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SlappyMeats

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Everything posted by SlappyMeats

  1. Yeah, I agree that a LAN capability would be the most fun. There'd be the least danger of wrecking the TES experience through the MMORPG plague, and it'd be just plain more enjoyable. Imagine...the Great Oblivion Gate Assault with a crew including your friends' characters for the battle... :D That's what I'd really like to see.
  2. This is true, but you can tell when somebody asks for a mod and hasn't looked. For example, for an essential horse, all you have to do is type in "horse", and you will be bombarded with horse mods, including those that make them not only essential, but probably badass looking at the same time. Just a guideline after all, like the Final Fantasy mod requests. People STILL ask for them, but at least not as many. @Switch Sure thing, I do what I can! 8)
  3. Looks like it... I think he is trying to make new mod using enchantment from another mod. Which won't work, need to set that mod active and save the changes to same mod that enchantment is part of. It can be done to one mod, just implement the same changes from one mod to another. I've already done it, as a matter of fact, but I'm still a little confused as to why maranthis wants a counter on the weapon if not to upgrade it with more souls. If I get an idea for more to add to it, I'll put it up for download, but as it is it doesn't seem like it'd be worth anybody's time to download. All it is composed of is a quest variable that holds the number of souls, and a script that is copied off of the mehrunes razor script which references that variable. There's no weapon yet, since I wanna leave that open to preference, but it'd work for any.
  4. So, all you want is for there to be an instant-kill chance, and a counter for how many souls have been claimed? You don't want there to be some sort of upgrade or something based on that counter, like the Dawn/DuskFang from SI?
  5. Maybe it's just me, but I'm kinda getting a little sick of requests for mods that have already been done, done again, and done some more every other day. If I see one more "can u make teh emperorz armor plz!" I'm gonna lose my mind. With that said, keep this in mind: if you have an idea for a mod that 1) makes armor, clothing, or accessories playable 2) makes an NPC or your horse essential or non-essential 3) increases the value or strength of a weapon or set of armor 4) puts a player-owned house somewhere 5) makes Dremoras a playable race 6) alters vampires' faces or protects them from the sun, or 7) gives you an instant-kill spell, search for it in the file index before you set upon the mod request forum with your question. It will be there, trust me. In fact, if you are tempted to type "it's probably easy to make, so could somebody make it?" then chances are, somebody already has. If it's not already made, then go nuts, somebody will be happy you had the idea. Otherwise, let's not clutter up the forum with redundant posts.
  6. The only way I think multiplayer could work with TES while still maintaining the series' spirit would be to make it co-op style. An MMORPG would demolish that integrity, as hoboville mentioned. If you keep the numbers down to a few players embarking on some grand quest over dedicated servers, then there could be more of a sense of team-based play in which the group follows that same "dirtball-to-superman" progression. Whether or not this is possible/feasible is certainly questionable, but it would most likely be the most rewarding option to play. Another option would be to actually populate the world with very few NPCs, and use players as all the different groups found in the game. Meaning that when a player registers for the TES:MMORPG, they can be given a choice of being a "good guy" (city guard, Imperial legion, general hero-type adventurer), a "bad guy" (bandit, marauder, necromancer, etc.), a "neutral guy" (peasant, farmer, merchant, noble, etc.), or an "other guy" (Great House Retainer, ghost, Morag Tong, etc.). Maybe the player starts off at a kind of citizenship station after coming off of a boat, kinda like in Morrowind (except not coming out of jail, since that'd be just too coincidental that EVERYBODY was for some reason imprisoned), from whence they then progress through their chosen option. The option would have to be vague enough to allow for open choices later on in the game, but each path could offer specific choices, such as a bandit or marauder being able to join certain factions that a peasant can not. The nature of quests in an MMORPG style would have to be completely changed, however, since everybody who joins can't really save the world from the same thing, now can they? "Main" quests would have to be held in the form of server events, where there could be some sort of call to action, and players of certain paths who respond or show up can then go on the quest and earn a reward chosen by the admin. Other quests, like guild or merchant quests could be done by anybody, since they'd be your typical fetch/kill quests, most likely. As far as modding goes, however, there'd be a great deal of difficulty. Since the modding community is mostly what keeps the game afloat long after a player has beaten it, they would be remiss to do away with it for the sake of online play, regardless of how long multiplayer can hold players' interest. In order to not require players to run a "clean" vanilla version in order to play online, servers would have to actually host mods for the players to use. How the hosted mods would be chosen is a whole mess in and of itself, but chances are, it'd be the most popular mods, like Ren's Beauty Pack, FranOOOM, or Dark UI. The player would have course have to download the mods upon joining a server. Personally, I'd really like to see a multiplayer oblivion, and I think the second option would satisfy both PvP and PvE options, while still opening it up for MMO. Honestly though, if trying to work all of this stuff out for multiplayer results in a single player game that is watered-down or poorly implemented, save it. Bethesda's never been down with multiplayer for TES anyway, and would probably lose their minds trying to piece together a MMO Elder Scrolls.
  7. Oh god, I certainly hope that doesn't happen! While Vanillablivion is fun and all, at least enough to make me overlook the aforementioned shortcomings, it's the modding that draws me in. Honestly, if it weren't for the modding community, I'd probably have beaten Final Fantasy XII by now :P After all, it's thanks to the modders that many of the complaints about clothing slots and armor types have been addressed. Just look at Bab, Eshme, Growlf, Exnem, Robert, and AlienSlof. Thanks to their countless new clothing, body, and armor meshes, coupled with Galerion's Unarmored Acrobatics, I can actually feel satisfied with my character's style and armor rating, without having to rely on one of the two armors the standard game wants you to get stuck with at high levels. Plus, let's not forget about the various crossbow mods that are constantly making progress. The way I see it, whatever shortcomings Oblivion may have had at release (and considering the many, many bugs, these were quite numerous), Bethesda's smartest move was putting the construction set in our hands.
  8. I gotta say that there are a lot of things working for and against Oblivion. Naturally, the beautiful graphics are going to raise the game a few pegs above Morrowind, but that has very little to do with the game itself. I know that the quests are not as numerous in OB, nor the factions, nor the skills, nor the NPCs, nor the armor types, nor the clothing slots...where was I going with this? :huh: Oh yes, well the things that have been reduced in number have generally been improved in quality. My first stab at the Elder Scrolls series was Daggerfall, way back when. While I was amazed at the time, the fact that every city and place looked like pretty much every other city and place didn't exactly lead to gameplay as dynamic as some folks like to claim. I don't think OB has suffered by taking away certain things, like some of the skills (I still miss my short blade and medium armor, though), as long as the implementation is buffed up or simply made more interesting. Lockpicking is a case for that point. Oblivion HAS suffered, however, by the removal of so many clothing slots and unique environments. Morrowind really did (or does still) have a lot going for it in terms of variety of gameplay, since decisions made in MW would actually catch up to you. In OB, your "good" or "evil" actions don't mean a damn thing in the long run, other than being inconvenienced by not being able to pray at altars. One thing that Oblivion does far, far better than Morrowind: Combat. The combat in Oblivion absolutely crushes that of Morrowind, like a sledgehammer crushes a grape. MW combat was piss-poor, and I was so thrilled to see that in OB, swinging a damn sword directly in the face of a bandit did not make that soul-piercing "miss" scrape sound 400 times before doing a speck of damage. Dodging, moving, blocking, and attacking all finally WORK. Not to mention the far superior marksmanship engine. Knives, stars, daggers, crossbows, whatever; I'll take the bow and arrow any day over a poorly implemented arsenal, no matter how massive. Honestly, what would be ideal is a remake of Morrowind with the tools of Oblivion. I would still play Morrowind, as many do, if only I didn't have an aneurism every time I squared off with a cliff racer (which was every 4 seconds), swinging my weapon for an hour.
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