-
Posts
48 -
Joined
-
Last visited
Everything posted by SoloManGames
-
Ultimate Combat by TK has a Timed Block mechanism configurable through MCM. It is an incredible good combat mod and includes lots of other really cool features, even new comabat moves for enemy NPCs. Check it out!
-
Immersive HUd by Gopher will allow you to do that: http://www.nexusmods.com/skyrim/mods/3222/?
-
Ack. Gotta plug another one of my mods. Check out Random Alternate Start, it's an alt start mod inspired by roguelikes so that you never know where you'll end up starting your game! There are 463 starting locations throughout Skyrim and 21 starting "kits" to choose from, based on the classic Morrowind/Oblivion classes. Random Alternate Start lets you choose if you want to be the Dragon Born or not, it adds a journal entry called "A Rumor of Dragons", it's up to you whether to investigate this rumor and start the Main Quest or not.
-
Coincidentally I just released my loot balancing mod, Scarcity. It has adjustable values for loot reduction. Actually bumped into this while looking a bit more, certainly seems like the best I've seen so far (morrowloot creating a set path and for me just goes a bit far/serious, though having orcs in orcish gear and only dwemer stuff in the ruins is nice). Still maybe you can answer since it's something you've poked around with, would it be possible to remove a large number of the lootable containers from the game or would such a mod be just too large? My "reasoning" is that I find it odd all the treasures particularly bandit ones are spread out so much in about 100 containers a dungeon, in some ways some containers should contain more, at least of certain items, but overall be far less frequent to find, so no more leaving a poverty stricken bandit chief with full nordic carved gear and thousands of gold worth of stuff spread though out the cave. Guessing it'd be a separate mod I'd need to degrade the gear of bandits, leaving them with only some pieces, no sets, and even the chiefs not being well dressed along with others, but increasing their natural difficulty. Probably just wanting to much, almost a total overhaul with some things going up and others down, if so scarity at least looks like it would do a lot to "fix" the core game loot issues. Well Scarcity does have a 10x loot rarity option that will effectively make most loot containers empty (but it won't remove the actual containers since some will have loot while others won't). Morrowloot does the other thing you're asking for, removing most high-level armors from levelled lists so you won't see bandits in gear higher than steel. Check the Recommended Mods list on the Scarcity page for links to Morrowloot and other similar mods.
-
Coincidentally I just released my loot balancing mod, Scarcity. It has adjustable values for loot reduction.
-
These ideas just popped into my mind and I thought I would share: I assume Steam Workshop is your biggest competitor, Nexus may have better talent, but Steam has a wider audience. Don't let them steal away your talent! Offer incentives to talented modders to keep them on Nexus (yes, the two aren't mutually exclusive, but keep your modders preferring Nexus). For example, reward modders with a month of preimum membership credit for every 100 endorsements they receive. Reward File of the Month authors with a year of premium membership. Improve your premium membership: Give modders additional (non-essential) functionality like better statistic tracking Increase visibility of Premium Membership option. Right now it's hidden under the account drop down. Make it a green button in the header. Don't detract anything from non-premium members (not that you do this)I know none of these are easy to implement, but just thought I would share because I love the Nexus :)
-
That's the nordic carved armour from the Dragonborn DLC. Does anyone know of a mod that replaces Skyrim's levelling system with one that is like Fallout's? I want to be doing quests, not smithing thousands of iron daggers. Failing that, is there any mod that removes the unbearable tedium from Skyrim's levelling? Actually, yes. Funny you should mention this, because I just came across a video explaining exactly how this is done. http://videoreaper.com/EIkT7/ Very cool mod i must say =) that link looks extremely sketchy. It's asking to run a Java applet.
-
Looking for a mod that changes the first person crossbow view. Maybe something more like looking down the crossbow like iron sights. I play without a crosshair and it's a tad difficult to aim the crossbow since its so far from center. Any help appreciated, thanks!
-
This is already built into the game. I forgot the default key, but check in Control Settings for the key to switch from 1st person to 3rd person. Nope, didn't found it on the control setting. When the weapon is drawn in 3rd person you can't control the camera view to see your character's face in the vanilla setting i guess. Oh, I understand what you mean now. Just press and hold the same key you use to go into 1st/3rd person while you weapon's drawn, then rotate the mouse. This will let you see your face while your weapon is out.
-
I've noticed that you can command followers to unlock chests even when they don't have any lockpicks or skill in lockpicking. This renders it almost pointless to invest in the lockpicking skill. Is there any mod that will disable followers from being able to pick locks? Or at least require them to have lockpicks/skill? Thanks.
-
This is already built into the game. I forgot the default key, but check in Control Settings for the key to switch from 1st person to 3rd person.
-
Here are a few mods you can try: Morrowloot - Removes good armor/weapons from leveled lists, but it does also remove crafting recipes for high-tier armors. Readds high tier armor/weapons back into the game physically in dungeons instead of in leveled lists.Morrowloot - Nwah Edition - Same as above but adds back the crafting recipesInterface Hard Coded Key TweaksKeyboard Remap FIX
-
zzjay, the last two links don't work, would you kindly repost?
-
Dragonborn $4.99, Dawnguard $9.99, Legendary $20.37, He
SoloManGames replied to SoloManGames's topic in Skyrim's Skyrim LE
Looks like dragonborn is currently unavailable, hopefully it wasn't a pricing error on Amazon's part :/ -
Hearthfire - $2.49 Dragonborn - $4.99 Dawnguard - $9.99 Skyrim Legendary Edition - $20.39 Skyrim Legendary edition is just Skyrim plus all the DLC. If you have one or more of the DLC already it's probably cheaper to buy the missing DLC individually. I never buy DLC, but Skyrim is my favorite game and a good number of mods like SkyRe and Immersive Creatures require one or more of these so I finally caved in :smile:
-
Morrowloot may be what you needhttp://www.nexusmods.com/skyrim/mods/19416/? Thank you for the suggestion ArtMurder, but I'm looking for a mod that dynamically removes items from leveled lists instead of modifying leveled lists directly. I thought Economics of Skyrim had a configurable module that did this (and allowed you to specify the percentages of finding different types of loot, but it could have been a different mod...
-
Looking for a mod to dynamically reduce/remove loot. I know Economics of Skyrim used to have this feature, but I heard there were some game breaking bugs in the mod so it was taken down. Appreciate the help!
-
Thanks for the answer SpartanV001. Allow me to say that while I was experimenting, I found it useful to create a separate merged patch exclusively for mods that I know are constant and would not conflict with newer mods that I add. This way I don't have to do the conflict resolution process again for those mods whenever I add a new mod.
-
Hi All, quick question: After you've built a merged patch and manually resolved conflicts using FNVEdit, and now you want to add more mods, do you go through the whole process again from scratch? Or is there a better way so that you don't have to keep resolving the same conflicts over and over everytime you add new mods and rebuild the merged patch? Thanks for the help!
-
...I've turned Skyrim into a Roguelike
SoloManGames replied to SoloManGames's topic in Skyrim's Skyrim LE
Hi ikitampa, Thanks for the suggestions. It's not possible to disable loading, but I've disabled saving instead. It also isn't possible to autosave on quit (at least not without SKSE and even then the player can always use the qqq console command to quit the game bypassing the quit menu). What I've done instead is periodically autosave the game whenever it is paused (e.g. during menu screens) and also upon death. Unfortunately, this causes pauses in the game as you can imagine, so I will make the autosaving optional with options on how frequently the saves will occur. -
...I've turned Skyrim into a Roguelike
SoloManGames replied to SoloManGames's topic in Skyrim's Skyrim LE
Hi godlikeueber, I appreciate the feedback and no, I didn't find your comments destructive by any means, simply that your suggestions are in a different direction than the vision I have for the mod and the substantial work that has already been put into it. Turn-based Skyrim is a very interesting idea and one I've never really considered. It would be fun to see how possible it would be to implement, but alas it is not in the scope of this mod. In either case, I hope you'll give it a shot when it's released. I can make the save system configurable, but the only caveat with less frequent saves, is that you would be able to cheat and reload older saves if you run into a sticky situation which makes the game less suspenseful and tense and defeats the purpose of the mod. But I recognize people like options, so you shall have them ;) -
...I've turned Skyrim into a Roguelike
SoloManGames replied to SoloManGames's topic in Skyrim's Skyrim LE
At the moment, it only saves when the game is paused (e.g. when in a menu or in the inventory screen) so although there is a slight pause when the game is saving, it won't happen while you are doing something important like fighting off enemies. Exactly. The whole point of the mod is to transform Skyrim into a hybrid open-world roguelike. How cool would that be to play? I'm sure there are already plenty of great traditional roguelikes, but my intent is not to replicate a traditional roguelike. -
...I've turned Skyrim into a Roguelike
SoloManGames replied to SoloManGames's topic in Skyrim's Skyrim LE
Hey FowlJ, Thanks for the grea ideas! Random gear may be possible, I'll have to look into it prototyping it, that would be amazing to have. Love the idea of cursed gear too! Or perhaps gear that can be beneficial but has drawbacks. Durability doesn't seem like it could be implemented in a smooth fashion, plus, I don't really enjoy the feature, seems more like a chore than fun for me, but I'm willing to reconsider if more people chime in on that issue. Difficulty wise, I think it would be very possible to limit potions, disable or lower health regen, etc. I just have to think about whether those things will actually make the game tense and fun, or just tedious. -
...I've turned Skyrim into a Roguelike
SoloManGames replied to SoloManGames's topic in Skyrim's Skyrim LE
Hmm, after some thinking I don't think "safe" saves are a good call. the way it works right now is the game will autosave whenever the game is paused at least every 30 seconds whether or not the player is safe. This discourages people from cheating by loading an autosave when things get hairy. You can load an autosave at any time, but keep in mind that there is only 1 save slot and that saves every 30 seconds or so whenever the game is paused (i.e. whenever the player is in a menu). -
...I've turned Skyrim into a Roguelike
SoloManGames replied to SoloManGames's topic in Skyrim's Skyrim LE
Safe save points like for autosaving? Or do you mean separate save files? Unfortunately, the latter won't work because then if the player dies they can always reload that separate "safe" save file. I can however, make those "safe" saves as backups in case something goes wrong. I would make it optional through the mod settings.