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MostlyMuggie

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    Morrowind

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  1. I believe the engine dynamically casts the shadows based on light sources. Although Bethesda's shadow system have improved immensely over the years, they are far from perfect. This is why they can look choppy. There is no image of each and ever object's shadow in the game files...
  2. Have you tried making the character yourself with the Skyrim Character Creation system? I'm sure if you have enough 3D modelling capability to make that, then I am sure you can use the face sliders to make your character.
  3. This mod adds mounted horsemen on roads and as enemies. There is also a separate file for enhancing the vanilla horse combat by adding spears, casting, and other features. http://www.nexusmods.com/skyrim/mods/24286/?
  4. For number one, the vanilla game already has NPC schedules, and handles it pretty well for the most part. Editing each one with some minor tweaks would take forever... For number two, there is this mod that gives the courier a house which he will live at when he isn't delivering letters and will return to after he talks to you. http://www.nexusmods.com/skyrim/mods/46693/? Hope this helps!
  5. http://www.nexusmods.com/skyrim/mods/18045/?
  6. Are you planning on remaking the whole game to scale? That might be impossible since it is far too big. Even separating it by provinces would still be too much for the engine to handle I think...and not to mention it would take ages to bring each place to the level of detail seen in Skyrim. I am guessing you are just making a landmass of High Rock and Hammerfell proportionate to Skyrim with only the major cities (Daggerfall, Wayrest, Sentinel, and Orcinium), and maybe some random towns and dungeons like Privateer's Hold and whatnot. Then filling the world with some custom enemies and NPCs that would be similar to the originals. This would be the best approach, I think... As you may guess, I am a huge fan of Daggerfall. It is the game that brought me into the series way back when. Best of luck on this project! PS. Have you seen the Daggerxl project? They aim to remake Daggerfall in its entirety in a modern engine.
  7. i cant find it I think he means the summon function that lets you summon your horse anywhere. From there, you can access the inventory. I don't use Convenient Horses however, I have read up on it.
  8. The mod Moonpath to Elsweyr adds the Imga and Sload races. There is also a Imga and Sload follower expansion: http://www.nexusmods.com/skyrim/mods/17970/? http://www.nexusmods.com/skyrim/mods/21771/?
  9. I think this is the mod you want: http://www.nexusmods.com/skyrim/mods/39143/?
  10. Short Answer: No Long Answer: Possibly. There have been countless people requesting a minimap mod. There's one about every few weeks. It's either impossible, really hard/annoying to do, or no modder wants to waste their time and make it since the vanilla compass and map menu is good enough. Sorry.
  11. What would you use to control your character?
  12. This mod might be good for you. It is Steam Workshop exclusive however. http://steamcommunity.com/sharedfiles/filedetails/?id=1677559
  13. To all those saying its not "Lore-Friendly", you are wrong. Centaurs were an enemy in The Elder Scrolls II: Daggerfall. You could even speak their language. http://www.uesp.net/wiki/Lore:Centaur#Centaur That being said, it would be VERY difficult. I think the people above me have explained that well.
  14. Unfortunately, there is a reason for that. Adding new animations into the game is very hard and very annoying. I am not even sure it is possible to make each race use different animations. The way the engine works is that all human Actors (Character, NPCs, etc) use the same animation package. So changing one would make it change for every NPC regardless of race. Also, it is near impossible to add new animations unless you replace others. I know there is the mod FNIS, but it is not as simple as that. FNIS only really works for poses, idles, and stuff like that. There is a reason why there are pretty much no mods like this and the only ones you can find are replaces. Sorry to burst your bubble. A lot of us would love this and have discussed similar things in the past. Sadly, the Creation Kit is just very limited in this department.
  15. Oh, I thought you meant that you wanted more dialogue options and didn't care if the NPCs responded with silent text dialogue. The problem is that we do not have the original voice actors to make recordings for mod-added dialogue. Even if a modder made the voices, it would be weird if an NPC has 2 voices (original professional voices + modder's voice). In older RPG games, most NPCs just had text dialogue and maybe voiced greetings. Only important or quest NPCs were voiced. It was like this in Morrowind, and kinda like that in Fallout 1 and 2. That was always my favorite formula since: It lets me use my imagination and picture the characters voices and emotions which IMO was better than a voice actor on a stiff in-game face It was MUCH easier for modder's to make professional mods with dialogue.
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