Jump to content

skyler14

Members
  • Posts

    26
  • Joined

  • Last visited

Nexus Mods Profile

About skyler14

skyler14's Achievements

Explorer

Explorer (4/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Everybody here who defends Skyrim here seems to be leaving a crucial detail out. Sure we can mod the game, and give it real character development, interesting quests, and a unique taste, but shouldn't that be something bethesda does in the first place? I'm not hating on Skyrim, I love it, but admittedly this game was not completed. I honestly think that when you look at the mechanics of this game, you have to admit it's pretty lackluster. No real combo system, minimal development in combat, no dodging, no effective platforming, you can't even jump while sprinting. In all honesty unless we can start modding the mechanics of this game, something bethesda has made difficult to do by hard coding that part , then the gameplay argument is a moot point. I really wish that TES games could spend half the effort bioware put into their characters, but clearly they leave that to the modders. Still, it would be nice if they actually took the effort to do something clearly unique themselves. Elder scrolls lore is asolutely phenomenal and the rich palette of material with which they can work with is amazing, but they just let it amount to a collection of texts on the wall. TESV is a game which could have really been done a lot better, but that job is left to the modders. Whether or not you agree, at least we have a lot to play around with.
  2. yes essentially i am pretty disappointed with the CK at this point. For now it seems like it's barely good for anything except level design, quest writing, and spell making.
  3. I want to know how i can make new "buttons" which will essentially have new abilities bound to them. i want to make a few mods, such as the ability to dodge directionally, that would activate with it's own bound key alternatively, if we cant bind new keys i want to bind it to work when you tap the sprint key and a direction. This would be similar to how shouts can be held to strengthen effect. For this second option, is there anything in papyrus that could help me with these mod ideas?
  4. What exactly is the collision box option in the CK and does that control how we collide with objects, e.g.: running into walls, chests, fences, etc. When you run into a chest you stop moving forward, so clearly the boundary conditions of the box are preventing your character from just walking through it. I want to know how this works, because I plan on scripting logic to make the game more dynamic. Instead of just running into a wall and sprint forward forever, you will stop yourself from running into the wall with your hands, and same applies with smaller objects. Understanding these collisions is essential for my mods.
  5. so far I'm feeling underwhelmed by it in all honesty i was hoping it was the binding glue of the whole game, but it seems like a more limited tool than i was hoping for im looking for increasing the actions a player can make in the game and i think the ck may have given me no support :facepalm:
  6. Is character movement controlled by Papyrus scripting, and if not how do actions like attacking, blocking, sprinting, walking, or running work. I thought that maybe Bethesda had Papyrus handling character actions, but looking at their intro to Papyrus and the script source files I'm not too sure anymore. I essentially want to create new actions, and I was hoping that I could rely on Papyrus as being my main work horse. I guess my main question is: 1. Could somebody outline what happens from pressing a key to your character sprinting (or attacking, jumping, etc)? The majority of my mods rely on mastering this part of the game 'mechanics', so I really would appreciate any help. Thanks
  7. Does anybody know where I can find the original scripts Bethesda wrote for walking, running, jumping, swimming, etc. I've seen script fragments in different objects within the CK, and I'm looking through their data\script\source folder to no avail, I want to make some modifications to the sprinting mechanism and add in logic for a mod I plan on doing, but I need to see how they scripted the running first to know how to approach my problem. If they are not using scripting for this (which I doubt), then how are they doing it? EDIT: Also, are they passing keyboard/controller input through their scripts.
  8. Well I used the deadl dragons mod on my system and it hasn't caused any changes to performance in anyway. I'm running gtx 460 and 8 gigs ram
  9. So far the most useful thing I've seen is an intro to their scripting language, but I haven't managed to get the CK working yet.
  10. At its heart, Papyrus is object oriented in nature. So much told in so few words.
  11. btw, just to make sure, the CK is going to be released in like 5 1//2 hrs right what else are they likely going to post with it
  12. I have scoured the internet for an understanding of this creation kit, but I really want to hammer away and understand just how powerful the kit is going to be. What are we not going to be able to change through the use of the CK, can we modify actual gameplay mechanics/physics/etc. Is there anything we can't do with the kit?
  13. does anyone know the id's for the wells in the college of winterhold and is there anyway to figure out an item's original code id when you have clicked on one of them
  14. So I am trying out what I thought would be a relatively simple mod. I want to replace chillrend's model with a glass greatsword model. for textures, I replaced: glasssword_chillrend.dds with a greatsword version glasssword_envmask.dds with a greatswod version glasssword.dds witha greatsword version for meshes, i replaced: 1stpersonglassswordchillrend.nif with 1stpersonglassgreatsword.nif and glassswordchillrend.nif with glassgreatsword.nif while i realize that some of this might cause other glass swords to get messed up as well, I just want to get chillrend working first before moving onto modding glass swords. I have these two sets of files organized in this hierarchy \meshes\weapons\glass\ \textures\weapons\glass\ When I load the game, the first thing I notice is my retexture for chillrend doesn't seem to get applied, but the model is changed and the glass greatswords traditional color scheme is used. Second of all, when I equip the weapon in my left hand it works fine, but in my right hand it's a whole different story. The weapon is put on my back, and when I try to pull the sword, it stays on the back and I swing an invisible sword with my right. Am I missing something here; do I have to modify the greatsword nif to get it work for the right hand? How do I adjust how the greatsword is sheathed? And why does it work in one hand but not the other? I have 3ds 2012 installed but the nif plugin wasn't workign for me last i checked, so I wanted to try and do minimal adjustments to the model and then once I get it working I was going to go back and adjust my model and create a unique texture. Thanks for reading.
  15. So far I just started working on my first mod, basically making chillrend look like a retextured greatsword, but so far I'm having difficultly getting it to animate correctly.
×
×
  • Create New...