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gabrielrock19

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  1. Is there a tool, a DLL or a program that makes it completely safe to uninstall scripted mods just like it was with Fallout 3 and Oblivion? This could range from a nearly perfect save cleaner to a SKSE plugin that changes the way savegames work. These are the examples I had in mind. So, anything new?
  2. Hm, hm. I have thought about this theory as well, and it makes the most sense. But I couldn't find anything canonical to ground it. Mora appearing as soon as you go into Apocrypha, in Skyrim, could hint at that. Boethia also talks to you as soon as you get into his special variant of the oblivion plane to fight the chosen. These are suggestions and while they are somewhat sufficient, I think nothing more explicit or detailed was ever stated. I have also speculated - with some evidence - a new interpretation on what might be the Princes' godhood limits in another thread. Sensing space in a sort of connection between their being and the plane they rule as you said is plausible, even within the more limited power scope I thought for them.
  3. I really don't know that. Can a Daedric Prince "invade" another plane of oblivion that isn't his or her own plane? Can Vaermina enter Sheogorath's realm at her discretion, or can Mehrunes Dagon visit Boethia's plane of oblivion without his consent? And if he can do that, is the visiting Prince weaker or does he retain his full godhood? And how weak is he? Can he only keep his immortality as every lesser daedra or can he pull back more abilities than that? (try to provide proof).
  4. I hate when fans try to excuse a company's lazy behavior. For example: (Quote from the UESP Wiki). Imperial Law is only the Shivering Isles justice system because the developers thought creating an entirely new system based on madness would have been costly in terms of engine changes. So inexplicably Sheogorath is suddenly fair, punishing theft and murder. His realm should have been CHAOS incarnate. Trials are supposed to be insane. In some cases criminals should have been rewarded, in others, they should have been punished in creative ways. Copying the justice system from tamriel is an oversight, though I'm sure many people will justify this by coming up with plausible excuses such as "Look, maybe the laws were like that because Sheogorath was about to turn into Jyggalag, and thus he became more orderly". It's a nice excuse... a very nice one. But I can't do it. I know the real reason. The Shivering Isles has 14 side quests and 17 chain quests from the Main Story. I only liked three out of the 14 side quests: Vitharn, The Great Divide and the Museum of Oddities. Everything else is *trash*. Fetch quest after fetch quest after fetch quest. Bethesda's specialty. And then there's the SI Main Quest, which was amazing. You could argue that back in 2006 Bethesda still made some considerable effort toward their main content (i.e, the Guild Quest chains such as the Dark Brotherhood, Thieves Guild, Arena [simple but fun], Mages Guild [Fun until the Voldemort clone appeared] etc. I'm not giving that merit to the Fighters Guild, because it's one of the most deplorable, lazy and stupid questlines ever written). The Knights of the Nine expansion is also pretty good and worthy of playing or replaying. But the rest ISN'T. The Shivering Isles was delivered to us as a fraction of what it could have been. The Lore is generally interesting, the Dungeons are kind of fun to conquer, the Oblivion Gates are interesting thematically and aesthetically, Vaermina's plane of nightmares is one of the most amazing in theory, but the Realm of Madness is without a doubt the best concluded idea for a setting they ever had. I find myself in a position where I acknowledge what we really got and feel happy about it, and also find myself looking at the true potential - and feeling sad for it. What would it be like if the NPCs weren't stupid but really mad? What if the demented were really intelligent and the worst psychos to ever grace the earth (sexually deranged, calculating, deceiving the player into complex ways)? What if the manics went really crazy with their imagination? What if the DLC had more side quests that were BETTER WRITTEN and way more imaginative (and mad), instead of the rushed two to four dialogue plot we got? Even the Shivering Isles MQ had room for improvement, though I admit it's a great questline (8.5/10). It's a few steps short from extraordinary (each step to the top takes a lot of extra effort), but at least it's something you can replay excited when revisiting the game. Another problem I have with the SI expansion is that there is nothing to do after you become the Madgod. There's no endgame content. An expansion in one of the few games where it's interesting to become a god deserved a huge free patch full of quests that would make you feel as one of the top tiers of the verse (the daedric princes). You also have no power by the way. Jygallag leaves you and if you don't mod your game or give yourself real power though cheats, you're the same adventurer you were. At least Bethesda made several NPCs recognize you as sheogorath, even though that's a small detail when you consider the ES Lore and how the game should have treated you. A couple of long and exciting post-game quests as a daedric god with challenges among the other gods (such as the Aedric gods or the other Princes) would have realized that potential. Gods fight their peers, and it would have been more than enough to "keep the game challenging from a gameplay perspective". But that requires passion. If the gaming industry - led by an interest in profit - would allow the devs to be more passionate about their works, these ideas would be commonplace. The devs would "feel" their games and think of ways to improve them beyond their initial scope. It's obvious these improvements have to end at some point, but I think we would be getting longer, better and way, way more interesting games. The only devs I think of now (2024) that are passionate or somewhat passionate about their works are the Indies.
  5. Can anyone recreate Cissnei's black suit from Crisis Core: Final Fantasy VII? I attached some images below for reference.
  6. Can anyone recreate Cissnei's black suit from Crisis Core: Final Fantasy VII? I attached some images below for reference.
  7. I found it. Stewie's Tweaks is very versatile and lets you choose with precision the amount of damage that is received or dealt by companions.
  8. Is there a mod for Fallout New Vegas that applies difficulty damage multipliers for all of your companions? For example: if you deal 0.5x damage to an enemy that deals you 2x (Very Hard difficulty) than those same values would also affect anyone following you.
  9. I followed The Best of Times guide to the letter and installed TTW. But I can't get Vanilla Fonts Revisited to work with it when installed through Mod Organizer 2 or manually. The fonts only load partially: the main dialogue interface font, the message box menu font and the loading screen fonts do not load and are vanilla. Something must be conflicting with the font mod, but I have no idea what it is.
  10. Idol Ninja's Gentlemen of the Row mod includes skating animations for the player under the optional files tab. This however has two very annoying issues that haven't been fixed: 1. Skating replaces the walking/sprinting animation completely, which means you can no longer run ingame. 2. The animation replacement is global, and half of the NPCs of the game become skaters like you. So this request would include an improved version of the original, by either adding an equippable skate to your inventory like this guy suggested or replacing skating with an emote action (like they discussed here; however it seems there is a problem with the skating emote as it doesn't let you skate properly while also causing a sound loop glitch). The ideal request implementation would either fix the Skating Emote mod by F13 or add all the features suggested by Jikm30.
  11. It seems this can't be done with lesser spells. If you change the spells you want to add to "Spells", it should work.
  12. The block won't run no matter what. The spell is self-cast to add other spells. Is it an engine limitation or is there a way to do it? scn magiceffectspell Begin ScriptEffectStart player.addspell aanewspell1 player.addspell aanewspell2 player.addspell aanewspell3 End
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