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Everything posted by HideInLight
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Rooks Keep - An unknown Indie game with mod/level editor -> UDK
HideInLight replied to HideInLight's topic in PC Gaming
I see their new game in alpha, Viscera Cleanup Detail made quite the noise. But Rooks Keep is still unknown... anyways, they've released the source code for Rooks Keep http://www.indiedb.com/games/rooks-keep/downloads/source-code-v101 Game is now fully open to all kinds of modding. The download includes the source, some basic tutorials and an example mod. The example mod can be compiled just like that and already contains the code for the configuration menu etc So it's pretty easy to get started. But with the little reception Rooks Keep received, don't know if it'll ever get the greenlit or the playerbase for the developers to continue developing for it. At least it spawned Viscera Cleanup Detail, which looks like it's gonna get all the attention from now on. Rooks Keep is still a pretty polished games, and now that it's fully open to modding, well it's time to have some fun with it. Just a shame about the whole Greenlight, being ignored by mainstream media thing. I thought people would be interested in it because of the Rune-like combat, but apparently not. PS. Long term goal, dark souls type combat mod. Mechanically the combat is close to Dark Souls already. -
Rooks Keep - An unknown Indie game with mod/level editor -> UDK
HideInLight replied to HideInLight's topic in PC Gaming
Here's me messing around with the UDK following some tutorial about post processing. It just feels great to have an actual game instead of tech demo to play around with. http://i.imgur.com/VHL1m8P.jpg?1 -
Rooks Keep - An unknown Indie game with mod/level editor -> UDK
HideInLight replied to HideInLight's topic in PC Gaming
I've actually played some of their mods - Ballistic weapons, Crucible. All pretty cool. The the weapons were simply brilliant and there were al lot. A lot! Saw someone who posted a youtube vid about it, that was 50 minutes long, and it consisted of a person just quickly showing each weapon. Still my most favorite flamethrower of all time, using the secondary to spill oil everywhere and then setting it on fire. Wonder why they, killing floor and Chaos devs never teamed up. -
http://www.desura.com/games/rooks-keep Ok here we have a game developed by 3 brothers which is surprisingly well polished, runs on the latest UDK engine, and has interesting combat and quite some substance to it. It's monstly an Arena Deathmatch based on Chess archetypes. It also has Chess as a gamemode with Chess Combat as it's variant. On a technical level, it's flawless, even the GUI is much better than in most games and if you play something like team deathmatch , you can choose to have 2-9 teams or whatever your heart desires. It has a lot of customization. But the most interesting part of the game is the mod potential. It runs on the UDK, basically the latest version of the Unreal Engine 3. There has been drastic improvements to the UDK over the years, yet Epic themselves haven't released any games for it that has modding capabilities since UT3. UT3 was released back in 2007... This little Indie Game everyone has been ignoring has that, if you ever wanted to work with the UDK, this game could be the perfect candidate. You can literally open up the editor, select a level, make some adjustment like adding more trees or whatever tickles you fancy and then proceed to play it in game. Or if you already have Unreal Engine experience you can jump in and feel right at home. It has bots, LAN, gamepad support, online yet no one seems to care. that's what I don't get, here's a game with amazing mod potential, unlimited possibilities and no one seems care?
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Lack of skills, time and motivation, plenty of ideas how to improve but those ideas will just disappear. Everytime I fire up another game, they just do things better, systems feel more refined and the feel of it is just overall better. No matter what you do in Skyrim it will always be a war of stats, stats that aren't reallty accessable and with it's effectiveness dependant on artificial difficulty scaling. You won't get awesome fluined visceral feeling of Batman Arkham City, or the unreal fast paced action of DmC. What about having the weapon actually react to the environment like in Dark Souls, where hitting the wall feels like hitting a damn wall? I could say lets create a system, where weapon does for example 24 pure dmg + 24 Physical Where the Physical gets reduced by armor rating and the pure dmg only gets reduced by block. That may improve things number wise, but still it just won't "Feel" as good as it does in other game.
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http://blogs.amd.com/play/tressfx/ Finally, realistic hair!
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Yup, problem is there is too many mods, become quite saturated and overwhelming. It just ain't worth the time and effort when you can just go out and play another game like Diablo3 instead. What bethesda should of done is continually evolve and tweak the core mechanics like they did with smiting a little to keep the game interesting and dynamic. It's as if their game designer went mia after the game's release.
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Becoming A Master Of Skyrim - 10 Things You Need To Know
HideInLight replied to TheBalance's topic in Skyrim's Skyrim LE
Skyrim is severely broken in the mechanics department and the way difficulty scales. That's why I made my mod Nerf and Balance for Adept, it gets rid of some of the most game breaking exploits at least and it removes the x2 and x0.5 Multiplier when changing difficulty only retaining the NPC level multiplier. Game experience has been much better that way. Problem I have with PISE and virtually all other balance mods is they try and balance the game around vanilla master which is a HUGE mistake. Why balance the game around that, where the damage number stated on all weapons isn't even the damage it does anymore. Vanilla master is nothing more than a grind and abuse of mechanics. With the right balance the game becomes an actual challenge where you must use the right gear and abilities in order to succeed. But with retarded AI, you can only do so much. -
I wanted to see if I can raise the levels of some dungeons with the creation kit, I tried saving the game before entering the dungeon for the first time but the changes I made in the CK didn't appear to take any effect. All the NPC's were still in the same low level range as in vanilla. My theory thus far it's determined when you discover the dungeon, not when you enter it, but I could be wrong.
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Revamped Smithing and Enchanting ideas
HideInLight replied to wukong80's topic in Skyrim's Skyrim LE
I already linked light armor/ heavy armor/ weapons ranks to smithing in my mod. I made weapon tempering more general though, if you have fought with a glass one-handed sword you'll know the material and how to adapt what you've learned to two-handed weapons. Plus it's better for gameplay and your pretty much limited atm to how much you can put in a skill description. If the GUI was like an old classic RPG with very detailed descriptions then you could go mad. For instance here's my description for Advanced Armors, it's using the maximum amount of characters you can see in game: Spells are even worse... -
I made a mod called Nerf and Balance for Adept. My idea of challenge is popper scaling for the right difficulty and let the difficulty be decided by what level enemies you face (not artificially increasing their damage or. the damage you do to them). In order to have propper difficulty scaling you must also get rid of exploits. For instance in my mod good luck at getting any near the max armor rating of around 570 without having 100 Light Armor, 100 Smithing + Smithing enhancing gear with Dragon Armor.(Heavy!) Very few modders seem to have followed this direction, instead they focused on vanilla master difficulty which in my opinion is the wrong way to go for obvious reasons.
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The CK doesn't effect the rest of your game. Only the mods you enable do.
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Now that's just silly. A dragon's gotta poop, but shouts coming out of the Dragonborn's arse? Come on now. The Greybeards has to do something for fun? Whisper: "Pull my finger"
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http://skyrim.nexusmods.com/downloads/file.php?id=8719 I ran into the same problem, I uploaded it while Nexus was unresponsive...
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For today's games on the PC, you either: a. Use a Xbox360 controller. b. Emulate your controller do be one. Use SkyUI, with categorized favorites mod. It's 10 times better than the vanilla GUI, even for the controller. Was surprised how fast I started navigating the windows.
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Bethesda sues Notch over the use of the word "Scrolls"
HideInLight replied to yoba333's topic in Site Updates
In this thread I've only seen people refer to Skyrim Elder Scrolls TES Not once have I seen people use only the word "Scrolls" to refer to Morrowind/Oblivion/Skyrim -
How do I create a basic mod with the CK?
HideInLight replied to HideInLight's topic in Skyrim's Skyrim LE
http://www.creationkit.com/Category:Getting_Started It only shows how to create an empty ESP and load it, doesn't explain at all how to edit it. @Nooboo I see the values I change gets an asterisk, is there anyways to filter the files I've changed to make it easier to find them? Also I seem to be unable to just load my ESP, it has to load the main skyrim.esm file every time... -
I've checked the tutorial pages, it shows how to create an empty ESP. But it doesn't tell you how to put anything in it... For instance how would I go about putting some perks, lets say BACKSTAB in my newly created ESP package for editing? In SkyEdit you mark the stuff you want to edit as active then you save the file, no idea how to do that with the CK.
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Now that the CK is out, can we please fix Illia?
HideInLight replied to HideInLight's topic in Skyrim's Skyrim LE
Misplaced semi colon (for commenting) bugging her? ;End stage of quest, set in Illia's dialogue ;alias_Illia.getActorReference().setRelationshipRank(game.getPlayer(), 3) should be: ;End stage of quest, set in Illias dialogue alias_Illia.getActorReference().setRelationshipRank(game.getPlayer(), 3) Unfortunately I have no idea how to make a mod out of it yet. If anyone wants to see if Illia works by removing that semi-colon go ahead. To find the line that needs editing. Open up the creation kt, under the gameplay tab and choose papyrus manager. *Filter for "darklight" *Choose the QF_dunDarklightQSt file -
Now that the CK is out, can we please fix Illia?
HideInLight replied to HideInLight's topic in Skyrim's Skyrim LE
Why does the editor text become green? -
The one follower I wanted to have as a companion is bugged and has been bothering me a lot. *Illia is a follower you can obtain from Darklight tower. *After you kill the boss on top of the tower, you can recruit her. *You can dismiss her and tell her to follow you with no problem, up until you save and load a game after you made her a follower. Heck lets see who can find the specific problem in the code first. Here's one of the Darklight scripts. ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 37 Scriptname QF_dunDarklightQST_0003FA89 Extends Quest Hidden ;BEGIN ALIAS PROPERTY BossHag ;ALIAS PROPERTY TYPE referencealias referencealias Property Alias_BossHag Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY DeadWitch ;ALIAS PROPERTY TYPE referencealias referencealias Property Alias_DeadWitch Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY dunDarklightHagravenKey ;ALIAS PROPERTY TYPE referencealias referencealias Property Alias_dunDarklightHagravenKey Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Illia ;ALIAS PROPERTY TYPE referencealias referencealias Property Alias_Illia Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Silvia ;ALIAS PROPERTY TYPE referencealias referencealias Property Alias_Silvia Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY dunDarklightDoorToConfrontation ;ALIAS PROPERTY TYPE referencealias referencealias Property Alias_dunDarklightDoorToConfrontation Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY dunDarklightBossChair ;ALIAS PROPERTY TYPE referencealias referencealias Property Alias_dunDarklightBossChair Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY BossWitch ;ALIAS PROPERTY TYPE referencealias referencealias Property Alias_BossWitch Auto ;END ALIAS PROPERTY ;BEGIN FRAGMENT Fragment_28 Function Fragment_28() ;BEGIN CODE alias_Illia.getActorReference().evaluatePackage() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_10 Function Fragment_10() ;BEGIN CODE ;Start final confrontation scene in DarklightTowerExterior02, set in Plan dialogue with Illia setObjectiveCompleted(10,1) setObjectiveDisplayed(20,1) dunDarklightConfrontationScene.start() alias_Illia.getActorReference().evaluatePackage() alias_dunDarklightDoorToConfrontation.getReference().Lock(false) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_17 Function Fragment_17() ;BEGIN CODE ;Set when Silvia dies, starts Illia forcegreet alias_Illia.getActorReference().evaluatePackage() setObjectiveCompleted(20,1) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_30 Function Fragment_30() ;BEGIN CODE ;Set if Illia dies before reaching the top of the tower setObjectiveFailed(10,1) setObjectiveDisplayed(20,1) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_21 Function Fragment_21() ;BEGIN CODE ;Set when the player pulls the lever in the first cell. Gives Illia target of locked door in second cell. alias_Illia.getActorReference().evaluatePackage() utility.wait(1) alias_Illia.getActorReference().evaluatePackage() utility.wait(1) alias_Illia.getActorReference().evaluatePackage() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_19 Function Fragment_19() ;BEGIN CODE ;Set when the player reaches the top of the second cell, allows Illia to start the plan scene alias_Illia.getActorReference().evaluatePackage() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_25 Function Fragment_25() ;BEGIN CODE ;End stage of quest, set in Illia's dialogue ;alias_Illia.getActorReference().setRelationshipRank(game.getPlayer(), 3) AchievementsQuest.IncSideQuests() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_23 Function Fragment_23() ;BEGIN CODE ;Set when the player unlocks the locked door on the golden path in the second cell. Gives Illia new target at top of tower. alias_Illia.getActorReference().evaluatePackage() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_4 Function Fragment_4() ;BEGIN CODE ;show scene before following dunDarklightIlliaRejectFollow.start() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_12 Function Fragment_12() ;BEGIN CODE ;Set in the confrontation scene, starts combat between illia and Silvia Actor Illia = Alias_Illia.GetReference() as Actor Actor Silvia = Alias_Silvia.GetReference() as Actor Illia.StartCombat(Silvia) Silvia.StartCombat(Illia) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_27 Function Fragment_27() ;BEGIN CODE alias_Illia.getActorReference().evaluatePackage() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_35 Function Fragment_35() ;BEGIN CODE ;Allows Illia to become a follower, sets her as friend alias_Illia.getActorReference().setRelationshipRank(game.getPlayer(), 3) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_0 Function Fragment_0() ;BEGIN CODE ;if you say yes to Illia or hit the trigger after saying no dunDarklightIlliaRejectFollow.stop() alias_Illia.getActorReference().evaluatePackage() alias_BossHag.getactorReference().disable() alias_BossWitch.getactorReference().disable() alias_Silvia.getactorReference().enable() setObjectiveDisplayed(10,1) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_7 Function Fragment_7() ;BEGIN CODE ;If you say no to Illia ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_32 Function Fragment_32() ;BEGIN CODE alias_Illia.getActorReference().evaluatePackage() ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment AchievementsScript Property AchievementsQuest Auto scene Property dunDarklightilliaRejectFollow Auto scene Property dunDarklightConfrontationScene Auto
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Gonna need alternative links to the official texture pack...
HideInLight replied to HideInLight's topic in Skyrim's Skyrim LE
At least have some HD mods already, but most of them at the 100Meg mark. Problem is rez pack from steam is basically unusable until it's fully downloaded. Guess I could wait, take a break from Skyrim for a month or two (if that's even possible to do). -
Gonna need alternative links to the official texture pack...
HideInLight replied to HideInLight's topic in Skyrim's Skyrim LE
Nope, not even in the big cities, not anything you can download with. I'm kinda from a small town (one main street with the occasional donkey cart and cattle roaming the unpaved road) All we have available is 3G(and not for very long) 1 Gig costs about $15 although. Unfortunately ADSL is not available in my vicinity. -
I have a small problem, I don't have 3Gigs of bandwith I can spend per month (South Africa Vodacom 3G, expensive...) I would like it if it was possible to download the texture pack in sections of about 1Gig each. That way I could download it after a period of 2-3 months and have some of the improvements at least for now.
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Where do I download that pistol? The skull of corruption could be a good core for such a weapon, since you only have to click once for it to shoot.