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jakeoberg

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Posts posted by jakeoberg

  1. I have always wanted to publicly assassinate someone that are not hostile towards the player. (Like Nazeem) So i was wondering if someone could make a mod were you can get "The jump" on a person. Getting them while they aren't aware they are going to be killed. Yes I know your thinking about sneak attacks... But I really want to be able to do that without being an expert in sneaking.

     

    Your first attack on someone not hostile, should be 6X damage just like sneaking. But you don't have to be sneaking.

     

    Sneaking is still useful against hostile targets so this mod wouldn't be game breaking.

     

    If you have any ideas or agree comment! And if you can do this, Please comment!

     

    Weren't expecting that were you Nazeem??

  2. I had a got a great idea for a spell effects mod.

     

    I know there are mods that create gruesome effects when you kill people via spells. I was thinking that adding animations to different ways people should be affected by the spells, here are examples...

     

    -Fire Spells: When target is close to death, they will flail their arms and run around or fall on the ground. They should also scream ALOT (like all burning people should)

     

    -Lightning Spells: When target is close to death their body should shake violently and steam should rise from them.

     

    -Frost Spells: When target is close to death they should slow down and crumple up in either a fetal position or drag themselves and slowly die.

     

     

    I got this idea when playing Skyrim and just not feeling the effects of fire spells or any in that matter... I mean when they just fall down and die, its pretty boring.

    For references on the burning people, Rome Total War 2 has animations for people that have been shot by fire arrows and they are very good in my opinion.

  3. yes im sure an army of long bows could destroy and army of knights, but the definition of knights can differ. For example, this french knight has a Chain-mail vest on with some cloth over the top. This definitely would not stop an arrow of any kind really. (unless it was made out of foam lol) but the battle scene has armor that would most definitely stop an arrow. Unless hit in the chainmail chinks http://m7.i.pbase.com/v3/77/321777/1/47105227.FrenchKnight2.jpghttp://img807.imageshack.us/img807/1521/italianknightsxvcentury.jpg

  4. Your right about the armor. But the arrow killing knights, yes, if those knight were lightly armored example

     

     

    It has been suggested that the bodkin came into its own as a means of penetrating armour, but research by the Royal Armouries[1] has found no hardened bodkin points, though only two bodkin points were actually tested, not a statistically relevant number. Bodkins did, however, have greater ability to pierce mail armour than broadheads, and historical accounts do speak of bodkin arrows shot from close range piercing plate armour. Broadheads were made from steel, sometimes with hardened edges, but were more often used against lightly armoured men or horses than against an armoured adversary.

    In a modern test, a direct hit from a steel bodkin point penetrated Damascus chain armour, although at point blank range.[2] However, the test was conducted without a padded jack or gambeson, which was layered cloth armour worn over heavier armour for protection against projectiles, as it was known to stop even heavy arrows. [3]

    Armour of the medieval era was not completely proof against arrows until the specialised armour of the Italian city-state mercenary companies.[4] Archery was thought not to be effective against plate armour in theBattle of Neville's Cross (1346), the siege of Bergerac (1345), and the Battle of Poitiers (1356); such armour became available to European knights of fairly modest means by the late 14th century, though never to all soldiers in any army.[5]

    Some recent tests have demonstrated that needle bodkins could penetrate all but heavy steel plate armour; one test used padded "jack" armour, coat of plates, iron and steel mail and steel plate. A needle bodkin penetrated every type, but may not have been able to inflict a lethal injury behind plate.[6]

  5. Ok... As a hardcore immersive/realistic player of Skyrim i have been looking for a mod that changes the way armor works completely. I am a modder and i have tried to do this myself but i am not the best with scripts and such. I know it is possible, anyone willing to help me would be the coolest person ever ;)

     

    Heavy Armor

    Knowing of many mods that change armor speed and stats, they are good enough to get the feel of being weighed down and being a tank, but heavy armor has a downfall that no one mod thus far has addressed. Chinks in the armor. For example, you are shot by an arrow in the arm, you take regular damage, where this is wrong is when you are shot in the chest-plate you take the same amount of damage... Arm/legs>Chestplate/Leg Curries damage taken. This just makes sense. Archery is so messed up in this game and most other games in this way. This should go for the helmet, gauntlets and shin guards/boots. An arrow hitting heavy armor should not even penetrate it at all. The way a modder could do this is by setting impact data to make it so the arrow bounces off of the armor. These certain parts aligning it with the textures. It IS possible, but i have no knowledge of how. Then changing the weight of it and movement speed is pretty self explanatory.

     

    Light armor

    Mods also change the data with these. but in my mind the system Bethesda set up for armor was fine with light armor. arrows should also penetrate it, unless the armor has parts that are hard and would not allow for an arrow to pass. Whiterun guard helmet should stop an arrow in the from top face part but not the back (where there is not metallic plate. Elven armor would have to be discussed.

     

    Weapons

    I think that locational damage was a great mod for some time, but it also didnt make sense at times. They did implement distinction between heavy and light HELMETS so it is possible. Different types of weapons can have levels of penetration like they have for perks in the game. deadly combat has tried to touch base with disarming when hitting arms and such but is really doesn't do it well. Hitting someone with a bow drawn should force them to either drop it or relase the arrow (not crossbows) and many more ideas to discuss.

     

    Missiles

    Bows and crossbows should be different in impact data because they do have different strengths in joules of force

    arrow types should also be taken into consideration when taking down an enemy with certain armor types.

    -weight

    -broad-head

    -bodkin

     

    Any reply or support would be appreciated and thanks for reading my big af article bout armor haha

     

    jake

  6. I am having problems with putting together my standalone follower, i have based my folder structure off of a successful standalone follower. i know i have everything right but i am having trouble with texture sets and my face isn't matching the body. I know a lot about grayface bugs and such but this isn't it, i have the Facegen data in the folder, but if i NEED to do custom textures to my follower through ck even if i have them in the folder structure. idk i just need help to make sure i did ALL of it right

     

    any help would be appreciated

     

    im also about to fall asleep so i may not be thinking straight..... idk ahahahahahahahaha

     

    jake

  7. Temporarily remove your tintmasks folder from textures/actors/character/character assets to your desktop then open ck and edit your character. Export the facegen data, then put the tintmasks folder back.

    haha just figured that out by myself and was checking to see if people needed to know haha cool

  8. found away around the facetint stuff, go and move your facetint folder out of your Skyrim directory textures/actors/character/FaceGenData then move to facetint folder to your desktop or something (because you will want it back later right) haha) then export the facegendata in creation kit, it will then find the path it need to and your face dds's will be in the esp with your npc/followers name! worked for me so i hope this helps, you do the same for meshes if you need that!

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