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ucal

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  1. Yes. I have a similar problem whether the explosion record is vanillia, or in the mod. Moreover, i don't see how that could be the problem: As mentioned, I'm getting two different explosion sizes, with the same explosion on two different spells.
  2. I've been trying repeatedly to change the size of an explosion, to no avail. It seems all i can do is either turn the explosion monstrously big (Turning a whole room dark because part of the explosion can't fit and is only partially rendered), or pathetically small (not even knee high on my character). And the explosion size seems to get stuck into one of these two options, so that I can actually produce both sizes with the same value for area, depending on what size the explosion is currently stuck on. It's even gotten to the point that using the same explosion, in two different spells, that are functionally the same (only difference is one has the ritual keyword, and a few effects missing), produce vastly different results in size. For reference, the explosion I'm attempting to use is the DLC2LurkerTentacleStomp, and the explosion I'm testing things with right now (to confirm all these oddities with a known explosion size) is the Fire Storm Explosion.
  3. IMO, one of the biggest balance issues in this game is not that there are overpowered weapons, but that everybody knows where the hell they are to begin with, so instead of rewarding exploration, they reward a quick hop, skip, and a jump to the dungeon to get them. My idea is that every dungeon entrance would be replaced with a door tied to a script, that either using in game variables such as class (major skills could possibly be worked through some sort of script filter to generate a pseudo random sequence) or a random number that is saved upon first activation of the script, transports the player to a random dungeon space. There would have to be some catches. Main quest dungeons would have to be left untouched, or dialog edited to reflect their now unknown location. I think the best option is to leave these dungeons alone. Sidequest dungeons would have to have the same options, but I think the second option is best for this. Overall, it would have to be looked at on a case by case basis. Then there's dungeon groups. We don't want someone opening a door to what is obviously a burial chamber only to find a cave with slaves in it, as opposed to ghosts. As such there would have to be separate instances of the script for each dungeon type. If we go with the random number generated approach, it would add some data to the save file, as the number would have to be saved to avoid a player trying to come back to the dungeon, only to get teleported to a different one. The overall goal of this mod would be to encourage dungeon campaigns, searching for good loot, rather than just going straight after all the various pieces of daedric (some of those are in dungeons right? It's been a long time since I've played Morrowind), as well as provide some break from the tedium. An alternate approach would be to modify the dungeons to include a chest affected by a similar script. The chest (or chests maybe, depending on the workings of the script) would be attached to different item lists, that would be determined upon entering. Some of these lists would contain the epic loot (which consequently would have to be removed from wherever it is ingame), and there would be a list for each dungeon, to guarantee that upon playing a long enough time, one would find the loot they're looking for. Though, I would prefer the first approach I mentioned, as it would add more variety to the game (as players wouldn't know what dungeon they're getting, as opposed to just making the loot a surprise). So is it possible? And is it worth doing? Any ideas on perhaps a less complicated alternate approach?
  4. So I've been playing ME2 a lot lately, and got Blood Dragon Armor from having Dragon Age. I would like to play around with that in Fallout 3 though. The problem is I can't find any sort of models for it in my ME2 install. Note: This is for my own personal use, I can't legally or morally distribute any fruits of my labors. Except maybe an ESP with no models attached. http://jasonchen.net/wp-content/uploads/2010/01/Blood_Dragon_Armor.jpg
  5. In oblivion, I believe the proper way to do this would be to make the script a quest script. Just make it non visible to the player. I think.
  6. Question is, is there a way to get an alternate fire animation playing? >_>
  7. Well, here you go. It really looks awesome! Except the cheeks are a bit wide >_>. But other than that, great job.
  8. For what little it's worth, if you were to do all that and bring the Torque Bow to fallout 3, you would become my favorite modder.
  9. Just curious, what specifically did bethesda do to prevent such content?
  10. What about the gun that shoots random crap you stuff into it? For god sakes, if bethesda can make a gun with an arcing projectile and not have it ruin the game, anyone can. :biggrin: Though the folding could be odd. As would the charged shots aspect of the gun.
  11. I'd love to get my hands on that resource pack as well. Making a quest mod or sorts for this would be awesome.
  12. All of these look absolutely amazing, I'm just curious what possessed you to attach stocks to handguns >_> Also, I love the Torque Bow. Are you importing those, or did you model them yourself?
  13. You mean the goggles, right? If is, I think it isn't avaible for download :confused: Here's the link where i found this ss. Ah, that's too bad. Thanks though.
  14. I love how you condensed 4000 words into such beautiful pictures. Excellent work, they look amazing.
  15. No idea (sorry), but do you have a link to the splinter cell part of that picture?
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