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BGE

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Posts posted by BGE

  1. So I just tried Alternate Perspective and while I can appreciate the author's ambition I just don't think it's very good. Between the unvoiced dialogue and the fact that you just kind of stand there watching the intro play out as a passive observer it's kind of boring and actually strips the intro of one of its most interesting aspects. Neat idea I suppose.

  2. So as we all know, every mainline Elder Scrolls (sans Daggerfall) starts with the player as a prisoner. Skyrim seemed to really expand on this the most, with a scripted opening sequence. It's cool but judging by the amount of alternate start mods and options, obviously not something people like to play through over and over again.

     

    I've always thought it would be cool to have an alternate start mod that's more in line with Oblivion and Arena's: waking up in a cell and having to fight your way out of a dungeon.

     

    Idea: repurpose Helgen keep + dungeon & caves. Could replace the guard barracks (the first room you enter if you follow Hadvar instead of Ralof) as a holding area. Could keep all the enemies as Imperials, or have the whole sequence take place after Alduin's attack (or, keeping it simple, during). A guard is killed in front of the player's cell, allowing them to get his key or lockpicks. Scrounge weapons and armor, fight your way through the keep, then to the caves, kill the spiders and bear, run on to the cave exit and into the open world. Alduin flies overhead, the player gets the objective to warn Riverwood. No Ralof or Hadvar.

     

    Some ideas: if it takes place after Alduin's attack, the Imperials and Stormcloaks could be dead and the keep's been repopulated by bandits, wolves, skeevers, etc.

     

    Would be a much quicker opening sequence while retaining immersion and keeping in the spirit of the series.

     

    Thoughts?

     

    I know the default "let me out of this cell" option for Alternate Start: Live Another Life sort of has this. But the dungeon lasts all of a minute and your enemies are ghosts and it's unconnected to the main quest. Still neat though.

  3. I'm not a fan of the Borderlands-esque elemental damage for the guns, i.e, chemical, electric, thermal. Is there a way to change an existing weapon's damange to just be physical with, say, the console ~or~ would someone be willing to make a mod that just makes everything physical damage whenever weapons roll? Or something along those lines.

  4. I personally like the sound Metro Last Light plays when you pick up loot. It might sound a little too modern for skyrim tho because I think there are some subtle noises that might seem out of place

     

    Unfortunately I haven't played it. You wouldn't happen to have that sound, would ya?

  5. So the generic sound effect for when you pick up an item is wretched, sounding like someone fondling a wet paper bag full of old beans or something. Does anyone have any sound effects more aesthetically pleasing to the ears? I can replace the files myself, but I'm at a loss for good ones.

  6. Una the Blade is an upcoming (I hope!) comic by Steve LeCouilliard. You can check out his DeviantArt profile here: http://fearlessfosdick.deviantart.com/

     

    He unveilved his newest creation a while back; a story following the travels of a barbarian single mother named Una. Since it takes place in the Sword & Sorcery genre, a lot of his designs, particularly the clothing of Una herself, could fit quite well in Skyrim's universe.

     

    I think it would be cool if someone were to make Una's gear for female characters in Skyrim. Here's a few pics if you don't feel like browsing his gallery:

     

    http://is100.imagesocket.com/images/2012/04/04/2461501-w9nm.jpg

     

    http://is100.imagesocket.com/images/2012/04/04/2461502-e3r2.jpg

     

    Omega's Arena Mercenary armor ( http://skyrim.nexusmods.com/downloads/file.php?id=10277 ) is already quite similar to this setup in a lot of ways, including the asymmetrical design, shoulder pouldron, etc.

     

    If anyone is interested please let me know. Also I figure he wouldn't mind, but I will contact LeCouilliard and ask his permission.

  7. have you looked up Cybernetic Dawn?

     

    Yes I have. What I am saying is just using the regular game's resources. Just a simple ESP that changes the spawn lists of the wasteland to have the vanilla game's robots instead of raiders, zombies, etc. I was just curious how I would go about doing that. That is, modifying the spawn lists.

  8. How might one go about modifying the random spawn lists in the wastes so that instead of raiders, super mutants, ghouls, etc, the game would spawn the Protections, Enclave battle robots, etc like that? I think it'd make for an amusing atmosphere. It could be like the Fallout world's version of the Terminator future war sequences.

     

    I'm asking because I'd like to do a very small mod that incorporates it. It'd also have a small faction of resistance members and a few small battles with lasers flying everywhere and gunfire lighting up the night.

  9. The only mod that I know of that adds secret entrances to the castles themselves and not just the cities is Tamriel Immersion Experience. Well, fine as that mod is, I don't always use it and was curious to see if anyone had made a stand-alone mod that adds secret castle entrances.
  10. So my favourite thing about Oblivion is that I can turn it into a sort of beta version of my dream game: an open world, free roaming fantasy based stealth/thief game.

     

    I was wondering if anyone had suggestions regarding mods for stealthy and thieving based gameplay. Here's my setup so far:

     

     

    Changes the prices of almost every piece of clutter in the game to get some sort of profit when you sell them. It's simple and smart. Silver trinkets, crystal balls, and the more "fancy" pieces of decor within homes and whatnot now can fetch a reasonable price.

     

     

    Well, the fantasy version of them. What would you call that? Alchemists' Magnifying Lenses? Har. Equip the goggles, press and hold the right mouse button, and zoom in and out with the mouse wheel. Handy!

     

     

    How the hell can I be expected to rob the marketplace blind of all their goods without some kind of completely silly and impractical cloak? Aesthetic purposes only, though I suppose you could mod in some enchantments onto it.

     

     

    Adds a non-Thieves Guild fence to the Waterfront. He's got a crap load of gold but a high mercantile skill so it makes up for it. Good if you don't feel like joining the guild for a fence. Cool thing is he sells Skeleton Keys and various bows and poo.

     

     

    This one's a lot more subtle. See, time passes by waaay too quickly in vanilla Oblivion. This makes it pretty difficult when I'm balls deep in Bruma Castle stealing absolutely everything, and I look at the time on the map screen and it's already 5 AM. Now I've got 30 seconds to get the hell out or deal with the guards. This mod scales the passage of time depending on what you are doing. Just standing there? Regular time. Sneaking about and being cautious? Slows it down a bit. Etc.

     

     

    Changes the prices of precious stones and gems to actually be worth something.

     

     

    Overhauls the appearance of the Gray Fox, the Cowl of Nocturnal, and his outfit to be more thief-like.

     

     

    Adds ladders, ropes, banners, and planks to the roofs and buildings of the Market District, along with ceiling entrances to some of the shops.

     

     

    Changes the spidey-sense of the guards from a 3 mile radius (I'm not joking) to something far more reasonable.

     

     

    Adds rope ladders and secret tunnels to the cities to allow one to stealthily sneak in and out.

     

     

    Adds the chance of finding rare treasure and armor in noble homes and things like jewelry, gems, and money in others.

     

     

    This one kicks ass. It adds lore-friendly vaults to each castle in the game, plus a special vault underneath the marketplace where each shop keeps their money and stashed goods. The keys for the vaults are usually held by someone important (related to that area of course) or hidden nearby. Luckily, it also adds the option of disguising yourself as a guard to gain access to the areas. Very tough but very much worth it.

     

     

    Adds tools from the Thief series to the game and also modifies guard and NPC behavior to be more stealth friendly and react properly to the effects of the new tools. Adds the blackjack (knock dudes unconscious if you sneak attack them from behind), water arrows (put out flames in castles in dungeons, can also bless them at Holy Water fonts to deal damage to zombies and ghosts), grease arrows (makes enemies trip and knock themselves out), gas arrows (knock dudes out from afar) and rope/vine arrows (these suck, don't use them).

     

    Anything relevant I might have missed? Suggestions?

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