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HallLytton

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Everything posted by HallLytton

  1. Oh, crap! I ran a search for "outhouses" and didn't come up with anything. Good find; thanks a bunch!
  2. Just what the name implies. Seems odd that there's nowhere in all of Skyrim where one can do one's business without being set upon by a bear, innit? One could add an indoor restroom but I think outhouses are more fitting and easier to implement. Can even set them up so the DB can use chair animations to sit on them.
  3. Well, the purpose of using a Power as the trigger for the spell casting process is to prevent the mod from getting in the way of other mods that alter spell casting. So, as-is the system would actually work rather well at overall compatibility, even with vanilla spells. So that's all gravy. Your next point is a bit more difficult to brush aside but I did make the decisions I did for good reason. Assuming only 3 of the four face buttons are used in casting spells - without any additional spell tiers taken into consideration, just 3 buttons for every combo - the total number of possible combinations would max out at 20. There are probably around a hundred spells in vanilla Skyrim, which would mean you'd only have access to about a fifth of the spells in the game, leaving no room for mod spells. Bump the button combos up to 4 presses and you still only get about 35 unique combinations; again, not nearly enough to facilitate even just the spells in the base game. If we assume 5 presses per combo, we're looking at 56 and 6-press combos would allow for only 84. One possible work-around is to create a sort of in-game pinboard that players could assign a limited number of spells to in order to limit the number of combos to a number a casual player might feel more comfortable with. However, my rationale was along the following lines: Spellcasting would not, under circumstances within the lore, be a simple task. It requires concentration and skill to pull off. Some spellcasters obviously favor one or two schools over others, becoming specialists with a handful of spells. From a gameplay and RP vantage, a player might become very familiar with a handful of spells s/he uses frequently, reflecting the character's particular style of spellcasting. Moreover, there are substantially more lower-tier spells than higher-tier spells, so while there may be more presses required for a combo to cast a Master-tier spell, the number of Master-tier spells being lower means that there are fewer combos overall to memorize for that tier. And finally, one would expect a Master-tier spell to be inherently more difficult to cast than a Novice-tier spell. Again, this difficulty-curve is mechanically represented in the number of presses required for the combo. And if the combos for higher-tier spells are genuinely too much for a given player (I suspect fighting game aficionados or enthusiasts who also play TESV would have an easier time than most) then they can simply favorite the spells in question to equip as per normal; one of the benefits of using a Power as the casting trigger. In terms of gameplay or RP, you could think of this method as memorization of spells in games like Dungeons and Dragons. It's possible to spontaneously cast spells using combos, but you can always fall back on spell favoritization.
  4. I'm just posting up my ideas for a framework for a combo-based elemental spellcasting system for Skyrim AE. Fell free to comment or add your own thoughts and ideas. The mod is designed with gamepad play in mind but can obviously be used with mouse/keyboard. 1: The mod would add a custom Power that can be activated with the right bumper button (RB) on a standard Xbox gamepad. 2: Holding RB places the player character in Focus mode, allowing for the four face buttons to be used as elemental inputs; fire (B), air (Y), water (X), and earth (A). When the player releases RB, the mod casts the spell associated with the combo that was input. Maintained spells such as Frostbite, Flames and Sparks can be manually ended by tapping RB but will otherwise continue until interrupted. 3: Spells are assigned to a given button combo in a simple TXT file database, allowing spells from other mods to easily be added to the framework without hassle. 4: Base game spells would be included as default "demo" spells. 5: An available option causes unassigned combos to cause a "Spell Failure" with effects ranging from causing elemental damage to the player, to temporary blindness, to causing a frenzy effect in an area around the player, etc. Another easily-modified TXT file database allows for adding additional such Spall Failure effects by players using a simple script. 6: Another available option changes the Focus effect so that it causes blindness, See Living and See Dead effects while the RB is held, creating a sense of closing one's eyes and focusing on unseen/spiritual energies and the player focuses while casting. This, of course, would provide additional utility to the Focus Power, but could be viewed by some as cheating, hence being optional. 7: The number of buttons in a given combo are categorized by a spell's tier. > Novice = 4 button presses. > Apprentice = 5 button presses. > Adept = 6 button presses. > Expert = 7 button presses. > Master = 8 button presses. 8: Buttons pressed appear as elemental icons in a new bar above the mana bar. This bar is segmented and colored to help players more easily determine how many buttons have been pressed.
  5. Just figured I'd pop in for a little advice, bud. The modders who even scroll these threads are going through a lot of threads at a time, looking for ideas. If you want any of your ideas to get seen, you wanna make individual threads for them, with the titles clearly and concisely spelled out. Their unlikely to go the extra mile to open a thread labelled as inscrutably as this, y'know? Anyhow, best of luck to you.
  6. Rather than having that silly messenger always tracking the player down (and potentially interrupting other scenes), it seems like the Notice Board mod could be enhanced to enable it to facilitate side quest startings such as the Dawnstar Museum quest starter, Hearthfire quest starter, etc, as well as the various quest starters from the Anniversary Edition's Creation Club content as those are effectively now canon. Additionally, it would be nice to be able to receive the odd jobs you normally get from a Jarl's attendant, even if you have to go to the attendant who put the notice on the board in order to complete the quest. To a lesser degree, players might even be able to find the rumors there that normally come from tavern keeps. The author of the Notice Board mod says he provided detailed documentation on how he created the mod, so mayhap that would assist with the process?
  7. Seems like a pretty obvious one, kinda surprised I haven't seen it yet. I mean, sure, the game looks nice and realistic but wouldn't it be cool to play a comic book-style Spider-Man game of this caliber?
  8. Honestly, I'm a bit Amazed (pardon the pun) nobody has done this yet. I'd love to see this game's version of a Linkle mod.
  9. As the title says. Seems odd with the work that's gone into face reconstruction and hair colors that someone hasn't come up with hair that looks less ratty. A few options would be awesome but I'll take whatever I might get.
  10. One foot would have the interaction and animation of getting into/out of a power armor, but instead of a normal power armor model it has the Liberty Prime sort of sprouting out of the chassis. It seems like power armors change model states whenever you enter or exit them so it seems like you could hypothetically have the active power armor state modded to have the camera zoom out and pan up over the shoulder to fit the scale of the robot. If the mod is designed like a framework, you could conceivably pave the way for all kinds of awesome mecha mods. Plus, throw in some supersized Mirelurks or whatever as 'kaiju' and you could make some really neat costal defense scenarios.
  11. As the title suggests, a mod that completely redoes all voice acting in the game. I actually think this would be a cool community project. (In fact,I'd love to contribute some VOs of my own.) It'd be simple enough; copy all character dialogues and sound effects onto a document file, have people submit stuff, mark off whatever has been submitted and meets a reasonable standard of quality. The hardest part would be making the mod to ensure that certain reused assets like oophs and yarghs are unique to unique characters, as well as maybe making a randomizer for unnamed NPCs so not every female nord bandit sounds identical. Hell, I could get the submissions myself, but I'm no good with code or modding, even in the simplest terms. Tell you what: I can get started making a website to track lines and progress if I can get a modder to sign on, metaphorically speaking. And we can recruit VAs directly from the Nexus Mods community, maybe even from some other such fan sites. Some direction on where to poke my nose for recruiting would be helpful since I don't have a toe in any voice acting circles.
  12. Oh, no freakin' way! Man, I watch every mod compilation video I can get my hands on and I've never seen this one. Damn, here I thought I had something really interesting and innovative. :pinch: I'll have to give it a DL; thank you for pointing me to it.
  13. Vamps attacking cities all over when you haven't finished the Dawnguard campaign is a cool nudge sometimes but other times it's a pain. What about a mod that allows you to send Dawnguard "Ambassadorial Guards" to any city you are a Thane in? In addition, said guards could have a full suit of armor and armaments (possibly even sun spells and wards against undead) to make them more effective at fighting off vampire attacks. The normal hold guards are clearly not cut out for defending against vamp attacks and it would be nice to know that I can safely leave those conflicts to resolve themselves rather than being forced to fight if I want to ensure no citizen lives are lost.
  14. Simple idea: Make learning spells more interesting by making it necessary to complete puzzles to learn assorted spells. Spell school determines variety of puzzle, spell tier determines diffeculty of spell. The puzzles could be randomized each time player opens a spell tome in case they are stumped by one.
  15. This should be a no-brainer, but why haven't any modder Bat-fans made a playable Batgirl mod? She'd have literally all the same gadgets (with the original Batgirl animations from her standalone DLC, probably with a few tweaks here and there) and there's gotta be an amateur voice actress here on the Nexus that would be interested in lending her voice to make the VO less disjointing. (Those curves but Wayne's voice? What is she, Dr. Girlfriend?) If there's one thing that could pull me back into this awesome finale, it'd be my camera following them lady Bat-buns. Yowza. >_> Anywho, I got this game fo' fwee on Epic GS a while back but had already played and beaten it on Xbox One, so when I was looking through my games library for something to keep me occupied, I saw that and was like, "Man, I wonder if it has any good nude modes." Well, one thing led to another and here I am, requesting a non-nude mod. Way I see it, having nude mods for characters you only see for five combined minutes is pointless. Priorities!
  16. Idea is in the title. I would suggest the extension of the quest take place in Far Harbor, in a newly-created settlement of fisherfolk. Giant, subterranean dungeon, fishified mutant human cultists as mobs, and of course a giant. ass. C'thulu. as the mod's main boss. Player maybe has to talk to the fisherfolk and gather clues to figure out how to get into the catacombs, and even then there could be multiple ways of resolving the quest, like not harming any of the mutated fisherfolk, then finding a cure deeper in the catacombs. Even the conflict with C'thulu could have several potential resolutions, such as allowing him to make you a fish-mutant, too, which might make all non-ghouls/non-mutants automatically hostile to you and might add a constant, low-volume whisper to the environmental audio. (And, of course, enable you to breathe underwater. Maybe even some form of enhanced underwater vision.) Everyone knows the Dunwich Horror, or they should since it's a classic tale, but I still think this could be made very eerie and spine-tingling to match the theme of the Lovecraft story, and narrative twists could still make it quite fresh. Plus, Lovecraft's stories are all public domain, now, so no risk of copyright claims. :P
  17. Pretty self-explanatory, right? Modeled after the existing in-game gun, it could look pretty slick, I think. Maybe throw in a jet-pack re-skin with like blue plasma-flames, yeah? Guaranteed dope.
  18. Should be fairly self-explanatory, right? I mean, why not? Plenty of dog breed mods for Dogmeat, but I don't think I've seen big cat mods, yet. I'm sure there are royalty-free big cat models out there; throw in some royalty free roars and purrs and I don't think I've ever had a more simplistic mod idea. (I'm on a roll, tonight, it would seem.)
  19. (Disclaimer: I'm not talking about ripping off Mechwarrior designs directly. New designs would have to made from scratch, I'm sure.) Something obviously for outdoor use only, which would force players to leave the power armors outside and traverse interiors on-foot. I can't tell you how many times I've felt compelled to go everywhere in my power armor when I'd like to be able to see my character's normal outfits, just for the simple fact that power armors are so convenient. By having a larger, more powerful bipedal mechanical armor to pilot around, it would make outdoor engagements more explosive and indoor engagements more challenging. I think that would substantially alter the flow of the gameplay. But let's talk potential features, now: 1) Probably should leave normal power-armors in the game as a "light" variant, while adding medium and heavy power armors that would be respectively and noticeably larger with each class. 2a) While "light power armors" would just wield whatever weapons you would normally use, medium and heavy power armors would have preset weapons systems that would disable normal weapon equipping while the player is piloting the mech. 2b) These weapons systems would be customizeable using new medium and heavy power armor customization rigging, which would just be larger versions of the existing power armor crafting station to avoid unnecessary modeling, and the player would switch between slotted weapons using the normal weapon-favorites system. 2c) Medium and heavy power armor weapons would use ammo from your inventory, as per normal. 3) Hit points would scale with the class of power armor. 4) Certain "core systems" mods would only be available to specific classes of power armors. For example, I think light-class power armors (from the base game) should have permanent and automatic jetpack upgrades standard with the armors, enabling players to choose another torso mod on top of that to further augment the light armor. Meanwhile, medium armors might have forward thrusters rather than vertical jump-jets. Heavy armors might have a "dome shield" that renders them immobile and disables weapons while deployed but provides unlimited cover from incoming fire. In this way, each armor has further differentiation from one another. 5) It should go without saying that heavy armors would have more weapons slots than medium armors would, making them the choice for players who want to feel like absolute powerhouses of devastation. 6) Mobility would naturally differ between classes, but of course the heavy could be made to naturally move the slowest, assuming no upgrades have been installed. 7) A range of upgrades could be provided so players can tweak everything from armor density, to melee-defense tesla-meshes, to adding built-in mobile storage containers (to the heavy model only, I would assume), to enhanced jump-heights from upgraded leg-hydraulics, satellite-linked scanners, etc. In fact, if anyone else has suggestions for possible PA mods, please do list them in the comments below. 8) Medium PA weapon-slots would be for either "arm" and either shoulder, making four possible weapon slots. Meanwhile, heavy class could have an under-carriage slot, a top-mounted slot, one slot per shoulder, and one or two slots per "arm", providing them with the greatest possible range of options. If the arms have two slots each, I think heavy-class-specific 'super weapons' should be provided as potential upgrades that take up both slots on an arm and have things like nuke-cluster launchers or ion-cannons, all of which would naturally consume ammunition at an increased rate but would prove to be absolutely devastating. Any identical weapons in any slot would fire at the same time when selected. Of course, melee weapon mods would be available for both medium and heavy classes, but would only be applicable to the arm-slots. (Bottom arm slots for heavy-class PAs.) 9) Players would reside in the chest-area of a medium PA, but heavy PAs would have full (potentially two-person) cockpits. 10) Using the companion-command system already in the game, I wonder if companions could be "assigned" as weapons operators in heavy-class PAs. They may only be able to operate the top-mounted weapon, but it could make for some very cool moments with your wasteland buddies. As with any other ideas I submit, would any interested modders mind letting me know if they're looking at making this thing, just so I can watch the process unfold? I'd very much appreciate it, folks. I love imagining new and interesting mods, but I have zero capability with anything code-related (no matter how second-nature it may seem to long-time modders. I'm 35, so I'm regrettably well past the point of being able to easily pick up new skills.) and I really enjoy watching these sort of things taking shape, on the few occasions I've been blessed to inspire the shape to be taken in the first place. (Also, bear in mind that I'm just producing ideas; none of this is set in stone, and any modder who decides to take these ideas and run with them is obviously free to do whatever they'd like with them. And unsubstantiated idea is just an idea, after all.) Thank you all so much for any interest taken. I think this would be an impressive mod.
  20. So, I just came across a dual-wielding mod in a video, and while on here poking around, I was also in the power armors section just to see what all was knew in there. Suddenly my brain had a flash of inspiration and I thought to myself, is there a mod on here that produces an energy shield similar to that of Reinhardt on Overwatch, where you can hold the left trigger while in a power armor to deploy a mobile energy barrier? I haven't found anything of the sort, yet, or obviously I wouldn't be here. But there are a few interesting possibilities insofar as gameplay mechanics. For example: 1) Does the shield drain energy from your fusion core at an increased rate while deployed? 2) Does the energy shield only work against energy weapons? 3) Would a system similar to The Juger Pistols mod be used to make it so that scopes are disabled while in power armors? 4a) Would the shield be unusable while wielding a two-handed "heavy" weapon like a chain-gun or flamer? 4b) If so, would it be possible to use the shield or the heavy weapon, but not both simultaneously as you could do with a 'lighter' firearm like a pistol or rifle? 5) Would the shield provide full cover or merely damage mitigation? 6) How much surface-area would the shield provide cover for, and would it clip with the environment or only interact with damage effects? 7) Would this shield be a modification for power armor-crafting or would it be standard with all power armors? If anyone decides this sounds like an interesting challenge, please let me know so I can begin looking out for any progress made -- I'm very curious to see how something like this would take shape. Honestly, I'm surprised something like this hadn't materialized sooner; there are some crazy-brilliant modders out there.
  21. Honestly kinda surprised this one hasn't been done, yet. Still puttering through the final book, but I'll always have a fondness for the series.
  22. I own both products. It wouldn't be illegal for me to use assets from one product to add content to another. I wasn't suggesting mass distribution, I was merely requesting a hand in merging the two properties for my own enjoyment. Of course, it wouldn't be illegal for the person assisting me to merely edit the assets involved.
  23. I own both games, and was wondering if anybody would be willing to do the footwork to make the characters from Super Street Fighter 4: Arcade Edition playable in Skyrim, maybe as individual races. I can send the character meshes and textures somehow, or deposit them on Google Drive for download by any modder willing to take this on. Thanks, folks. :smile:
  24. Oh, I see. True enough. And I just ran a search for Akaviri mods here on the Nexus. Turns out there's quite a few. I guess I didn't find any before because I spelled it "Akiviri" by accident... I can be a bit lyxdesic like that sometimes. Kinda renders this mod-request moot.
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