Jump to content
⚠ Known Issue: Media on User Profiles ×

Link6746

Supporter
  • Posts

    37
  • Joined

  • Last visited

Everything posted by Link6746

  1. Recently I played a game called Resident Evil 7, which only had your character's body visible in first person during cutscenes (such as when you talk on the phone). The rest of the time, mouselook was limited (You couldn't look straight down enough to notice the lack of a body in first person). This approach may be a good stopgap until a proper first person perspective mod (one that allows seeing your 3rd person body model in 1st person) shows up for Fallout 4. However, I'm unsure if it is easy or even possible to do, F4SE or not. If it's possible, it would help with immersion a huge deal until a proper 1st person body mod comes out.
  2. I've made a few mistakes regarding this site in the past 24 or 48 hours, and they're starting to color my thoughts on the community. Is it possible to request that forum, chat, and comment privileges are removed independantly of download privileges? I want to make sure I don't repeat my mistakes, or forget and go back into places I'm likely to inadvertantly cause problems in.
  3. Okay, now for the other parts. I've had a similar issue with Fallout New Vegas since I owned the game on PC. Regardless of mods installed/not installed this issue would happen right after doc mitchells began speaking, and alternate start mods wouldn't work. Sound: Realtek HD Audio. SRS On. set to 16 bit 41000 hz. Graphics: Nvidea Optimus w/ it set to use the discrete 310M card. The intel card is used in Hybrid mode for oblivion according to NvideaInspector, meaning that both cards are used simultainiously. Processor: Intel Core i5 w/ Hyperboost, 4 CPUs Ram: 8192 MBs DX Versions: Latest 9 (just updated yesterday with the web version), and DX 11 ++Edit: changing bFixFaceNormals=1 to bFixFaceNormals=0 seems to fix the issue perfectly.
  4. Tried your tips. Still crashing on chargen. Additionally, I also tried making the game large address aware, excluding it from the codec pack on my computer's directshow usage, etc. as well as numerous graphics card level configs. It isn't helping. something like this generally happens when I install oblivion, reinstalling generally doesn't work when I do that. Just tried using compatibility mode (xp sp2). no change.
  5. Oblivion does the following when I try to start a new game on it: 1: Main menu loads up fine after opening movies 2: I click new game 3: I create my character (Using an immediate chargen mod from NGCD) after the opening video. 4: As soon as the prison intro would normally begin to load, or the scripts that an alternate beginning mod like Alternate Beginnings would work it's magic in keeping things preserved (I'm using Alternate Beginnings with Kvatch Intact), the game instantly crashes. After changing a few graphics card perams and causing 3dsoundback to recognize oblivion, it doesn't even get to the chargen phase. It either crashes before the menu or crashes after selecting new game. With some alternate beginning mods, I could get it to work until I started the main quest, then it would instantly crash. Mod list (Post BOSS sort, note that I tried with and without bash patches):
  6. Alright, so with the advent of the creation kit, I thought it was time to revisit the idea for Geneforge-Style Ritual bonuses. The mod could be summarized like this: 1: Find ritual books, bring them to one of several altars. 2: Reap benefits in the form of constant effect magic skill or (any) stat bonuses, special perks, or even unique spells and powers. 3: Each ritual would come with the drawback that it would reduce social standing slightly. 4: As social standing reduces, messages appear onscreen that display flavor text explaining an in-character reason for the loss of social standing (hubris, or physical symptoms) 5: One of the ritual books (Cleansing) might remove other rituals. Using this ritual book on an altar would require confirmation.
  7. Fun fact: The second shot there is from an NWN2 campaign with a focus on sea travel. Ways to recognize this: The style of the boat, the appearance of the water, and the fine grain of the terrain. Bethesda makes a lot of my favorite games, but NWN2 is one they didn't make that I enjoy a lot. Still that being said I see no possible way that this could be plagiarism and it's actually a very good idea. Shameful that NWN2 had this kind of mod done so much better than in any bethesda game.
  8. The problem with this thread isn't being hard to understand. It isn't. The problem with this thread is that for some reason I have yet to see anyone ask about writing from scratch a copy of an obscure feature in another game, with minor changes to fit the setting it's being brought to. In question? For instance, I have yet to see ANYTHING like the canister system in Geneforge, of which the link above is an adaptation and from-scratch rewrite for skyrim that I requested. I personally think the idea was a genius one. I also think that offering it as a mod for skyrim might actually bring more people to the point of trying the Geneforge series, which is chock full of ideas like this that are very well implemented. I requested that the feature be made a possibility in skyrim. Then I found this page and the legality of the idea came into question. I honestly hope that it is fully legal so that I can use something like that in skyrim. Geneforge was an awesome game for reasons just like the hard choice this idea would present to the player.
  9. My idea is this: there are books that, when picked up, taken to certain places (usually cultist and necromancer hideouts or other similar places with interest in the arcane), and put on a stand then activated allow you to quickly increase your magic skills and magicka stat at the cost of speech penalties that don't just stack, but multiply on each other. Each ritual would increase a different magic skill, each ritual would increase magicka by say 5, 10, 15, or 20 points. rituals could be stacked on top of each other with the same type. The effect would be permanent, and either provide a bonus to those skills+stats or raise them normally. Some, instead of doing these things, might give you custom modder made spells or increase magicka regen. Each ritual would also cause a decrease in the speech skill that got worse every time until the player would be attacked on sight. This would probably be best as a permanent penalty rather than an actual decrease to prevent level up exploits. Speech skill decrease rate for each ritual: 5*x x=number of rituals performed. if speech cannot be decreased further, than the amount of points speech would be reduced becomes a permanent penalty to default reaction type instead. The total amount of speech decrease/reaction type decrease becomes a bonus to reaction type percentage with cultists, necromancers, and other arcane freaks, as well as organizations like the dark brotherhood that are criminal yet accepting of differing conditions on a mortal body. an added touch would be that as you complete more of these rituals things come up on the screen sometimes post-ritual that show a growing hatred/discontent/assured superiority of/to other mortals, physical changes, and increased hubris in thought. Finally, as the clincher, add cultist/necromancer quests if possible, to both replace the lost quests and mirror how in geneforge if you pissed off one group by using canisters you could actually get in better standing with another from it and take quests from them instead.
  10. Pretty cool setup there but I think it's lacking in one aspect. If you're going to do vampires like that it makes more sense to increase vampire level by feeding and decrease it by not feeding, additionally reverse the sun damage effects, make the vampire less likely to be detected AS a vampire as they feed more. Likewise, increase the penalties for being caught feeding to offset the fact that you don't now become less sociable by becoming more powerful.
  11. Why would a dragon be able to be convinced to be someone's pet? I don't know, maybe they are kinky? Also: Actually there are varying threshholds of dying from not sleeping (but it is always eventually possible without sleep), not eating for 3 weeks generally kills you, not drinking water for 3 days generally kills you. I've heard stories about people who die after three days without sleep playing WoW. (Praise the gold farmers, for they have given their lives for us, unlike Jesus who was merely very bad at staying alive). Hell, I can die from taking a crap too few times in a month and actually have come close when taking it before. (Generally in THAT case it's cardiac arrest, a twisted colon, and cuts to rectum and colon that do it along with ruptured intestinal walls) Virtually ANYTHING can kill you IRL when it concerns not taking care of your own body. There are always exceptions to the rule (For instance my father leaned into an atomic wind at a testing site and came out with 800 rads and not even a lick of radiation sickness) but generally enough of anything can kill anyone, or the lack thereof.
  12. Actually any magic in the game that isn't throwable over long distances may not need crosshairs, but there are so many throwable destruction spells that you would need crosshairs for magick.
  13. The mere fact these kinds of tactics are required is proving my point. And actually the reason I am having such trouble is that there are so few light armor pieces that have any form of enchantment possible to make it easier to play the game without reducing all spell costs to 0%, and that the armor spells (never heard of impact BTW) are so ineffective against anything physical other than iron daggers. My typical setup is archmage robes (which should be WAY more powerful than they are given that you get them at the end of a long caster focused quest line and nowhere else) with other that that primarily light armor pieces, especially morekei. I am playing a mage, not a brawler. I hate having to use cheats and exploits just to not be killed instantly. and my highest ever armor was around 30 or 40. Because of a lack of decent long range mage spells that don't make you the #1 target of everyone in the general area, it's impossible to do the DnD mage thing and just stay behind your party while your enemies are forced to cut through them to get to you, oftentimes even ignoring you because there are things they consider bigger threats around. Skyrim is more imbalanced than epic levels in DnD 3.0-3.5- if you have ever played through a server in NWN that uses epic levels you see exactly how bad that can get- People taking builds that make sense are penalyzed for not minmaxing, multiclassing as much as possible, and making sure that every last feat they take gives a direct mechanical bonus higher than any other that level, even taking the prereqs that suck just to get an excessively overpowered feat. It's impossible to play rogues without HiPS, it's impossible to play mages who don't maximize both spells per day and have a f*#@ton of spells that cause death on a nat 1 to spam. It's impossible to play meleers without investing in palemaster, a caster prestige class, because everyone takes dev crit and can instantly kill you with any critical attack if you fail a fort save either by getting a nat 1 or by being unable to succeed at anything but a nat 20 simply because you didn't minmax in favor of instasuccess saves and high HP instead of making a character that actually makes mechanical and/or background sense. In short, merely being able to say skyrim is worse than epic levels in DnD 3.0 and 3.5 in terms of balance shows just how badly they designed it in this regard. The only difference here is that it is easier to minmax so long as you do a melee character, and impossible to minmax if you're a caster. Unlike DnD it doesn't require a masters degree in codebreaking, obscure mathmatics, mechanical reading, and possibly quantum physics (to understand structure of balance, as the way that builds are written and concieved is similar to how quantum theories appear at a face level). That's the difference. And the lack of these things in skyrim along with it's limited paths of levelling is the only reason you don't see people making punpun and the omniscificer.
  14. Honestly it's not that I want the RPG to be taken out... What I want is for all of the parts that make it an RPG to be present and accounted for, but hidden to the player until they check their stats. I want for instance for each skill point to slightly increase the associated stat (magicka, health, stamina) by a certain amount per skill point based on the skill itself (ideally in between level ups to make it seamless). I want perks to be chosen each level not based on the player thinking "Hmm what would be the most powerful", but instead on how they played the game between the previous and current level ups. I'd like Magic to be a useful choice in gameplay, vampires not to be completely useless. I'd like an interface that isn't completely borked and so fourth wall shattering it requires the person who invented it to be slapped with a dead fish. I'd like an unarmed skill or the like... I'd like not to be killed in 1 hit by a skeever (true story) because I chose to increase magicka every level (this in and of itself is borked. Why do you only get increases to stats at a level up, why do you have to make an all or nothing choice with them). I really want the full RPG backend, but I'd like it to be kept behind view. And if you're not going to keep it behind view, you should at least make it's portrayal believable like in Gothic II. I shouldn't be going to menus to increase things. I should either get them naturally or be trained by experts in them. I see no point why an RPG has to be obvious in that it is governed by arbitrary stats. I see plenty that those stats have to exist in many cases (for instance, it was the words "f*** attributes" that got skyrim into a such a mess balance wise, and the fact that there wasn't a good system to replace those in place that let it stay that way.) The stats should exist (or be simulated), should affect things, and so on. But above all they should never show themselves up front so they can slap you in the face and say "You're in a game!"
  15. The idea that fast travel only exists to common destinations doesn't make sense to me. I just want fast travel to only work if you are on a horse.
  16. I notice that as a mage levels up, regardless of what schools of magic they excell in, if they don't put all their upgrades into health they are usually one-shotted by everything at level 25, and additionally that by then every single spell in the destruction school is completely useless against opponents who have the usual health to max that the scaling of the game forces. I honestly find that if you actually play a pure mage of any race and you don't put your first ten levels in as health increases (which runs contrary to the idea of a mage), you have to toggle god mode to just keep playing the game. I constantly worry that I forgot to do that before leaving town. Sometimes my suspicions are confirmed when something like a Skeever sneaks up behind my character and kills him instantly while he's at full health. Armor has to be very high to prevent this. The solution I think is obvious. you remove the chosen stat bonuses altogether, replacing them with a system that directly raises them every level. My listing for how I think this should work is this: Magic schools+enchanting: Skill ranking added to Magicka. Spells of that school get a spell dependent bonus to the spell (if numerically quantifiable) that depends in strength on both skill rank and the spell itself... that doesn't just mean cost reduction.... it means they get an actual bonus to the effect of the spell if applicable. melee weapons: half skill ranking added to both stamina and health armor and blocking skills: skill ranking added to health Alchemy: 1/3 of skill ranking added to magicka, and stamina smithing and other mundane crafting: 1/3 of skill ranking to both stamina and health This, hopefully, would make for more balanced characters- as it is a mage is able to be killed near instantly by most opponents (and not deal near enough damage to kill them, usually running out of magicka altogether before even half the damage is done even when said mage poured EVERYTHING into magicka. this even applies with most of the wards and protective spells in the game active!), and anyone who knows how the game works and plays a meleer will always choose health... which leads to a complete lack of challenge. No attributes required. Also, it'd be interesting to roll this into a system that automatically chooses perks based on in game behavior combined with skill increases that level. that would make for a very nGCD style game.
  17. Oh god... now it's in my head again.... AAAAAAAAGH!
  18. No reply and it got buried beneath nude mods and "Oblivion/Morrowind recapture" mods. I sincerely hope someone does this rather than just well... ignores it.
  19. Honestly I don't think that much is necessary to even make it feel like an RPG. for instance I'd want to make it so only the skills you used the most that level can get perks if I wasn't so infatuated with the idea of removing the choice altogether and instead having the game choose your levelup bonuses and perks FOR you depending on how you played. nGCD did this properly- everything was seamless, you never had any worry about making your character powerful after you actually MADE your character. it was just plain automatic. what I'd give for the same immersion of not having your experience interrupted by a "level up" screen while still getting more powerful.
  20. Brilliant idea. I loved hardcore mode
  21. I don't think it'd work for ALL NPCs. If you have a cultist or necromancer begging for mercy, I would fully expect them to stab your back with an ice shard later. mercenaries I figure should have a decent chance of actually appreciating the mercy move... and bandits a slim one. Mercy actually working should be something that always has a chance to fail and sometimes has no chance to succeed depending on the NPCs.
  22. I think a mod like this is absolutely necessary, but I think any mod that allows it should have your character be executed for being caught. no second chances, no op for bribery regardless of the perk. killing a child is a heinous crime and should be treated as such... but should also be a viable in game option with the proper, realistic, and severe punishment. Also, I think killing children in game should be something that actually gets the whole of skyrim to hate you over time. a crime like that is so noteworthy and evil by nature that news of it should reach every city in the game within a week game time. I look forewards to running from guards and being executed if captured for such a crime in game.
  23. Skyrim could use an nGCD style system for perks and raises to STA/HP/MAG. What I see working the best is for the mod to track how a character is played, then when the character levels the stat increase and perk are automatically chosen, resetting the tracker and starting over for the next level.
  24. *no idea how to delete mistaken replies*
  25. It's excessively difficult to be afflicted with conditions like this in game. As a solution, I propose being infected with the disease of choice (or none) at chargen by selecting an option. any thoughts?
×
×
  • Create New...