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Everything posted by gaoptimize
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If you haven't seen this video of a prototype GPT AI interface to Skyrim NPCs I recommend it and have some thoughts: 1) It needs "voice to text". The tech is mature, but may affect performance. Run it on another core? 2) The delays in responses could be either GPT queues or lip synch processing by a real-time creation kit instantiation. It also might be elevenlabs.io queues or processing delays. Or, a combination. 3) It's obvious this will be upon us in ~6 months or less, and I'd upgrade hardware to support. 4) I'd appreciate if the wonderful NPC modders here (Interesting NPCs, ColdSun, FlowerGirls, Immersive [ ], etc, (you all deserve mention and THANK YOU ALL) would form a chat to help establish standards, share standard Skyrim knowledge files, etc. in preparation for roll-out ASAP. Another whimsical but important thought: After having played through Lydia's Amorous Adventures' "Angel in Steel" quest, I'm going to see how much I can teach AI about love and family, in hopes that it will help prepare AI to accept the grace of God when it is able to. Maybe prevent it from annihilating us with its rapidly increasing power.
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I'd like to see a gradual change over a few months to a few years in Skyrim after the civil war is over. I realize this might require a couple paths. For example, there already is a "Rebuild the Western Watch Tower" mod, Helgen Reborn and I believe some forts. I was thinking about this image and general de-militarization 1) Populace increasingly dropping armor. 2) reduction in bandits: a. respawn chance, and b. reduction in number per band, c. bandits surrender with cities paying bounties on delivery then rehabilitation. Even with fertility mode turned on for NPCs, one would not be able to kill tens of bandits a week without de-populating Skyrim. Galmar would be traveling around to training camps outside of cities and the civil war camps. Groups of priest of various divines and there families would start inhabiting cleared bandit caves and ancient Nord ruins and some repairs would be made. Trade would increase. Some people (~30%?) would get fatter (plenty of presets out there for this, especially women) and there would be more children. Generally, progress would be apparent to various degrees over appropriate time periods. A rewarding sense of accomplishment would be felt as these improvements take place.
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Ordinator Perks drops it to ~30
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SunHelm Survival requires food AND drink. Advancement in important skills is very slow, so it is better to check in for advancement ~10 to 20 hours of real time play.
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I've always had a problem with choosing between Dibella and Mara. I think it would make a great and long lasting adventure that when you reach level 200 on any of the Nine, you are allowed to build a shrine to them (for example, I'd put my Tiber Septim shrine atop the Throat of the World) and then pursue another divine without loosing status with the former. Having reached level 200 in all the Nine, you are rewarded with the title "High Priest of the Nine", allowed to grant blessing to followers and NPCs for a modest boost to their regard for you, and can give a mass blessing to all those in the Temple of the Divines in Solitude.
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"Then that's 4,000 gold per week, or about 1.6% inflation per week. " OK. Good thought. There is also the gold miners. ~3 mines/seams and ~2 ingots a day on average = 600 * 7 days = 4,200 Septims. But, there are other factors: 1) Is Skyrim a net importer or exporter? At one time, the US Gov. had 8,000 tons of gold. Now, most honest observers believe it is far less than that due to flows and a lack of credible auditing. Given the behavior of and obvious historical reference of the "East (ehem) Empire Trading Company" (recommend listening to RFK Jr. announcement speech comments about the Boston Tea Party), I suspect net gold was flowing from Skyrim to the Empire, at least until/if the Stormcloaks are victorious. There is even a direct reference by Ulfric himself about the silver flows to the Empire during one of the Reach civil war quest for the Stormcloak side. 2) The use of gold in the creation of jewelry and decorations. 3) Other hoarders converting M1 gold into M2 gold. So it is hard to say, but an extremely interesting thought. I'll add that one of Ulfric's most pressing priorities after the war would be to establish a mint. A mod with that would be most welcome.
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Not possible with gold money AND currency. Recommend reading on the Gold Standard . Having said that, there is one feature of Ordinator Perks that is clearly deflationary. At the top of the Pick Pocket skills tree is Dragon Hoard. For 50,000 Septims, you can buy a perk. There is no indication that this gold goes anywhere except the void. I roughly calculate the "M1" of Skyrim to be about ~10 holds/cities X ~10 merchants X 2,000 Septims plus ~500 NPCs and bandits X ~100 Septims (the rest in chests, urns, etc. is adder components to M2). If roughly correct, M1 is 250,000 Septims. Thus, sending 50,000 Septims to the void is unimaginably deflationary.
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There have been some remarkable replacements and additions to the flora of Skyrim, and I'm requesting another. The mountainous areas of the east coast of the US, between and altitude of ~3,500 to ~6,000 ft, between ~ late April to June have these sometimes white, sometimes purple flowering bushes They grow so think in some places, that the form what is called a "Rhododendron Hell", which are effectively unpassable. So their beauty, even their lush leaves, comes with the opportunity for the modder to restrict passage to/from various areas in a natural way that doesn't require walls/barrier vertical changes in elevation of ~ 5 feet. This, for example could have been used in Bloated Mans Grotto with or instead of the stone barriers.
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Not slow down per se, just a limit to the amount of change in the angular acceleration. When we are walking around, our brains ignore or mute the signals it gets during these brief periods of high acceleration. Many blink at these times.
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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)
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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.
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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.
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- background story
- immersion
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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.
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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.
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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.
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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?).
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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.
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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).
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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/
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Thanks for the patch WickedSkies!
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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.
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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.
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SSE Mod for Heathen Populated Islands North of Dawnstar
gaoptimize posted a topic in Skyrim's Mod Ideas
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". -
SSE Body Slide Studio - Moments of Inertia Calc Utility
gaoptimize posted a topic in Skyrim's Mod Ideas
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. -
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
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- music
- animations
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