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mightnight

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Everything posted by mightnight

  1. Thank you for replying, but I've already solved the problem. I needed to remove a bunch of scripts. If anyone needs help with this, then PM me. np. You could remove scripts, but I was having the same problem before until I found out that there was a patch for a mod that was specifically directed towards this issue. Now I forgot which mod it was and that's why I asked for the list
  2. I know you are running mods, so give me your mods list
  3. It's easy to buy around 80 iron ingots in whiterun between the 3 blacksmith vendors. This makes getting daedric armor a simple matter of spending some gold and spamming "e" and "y". It inflates blacksmithing, player level and ultimately diminishes the experience. Armors should have distinct characteristics. There's absolutely no reason to use many of the nord-themed cool-looking fur, hide and scale armors. Realistic set bonuses could be applied, for example: Fur armor could give a bonus to stealth (soft, no gleaming metal) and natural cold resistance. Hide armor is light, providing higher armor than fur and a bonus to movement speed and stamina regen. Iron armor should dominate for a larger part of the early-game. You get steel almost as soon as you get into whiterun if you're doing BS. There should be enchanted, powerful ancient iron armor sets in dungeons to be found for those that want to keep that look later in the game. Once you get to something as alien and uncommon as dwarven armor or daedric armor, you should feel like you've actually made an effort to get there. Remember that all prices will be increased in this game, so you will find it easier to go mining the material
  4. Some ideas that could be implemented and suggestions on how to make them happen since I do not like adding "dream" features. I also agree with all of your suggestions so I will try not to add any of the ones you added. 1) Start small. You could find a way to confine the map to small zones and continue to expand it as you, and the community, comes up with new ideas. Lets not worry about quests for now, but rather focus on the aspect of survival and how it will work in this particular game. If you are planning on adding a feature that allows players to set up portable camps, I am sure you will be able to add roadblocks all around the map. 2) Inns. If we put ourselves in the ancient history times you will surely know that any traveler will firstly stop by the inn to resupply, drink, get women and sleep. So why not make us feel like that too? Currently in the native version of the game I find myself rarely going to the inns simply because there isn't any benefits attached to it! I am sure that with the realism theory you plan on implementing, it will be finely balanced(such as coming back from a blizzard and sitting by a fire to restore heat loss, charging MORE for renting a bed, some sort of gambling process?[even as simple as just guessing a number will do]. 3) Forging and mining. All the ideas about weapon and armor damage are great but lets not stop only at going to a blacksmith and asking them to repair the damned thing for a price(of course that is still an option....the price is a different matter) just get your lazy butt in a mine and start mining for metal! Once you have the appropriate material you may go to the forge, grinding stones ecc. to patch it up. Of course for leather armor it will be with leather ecc. I believe that would make the realism factor shoot up. 4) Factions. What could be better than you making few gold by chopping some wood when all of a sudden you see a line of Imperial Soldiers assaulting the village which is owned by Rebels? Now of course, even if not visible for giving the scripter a break, house will be destroyed and economy ruined. Don't make these changes actually texture or animation visible, but rather economically visible in such a way that prices will shoot so high that will make the player even consider on moving elsewhere :D. Also lets make small factions such as the Falswarm, Silver-blade as actually factions(maybe in future :P). 5) Dragonpowers. Am I the only one that thinks this is a bad idea to implement such a powerful thing in a realism mod? For Christ sake you will be able to incinerate people left and right with it.Couple solutions are: 1) drastically increase the cool-down period for them that makes them usable in hard situations. 2) Make them that the cool-down period only decrease if you drink liquor or take drugs(HURRRRAAAYY we found a way to put those useless wine bottles to work ^^) which in the other end will hurt your wallet and get you addicted to it<another feature: addiction ;)> but than it could save your life :D. 3) Remove them >:O, cause these days everyone hates the police jkjk. 6) Economy. Now this is the fun part. Ok so lets say we have the Empire that controls one city, one fort, and two settlements. One settlement is attacked but not captured by the enemy. The empire needs to send supplies with a caravan which will cost the Empire money to hire troops and stash products. The Jarl than will carefully decide if all that is worth doing to save the village and gain wealth after that due wood, mining, farming and taxing or to save the resources and abbandon the settlement which will make the settlement independent. Of course Factions will be able to conquer settlements as they please. Also we do not want factions to become OP so I will let the scripter balance it out. Also the items on sale and such will be up to the scripter once again. 7) Caravans. Caravans were ESSENTIAL during the middle ages so for realism sake this should be reflected in the game as well. Nothing too fancy just make caravans that go from one settlement to another with armed personnel. The caravan will contain random items during game play but specific items in economic play(if that makes sense :/....otherwise just ask and I will go more depth with it) and as long as one man reaches the destination: the supplies will be successfully delivered. 8 ) Magic. Somehow if in this one-hit deal situation they need to be nerfed down(only solution available to me is increased cast time). 9) Vampires and Warewolves. I see no harm in having them in the game as well and I don't see that many major changes need to be made. These are the small tweaks I would add: - The Good: Vampires no longer need food or water to survive, but need to suck blood instead(at least twice per day). The Bad: You get caught sneaking around town or worse sucking blood...you are in deep s*** my friend.[Vampire] - The Good: All the same benefits from the native game. The bad: You get caught outside from 8 AM to 7 PM and you simply turn into dust.[Vampire] - The Good: Animals do not attack you while in beast form and you do not suffer from hunger or thirst while in beast form. The bad: You turn into beast form at 12 AM until 6 AM and are shunned by the human population.[Warewolf] - The Good: Same benefits as the native game. The Bad: Once you are out of the beast form you will be tired and forced to sleep where you last stood before turning back to normal.[Warewolf] - Make them both weak to silver weapons!!! 10) Leveling system and Perks. To be honest I simply cannot wrap my head around this issue and I cannot yet come up with a decision on how to make it realism effective. All of the suggestions proposed are great, but somehow manage to have one flaw to each of them which makes them "doll-like" or simply erase the levelling up sense of the game. Perhaps with a bit of rest I will manage something. Well thats it for today!! I will make more suggestions in the future and I will always add at least 10 of them when I decide to post them. Have a good day and looking forward on your mod!!! ;). Also apologies for the misspelling if found any...typing this at 3:15 AM eheh
  5. This needs to be done and is what I think the ultimate goal of the leveling system should be, no matter how long it takes this must be done, with that feature alone the immersion would jump up 10 fold, it's the kind of thing i see requiring voice actors for though, so we can hear the bandits talking about how their boss says be on the lookout because someones been storming other bandit hide outs, the boss gave them some fancy new equipment just in case. Or over hear a general on his horse dispatch a search party for you, some of the best bounty hunters in skyrim being payed a comfortable sum to slit your throat, then if you stalk some of the men you can overhear them remarking on the high quality blades they've been given. Might be a bit ambitious, but I see it as a final goal after a long development. Hell for now we just want those options implemented, but if one day they decide to add extra voices: I will gladly help out
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