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IcelandicPsychotic

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Everything posted by IcelandicPsychotic

  1. Planescape: Torment, of course!
  2. Looks good! Looks like a lot of work has gone into this. That second journal entry sounds a little strange, though. :thumbsup:
  3. I love how polite Joshua is.
  4. Well, it's a general problem with graphics more and more realistic. Realism also means unification, many games will practically look same regardless of enviroment or genre. But in the end, if a game is enjoyable for you, this question is rather theoretical only. I completely agree. UE5 graphics are very realistic but like you say, eventually we'll have to choose between realistic and stylized graphics. I personally think style is much more important as a video game's job is to transport you away from reality and that becomes harder if the game looks like reality.
  5. I gotta admit I don't like the feel of UE. The graphics are very impressive but I think it lacks style.
  6. Of course Oblivion graphics will always look "old"... The game was released in 2006. I still think Oblivion graphics can look good with a little oomph. The game has a certain style to it. There are many texture packs on Nexus you can try, although they might cause an FPS hit if you're playing on an old laptop. Try this one, it doesn't cause any FPS hit.
  7. I think you should play it without mods for the first time. That way you at least know what the vanilla game is like and what the mods actually change.
  8. I ran into this bug once as well. It's caused by a quest stage that the player can easily miss, F-ing up the whole quest. UESP goes into more detail on this. Are you using the Unofficial DLC Patches?
  9. UESP has a map that can be very useful for location scouting. It shows all in-game locations so you can search around and find an area to place your mod. I wouldn't worry much about conflicts with other mods, they can't all be winners. There are so many mods out there that something's bound to conflict at one point or another. A house the player can purchase will require some scripting, maybe not the best place to start. One thing you should definitely get the hang of is pathgridding. That tutorial is for Morrowind but it's pretty much exactly the same in Oblivion. It's very simple once you get the hang of it.
  10. Have you tried creating a sound object in the CS and using that instead? When creating a new sound object there are distance settings that you can set to default so that the audio sounds the same where ever you are.
  11. Every item in the game has an optional quest item tag. You could remove this tag from every single quest item in the game but that would be one hell of an undertaking. There are already a bunch of mods that do this, just search for them.
  12. I've never tried it myself but I think the Better Hunting mod can help you. https://www.nexusmods.com/oblivion/mods/32060
  13. You can try the Cava Obscura mod and see if that helps. https://www.nexusmods.com/oblivion/mods/35099
  14. https://www.nexusmods.com/oblivion/mods/23296 This might be what you're looking for.
  15. You can make an account that works perfectly fine. I like that it's a bit retro. Why would I want (or need) to sign up with Google? So they can spy on me here too?
  16. That's a pretty funny first memory to have from Daggerfall lol. :D Daggerfall seems cool, I need to try it out some time.
  17. Mine is discovering console commands and using the "placeatme" command to spawn so many watermelons that they flooded the Market District until the game crashed.
  18. Loyal to the game! I've been playing Oblivion since circa 2008. I don't think I'll ever stop playing it. I always come back to it eventually.
  19. https://www.nexusmods.com/oblivion/mods/48196 This might be what you're looking for.
  20. The Construction Set is a mysterious beast, not easily understood by mere men.
  21. I'm pretty sure he already tried that. I think adding spell effects like that to the player is just impossible because they'll eventually break.
  22. Well, s#*!. I do not think that two scripts would change anything. Do you remember how the Shambles creature from the Shivering Isles DC unleashed a frost explosion upon death? If you look at the script attached to it you'll see that it works like this: it places a bone at the Shambles, then uses that bone to cast an area-of-effect frost damage spell at the Shambles before disabling the bone. Maybe you could use something like that to cast two different spells at the player. Create two different script effect spells, one that adds the Ghost ability and a second spell that removes the Ghost ability. On ScriptEffectStart use something like the Shambles script to spawn an item that casts the first spell on the player. On ScriptEffectFinish, do the same but cast the second spell to remove the Ghost ability. If that doesn't work then I'm stumped.
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