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Alte77

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Everything posted by Alte77

  1. I've been writing a series of articles on what I'd like to see for Elder Scrolls 6, and the first part was posted today. Part 1 is all about combat and movement and how I think Bethesda could improve it: Elder Scrolls VI: Part 1 - Combat and Movement. Additionally, I have a podcast talking about more of less the same thing. If you're interested, here's the link: SpellCast Ep 1 Part 1, Part 2. PS: here's a preview of what you'll see in the article: https://imgur.com/gallery/d6cI3
  2. I've been writing a series of articles on what I'd like to see for Elder Scrolls 6, and the first part was posted today. Part 1 is all about combat and movement and how I think Bethesda could improve it: Elder Scrolls VI: Part 1 - Combat and Movement. Additionally, I have a podcast talking about more of less the same thing. If you're interested, here's the link: SpellCast Ep 1 Part 1, Part 2. PS: here's a preview of what you'll see in the article: https://imgur.com/gallery/d6cI3
  3. Right, start with the basics xD Thanks for the link.
  4. Snapping hotkey sounds like something this game really, really needs. And by snapping hotkey I hope you mean something like either it toggles the snapping on or off, or holding it down enables/disables snapping.
  5. Does anyone have a tutorial on how to make custom armor for Fallout 4 with something free like Blender?
  6. There are already a bunch of skeleton parts in the game - you could use them as ingredients to create a skeleton follower or some sort of bone golem. Or bone-enchanted guns? As far as lore is concerned, Fallout 1 had Psykers in it, so you could explain away the 'magic' by just saying they're psychic powers.
  7. In case anyone's interested, I made an extensive version over on the Bioware forums that covers all classes, as well as having new specialisations. Just for fun, ofc.
  8. Are there any sash/coats/cloth stuff mods for male characters with HDT physics out there? Most of the armours I want for my mage guy have coats that stick to his legs and look really weird when he moves. I've seen HDT capes mod, and they look great, so anything like that with a coat or sash would be cool.
  9. I personally didn't pick that upgrade since there wasn't really a point to using mounts besides in the Hissing Wastes, but yeah, some horse armour would be nice to have. At the same time, make them run faster so there's a point to using them. I don't think it's possible yet though. Editing/adding mesh won't be quite possible without proper modding tools.
  10. Awwwww yeah! I don't know how people would react to this idea, but how about... psychic powers? I mean, yes, it's completely out there, nothing to do with the story or whatsoever... but it would explain Crane's seemingly superhuman capabilities. Like, the survivor sense? What on earth is that? feels like Crane's become psychic since landing in Harran :P There are other things too, like the rate at which you can recover your breath while running (Crane's like, "I'm just gonna stop for two seconds and I can run again."), the gravity-defying pull of the grappling hook, your ability to see Virals and Volatiles through walls, and slamming a hammer to create shockwaves??? There could potentially be a lore workaround for something like that too - some people have weird genes or something and instead of going psychozombie, their brain mutates to develop psychic powers when they're infected. Yes, it's cheesy, but it could be a lot of fun. Eventually, an entire new story could be written for that. This could work for Hard Mode as well - maybe unlock the ability to see Volatiles on your radar at certain levels, for example. [/line] On a more down-to-Earth note, how does quick-travel nodes sound? It shouldn't be like Skyrim - there should only be a few nodes scattered around Harran to allow to move past the more egregious barriers in the game, or simply to allow you to move from somewhere around Rais' compound to somewhere along the coast. It also only be available during the day. You should only be able to travel from node to node. OH and something else - remove the damn blood/water blurriness. Human eyes don't function like that. And increase swimming speed.
  11. That's an understandable frustration, although I would be more interested in allowing your Inquisitor from accessing all three of your class specs, and only the Inquisitor, for lore reasons. However, if this can be done, I daresay it's possible for NPCs as well, so two versions of this mod would be great. I second this request.
  12. Would also be great if that one locked door in the library was actually unlocked. As a mage, my inquisitor is hopelessly outmatched by simple locks.
  13. That's pretty interesting and I might try something like that in my next playthough. It does sound kind of annoying to have to do all that just to get a tanky Mage, though. It's still kinda bums me out that the magic is so uninspired. Fire, Ice and Lightning. Whatever happened to the four schools of magic from DA:O?
  14. That would be cool to have, actually. There are even some NPC clothes (Mage robes for instance) that look pretty cool which would be great to have as additional clothing options.
  15. That actually reminds me of a Draenei from Warcraft lore, but that would be cool if we could make a Qunari like that. Aside from hair, am I the only one who thinks the sheer size of Qunaris are... jarring? Don't get me wrong, I think Qunari's are great, but playing as a male Qunari mage feels a bit silly. If people ever find a way to do mesh swapping/edits, a more slender (perhaps even slightly shorter) Qunari would be the best. But yes, still needs more hair options.
  16. Yeah, I don't expect anything like this to get made, for the reason you mentioned. Right now I'm more interested in discussing about it and exchanging ideas. A dodge does sound like a great idea since with the current way the combat is setup (y'know, not turn-by-turn) it would allow it to be more dynamic. The idea I had behind the skills in the new tree was actually so that a Mage could equip any weapon and armour he/she wanted, so that they could tank if they wanted (eg: Entropy has a skill that increases your threat level so that enemies focus you instead), or become an arcane archer-type char. Optimally, it would make this even better if mages would have access to some rogue and warrior skills (maybe as bonus specialisation trees?). I can't really speak for the other two classes as I've barely used them. They were there only to tank and open doors for my Inquisitor, so I paid little attention to them.
  17. It saves you from wasting a few seconds bending down to pick the herb/ore/loot. Think of it as a half-way solution, but that's all up to you.
  18. I second this. I actually made a list of things that annoy me in DA:I and one of them was being able to open locked doors and bash down walls as a Mage.
  19. Are you using a controller? My jump is bound to my space bar, and interact is bound to E, so I have two different buttons for looting and jumping. If it's the same button on the controller, then you should really check out the mod I linked earlier. It cancels the looting animation.
  20. Why would jumping make you pick up items? O.o If the problem persists, you might want to take a look at this mod which cancels looting animation so you don't have to be accidentally locked in animation in the middle of battle.
  21. I think Bioware is coming out with a Black Emporium for DA:I? If that's true, here's to hoping modding tools are soon to follow. This game could be so much better with the proper mods, but the devs need to give us the tools first.
  22. I thought the combat in DA:I was serviceable. It wasn't bad, but it seemed a bit lacking in some ways. I get a feeling that because they way the game is supposed to work on consoles, the combat had to be simplified to better fit controllers. I might be biased here, but who knows. Moreover, I'm not very fond of the fact that the codex entries on Magic in DA:O are basically void with the mage skills in DA:I. There are supposed to be 4 schools of magic, two energy, two matter. What's up with Fire, Ice, Lightning and Spirit? It seems lazy, and honestly, it's kinda boring. If you check my signature, you can find a link to a proposed Mage skill tree overhaul... (or click here) though as per usual, I went completely overboard and the idea took on overwhelming proportions. I intend to revamp my own proposal eventually, but I figured I'd get some ideas from the community first and see what ideas people have. I'm mostly concerned with what skills a mage has since I don't play as anything else. That being said, you're welcome to offer ideas for other classes or point out skill overlaps and things like that. Just keep in mind I might not be able to comment on them since I don't really know what a warrior can do. As far as those classes went, I only bothered with making them tanks since DA:I's combat is basically suicide if you don't have a tank. If you look at my new skill ideas, you'll notice a lot of debuffs. One thing I'd love to keep, though, is the idea of Ice spells taking away heat and giving you energy. Thoughts?
  23. It certainly would be interesting to see more hairstyles for Qunari. The vanilla ones are rather uninteresting.
  24. I'd like that too. There are a couple of doors in Halamshiral that you can't open unless you're a rogue and that just seems a bit unfair to the other classes.
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