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Notanon81

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Everything posted by Notanon81

  1. Because I want to contribute to the community and don't see the need to hoard everything for myself.
  2. What version of SKSE do you have installed? There shouldn't be any issues with regards to upgrading it to the current version. If anything, a few new mods might come out that will require the latest versions and you'd might want to get them eventually. I'm running SKSE 1.7.3, for what it's worth and its pretty much stable as it is.
  3. ^Or creating the assets from scratch? Never said anything about a direct import, though I suppose I could've worded that one better.
  4. I'd actually like to see something like a proper importation of Morrowind and Oblivion weapons and armour into Skyrim. You'd think after 3 and a half years, someone would have put them all into a single collection mod by now... Might have to organise it myself at the rate things are going.
  5. It ebbs and flows. I've been busy mysellf, but I do have an archery related mod that requires SKSE 1.7.0 that I'm in the process of working on. Given the official support in Steam for SKSE just recently (it apparently detects if you have SKSE and adds it in to the loading setup automatically), I feel more comfortable about releasing something that relies on it on both Steam Workshop and the Nexus. Another one I have planned involves alchemy, where the aim is on distilling existing potions and poisons into much stronger variants, which has again relied on a newer version of SKSE (1.7.2, I believe). The archery one will come first, though, and should be somewhat universally compatible with any mod that introduces new arrows and bolts.
  6. It's on par with Windhelm for my least favourite city in Skyrim. Think I hate Windhelm a little more, though, as the layout is much more confusing, whereas Markarth is somewhat more navigable and much easier to get your bearings as to where you are in the city.
  7. Bullcrap it will not allow for ANY mod of great quality, take falskaar, lets round to 800k d/l, lets throw that in at 2$ a download, 1.6 million seems good for revenue, thats what 400k to velicky, took him a year to do it reasonable enough, how many voice actors? How many testers? How many musicians, I lost count his credit list is actually looking longer than discworlds at the moment. Looks like they could be allotted 5k a piece? 5000 DOLLARS ID MOD FOR THAT!! oh yea baby, that 5k allowed for some serious quality, he was able to pay rent for most of the year, then starve, oh wait he doesnt get this money till AFTER the mod is released, so he just plain starved. Oh wait he did early access? and sold all that in a month, then stopped making the game and took off with his 5k and bethesda and valve split their 1.2 million and laughed all the way to the bank. it is nothing but terrible, will only promote worthless content and drivel, rewards modders with almost nothing, it is garbage plain and simple LIke I said, I'm very divided about this. Could end up turning out great eventually, or pretty much sinking the entire ship, Titanic-style. The devil is in the detail.
  8. I'm very mixed on this. On one hand, there could be some more quality mods that arise as a result due to funds being made available to finance resources such as a recording studio and so on, and could allow for talented individuals to contribute to epic DLC-sized mods and be rewarded for their efforts. On the other hand, it could easily end up being a case where greed will quickly takeover or people just try to monetise "pretty mods" that lack substance in general. On that note, if I am able to crack the ammo tempering issue and release a script mod, I wouldn't mind some form of compensation if it took me quite some time to figure out, though I'd set it to be voluntary donations only like I have currently have done with my manually created fine, superior, etc. versions of the vanilla and DLC arrows and bolts.
  9. I'd rather see something to the effect of bringing back mithril, chainmail and other silver weapons and armour such as the leather shield from Oblivion, all in one package. Yes, I'm aware of Weapons of the Third Era, but I'm yet to see a similar all-in-one package that adds other things that were removed from Oblivion, such as the other spells not present in Skyrim. Skyrim has been out for a few years now, there shouldn't be any excuse to not have something like this out there by now. Wouldn't take more than a team of several different modders pooling their resources, surely.
  10. Do I really need to see things like Immersive Laundry and so on that doesn't really necessitate the use of the word immersive? Just seems to me like that word is being used overly gratuitously lately in nearly every mod title of late. It's getting rather annoying now.
  11. Given that Skyrim's engine is based on the Gamebryo engine, it'll be interesting to see what OpenMW come up and if a fix of some description can be ported forward as a result.
  12. I'd make TESVI 64-bit only. That would help to take care of any memory-related issues, particularly with people loading up 4K textures and so forth. Support for audio hardware acceleration would also be nice, as Windows 8 onwards reintroduced it, so there wouldn't be any excuse not to do so. Other things like medium armour, the ability to add addtional perk trees for mods, being able to temper whatever you like (arrows and bolts in particular) and old spells from games like Oblivion being available again, pauldrons and greaves being added back in, mithril armours being added back in and so on would be appreciated as well.
  13. Given that there are mods that add pauldrons (shoulder) and greaves (lower leg armour), would be nice to add additional armours into the game to cover extra body parts. Couter/cowter - Elbow armour Cuisse - Thigh armour Poleyn - Knee armour Rerebrace - Forearm armour Sabaton - Foot armour (goes over the existing boot) Pluckart - Belly armour Culet - Small of back or buttocks armour Gorget - Steel collar (neck armour) Aventail - Detachable mail that hangs from the helmet Could even bring in the girdle from Elder Scrolls Online as an additional piece. Just struck me as strange at times that certain parts of the body can't be covered with the stock offerings, such as the upper arm which isn't protected by the gauntlet or the upper thighs not being protected by the boots. By my count, there are plenty of additional slots that can be utilised by modders for the above suggestions. Some of these would lend themselves more to heavy armour, but a few things like cuisses and rerebraces could work ok as light armour pieces. If I had to narrow it down to about 3 pieces, couters, cuisses and poleyns would be ideal. Things like rerebraces and the like would serve to go over existing armour pieces in order to provide extra protection, and things like the gorget and aventail would lend themselves strongly to heavy armours like iron and steel.
  14. Anyone? I have no idea. I'd assume Other though. Yeah, starting to think that might be the case. I'll have to prepare a test script to determine this by checking the left and right hands as well. Thanks anyway. On a side note, just seems strange at times that things like this aren't particularly well documented.
  15. Which slot is ammo such as an arrow or bolt located in when equipped for the sake of referencing in a script? Right hand, left hand or other?
  16. Mod that adds a fully fledged ranger faction with a questline similar in length to the Companions and Thieves Guild. Couple of half-finished hunting and ranger faction mods out there, but none fully complete so far.
  17. Necroing an old thread, but only because I don't want to start my own. Anyway, was thinking about this and it could be modded in Papyrus such that a script checks your inventory for potions and poisons and then sorts them by effects and the values of each, then allows you to distil two of each into one slightly higher one according to your alchemy skill. For example, if your alchemy skill is 30 and you have 10 healing potions of 25% effectiveness, you could distil two of them into a potion of 30% effectiveness to create up to 5 potions of 30% effectiveness or whatever maximum strength your alchemy skill can produce. And if you set the script up right, you could have it so that all potions and poisons below your current alchemy skill are paired up with ones of the same type but of varying strengths (i.e a 29% and 24% could be distilled into a 30%). Obviously it would have to be capped at your alchemy skill (stock or enchanted, not sure) to prevent it being abused and potentially ruining the game. Pseudoscript for the code would be like this: Get AlchemySkill Count.Inventory(Potions) If InventoryPotions>1, GetPotionStrength<AlchemySkill If PotionStrengthDistillable>2, Count PotionValue(Healing), Count.PotionValue(Stamina), etc... If PotionHealing>2, add PotionHealingStrength(AlchemySkill) and remove 2 PotionHealingStrength(<AlchemySkill) If PotionStamina>2, etc.... And so on Might require a minimum of 50 alchemy skill for potions of two or more different types, again to make it a bit more realistic.
  18. http://nexusmods.com/skyrim/mods/51899/? http://www.nexusmods.com/skyrim/mods/52547/? Have tried several times to get the grindstone approach working, but seems to be hard-coded into the engine itself. At best, my mods are a compromise of sorts.
  19. I ended up making my own arrow refining mod because the only other one available followed a formula of using 24 normal arrows to make 22 fine arrows and so on, which I didn't agree with, and also didn't cover DLC options. Took quite a few hours of my time to manually add every single crafting recipe for the different levels in, but was quite satisfied with the outcome. At the moment, I'm even considering a rewrite of sorts using scripts to determine the arrows material type and tempering state, and then refine them according to marksman skill level and relevant smithing perks unlocked, using billets (originally considered arrowheads, but the idea of them was a bit murky, particularly with regards to DLC legality, so that approach is a no-go) at a fletching table. If I can set it up right, it could automatically allow for additional mods to be supported without needing to actively patch it as they arise. But yeah, quite a few tutorials kicking about now that you could follow to learn how to use the Creation Kit. I'd say just give it a go and then determine if it's truly for someone else to create or you can actually do it and have complete control on how it turns out.
  20. Shout outs to the other modders around! Love the tinkering that helps make this game so much better.
  21. i think that the only one's who are legally allowed to do so are bethesda's themself so its doubtfull True. My point still stands that the more that can be offloaded for 32-bit applications onto supporting hardware, the better for overall performance.
  22. I reckon one option to investigate given that Windows 8 has re-enabled audio card hardware acceleration is to develop a patch for Win 8 installations that can divert more of the audio side of things onto the soundcards dedicated RAM. Might sound laughable, but surely all the audio in the game and in extra mods starts to add up eventually as they are called up from the BSA files and will begin to push the 4GB limit in due course, particularly if some mods use 192kHz 24-bit sample rates for top-end audio mods that has bare minimum compression or none whatsoever, just as some mods use 2k and 4k textures. Given that ENBBoost does the same sort of thing with textures and so forth for the video card, surely it's not impossible. In short, the more that can be offloaded to video and sound cards, the better in the long run until maybe someone develops a 64-bit version of the Skyrim.exe file.
  23. Yeah, I did archery myself for a couple of years back in my teens. Didn't quite get to the stage of assembling my own arrows, though. But it does explain why I'm somewhat partial to archery in this game along with the idea of a custom fletching table for assembling the higher level arrows, as it would be considered specialist equipment for skilled archers. And yes, ideally the above sequence would be preferable, but there will have to be an element of compromise if I can't figure out how to sharpen them at the grindstone. Only possible way I can see it working is to have the fletching table have a much smaller grindstone mounted on one side and the assembly jig on the other, which would in effect combine the last two steps together. With regards to the fletching skill, perhaps having it as a branch of the archery skill tree would be best, though I am loathe to mess around with changing skill trees if they will clash with other mods installed that do the same thing (SkyRe and SPERG, as examples). Would ideally like to see if someone can figure out how to add a nineteenth or more skill tree, then I would be more comfortable with that approach. As for accuracy, yeah, they should, but I don't think accuracy is particularly accounted for in the game mechanics, so again the damage is a compromise of sorts. Could say the higher level arrows are more consistent in terms of being sharper and more aerodynamic than a stock arrow, hence imparting more damage due to lesser losses in travelling speed from reduced aerodynamic drag and being more easier to wound on impact due to being sharper. Might work it so that the arrowhead billets are crafted at the forge instead of the smelter as they are at present, and then have them grinded into arrowheads and assembled at the fletching table. Ideally, I want to have forward compatibility with other mods that incorporate their own arrows so I don't have to actively patch my mod to accommodate for them as they arise, hence why I'm looking at using scripting to determine the arrow material types and hence which billets are needed to upgrade them.
  24. Thanks, will consider it. I'm currently investigating using scripting to accommodate for other mods, whereby the script checks the arrow to be tempered (checking for VendorItemArrow) and what it is made of (checking for WeapMaterialIron, WeapMaterialSteel, etc) and its current tempering state via GetItemHealthPercent() and alters the tempering strength at the cost of one billet per arrow via SetItemHealthPercent() if the archery skill is high enough and the relevant smithing perks are enabled. From what I've looked at with the Creation Kit, the DLCs change the vanilla arrows that can be made in Dawnguard to include the WeapMaterial**** criteria needed, but would need to manually add the Falmer, Forsworn and Draugr and Nord Hero arrows to work around it and all the other arrows for a vanilla only or non-Dawnguard version. If I can pull that off, I might not need to add other arrows to the mod and can in turn simplify my mod by stripping out the crafting recipes and fine, exquisite, etc duplicates of the vanilla and DLC arrows and bolts and not have to worry about addtional levels above legendary due to potions and enchantments that would raise the archery skill high enough to effect it. If I can't or I give up, I'll PM you and add the additional levels and crafting recipes accordingly. Either way, I agree on the craziness of enemies and other NPCs not having levelled equipment. Only thing I can think of would be a script that checks the player for playing level and other stats, then assigns any NPC with a levelled item such as a sword or decent armour a random maximum item tempering level to what they have equipped, which can change as the player levels up. Either that or manually adding fine, exquisite, etc. versions of levelled items to the existing list, which would be a nightmare (making all the tempered versions of each arrow and bolt and the accompanying recipes was a pain in the arse, I'll say that right now.). Hence a script would be much preferable if it can be pulled off, as it could also accompany additional mods without needing to manually patch them.
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