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synthphase

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Everything posted by synthphase

  1. Can we get some kinda naming conventions for mods? In general this is an issue on this site as it seems the modding community is so close-knit modders be like "hey, if you don't know what my mod named EFD-V4.233.zip does that's your problem". Maybe re-zip each file and include a small text file with the mod description? /Rant not over yet Speaking of the general cockyness of the modding community, can we also not put "update: changed the way Morrigan flips her hair and chews bubble-gum" in the descriptions prior to saying just exactly what the hell the mod does? Updates are great and we're all glad you did them, but again we don't all pour over your particular mod, so telling us noobs what it does up front might be nice. /Rant over
  2. The first time I played Skyrim I thought "wow this Dwemer ruin is so awesome and steampunk, these guys must make the best stuff!" Imagine my disappointment when I found out that Dwarven items are only the fourth tier! Before I played again I enjoyed playing the game Terraria. In the Terraria universe you get different bonuses for wearing different types of armor: http://wiki.terrariaonline.com/Armor So getting back into Skyrim I really felt their system was lacking. In a world where Daedric items are simply better then anything else, what incentive does anyone have beyond character customization to seek out any other type of armor or weapon? (I know you can take perks and smith other types to be just as good, but I'm taking about immersion here). I looked around, did my due diligence, but could not find a mod or anyone asking for such a mod that gives real incentives to wearing lower tier armors or using lower tier weapons. Forgive me if I missed something everyone else knows about. I looked at ACE, and I like it's overhaul of the smithing tree (the most boring, OP, grindy tree IMO), but the benefits it gave to the armor types didn't really seem worthy achievements of an entire race to me. Plus putting the benifits in the smithing tree also seems to break immersion: Now its a world where everyone has to be a smith in order to possibly compete with anyone else. You know, kind of like vanilla Skyrim. So how hard can it be to make this come true? I not only want to add a non-enchanted effect to wearing an armor type, I want to increase the effect with each additional piece added. Impossible? Next I'd like to remove all armor and weapons of dwarven or greater value from containers or cells, and decrease the likelyhood of it being on NPC's. Yeah, make that only stuff Jarls wear or masters at smithing who are lucky enough to find Ebony ore can make. Or maybe I should just play Tarraria...
  3. You're in a post-apocalyptic wasteland. Now I can suspend my disbelief that somehow there are only coffee cups, motor cycle handbrakes, coffee makers, finance clipboards, fans, leaf-blowers, burnt books etc., left over in from a nuclear war. Somehow all the other stuff in the world just vaporized and this random smattering of junk was all that was left anywhere. But when there are also non-interactable items all over that seem very useful it becomes hard to feel like you’re not just some pawn in someone’s video game. Scavengers wouldn’t, for instance pass up a generator or a giant shop-vac. If anything these items would have been stripped for parts. When I first started playing Fallout 3, I was very impressed by the immersion because I didn't yet know that there was really a rather small amount of usable debris to be had. Then I thought New Vegas would add new stuff, make junk more useful, or at least change the junk so we aren't seeing the same environments from Fallout 3… Instead they took away schematics and only added a few new useful “junk” items. I purpose a two part “quick-fix” solution to this problem: 1. Make all items able to be picked up or opened up for new, useful parts. (I’m not sure the GECK will even allow this, any input?) 2. Make new schematics for weapons, useable items or stat-increasing items that involve using all “junk” items including new ones obtained from step 1. If this actually works or is possible, there are plenty of other avenues to explore. The idea is that 300 years after a nuclear war there would be a lot more seemingly useless junk. Only a resourceful and knowledgeable scavenger would be able to survive by being clever enough to make useful things out what other people passed up.
  4. I searched around for a bit and had a thought: How come no one's requested a SurvivaBall mod for Fallout 3 yet? http://www.survivaball.com/ I for one would love to bounce around the wasteland in one of these outfits.. Maybe break some stuff, bounce on some super mutants or something... I don't know.
  5. Even after installing OOO, knowing how to make black soul gems and enchanting some clothes seems too easy to exploit. In fact, the open ended system of enchantment and spellmaking, while fun at first, kind of removes the thrill of acquiring spells and items in the first place. This has been discussed before I'm sure, and although I haven't done extensive searching, I've yet to find a mod that redresses these issues. So unless there's one I'm missing I'd like to outline an overhaul to the spell/enchantment/theving/mana system I've been thinking about. Admittedly borrowed heavily from D&D. Let me know if there are any fatal flaws in the logic, or impossible things to mod. 1. Less spells avalible overall. (ie. ONE fireball spell, ONE lighting, etc) See # 8 2. Player must buy or find spell scrolls and scribe them upon rest. 3. Having a scroll scribed allows PC to select it as a permanent spell upon leveling up. 4. Number of spells selectable on level up based on INT. 5. After resting/waiting, player must select from a limited number of spells cast-able, based on willpower and time spent resting/waiting. Something like willpower / 3 + hours slept, giving a decent number of spells. 6. Because of all these factors, all spells ridiculously more powerful. This is necessary for spell selection to be a strategic maneuver, Instead of just spamming weak spells because of high armor and mana regeneration. 7. Mana system no longer used. (?) Possible alternatives are that Magika represents Armor degradation and armor does not degrade piece by piece anymore. Once "Mana" is lowered, it will not regenerate, player must get to safety and use repair hammers which fill Magicka. (I plan on also removing the low-level restriction on repairing magic items). 8. Remove spell and Item creation, possibly they can be used for something else. 9. Powerful items off limits from low-level thieves and pickpockets. Though better magic loot found through dungeon crawls. 10. Player starts with a bedroll.
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