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Posts
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Posts posted by EmuXanadu
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New Vegas Bounties 1 and 2 are the first that spring to mind for good quest mods. A good weather system can help with immersion like Project Reality. Can't really suggest anything else since its mainly down to personal taste.
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Heres two:
Castle Medozza:
http://skyrim.nexusmods.com/mods/19165
Castle Draco:
http://skyrim.nexusmods.com/mods/12792
I'm sure theres more if you search for them.
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Very odd question. You can't rate mod makers against each other. One person might consider their favourite mod author to be someone who makes great armour, another person may prefer house mods or unique scripting.
Sure you can have preferred authors who create works you admire but evaluating one against another is irrelevant, more importantly how would you determine such a thing, what context are you even asking in? Is it even fair to compare? I don't think its fair, everyone is capable of good ideas and some of those become great mods. Maybe the OP has some insight into this because I certainly wouldn't assume I have just because I play mods. I enjoy what people take the time and effort to share and create I don't try to compare them.
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The Daedric quest for Molag Bal in Markath is quite dark, actually kind of funny too. The Namira one as people have already mentioned because that is really dark and sick. The Boethia one is really good too because you have to betray your friends for power but if I remember you have to be maybe Level 15 or something for that. Hircine's quest is quite dark and the background to it is pretty unpleasant. Thieves Guild is an option though, rob someone at random. take everything that isn't nailed down during the dead of night and for the real icing on the cake, murder them in their sleep.
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I usually sell to that annoying Belethor guy in Whiterun, notice how he never seems to care whether you shop there or not. Sometimes I sell stuff in Windhelm too. I use Dynamic Merchants mod because I hate traders having only a small amount of cash.
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The problem with Skyrim vanilla imho is that the given quests are almost completely railroaded experiences without allowing the player freedom of choice. Decisions don't matter and the guild quests are painfully short. In fact I stopped playing the game for a year because those facts irritated me to no end. To really enjoy Skyrim you need to throw all that out the window and make your own goals to achieve. Do you want to explore, do you want to amass wealth? Do you want to ignore all those limited quests? Sure you can its your choice.
You don't need a vast amount of mods to make the game feel different. For my own tastes I use the Community Level Uncapper, all the ACE modules, Alternate Start: Live Another Life, UFO and a few different armour and graphics mods, but its not a huge list compared to some. I also use Frostfall and Manshooter's Primary Needs mod. Currently I'm just playing as a hunter and concentrating on survival because I'm enjoying that way of playing.
The game is really what you choose to make of it and I think people come back to it because of its open ended world, not many games have the TES series sense of freedom. As for graphics, sure they're nothing spectacular but that can be easily solved with some decent lighting mods, texture packs or even ENB.
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I liked some really old stuff:
Day of the Tentacle
Full Throttle
Broken Sword
Jagged Alliance
Syndicate
Dungeon Keeper 1 and 2
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Ok put the pot helmet ingame but only works in my game with vertex colours set to off and yes I realise that this is contrary to what the original YouTube tutorial says. I'm not disagreeing for the sake of it I'm just trying to understand why it only works this way on my PC.
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Just to clarify I specifically meant the vertex colour option in the nifs NiData, not the export dialogue in Max. Depending on the helmet some will need to be rigged to the neck as well as the head to give correct motion. Other larger helmets like NordPlate with bigger mass are influenced by the shoulders so may also need to be rigged to the clavicles.
The pot helmet in question is only rigged to the head which is the reason for it being static.
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Well I find that somewhat strange because I've got 15 fully working helmets in game that only work when vertex colours are switched off. Swords however of which I have 5 currently in game require vertex colours to work. So maybe I'm doing something different but the point is it works.
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Well first thing I can see is you have vertex colours switched on in your nif. I'm pretty sure they should be off for items like helmets or you just end up with an invisible item ingame. If I'm wrong I'm sure others will correct me.
Shows up fine in CK too after setting disabling vertex colours. Of course it still whines about missing a diffuse map but thats pretty normal behaviour for it.
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In all fairness you should credit the other mod author since it helped you to make your mod. However if you used a lot of the other mods content then you really should ask the mod author's permission before uploading it, to do otherwise would be very wrong.
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Ghogiel: Ok I'll have a further look into it. Thank you for at least trying to get it to work.
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Yes I've seen that happen in Oblivion so I'm certain you're completely right. I just thought it might have been possible to fool it into using the actual animated meshes rather than the distant static ones. I'll keep trying even if its doomed to failure, kind of breaks immersion for me. Distant spray from waterfalls do animate but the falls themselves don't, weird.
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Ok thanks. Its a shame if theres no workaround for it but so be it.
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Hi everyone. I've been trying to work out how to make distant waterfalls animate ingame because once you get a certain distance away from them they just become frozen. I've tried editing the LOD levels for the static meshes in the Creation Kit but nothing seems to change.
I even tried using the meshes from effects/waterfalls as the lod meshes because I assume they are the closeup animated ones. Still doesn't work.
Does anyone have any idea because I can't get this to work and I'm still learning the CK too. Does anyone also know what the "use high detail LOD" tickbox does as well? Please help if you can.
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If I understand exactly what you mean. Then you need to go to file/preferences/LOD then you tick the box that says enable landscape LOD. The sliders for actors, items and objects you can move to the right so they show up at maximum distance. You can also tick force full tree LOD so you can see distant tree etc.
Edit: Regarding below post. You're very welcome.
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GAME have got really bad for PC games. Their online store is constantly out of stock. Their stores have old games at stupidly high prices. No consistency in prices, Space Marine came out they were selling it online for £29.99 yet instore it was £39.99. So I bought it from Tesco for £24.99.
The truth is the supermarkets are crippling these businesses but when money is tight you can't blame people going where the best deals are. I assume if GAME go down so will Gamestation since I believe they own that chain of stores.
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The way I understand it is the first person model is the same, you just assign higher res textures to it. This is so it looks better when you are holding it in first person.
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I guess its somewhat annoying that none of that stuff is in the game but lets be honest if Beth can do that stuff then so can modders. Given some of the amazing mods I'm seen I'm confident the mod community will put them to shame. I really would have like spears though and dragon mounts.
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I gave Steam Workshop a try and its ok for things like texture replacers and simple mods but its not as good as Nexus and other sites because I like to see what I'm installing and have a proper look through the author's readme. Plus if you don't like a mod you've got from Steam you have to unsubscribe to it or you end up with automatic updated version the next time you start your game.
I can see the Steam Workshop causing a lot of problems if they ever allow authors to upload large scale overhauls.

Castle-Style Player Home?
in Skyrim LE
Posted
Quite welcome. :smile: (When I meant to search I meant Goggle. It tends to hit the more popular mods in the Nexus lists.)