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ihatebugs

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  1. I thought I mentioned placements of things and features being randomized in the first few posts...? But no, I don't like the idea of it all being self-contained within a singular mega-dungeon and emulating independent "rooms" with limited transformation alone. We need good modularity support. Yes, player spawn would be a another good way to screw with people. I wonder if we could add some zelda-like elements? Remember getting the horn of the wind-caller? You needed a dragon shout to "solve" the puzzle to progress to another part of the dungeon. You could have the chance of encountering features that require certain powers and/or spells to solve, but aren't required to progress. Lots of little things could be done with that, from thuum freezing an enemy in an unreachable location onto a button so you can stand on another, to requiring a fireball hitting a certain thing. Also important, again with the no-backtracking and loot being lost between cells. High-level locks. High-level locks everywhere. Not required to leave a cell and progress, but required for more loot. Puts more importance on the otherwise underused lockpicking skill when you can run out of picks more easily and actually lose out on the loot because you can't go back for it. Just like actually putting importance on carry-weight.
  2. I always think Left 4 dead when I think procedural dungeons, because I think that game executes it the best. They just block off paths and force players to find the proper path. Additional enemies are also generated as the player progresses, instead of making it static. Gah can't recover my post from the accidental edit delete. Look: Support for a string of smaller cells also supports one big mega transforming cell. Smaller cells can generate enemies as the player progresses and not be static. They too can have randomly chosen spawn points for things. They too can have randomly enabled terrain features. When you force a path from A to B in a giant cell that has to respect the spacial geometry for other, you will get a lot of "seen the room twice" as there are only so many paths possible unless you can make an infinitely large single cell. When you force giant cells, its harder to implement a few key dungeoncrawler features. Deleting dropped loot by loading a new cell, and losing out on special loot from a boss encounter by forcing a new cell on autosave reload. If you supported a string of cells, people could more easily submit their own, and they could be packaged in "map-packs" of sorts to be enabled/disabled as desired. There is literally no reason to only make one mega-transforming cell. Support a string of cells. Everyone wins.
  3. Mundus is pretty damn unstable regarding massive changes historically. You're thinking of our world. However, just have the dungeon on another plane. Daedra challenges you to his dungeon in a reality he controls. You accept. Bam. In-cannon explanation of procedural dungeon solved. edit f*#@ did it just delete my whole damned post with that last edit?
  4. I thought about making something like this myself but haven't studied the linked proof of concept. Just googled and sure enough someone already tried this. What I thought was making a bunch of relatively small cells with one or two "encounters" and a unique design. -Each cell has some crazy unique design to it and a bunch of marked locations to spawn enemies, loot containers, and traps at. Traps and design can be particularily devious compared to vanilla, being made by fans. Stuff like a dungeon with no floor and all walkways to fall off, or with a ludicrous amount of flammible oil on the ground. -Upon entering/loading the cell it randomly spawns as selected via scripting the enemies, loot containers, and traps at random locations such that you don't always know whats where if anything at all even if you've seen this cell before. -Assuming no save scumming it autosaves between cells as there's a loading screen. Upon reloading the last autosave it puts you in a new cell with all new content, such that any reward from the cell you died in is lost and if you died from something "cheap" like getting knocked off into a bottomless pit in the walkways-over-a-bottomless-pit cell you will not have to do it twice. -No backtracking, and anything left behind in a cell is lost (could make the carry capacity an actual game mechanic rather than an annoyance). With a new cell there's a small chance it will be of higher than normal level enemies with better loot, such that if you can't beat them you don't get the loot as you're forced to a new cell with new loot upon reloading the autosave. -Would be way too easy to grind the dungeon for good loot, I think there should be a literal entry cost. Like you pay an NPC to teleport you in. A transforming cell I don't think would be the best way to approach it. Seems it would take much longer to design than a bunch of seperate cells and be more restricive as the "rooms" would have to respect spacial limitations of each other if they're all in the same cell.
  5. I was going to ask some scripting questions with the intent of starting a mod, but then: Procedurally Generated Dungeons Looks like it's dead, last update was March of 2012. Was only a "proof of concept" but it looks like it got some decent progress. Not quite a mod request as it's technically already kindof been made, but can we discuss the concept? Anyone here play rougelikes or dungeon crawlers before? Personally, I would love a procedural chain of cells with randomized loot, enemies, and traps where you can't backtrack and nothing you drop is saved, you get a new re-randomized cell upon death (well, loading the last autosave) so you never know what to expect, and considerably more dangerous/devious traps than vanilla for a good dungeon crawler experience. I think it would go great with some of the combat overhaul mods. Really kind of disappointed this mod went nowhere.
  6. You can call it power armor for all I care. Don't forget the shield. I dont think UESP has a picture of it. There was also a weapon set. Though, the Snow Elves would not have Stahlrim. It was specific to ancient nordic burial rituals. It was cut lore that should have been in Skyrim, but Bethesda likes retconning and alienating every prior fan-base and cutting content with every installment. So no surprise there. And I believe there was an ancient Snow Elf prince burial site in Bloodmoon, and he had steel plate armor. Really, there should be a Stahlrim DLC. New armor, new weapons, new quests. But again: Bethesda. Never going to happen. They all look to same-ish to me in Skyrim. Morrowind had somewhat clashing aesthetics between different cultures, I like how different most armor sets managed to look. Skyrim was pretty visually cohesive across all cultures, you can really tell they were all sketched up by the same artist. The significantly smaller pool of armor in Skyrim doesn't help either. Especially when you have just "Elven" armor. "Elven". Really? They are "mer", like the word "man". Get your own damn cannon correct. And it's specifically Altmer led Dominion faction armor. It should just be "Dominion" armor, like "Imperial" armor. It doesn't represent any of the other mer cultures. In fact, none of the other mer cultures are really represented anymore. They're all just "elves" now, with magical lightweight golden mithril armor right out of LOTR. Technically both cohesive aesthetics and variety are desirable, but I'd like to sacrifice the former for more of the latter.
  7. Doesn't compare? Morrowind was early 2000 and was behind it's time at release graphically, so... no s***? I really want more not-LOTR derived weapons and armor designs. Though admittedly the Royal Guard looks the part. Assuming people actually follow-through: Someone want to try the nordic chain, more chitin armor (incld cephalopod helms :P), royal guard or ornate ordinator styles? And some stuff gets made bit by bit? Or does someone with the actual skill want to attempt an actual pack, a-la 3rd era weapons?
  8. No takers? Really? Hot new file is out-of-place anime hair... and STILL no Stahlrim mod?
  9. Stuff that was unique and or badass enough to warrant being modded back in. Ice Armor (How the hell was the Nord-specific Stahlrim NOT in the Nord-specific game?) Bonemold(But is it Light? Heavy?) Nordic Chain(Badass, nord-specific, why was it cut?) Chitin & Dreugh (Dreugh was an incomplete set), or just more Falmer armor (Bug/crab armor!) Indoril / Her Hands (Indoril was an incomplete set) Imperial Templar Royal Guard Armor There's other stuff, like the ornate orcish (though the blades armor now is the oriental looking one), or light-plate over chain, or the different styles of plate, and some other stuff that doesn't quite warrant being remade.
  10. This bug IS mentioned on the wiki: At the beginning of the game when you run into the tower from the chopping block, the dragon is supposed to blow through the wall in the tower. It never does. Attempting to fix the quest with the setstage console commands does nothing, doesn't change the stage of the mission. I hoped I could just "mission complete" by console command, TP to Riverwood and get started, but none of the quest-altering console commands seem to work. The only fix I could find mentioned is to reinstall the game. Which I have. Many times.
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