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gaoptimize

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Everything posted by gaoptimize

  1. By now, most Skyrim optimizers have seen this video demonstrating what Dawnstar might look like using the Unreal Engine: Unreal Dawnstar It is serene and magical, until you get to this point in the video: Player First Person At that point, the player and their mouse/controller take over and you start getting the jerkiness that ruin most videos of Skyrim play, and I'll argue the experience in general (although I give our brains credit for overlooking this most of the time). I would like the modding geniuses here to consider, when NOT in combat, to limit the amount of change in angular acceleration the 1st person camera can have. I'd ask you to experiment with 2 to 20 degrees per second per second, or even make this parameter editable in the MCM. (also needs seagulls)
  2. Have you ever seen the TV show "Flip This House" on HGTV? I don't tune in to it, but it is on one of the TVs at my gym. I know there is a mod that allows the player to clean up Castle VolkIhar, but what if there was a NPC/crew you could hire to repair and furnish old castles in the game? Other than perk purchases (50k each at the top of the thief tree in Ordinator), there isn't much worth spending money on. The hookers are cheap and the skooma ain't blow. I'd like a mod that charges on a per ft2 basis to repair and remodel castles in Skyrim so I can give them to my Fertility Mode kids.
  3. Anyone who remembers the start of the movie "Conan the Barbarian" might be interested in an option being added to "Live another Life" that would have the opening scene be a battle between the Dragonborn and some antagonist from the game (dragon, imperials, bandits, etc) where some number of family members are killed. The choices of god, class, birth sign, and starting equipment could be worked into the battle, resulting in some number of specific family members surviving into the game.
  4. Back in the 1990's, I participated in a Advanced Dungeons and Dragons campaign where the Dungeon Master used the device of a talking sword to inject and motivate the party's action. I don't know if it would be even technically feasible, but in the context of the quests "Whispering Door", "Pieces of the Past", "The Pale Lady" and others, it would be nice if swords could audibly kibitz and even control the player character or followers in certain circumstances, perhaps becoming upset or pleased, allowing them to manifest curses or additional powers, such as: Treasure finding Enemy proximity warning (Sting from LOTR) Attract enemies Won't shut up, sings, or sings poorly Lead (control player movement) to quests or enemies Visions of the past or future cut scenes when in certain locations or other conditions met Acts as a soul gem, enabling the player to be resurrected when a ritual is completed by a follower at a specific location/shrine (meanwhile, the player in the sword controls the follower). Affects on abilities or add/enhance/limit/remove perks and powers Become more powerful when wielded by a faction member (Wouldn't it be cool if Bolar's Oathblade spoke to and manifested powers when wielded by Delphine?) For example, there is a bow offered at the end of the mod "Moon and Sun" that offers these kind of things when wielded.
  5. As some who have been around from the early days of Skyrim may remember, the original plan was for dragons to be written out of the script after the death of Alduin. As I understand it, a public pressure campaign forced Bethesda to abandon that plan. On-going dragons would have been among the first and most popular mods anyway. If your character kills enough dragons to unlock all shouts (27 X 3) - 2 (UF) - 1 (WWS) - 3 (CS) - 1 (BW) = 81- 7 , they will have killed ~75 dragons (with Alduin and maybe Parthanax). If you are playing the mod Deadly Dragons (highly recommended), you character may have killed well into 3 figures of dragons, and it is at this point that an honest player may think "where do all these dragons come from?" I'd appreciate any thoughts on a mod that could answer this question, but I'll propose one here: Have you ever seen the 2nd "Aliens" movie where Ripley (as played by Sigourney Weaver) delves into the derelict alien ship only to discover an egg-laying super alien, with the eggs incubating inside the captured colonist and her squad mates? Except for the modern weapons and space colony location, I think this movie story is very adaptable to Skyrim. Perhaps some island in the Sea of Ghosts, or even the Isle of Artaeum, with Ancano and band being refugees from their own doomed order and the now sunk and dragon-controlled island. To meet the claustarphobic feel, it might be useful to have a smaller but even more vicious larval stage dragon, stealthy and deadly within the confines of dark and ruined halls of the Psijics. ElevenLabs.io might even make it feasible for Ancano to make a cameo return.
  6. This sounds like just the ticket. I'll just consolidate all my items in Skyfall Estate and use this for now. I've been informally doing this kind of as a feature of the mod for several containers anyway. -Thanks! And regarding fish, and fish barrels in general: I wouldn't have a home without OUTSIDE containers.
  7. I did some due diligence to see if such a mod exists, and didn't find it. Would it be possible for a Skyrim SE 1.5.97 mod to add a tree of locations (player houses mostly) with permanent storage containers (barrels, cabinets, chests, drawers, dressers, safes), and then a listing of all containers (allowing the player to name them in MCM) and then all items in them? It would be ideal if the root of this tree appeared at the end of the standard item menu and named "storage" or "stored items". I suspect that going through a ~10mbyte save file looking for all this might slow the item menu down a bit, so rather than "i" on the keyboard, maybe "ctrl i" to bring it up? Sorry about being a forgetful packrat (hoarder?).
  8. I know it sounds boring, but the Lux/Patrician ENB interior lighting takes me back to a simpler and better time, like living in a 16th and 17th century Dutch masters painting. Could someone with animation skills please make a few bard playing animations playing while sitting in chair, sitting on the floor (skin rugs) and leaning against wall? As I read IRL, it would be nice to set up my character by a fire in a tavern or keep, and have her continuously play various tunes out of her songbooks. If there is a way to string together tunes without having to choose after each one, that would be a wonderful mod. Oh, and if there is a way to cut the redundant (and sometimes annoying NPC[Kleppr]) dialog while playing to ~20% volume, that would also be wonderful.
  9. Hi, What is the longest real time and game time you've ever played? I'm probably not going to start a new play through for several real-life years, as my character has goals regarding Fertility Mode. I'll call this the "long game". I suspect the average play though lasts way less than a game year and ~6 months in real time. It would be great if someone could develop a framework to place way more children (the average defender of the Alamo, in their 30's, had ~7 children) of all ages in Skyrim, who age gradually into adults, take up professions, marry, have kids, age, and die. I'm envisioning a play throughs that requires years of real time, and span decades of game time - refreshed by adventures/venues added by mods. I'd like there to be as much new and blossoming life as death in Skyrim. A part of this might be substantial game time (in wait black screen/save) to make potions (minutes to hours), craft items (hours (dagger) to days (plate cuirass)), and enchant items (days to weeks, months for artifact-level crafting).
  10. I don't understand how Skyrim graphics routines fills rivers, so this may not be possible, but it would be nice if the rivers would have more volume when it is raining and in the spring when the snow would be melting. Imagine the Merced river running through Yosemite being like the Whiterun river: https://www.californiawhitewater.com/rivers/merced/flows/
  11. It occurred to me there might be a funny reuse of the Afflicted's projectile vomiting animation. Apocalypse magic and various items in the game trigger or can allow one to teleport. It would be both funny and game balancing if there was a decreasing chance that a teleport would cause severe motion sickness, a nausea so intense that projectile vomiting would be triggered. Perhaps there would be an initial probability of 100% that would decline one to ten percent every time the player or follower/passengers did it. The nausea might reduce stamina by 50% for a game hour or so, and prevent potion taking and eating.
  12. I would be posting 10 things a day here, as certain things wear on me after 11 years, but I can't resist suggesting this. I'd like a texture expert with a specialization in fur (for example the maker of Mihail's Monsters) to change Aela's werewolf appearance to a redish fur with light underlying skin and the pinkish nose you see on some fairer canines. There is a particular scene where the Dragonborn enters the Underforge for the first time to be inducted into the circle when Skjor says "I would hope you recognize Aela even in this form". Well, actually, no I don't. It's fine for Vilkas and Farkas to be black furred, but not Aela.
  13. The standard map of Skyrim shows two somewhat connected islands just north of Dawnstar. What if they were populated with natives and outcasts engaged in all sorts of pagan and socially unacceptable behavior. The mod could be called "Beyond the Pale".
  14. I've recently noticed a number of animation sets with very rapid weapon and body movements (reminiscent of early 1990's console games like Mortal Kombat). Furthermore, the videos I've seen demonstrating these feature high BMI women that would require an unimaginable amount of force to execute these movements given the moments of inertia involved. It would be useful for a utility to plug in to Body Slide Studio to calculate moments of inertia (flip and revolve) for a body as the proportions are adjusted. These parameters could then go into the determination of what quickness/speed animations could be executed by a character. Carried and worn equipment weights might be a next step.
  15. I looked into the possibility some more, and I'm adding to the things I'm going to do when I retire: Things I need: These https://www.rokoko.com/products/smartglovesLute music where the score and midi file exist in creative commons/public domainBlenderAn enhanced CBBE body with hands with ~16 bonesA patient and talented lute player that wants to take this on with me
  16. I just watched one of the Lutebot 3 videos on YouTube. Better than Skyrim's, other than the (random) body movements. But it seems to me that it should be feasible to take a midi file and use it as the basis for hand and finger position/movement on the neck, and strumming and picking on the strings. The number of songs in the books associated with "Be a Bard" mod here is small enough to have an FNIS animation file for each. I know this would be a herculean scripting effort, but perhaps some music major somewhere could convince faculty that it would be a training resource and get credit for it.
  17. Could someone recommend where to put adult fan fiction?
  18. The opening scene of the game demonstrates that it is possible to put multiple NPCs and the player character into a wagon (never mind the bugs some mods use to create in this). It would be nice if: 1) Wagons were a regular encounter on the roads. 2) The player could speak to the driver and he would stop for a dialog sequence/tree. 3) The player and followers (1+up to 5) could hitch a ride for some costs, depending on the destination and number of passengers. 4) Encountered wagons could be carrying passengers and goods. - The passengers could be NPCs like "The Wanderer", Wenches and their bodyguards, pilgrims, wedding guests, and groups like soldiers and bandits - The goods could be food, drinks, firewood, gold, etc. in very limited variety but unusually large quantities. For example, a wagon full of firewood and salmon from Riverwood to Whiterun, and back to Riverwood with ores, tools, and clothing - The driver might act as a merchant, willing to part with the cargo for gold 5) There would be imperial and Stormcloak slightly militarized wagons with a mounted ballista. Possibly towing a mobile catapult, or some sort of catapult version of a Paladin/Crusader. 6) The driver might be willing to hire the player as armed escort. 7) While riding a wagon, the player (and followers) could jump off at any time - Enemy wagons could be attacked, and the driver & passengers could fight back A necessary underlying procedure/tech to make this mod feasible would to be able to lay out 2 or 3 meter separated points on the roads and spline them so the wagons would FOLLOW the roads, unlike that opening scene bug many of us who have been around for a while have experienced. BTW: I'd like to have a mode of this mod that would allow a steadicam view of the terrain for the player's perspective that I could put on my TV as backgound art (with ENBs like Patrician, Skyrim IS art).
  19. I noticed that JK's Palace of Kings adds a gallery above and on either side of the main hall, similar to the essentially unused gallery of Dragonsreach. It would look and sound great if an animator could get with a musician and find some Creative Commons antiphonal brass and choral music that would be played at certain hours in these locations. Gabrieli? Palestrina? Purcell catches ( https://www.cpdl.org/wiki/index.php/10_catches_(Henry_Purcell)? I know I have music mods that could be adapted for some choral animations if the vocals could be isolated enough to be run through the creation kit phoneme analyzer.
  20. I think Sovngarde wouldn't be a paradise without a place for traditional women, brave and heroic in their own way. I'm sure someone could repurpose one of your more epic building creations and maybe place it on top of the hill above the Whalebone Bridge. Perhaps "Gold Star Hall"?
  21. I think it is wonderful that Skyrim SE has a global fan base. Many of the best mods come from them (my favorite being "Bikini Armors"). However, I believe it is time to tag language conversion mods and allow visitors to have them hidden/filtered out when looking through "New Today" and other filtered lists.
  22. In this case, and a number of others, "sort mods" LOOT part of MO2 provides incomplete or wrong suggestions.
  23. I just went through an exercise trying to add "Interesting NPCs" to my more order. Somehow, MO2 got the idea that my RSChildren patch update was required for compatibility, and Skyrim loader stopped at the spinning spikes. It took a while to figure this out, and I've been through many exercises like this adding up to tens of hours each year. Not really a mod, but a feature suggestion: When Skyrim successfully loads, a file of the load order (and key versioning of executables (5.97 or 6.X, etc.) is sent of to NexusMods.com somewhere. If it does not successfully load, a file of the various common boot logs reporting errors (like SKSEs) is sent. This feature could be turned on or off and utilized by some future version of MO2 or Vortex, when a menuing system would lead users through various characteristics of a build (Environmental, Cities, Interiors, NPCs, Quests, Interactions, etc) and help them find a compatible working builds in the database. Modders would have access to log files related to their mods.
  24. Part of the problem with such a creative and talented modding community is the overwhelming temptation to heavily mod the game during a play through. My inability to resist this inevitably results in an implicit limit of around mid-80's level and ~15MByte save files. After that, on top of the ~5 minute save times, little things start breaking. I promised myself I'd have one playthrough in 2022 and failed again. This time, skin textures on random NPCs started turning blue, sometimes immersive expressions would fail, followers under AFT became pajama boys/girls (we need an obesity mod to punish them), but if it wasn't those, it would be something else. I'd like a mod that would allow you to place everything you really want to keep in one chest, good to sleep, and the following things would be preserved in the save file when you wake up: 1) Followers' gear. 2) Faction and NPC friendship/enmity level. 3) Completed quests. 4) Emptied locations and that's about it. 5) Oh, and children from Fertility Mode. Everything else would be cleared out and set to a base state. Depending on the amount of gear for the player and ~10 to 30 followers (~1,000 items?), the saves would shrink back to less than a megabyte and these annoying errors would evaporate. It seems like this mod could be created using a tiny fraction of "Project Proteus" features and capturing the quest stages in a new save file. I grow attached to the characters I've spent hundreds of hours playing, but I have a grave yard of 8 I'd like to resurrect the last save of.
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