Jump to content

r4y30n

Members
  • Posts

    302
  • Joined

  • Last visited

Posts posted by r4y30n

  1. Maybe we need a bot crafting station? Then you could make the parts list something like the loot lists for those bots plus some extra steel, aluminum, etc.

     

    Given how lethal Sentry Bots are, though, they might seriously break the game balance... Unless you had to frequently replace their fusion cores?

  2. I support this idea, though I'd love to see a modern interpretation of the basic P94 design. Still the same general shape, big and held like a minigun, though maybe with some of the bits and general style from the current rifle. Probably powered by fusion cores, too, a la gatling laser.

     

    It would also be interesting to see what can be done with weapon mods, maybe different claws for better melee damage or plasma damage? Maybe a recon scope version? If you did an automatic triple barrel like the current rifle it could double as a shredder...

  3. This isn't such a problem for two-handed weapons that are strapped to your back but the one-handed swords, maces, etc often float a few inches from your hip unless, of course, you're wearing bulky heavy armor which is why they are positioned there in the first place. Daggers, on the other hand, often clip through your thigh when sneaking... On top of that, the sheathed weapons don't realistically hang on your hip and bounce around because they are simply pinned onto your side.

     

    Would it be possible to turn sheathed one-handed weapons into objects with physics and some sort of elasticity to the hip bone or something so that when equipped they start at a safe distance and quickly drift inward until they actually touch your side and then bounce around realistically once there?

  4. Yes, what you've mentioned earlier would be cool. Care packages, etc would be neat but wouldn't such a mod be that much better with direct personal interaction? You could even reuse a lot of the dialog for responses, such as Lydia's sarcastic, "I am sworn to carry your burden..." if you tell her to go pawn your stuff at the market, etc.

     

    I suppose it could probably be put together in stages...

     

    As for the pirate crew under your command, that would be pretty sweet. Maybe have a lieutenant or some such under your command who has the rest of the crew under his command? Could be soldiers, too, but I digress... :P

  5. The real issue for making more detailed conversations, interactions, etc with spouses and other NPCs is the lack of audio... If you really wanted to make a mod to deal with that you would need to find someone to do studio-quality voice acting for everything a character says, new and original, so it would all be consistent. Obviously the time and effort involved increases dramatically when you want to cover all potential spouses, new spouses not originally in the game, etc. Now, don't take my pessimism as a lack of support, I think such expansions could be awesome if done right, they would just be daunting in their complexity and resource intensiveness, solely because it is not a software-centric project.

     

    How far did people get with these kind of mods in Oblivion?

  6. I recently read an article about Star Wars: The Old Republic (Article Here) and it mentioned companions that can go on their own quests and bring back loot as well as taking items to town to sell and bringing back the cash. I feel like we have (or will soon have) all the tools to accomplish something similar with Skyrim.

     

    We have couriers that can find us out in the wilderness, spouses pay us a cut of their pay, the rest shouldn't be too tedious to work out. It would make marrying a warrior type a little more realistic/rewarding than them suddenly becoming owner of an invisible shop and it would give house carls some real work to do when they're not at your side instead of just moping around your house. If your companions speech skill is higher than your own they could even come back with more gold than had you gone to the market yourself!

     

    So basically you would end up with a few new conversation options with house carls, spouses and other companions which they might refuse depending on their class/status:

     

    Sell Loot, in which they will take items from you and, after the transaction, leave you to sell your goods at the nearest town. They will then return to you wherever you may be, perhaps a day later, and pay you what they got (possibly minus a fee for their trouble) then follow you again as if they never left. This request would be most likely to succeed with a house carl or spouse, someone more inclined or obligated to do more menial, non-combat tasks.

     

    Quest: An option for mercenaries, house carls and warrior spouses this would send your companion away on a quest to bring you loot. For balancing, they probably won't return for a few days, maybe a week, and items brought back shouldn't be unique. Value of loot would ideally be level-dependent.

     

    For a more in-depth twist, maybe the companion should write to you about the loot they found and you can tell the courier delivering the note to send back either a request to come back to you with the loot, trade it all at the market and return with the money or return home, etc. Actually, a mail system could be a sweet addition in and of itself... Having the option to write to any companion to join you from any major city would be a neat feature.

     

    Long story short, this mod would be all about expanding a companion's capabilities and usefulness.

  7. drawing a thicker line between male and female werewolves is actually quite simple if you're not offended easily. Perhaps longer hair on a female or slightly smaller bone structure but otherwise leave them be. Males can be allowed to "hang out" Anita Blake style and then there would be no confusion. They have already made such a thing for frost trolls.. why not werewolves. Anyway. that's my two perverted cents :P

     

    Apparently the guy who made the troll mod is considering doing the same to werewolves. And most of the other beasts of Skyrim. Personally I like the combination of the realism of anatomically correct parts and the political incorrectness of it. Amusingly enough, it sounds like there will even be physics for such parts...

     

    Anyhow, as it relates to werewolves, I think it'd be great to work on both ends of the spectrum; less bulky upper body, shapelier legs and fluff/boobs/whatever for the females and junk for the males. As for the style, more human-like or animal-like, as others have said, more options are always better. Maybe even go werewolf in multiple stages, only partially werewolf unless the moon's out or something.

  8. Anyone else feel like the giants' camps are a bit lacking without female giants? Granted, it would be a lot of work to make one basically from scratch since I doubt much would be transferrable from the guys but still, it'd be a nice feature.
  9. ...telepathy doesn't feel right...

    Telepathy sounds like something Liches should have, since they float and all. :P

     

    Let's be clear: The OP is talking about telekinesis, that is, the ability to move things with your mind not telepathy which is the ability to read others' minds. Telekinesis is not really a common trait in the myths, real or Skyrim, whereas telepathy is in a lot of stories. They are, after all, master manipulators... Could be done as a speech buff that rises with vampire stage/level. Final stage could allow to all intimidation/persuation attempts succeed, possibly special dialogue options, etc. Still, telekinesis reminds me of Joachim from Castlevania: Lament of Innocence. He floated like a lich and his main weapons were a handful of swords that floated around him until they were flung towards enemies and eventually pulled back if they got stuck in the ground or whatever. Could be a cool addition to vampires, maybe if there were classes of vamps or something.

     

    As for the beast form looking like a falmer with eyes... I didn't really favor the idea of a vampire beast form but I guess if you're going for the Nosferatu look then maybe that could work. You could put in a spell to make people temporarily think you're normal or you could have a permanent fear effect where all lower level people would flee in your presence (but not necessarily animals) or both. You could turn the jump command into a transform-into-cloud-of-bats command or transform into mist or whatever to fly wherever you wish when in beast form, it could have a time limit that increases with vamp level after which you would fall back to the ground in mist/bat form then transform back to vamp beast form (avoiding fall damage). It might also be good to put limits on the time one can be in beast form, possibly tied to vampire stage.

     

    Now for feeding... I agree with the above post that Bethesda's idea of gaining power through blood starvation is silly. Personally I think the two should be entirely separate entities. There was an Oblivion vampire mod that made powers progress with age and, I think, blood thirst reduces with age. I think the most mythically accurate (as silly as that sounds) way to do it is have three or four or five or however many stages of vampirism with whatever buffs each may have progress with player level gains after being turned. Tying the vampire aging effect to level would be more realistic, you gain experience about being a vamp and thus increase your powers as a vamp just like with any of the magical disciplines. Plus, it's less tedious than aging in a set number of days. Besides, some vampires progress faster than others...

     

    Blood thirst would hit you every night when you are young, less often when you are older/higher level. The thirst would give you the current vampire-in-daylight penalties regardless of the time of day: no regen of anything, increased weakness to fire, reduced strength, etc. If you are a higher level vamp then the hunger should have levels, first level gives the usual (or reduced) penalties and knocks your buffs back to the previous vamp level and successive hunger levels could knock you back to having no buffs or powers at all as well as all the penalties due to your extremely weakened state. It should be the hunger that turns you into the creature that the guards will attack and the peasants will flee from, not your age and power as a vampire.

     

    Daylight penalties are a debatable point. Most stories involve vampires bursting into flames that burn them to piles of dust upon getting hit by daylight, which would be a pretty awesome effect to add to the game and it would explain where the vampire dust ingredient comes from in Skyrim since none of the vampires currently turn to dust, ever. The Vampire Chronicles (Interview with a Vampire, etc) suggest that resistance to sunlight grows with age as mentioned in a part about the first two vampires who are revered as gods. They choose not to move and so are basically statues and one vengeful vampire drags them outside to die in the rising sun after which the first ones got a sunburn but all other vamps were either killed or grievously injured by the act (all vampires have a connected life force in those stories). I'm not sure what would be best here but I think that covering all of one's body with clothing or armor should help, such as the Nightingale armor that hides all of the wearer including the face or the Dark Brotherhood armor which does the same. Perhaps this ability would just reduce daylight penalties so that top level vamps could walk more or less freely in daylight when suitably clothed while first level vamps would still be fearful of the light but no longer die instantly from it.

  10. ...kinda like a Kajiit, fur-covered, but still noticeable.

     

    This was my thought. They're humanoid wolves, so pushing the idea of a realistic wolf is a bit silly to begin with. If an anatomically correct wolf were the goal then we'd have a "Transform into Wolf" mod instead of a werewolf mod.

     

    Looking forward to seeing where this goes...

     

    http://th07.deviantart.net/fs70/PRE/f/2011/302/f/2/werewolf_female_by_lilaira-d4ecyj5.png

  11. How about spells that involve flocks of bats? That was honestly the first thing I thought of when I saw a bunch of bats fly my way out of a cave, how cool would that be if it was tied into some vampire power/spell?

     

    Actually, it could make for a sweet flying mod, if possible. Cast spell, turn into a bunch of bats, fly to where you want to go, turn vampire again when you touch the ground or something. Or you could use it as a replacement effect for the absorb health spell: a flock of bats fly out from you to the target when cast, they attack the target, you get health.

  12. One thing I had pondered is a mod to use clothing like cloaks and hoods to keep from being recognized by guards (because your face is hidden/obscured) and/or maybe a tweak to vampires so they actually get burnt in the sun unless they're fully covered...
  13. Well I'm not surprised how it turned out but as a mod it would be amusing to put together something like Saint's Row with a fader from anorexic to obese. A fader for muscle would be cool, too, but that would take a lot more work, I'd imagine. Definitely a good idea for adding variety to NPCs, though.
  14. You know this would be great for expanding combat specialization, we could have Druids with shapeshifting spells! For balance you would probably want to exclude werewolves (and because they're already taken) and for realism any undead/dremora would be out of the picture but monsters like trolls and giants should be fair game. I'm excited to see where this goes when the construction kit comes out...
×
×
  • Create New...