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About BinaryHe1ix

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I want to see Smithing in particular added on to. I don't much care for the other craft skills but being able to make and improve a single set of armor and carry it on for a long time is really cool. Ideally I'd like to get Smithing removed from the skills tree altogether, or keep it and prevent it from giving you level ups. Then, have each type of smithing have a skill level. This could be like a global integer or something that increases based on the number of things you've crafted for each material. So if you craft a lot of leather, you'll have a high skill in leatherworking. If you make a lot of Daedric, you'll have a high Daedric smithing skill. This way your ability to improve armor and weapons isn't so much based on the raw level of Smithing, rather the amount of time you've spent working on that type of material.
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This would be very cool. I'd like to see a mod that just adds a few dozen varieties of "Iron Sword" or "Steel Sword" to the game instead of adding unique names for all of them. Unless it's an artifact I don't think weapons should have names, or a weapon that holds importance. So like import these into Skyrim, but instead of using the names listed just name them based on quality. When you're roaming around you can dig up a couple different varieties of iron swords and you can pick your favorite based on aesthetics. It would also be cool for smiths because you can choose the style of weapon you want to forge instead of having to take the same single design.
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LE Replacing the default fus ro dah sound file with the trailer's epi
BinaryHe1ix replied to NguyenT's topic in Skyrim's Mod Ideas
Someone already took the trailer audio but it seems like the pause between FUS and RO DAH is a code issue instead of a sound file issue. It's probably going to be one of those things that has to wait until the CK somes out to fix. -
Well I spent some time last night typing away in Notepad and made up a bit of a solution - a metric crap load of BAT files. Basically you just run a BAT file based on what you're trying to do. If you want to negate leveling from all skills, run that BAT file in Skyrim through the console. It will set the crafting skills to 100 but not add any perks so you still have to work to get the benefits. I'll be uploading the folder to the Nexus soon. I tried it last night and it works fine, so it can tide those of us interested in this sort of thing over until the CK is released in January. Once that releases I'll be remaking the mod to just completely prevent the crafting skills from contributing or make their contribution absolutely minimal, whatever one is simpler. I'd like to get a single ESP, but I don't know hex or anything like that so modding it right now is out of the question for me. Hope this helps some of you guys out, let me know how it works! http://skyrimnexus.com/downloads/file.php?id=2403
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LE Ice Spell that blows out candles and torches...
BinaryHe1ix replied to IDeadIDragon's topic in Skyrim's Mod Ideas
I'd just like to see water arrows like in Thief. Water arrows, rope arrows, etc. would be awesome. -
This will more than likely be implemented later on. There's a mod for Morrowind that does the same thing with silt striders and boats. You can actually sit and be carried to your destination, enjoying the scenery on the way, or just skip and go directly there. It's very cool and adds a whole lot to the immersion.
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It's not that the game is too easy or too hard. That's not what I'm intending here. The game is fun regardless of the level I'm at. I'd like to preserve the level experience while still being able to have a high crafting skill. To me the crafting skills should essentially be separate from the leveling experience. I'm trying to get in contact with a modder who's released a leveling mod that makes the experience more linear and slower. My hope is that I can release an .esp that will slow leveling down so much you can grind a skill to 100 without gaining a level (or very few levels). Once you get the skill to the level you want, turn it back off and continue leveling as normal without having 30 levels from Smithing. I'll keep ya'll updated!
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My biggest thing is having combat feel deadly again. I know it's totally imbalanced, but being hit by arrows should be able to one-shot people. For me there's nothing more satisfying than pulling off a headshot from hundreds of feet away on a bandit and watching him plummet off of a ledge. But alas, after the first few levels you usually can't do this because they scale up. I'd prefer limb-based damage. Hit in the chest, two hits will kill you. Extremities like arms and legs, four to five. Head, one shot. Melee combat would basically be the same way but would change based on armor. If an enemy is wearing a helmet of high quality, an iron arrow won't pierce and do much damage. If you're firing ebony arrows at a guy wearing a leather cap, that guy's dead.
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Probably won't be able to happen until the CK comes out and it would depend on how the body slots are worked out, but I'd love to see this too. Being able to have a pair of daggers on the hip and a bow on my back regardless of what I'm using at the time would be sweet. Just off the top of my head, I have a bit of an idea but it would definitely require SKSE. Take all of the sheathed/stowed weapons and make apparel items for them. When equipped it shows the sheathed weapon but it's not really interactive, it's just visible. When you go to draw your actual equipped weapon, the stowed ones are still there because they're in the apparel. Then when you equip a different weapon, the one you had equipped prior becomes the stowed apparel item and the apparel item of the weapon you want to equip becomes unequipped. Like I said it's not perfect and would require some tweaks, and depends on how many empty body slots are available. But it's a thought!
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LE Much Needed: Fus-Ro-Dah Guard Response
BinaryHe1ix replied to LancerChronics's topic in Skyrim's Mod Ideas
Oh dear god yes, this needs to happen. "Wait a minute... I know you." "You're making a mistake..." "No I'm not, you're a wanted man!" "FUS RO DAH!" -
I might have to check that out; it would at least partially solve the problem. Once I grind Speechcraft/Smithing and whatever else to 100, you just disable it and continue as normal. I'd still like to see them not apply entirely and have only the 'real' skills apply to levels. I know it's not difficult to do because I can just craft high-level armor and weapons, but I'd personally like to earn my levels through combat and over a large period of time, instead of having level 30 2 hours into the game because of Smithing and Speechcraft. It's a personal taste. I honestly grind Smithing because I like to use the leather armor early on in the game and by maxing out Smithing I can improve it to last for a longer period of time. By the time Smithing is maxed out though, the leather armor, even improved to Flawless, is practically useless. I'd like to retain the ability to use the lower level weapons/armor but not forfeit the ability to improve them.
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LE Remodel a necklace to Amulet of Articulation
BinaryHe1ix replied to 4spam's topic in Skyrim's Mod Ideas
Well, considering that by default the folders for modded items don't exist in the Data folder - I wouldn't even know where to put the files. There must be a guide of some sort, I'm trying to look for one now, no luck yet. If you ever come across one - leave the link here, I'd appreciate it lots. You'd find the folder in the .BSA files or whatever they're called now. will get you started on finding the files. The file structure should be basically what it looks like in the .BSAs. So if the file for the AoA is in textures/apparel/whatever/whatever, make that same folder structure in the Data folder. Sorry if that's not a huge help but that video should get you on the road to doing it. Like I said, if you follow the video's instructions you'll be able to find the files you need. Copy the files for AoA and rename them to the same names as the GDN, then paste the new files in your Data folder using the folder structure you dig up while extracting them. -
Honestly this sounds really awesome, especially the museum idea with the dragon skeleton. All things considered these things have been done in some way or another already, but they would just need to be adapted to Skyrim. The modder that created Underground Hideout would be more than capable of tackling this, I think, but he has said he's not interested in making a huge castle, rather he'd like a smaller compact home like UH was for Fallout. These would be difficult to the layman but for someone who's modded Oblivion and Fallout 3/NV I think this is definitely doable once the construction set is released.
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LE Remodel a necklace to Amulet of Articulation
BinaryHe1ix replied to 4spam's topic in Skyrim's Mod Ideas
It would involve digging into the game files, finding the mesh and textures used by the Amulet of Articulation and the Gold Diamond Necklace, and replacing the Gold Diamond Necklace's files with the Amulet of Articulation's files. This is done just by renaming the AoA ones to the names of the files used by the GDN. I don't know what tools people are using to get into Skyrim's files, but once you do that it's fairly simple. Once they're renamed you just drag/drop them into the Data folder like any other texture/mesh replacer, making sure they're in the right folders. -
In Fallout, I was a fan of Underground Hideout. It fit the lore, was compact, and had everything I needed. However, when it comes to Skyrim/Oblivion/Morrowind, I love me some castles! Specifically castles you can build from the ground up; the Rise of House Telvanni and the mod that improved the House Telvanni tower were probably my favorite Morrowind mods of all time. I'm really looking forward to a castle mod that lets you pick and choose how you want to build it, what features to add, etc. I'd REALLY enjoy one that has multiple different ways to put it together and you can choose the layout you like, or even the location you like. Maybe when you first start the mod you go out and scout for locations and choose the one you want, and then the layout of the castle you want. From there you can choose the features to add, like walls, towers, guards, etc.