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rilax

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  1. None of the suggestions here worked for me. I advise everyone reading this to just skip to the next quest and save yourself the hassle. I still don't get why we are able to mod our games if everything breaks anyway. f*#@ing Bethesda games always the same s#*!.
  2. That's true. The thing Skyrim as a game excels in is mostly how the world is created. When looking at the actual size of the map in m2 statistically it is pretty small, but it is very well designed giving you the illusion of a huge world. I still believe some mods that add some extra moves would give a nice effect to the combat though. It doesn't necessarily have to overhaul the combat system, but it would be nice if you got the idea your character is capable of more then the basic set of attacks we've been stuck with since 2011. :tongue: As for the difficulty I have done the same thing but I increased the difficulty by increasing the enemy spawns and downloading the custom difficulty mod. Instead of 3 bandits at a fort there are probably around 10 now, and with the Custom Difficulty mod, I fine tweaked my settings so I die very fast, but they do too. For me it enhances the tactical aspect of the combat very much as you don't just run into the fort, bash all the bandits and kill them. And yes, gamepads for the win haha. Although I don't dial wield a lot the vibrations when in combat add a nice touch and it feels far less choppy in contrast to using mouse and keyboard I know. Skyrim's engine is dated and very limiting when it comes to making good looking combat. That's the whole reason why I made a thread as to what can be improved while staying within the engine limits. I only mentioned Shadow of Mordor because I think it is a good example of how combat should look. I'm not comparing the gameplay but the looks of the combat. Shadow of Mordor's combat is nothing more then jumping around, tapping Y, and Y+B for executions, but it does looks nice which is something I can't say for Skyrim. Yes, the two games are very alike when it comes to combat. As with Arkham city in SoM you do nothing else but hitting the attack button, the block button, and the execution button combination while at the same time running around for a bit. But as I said before, even if there is not much tactical depth to it, it does look very nice. Because we, thanks to mods, already have very tactical combat in Skyrim I made this post to discuss how the looks of the combat could be improved, while staying within the engines limits of course.\ I installed Ultimate Combat today but I haven't played Skyrim yet. Let's hope it does not crash. Thanks for the list of mods by the way. I already know most of them and some are already installed like the Parry animations mod but the kick bash animation looks nice. I think I'm going to browse the animation category on the Nexus, hand pick the animations I like, and then add them with the "PC only exclusive animation path" mod. I think when you see your character actually using other animations then every other npc in Skyrim it gives the combat a better effect. A new mod has been released recently though which I think will also make melee combat more fun. http://www.nexusmods.com/skyrim/mods/58973/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D58973%26preview%3D&pUp=1 It allows you to seamlessly switch your weapon grip betweeon one handed and two handed in combat. It sounds pretty cool especially if you are using a bastard sword like I am.
  3. Those are good mods and each of them surely adds another elemant to the combat, but it's just such a bummer for me that there aren't any mods that change the looks of the combat, more specifically, how the player moves and attacks in combat. The mods you mentioned do help in negating the feeling of "Air Combat" though. I have found one mod though which might give a better feeling to the combat. http://www.nexusmods.com/skyrim/mods/58717/? It changes some settings but it also introduces a new "Counter Attack" which I believe is a Killmove that is triggered by bashing an opponent at the right time. I haven't been able to try it out though as my game ctd's at the main menu with it enabled. :P Things like this, adding new special attacks that can only be carried out by meeting a certain set of prerequisites in combat, are the way to make Skyrim's combat feel less bland and boring I believe. It enables you to do something else then the dreaded left and right swings and the 5 power attacks we've seen hundreds of times already. There is another mod of TK I believe, which called TkKCombat. It adds 5 new attacks but the only gripe I have with them is that they are magic (spellsword) attacks which I am not really a fan of. I wish he would do the same for melee combat though. Perhaps combining the two versions into one mod where you can switch between the sets of moves you want to perform, melee or magic, by using a power or something.
  4. Precisely, it looks, well stiff. After killing so much Orcs in brutal style Skyrim's combat felt very unnatural. This has probably to do with the engine though as the combat in Morrowind was initially more like a true RPG where everything was effected by dice rolls and stats. Of course they have improved over the time, but compared to other games it still feels very much like air combat. There is no recoil to attacks and it looks like you're hitting air. I believe there is a mod that let's the body part you hit move a little bit when you hit though. I once had an idea of making combat a bit more intense though but my post got no replies so I figured it was impossible to implement due to it being hardcoded. It involved allowing the player to have sort of a combo streak by making him able to continue attacking a blocking opponent instead of momentarily pausing. So instead of *Right Swing* - *Blocked* - *Small pause* - *Right Swing*, you get *Right Swing* - *Block* - *Left Swing* - *Block* and so on. Combined with some animation mods like the one that adds parrying animations I figured it would at least make the combat look somewhat more fluid and less stiff.
  5. Dear Nexus community, I have a problem. After downloading the best mods I could find for Skyrim, spanning all categories, there is still one thing which really irks me about the game. This problem became very apparent after I played Middle Earth: Shadow of Mordor. As you might have guessed my problem lies with the awfully slow and non fluid combat. After literally sword dancing between Orcs in brutish glamour, coming back to Skyrim makes the combat feel so dull and unsatisfying. Consequently I thought, "Well, there must be some mods that affect combat in a way that it looks more like you are actually fighting, with combo's, better finishers, and just making it seem more fluid and responsive overall." Well I was wrong. Don't misunderstand me some of the Combat mods like Deadly Combat do a great job at what they do but they don't inherently change the looks of the combat itself so it actually looks better and more fluid. I found ONE mod which, sort of, added which I had in mind but sadly, it is incompatible with the latest version of Skyrim. This is the mod http://www.nexusmods.com/skyrim/mods/15517/? . It allowed you to build up combo's which allowed you to progress to several combat stages each of which gave you some advantage in Combat. Just to name one example, after performing a power attack, you perform another special attack ( with the animation of one of the killmoves). Little things like this make the combat so much better instead of the hellish button smashing which makes you perform the exact same animations over and over and over again until the rivers run dry and the mountains crumble. But why did I make this post do you ask? Well to get to the point I was hoping if anyone here had any clue of a mod or a WIP that makes the combat less boring and repetitive, and to actually have a discussion as to what modders can actually do to make the combat better. Now i'm not talking about mods like deadly or ultimate combat. These change a lot of numbers and variables of the whole combat system but the combat itself doesn't actually look better. A lot can be fixed by modding Skyrim. Thanks to mods this ugly ass game now has some of the nicest graphics, textures, and scenery which easily competes with some next-gen games out there. Sadly this actually makes the awful combat even more apparent as you would expect that a game which looks that nice would also have good combat. So what do you guys think? Are there any mods out there which in your opinion just FIX the combat? Or are you guys together with me still on the never ending search for the mod that just fixes the combat. The ONE mod which fixes the combat... Or do you think a mod like that will not come at all? I just hope all the mod authors from the good combat and animation mods band together to make the ONE combat mod but that probably won't happen. :tongue:
  6. I have never seen this before. Does your keyboard do this with other games too? If so I would suggest trying out another spare keyboard if you have one or if you don't try lending one from a friend or something like that. If it does this only with Skyrim I wouldn't know what do do.
  7. What's the 3DIndex? I'm by the way also not that informed about this i just write down what stands there and what i tried . :P
  8. I can't show you how to do it because I barley understand it myself. However, you have to set the NIF file to use the slot you want with NifSkope, and the Armor record to use the slot you want in the CK. If you don't set both it will either crash Skyrim outright, or it won't display. A user contacted me recently about the EyePatch mod conflicting with a lantern mod. So I explained that I had used the slots in this post. However, I did so to avoid conflicts with other mods. So please choose a slot that won't conflict with other armor mods. if you want to make Falmer armor work with a bra for example under the Falmer armor I don't think that is possible with Skyrim because one will overwrite the other. If it is possible then NifSkope would have to set a priority to the layer of clothing. Depending on the layer would tell the Skyrim graphics engine which to render first, then second, and so on. So if you have seen that with other mods, then I would ask the author of that mod how they did it. There is also a posibility that if it is possible the mesh has to support it. What I mean by that is say the default mesh for the falmer armor does not support layers. You would have to alter the the NIF file in NifSkope and possibly the Mesh itself in Blender. In case you are not aware of this. Blender is a program to make the Mesh, say a body, a barrel, an apple, whatever. Nifskope is the program used to asign properties to the Mesh that Skyrim needs so that the mesh can be used in Skyrim. Thanks for the advice :), but the thing is my .nif ( the forsworn armor) has two NiTriShapes. I did this before with robes but now it doesn't want to budge. One is for the armor itself which consists of one partition and the other is for the body which has 3 partitions. I think that the reason it's not showing up is has something to do with these 3 partitions. They are 32 Torso, 34 Forearms and 38 Calves. I tried changing them, to the same slot as the first partition, leaving them at default, or using the same values for torso (the armor itself is also labeled as torso) but not for forearms and calves but no matter what it stays invisible. I spend two hours brainstorming on this yesterday, trying out lots of combinations but none of it worked. You don't have to worry about my mod conflicting with other mods by the way. This one is just a mod for my own use. I'm not planning on releasing it and even if i was i sure as hell wouldn't release it with invisible armor . :tongue:
  9. Would anybody know why this isn't working for me? I am trying to edit the forsworn armor so it can be worn in conjunction with other armor but it doesn't matter which slot i pick it stays invisible. The Body Slots in the AA and the armor are set to 40 just like in the nif file. I think it might have something to do with the NiTriShape: ForswornBodySkin. That one also has 3 partitions but it doesn't matter if i only put the torso to 40. all 3 to 40 or leave them be the armor still refuses to show up.
  10. I'd say HH but slightly retextured so it fits nice, together with the other buildings. The HH walls also look less bland then the ones used before but a bit more complicated. The first one is just a wall but the HH version has a window here, a sort of tower there and it still is a symmetrical wall. Nevertheless your mod looks awesome. Can't want to play it.
  11. Hey all, Since i was getting a little bit annoyed by how boring Skyrims combat looks in some instances i remembered an idea that i had that gives us well, somewhat more fluent combat. The thing that makes the combat look boring to me is that when you hit someone that blocks your attack you perform the exact same animation after being blocked. You don't change the direction of your swing so to speak. My idea is that you actually continue with the animation while still being blocked. For example you first hit with a right swing, *clash* and instead of using another right swing you continue to attack with a left swing *clash* and so on. That way when combined with mods like for example the psuedo parry animation it looks a bit more like the dashing swordplay you would expect from your Dragonborn and if possible the Npc's. That way an encounter is really more a clash of swords then what we have now. The only thing that i was not sure about is if this is hardcoded in the engine or edit-able? It would be a bummer if it was hardcoded but if it was possible it would really make the combat faster, more realistic and more fluent. It would be good for Machinima also since Skyrim 1v1 always looked a bit odd.
  12. Those are Uruk-Hai mods, the orcs created by Saruman. Yes there are lots of them out there that includes the armor but i was talking about Saurons Morgul Orcs. Those aren't created yet and i was wondering if someone with similar interests might be up to the task to creating them.
  13. Hey everyone, I was wondering if it was possible for someone to create a scaled down version of an orc but then revamped to match the looks of the orcs from Lord of the Rings. This is perhaps possible by editing some face details and textures? Now i know Falmer already look alot like the Goblins from Lord of the Rings the likes of which the fellowship encountered in Moria , but not like the Morgul orcs that attacked Minas Tirith. These are actually two different races if my knowledge of Lord of the Rings is still what it was. They are somewhat larger of stature, stronger and are seen carrying two handed weapons. I only recently actually noticed the Falmer don't use two handed weapons only bows, magic and one-handed which is a bit of let down for me. It would be really awesome if someone would be interested in something like this. It would also serve me really well with a Machinima that i'm creating. Since Tyraniccon doesn't really do battle vids anymore i decided to try and make one. As enemies i would want to use these orcs and such since i already have the Witch-King, Nazgul and other factions. Plus this awesome Gondorian armor mod came out recently which would match really well with the orcs.
  14. I hate them with a passion... Stupid nerds all fapping to their hot followers is what it looks like to me because i can't think of any other reason why you would want to have that in your game. Alright the edits to the face and body are ok since we know vanilla isn't too keen on realistic people but jeez don't over do it. Don't even get me started on the outfits they are usually wearing... I hate it when i see mods like that hit the front page because all that work could have gone into for example a new cool enemy with awesome armor and weapons, but nooooo. We need to have hot chicks in Skyrim because we can't get any in the real world!
  15. Well the scaling down idea seams the most plausible to do. Would be awesome. I can't stand that Skyrim is so small it's just a bit bigger then the forest outside my house. I know Beth wanted small and detailed but adding more wilderness and making the cities just a bit larger( adding outskirts and such) shouln't have hurt that bad. They shouldn't have focused that much on that stupid 11-11-11 release date, like that even mattered. I would gladly have waited another half year or maybe even one if i got a bigger and better created game. Let's hope they don't make the same mistake with the next ES.
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