cabin somewhere far away can be claimed as a home. This home would through resource-investment be possible to expand and then through quests and resources allow you to recruit NPCs to populate it with and build them homes and generally act as a hub of sorts for you. I'm personally not a fan of large and grandiose player homes, I'd rather have something a little down to earth but still have extras for immersion. How to do it: Blood, sweat and tears. Mostly tears though. Things I'd like to see but won't be able to make: I'd love to see something like a mount & blade-style mod with large scale warfare and being able to claim towns, fend off invaders, demand taxes, improve villages and such :) But anything immersive or that adds complexity to the game is always great.
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We're all thinking it, but I'm going to say it anyway: We need a huge barbarian with a two-handed battle axe in one hand and a big sack in the other. White hair and beard of course, red leather armor with white fur details and a santa hat. Basically all that will be needed is creating a unique armor, re-color some leather textures probably, and find someone with a deep and booming voice who can go "HO HO HO!" EDIT: Meh some people from another place wanted to use this mod so I decided to upload it anyway, feel free to check it out: http://www.skyrimnexus.com/downloads/file.php?id=1640
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I've been giving thought to economy mods too. Now I'm not much of a programmer, nor have I checked through oblivion's code, but shouldn't it be possible to make a simplified fluctuating regional economics going on? Like there must be variables somewhere referring to major hubs, right? Or possibly make an invisible Actor and place it in an area and have it check for relevant merchant actors within a XYZ radius and for each present assign them a value that represents the region. And then have each region you want to have in the game list prices for every item in the game that can be sold and add a random value (within reason of course, like a 10 - 20% fluctuation at most) as prices that reflect the industries/natural resources in the area. That way it would be more profitable to buy say iron ore in a mining village but more profitable to sell that ore in the village far away from any mountains. Of course you'd have to know how the game keeps track of time, if you can add timers in the background, how to make sure non-local areas are still updated. Something like that anyway.