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Everything posted by ProjectVRD
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Update on site work and NMM 0.50 around the corner
ProjectVRD replied to Dark0ne's topic in Site Updates
In response to post #9099971. Any idea when the X3 section will be fully up and running? I notice the Nexus for that has been created but it doesn't seem to be allowing access to the files that are uploaded. :( -
A lot of people here may be aware of a massive single player coming out later this year called X-Rebirth, which the gaming industry is getting excited about. The X games have a rich history in modding and have their own community website however it is very difficult to navigate to and find the right mods. To be honest the X Universe community could benefit massively by getting the Nexus treatment, and as that community in itself is actually pretty darn large it would on it's own he a huge effort to manage here on an X Universe Nexus. I would like to propose to the site owners of the Nexus to approach X Universe about merging their site into the Nexus as the game falls perfectly into the remit of this site, and they have moderators, scripters and Modders in abundance to help with any potential migration. I can only imagine that it would be a natural progression for both websites to come together as X-Rebirth is now taking the X Series into the mainstream public awareness and it is very likely to be hugely supported by a scripting and modding community who will need a website that can orderly list and promote scripts and mods in a way that Nexus appears to have perfected. Would anyone else here be supportive of such a merger? The moderators there are also keen to take part in the modding and scripting scene and so they must be aware of the popularity of the Nexus as well as how well it has been set up, it could be a marriage made in heaven.
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LE Mirror, mirror on the... battlefield?!?!?!?!
ProjectVRD replied to ProjectVRD's topic in Skyrim's Mod Ideas
Now the community has had more time to learn the Creation Kit, does anybody feel up to the challenge to action this request for a mod? :) -
nvidia vs amd for skyrim differences?
ProjectVRD replied to dragonslayer2k12's topic in Skyrim's Skyrim LE
AMD 7970 is currently the best on the market for the price, for real world gaming anyway. Only the 680 excels it but that is for benchmarking. AMD drivers for that card are making it a beast. 690 is too expensive for minimal gain while Titan is a waste of people's time and hard earned cash. -
I thought I recognised that money symbol from somewhere! :wallbash: Mind you, on discussion of engineers... really wish we could employ them instead of having them gifted to us or having to build more workshops to get more. But then again, there is so much to the economy system that could be changed for the better to increase the strategy focus of this game. It is great tactically, but not so strong strategically.
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Squad Sight never said it would see around corners. It works like Snipers and ground troops work in real life. The reason the sniper in that picture cannot use Squad Sight is because the Sniper has no line of sight of the alien. Squad Sight allows a Sniper to shoot an enemy beyond his/her own visual distance, no more. There is the middle section of the car blocking her view in this pictures case.
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I think they took a lot of steps backward to be honest, given the amount of functionality that has been removed it's like going from iPhone to Portable CD player. Not the other way around. And as said above, the original chrysies were quite possibly the one character in any game that I never wanted to see, nothing more "Okay, time to suck it up and pull this off!" than going into an Alien base and seeing that it was full of those things. You knew you were in for a fight back then, with today's game... you feel each mission is going to be winnable by some large margin.
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XCOM EU Comparing XCOM to UFO: The Good, the Bad, and the AWESOME!
ProjectVRD replied to PrivateJoker's topic in XCOM's Discussion
Personally speaking I believe the real reason why this game is so much easier and smaller than the original is because the 2012 version is made with consoles in mind. If it had been PC only then the game would undoubtedly have been far more complex, which was a trait of the original games and why they were so good. If a true modding resource tool was given by the developers, then this updated version would be absolutely amazing if ALL of the features from the original were brought back. The new game is just too simple, I was really looking forward to defending my base(s)... that was always a brilliant part of X-COM! You'd have a UFO on the geoscape, and if it was 'Very Large' you dropped what you were doing and study the direction is what travelling. If that UFO was on a trajectory to your base then your adrenaline spiked and it was a "Come on then! Come and get me!" moment! It was even great watching the early 'VL' UFO's go in short random directions just looking for a base. Most of all, upgrading the Skyranger and getting that ultimate craft that doubled as an interceptor and skyranger, complete with a huge amount of space for over 20 soldiers. The new game misses all of this. That was 1993, this is 2012. I am disappointed they took away so many things instead of adding to it to make it better. It is regression, not progression. -
XCOM EU Alternative Resource allocation methods
ProjectVRD replied to Jeffman12's topic in XCOM's Mod Ideas
I noticed that on a mission for an undamaged large UFO I only got about 200 alien alloys, compare that to a small UFO and the number seemed to be very low. -
I suppose I could try the Firaxis forums and maybe they would include it in DLC :)
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in xcom ufo defence you had the ability to make up to 5 bases i seem to recall, as for the purpose or benefits of having more then one base are many.. 1) as you generate more income you can expand bases not "just satellites" 2) this enables you to research faster by researching different things in different bases at the same time. 3) as more ufo's activity's show up later in game you can multi task -counter attack/defend every ufo (rarely letting any ufo get away) sending more interceptors/ skyrangers = more income = faster development & research=better weapons = more fun. the way the game is designed now you purposely don't make much money at all or have the research/resources/funding available fast enough to put up satellites fast enough to balance out the funding countries from over panic levels that end up dropping out before you have a fair chance to react in time. and when they all abduct in 3's at the exact same time your limited to choosing only one = the rest of the country's that you were unable to help slowly raise panic levels so it's a setup for failure and the domino effect kicks in. if you had a base close by you can react & go after every craft & abduct site ..every time. = more money + happy country's 1 - Er...okay? 2 - So, more research. That could easily end the game waaaay too quick, considering research passes very quickly compared to the old game... 3 - You can already do that if you enable the spotting of UFOs on missions in the ini file. If you put interceptors in every country, you can /easily/ intercept every UFO that goes on every single mission, once you have enough money to buy the interceptors. There's actually a bug that the recently-announced second patch will fix where the game would glitch out if you had interceptors and skyrangers getting to different missions at the same time, as your ideal "multiple base" mod would let you, even though you can already do that with the way the default game has hangars set up. It really seems like you're just a bit upset because you can't build multiple bases in the new game, and could in the old one. The game is balanced so that you only need one central base. Every region has an X-Com-owned hangar that you can station interceptors in, though, and since you can't build a better transport, your default, and only, Skyranger, can reach all mission locations, with more than enough time to reach them, considering even crashed UFOs, which expire the quickest, stick around for 20 hours by default, iirc. 1 - It worked flawlessy in the original because their was an additional worry, they attacked your bases. So if somebody created a mod where aliens could attack you that way, additional bases would have a massive claim of validity. 2 - That would be simply adjusted by changing the times on which research can be completed, I noticed it seemed to be quick in the new game. I remember impatiently waiting for a sectoid to be interrogated on many occassions because my other research options would take too long. 3 - But with just one Skyranger it makes it a little cumbersome and also you don't get the "team" effect you had in the original game. With each base having it's Skyranger, you developed a core team of marines and you had a different affinity to each of them. In the new game, Firaxis successfully added more affinity from the player towards individual soldiers but completely removed any affinity to teams. Multiple bases is the only way to get that back. Although a lot of things would need doing to make multiple bases a necessity, I do think the long and arduous journey for modders warrants justification. Bringing back the elements that made multiple bases an absolute necessity would only significantly improve the tactical strategy of the game, afterall... what vanilla facility will a player choose to leave out to accommodate the essential base defence cannons from the 1993 game? A workshop? A Satalite uplink? A laboratory (if reworked to make research more arduous)? Or perhaps not even build a base defence and take the chance that your soldiers in the barracks can fight them, because they always sent the Very Large class later in the game with over 20+ aliens (including a high ranking alien like Commanders!!!!!). So many important choices to be made by the player if this mod route was followed.
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Is there already a mod, or is someone willing to create a mod, that brings back multiple bases, base attacks against you and multiple alien bases? The old game had two ways to lose: a - Governments withdrew all funding b - You lost all your bases I find it a shame we no longer have the second way to lose at this game, and having base attacks would increase the urgency to invest in your facilities.
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Actually, I would like to take you up on this, but I next have access to our (her) HDTV tomorrow evening UK time, my PC is in the living room and we don't have a computer desk as we just moved in. :D Although any price changes I would choose for myself might annoy others because as already said, some things would be very cheap and others extremely expensive. For instance, I would have the US Government giving about $100M but at the same time, a satalite would cost about $600M (military grade sats are big bucks). I would then even put the Firestorm at over $1B but the laser rifles could go as low as $1.2M. As for excavating.... that wouldn't exactly come to cheap lol, and building a facility under ground that would be expensive. Yup, loads of ability to build loads of laser weapons, but really tough to get one of those newer fighter planes... it might drag the game out for longer but costing would be somewhat more realistic.
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Can anyone change the values of items, rooms and what you are paid by governments? I cannot understand why the Developers thought the value of money in 2015 would be so high, it is as if there are just 15 $20 notes left in existence which makes everything so cheap. Surely governments would give millions and it would cost a million to excavate underground.
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I am getting game freezes, help please?
ProjectVRD replied to ProjectVRD's topic in Skyrim's Skyrim LE
I think it was Warzones :( -
Sometimes my game freezes up and I have to reboot the PC because when I Alt+Tab out to the destop I cannot get to Task Manager as this stays behind the game windows (which is black). I have provided my Boss Plug-in list hoping you guys might see the issue: SKSE Extensions: SKSE Version: 0.1.6.5 CFM_extensions.dll SKSE_Elys_Uncapper.dll Version: 1.14.3.0 Recognised Plugins Skyrim.esm Active Update.esm Active Dawnguard.esm Active Bash Tag suggestion(s): {{BASH: Delev}} HearthFires.esm NOT ACTIVE SPIKE.esm Active WARZONES - Civil Unrest.esm Active ClimatesOfTamriel.esm Active HighResTexturePack01.esp NOT ACTIVE HighResTexturePack02.esp NOT ACTIVE Unofficial Skyrim Patch.esp Active Bash Tag suggestion(s): {{BASH: Delev, Relev}} Unofficial Dawnguard Patch.esp Active Unofficial Hearthfire Patch.esp NOT ACTIVE Improved Combat Sounds v2.1.esp Active ClimatesOfTamriel-Dawnguard-Patch.esp Active ClimatesOfTamriel-Dungeons-Hardcore.esp Active ClimatesOfTamriel-Interiors-Warm.esp Active MintyLightningMod.esp Active MintyLightningMod_COT_Patch.esp Active People Have Torches.esp Active ShootingStars.esp Active Skyrim Flora Overhaul.esp Active daedric_phelm.esp Active DeadlyDragons.esp Active Bash Tag suggestion(s): {{BASH: Delev, Relev}} Guard Dialogue Overhaul.esp Active Headtracking.esp Active Enchanting Freedom.esp Active DeadlyCombat.esp Active DeadlyCombat_HardcoreDamage.esp Active DeadlyCombat_GiantsAIFix.esp Active DeadlyCombat_UnarmedFix.esp Active UFO - Ultimate Follower Overhaul.esp Active WATER.esp Active All Mods: http://static.skyrim.nexusmods.com/images/3455973-1352937172.jpg In the above image is all mods I have not including the Project ENB made for the Climates mod. (PS. For whatever reason my Q shortcut is not working neither, so Catagorised Favourites doesn't work but as you can see from my signature I am using the latest Skyrim and SKSE) Any ideas or need more info?
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I have no such line as uGrids in my skyrimperfs.ini Does this matter? Sorry for late reply, difficult to tell mate. Have you ever used a mod that increases the gfx of Skyrim? I had one which increased uGrids value in the ini file without me knowing and then I had to verify the game in steam sometime afterwards, this set it back to the default (no uGrids line and cells=36), my save game would CTD upon loading as result. You can go up uGrids but not back down unless you start new save game adventure.
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Agree with most of what you say except the two points I have left here: The skin will have next to no impact on the speed NMM loads up on even budget laptops. That skin will take no more the 2MB of graphical memory from the systems resources, and 2MB is giving the design a very generous amount of resource. As you already said about the CK launch button, if they are in NMM then they can launch from there. If not, then they don't need to load NMM to launch CK, they will take the normal route. The important thing is giving choice, not restricting it.
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The game has been out for a while now, so why not give the most experienced modders an indication of what you desire the most? Modders can use this poll to help them decide on the next "Big Thing" they may have in line for you. Please remember that everybody is entitled to their own opinions, I have my own personal preference and I know it is really harsh making you decided on just one type of mod but I do have my reason for the restriction: Say 100 people vote, and of those 65 people want new landscapes to explore. Another 30 people want new Quests. But then of the 100 we have 70 people who want new swords as their fourth or fifth choice in their own priority want list, well... Swords would appear to be most demanded mod, but the poll would not give the modders any indication that all the voters would prefer them to focus on something else before those. The results would be skewed, almost without any real context. Enjoy the vote, another can be created in a few months time because if this hits off... we might have many mods that will cater to your desire today. By February and with more mods that you voted for present on the Nexus, we can re-run to see if the community is now ready to select another genre that you feel is under-represented. PS. I know it is really cheeky, but if this everybody just voted then this thread would likely die a death, if you wish to keep the votes coming in, just ask a mod to sticky it or post a reply to say you voted. That would keep the vote alive, and this is a long process, you may not expect to see highest demanded mods appear for quite a few weeks so please be patient with a amazing work this community produces, quality takes time. :) NOTE: This is not a thread for you to give a specific request, there is a sticky saying so. If you want to make a request for specific mod with details of how you want it to look and work, please use the following link: http://forums.nexusmods.com/index.php?/forum/422-skyrim-mod-requests/ . This is a forum rule set by the administrators. They also reserve the right to remove or relocate this thread at any time, please appreciate their efforts to make this a great forum.
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I suppose the quickest way to do this would be to ask a modder to create a new race which are closely related to Orcs.
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Cheers mate, I am considering turning this into a mod for the game. Not really a mod, but just releasing chapters in different books that can be found in the game as and when I write the next parts. I am not a coder by any means so there will no quest line as such, maybe just a note in a popular place that hints at where the book can be found, like a note in a tavern that says the next part was seen by the entrance of a cave in The Pale etc.
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LE Destructible\Repairable Weapons and Armours
ProjectVRD replied to EMYMAX's topic in Skyrim's Mod Ideas
Surely once a base rule is made, the modders only need to make there sword mods work with that one rule provided by the destructible/repair mod? -
More importantly, when is it available for PC?