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TotallyNotToastyFresh

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Posts posted by TotallyNotToastyFresh

  1. Well through my playthroughs of Skyrim and Oblivion I haven't ever really needed to block with my weapon, it's only really seemed useful to me when using a shield. When you're using a two-hander or a one-hander with no shield or spell, it always seemed quite pointless to me. So I want to see some incentive for doing this, a reason to do it. Basically what my idea is, is that if you successfully block an enemy's melee attack, and then follow up with an attack within the next second or so, then a finishing move is forced for an instant kill, similar to an Assassin's Creed game I suppose.

     

    I'm not sure how hard this would be to script but if anyone feels like following up on it, I'd love to know about it.

  2. I have always had an idea, just an idea, but it might be more practical than a huge overhaul.

     

    Basically, we all know that huge cities, even more than three times the size of Vanilla cities are just impractical as there's too much stuff and too many NPCs, for starters the framerate would take a huge hit and it would just seem bland without a huge amount of work. However, what I was thinking, was that in the CK you create extra districts that makes the city seem three times the size it was, yet make those districts inaccessible to the player. Similar to Dragon Age's Denerim. It would appear much more immersive and interesting, yet still be economical with the engine and easily moddable. The only real problem would be LOD meshes, which from what I hear are a hassle to make. But I think it's a worthy idea.

  3. Steam is fantastic. It's really not the devil that everyone makes it out to be. Sure, it causes problems when you're not connected to the net for whatever reason, but the games are super-cheap and for me the download speeds are fantastic. I love it.
  4. Because the Stormcloaks winning over the Empire would cripple the Empire meaning the Thalmor would soon take over. They're completely evil and want to end up being immortal. Ulfric is in the wrong because he could have thrown in his lot with the Empire and found a way to unite their forces against the Thalmor.
  5. Hello everyone,

     

    I think this is a rather simple request. I'd like a mod that halves the size of all map icons. By level 30 my map gets so cluttered and it's quite an eyesore. I'd do this myself but I've never used Flash before and so I have no idea how to edit the .swf files.

     

    Thanks for anyone who takes this into consideration.

  6. I just want this feature to add guns and crossbows, and to a lesser extent throwing weapons. However, I recall the devs saying that they didn't add these because of time constraints, and I think if it were as easy as just clicking up a new weapon type then it wouldn't have been difficult enough to warrant canceling these categories due to time constraints. However I remain optimistic.
  7. If it's a Dunmer relic thing I'm all for it, kinda like those robots. But doesn't shooting FIRE, ELECTRICITY and ICE from your hands defeat the purpose of muskets?

     

    Well there are quite a lot of people in Skyrim who don't have the aptitude for magicka, and a gun would be a suitable replacement, don't you think?

  8. I'm not a hugely capable modder, but I imagine the hardest part would be getting enemies to work with this new system. I think it would be fairly simple for the player, like, you could just run a script that checks if the player is holding W, A, S, or D when they click attack/block, and adjust the attack/block animation based on that. But like I said, getting enemies to work in conjunction with this would be difficult.

     

    Also, another thing that would need doing is increasing the global damage values, or multiplying each melee damage value by a certain amount. Otherwise, fights could end up lasting for full minutes in one-on-one duels.

     

    Also, I failed to mention this before, but for people like me with slow reflexes there is also a mode in the game which detects the enemy's attack and blocks for you when you click block. This would actually prove difficult, as it would have to detect what kind of attack the enemy is performing and would also prove troublesome when there are multiple enemies attacking.

  9. I normally don't request anything, I prefer trying to improvise and do it myself, but this one is way out of my league.

     

    If you've played Mount & Blade, you'll know that a large part of the game's formula relies on the combat, and the way blocking works. Basically, it works by having four kinds of attacks; left, right, up, and forwards. You have to have reflexes fast enough to adjust your blocking position to effectively avoid that attack. Blocking has the same four positions of attacking. It's a very simple system, really. There are also several ways you can adjust your blocks, you can either move the mouse upwards while clicking block to block an upwards attack, left or right to block a sideways attack, etc. or you can have it so that attack/block direction is based on your current movement. Here's a video where you may be able to see what I mean, skip to about 1:11.

     

    http://www.youtube.com/watch?v=U5XAJB8uGZY&feature=related

     

    This seems like a very simplistic kind of mechanic but it's very addictive and makes combat a lot of fun. I'd love to see it in Skyrim. We already have a lot of the animations we need to make this possible, and we would also need several others like directional blocking. I don't know how such a mechanic would be implemented into Skyrim but I'm sure it would be possible.

     

    Any talented scripters are very welcome to share their thoughts.

     

    Also, I don't expect that anyone will be able to do any work on this aside from brainstorming etc. before the CK comes out.

  10. You could try going into the stack, get rid of entries 22 and 26 by selecting the minus below the stack details near "mesh select parameters" then select entry 20 and then select all the polys on the mesh.

     

    Thanks. What is the "stack"?

  11. Now please bear with me, I've not tried modifying armor for any .nif games before so I've probably done something wrong and this is probably a very obvious solution.

     

    Basically I opened up 3DS Max, I've deleted the shoulder pauldrons, and all the skin modifiers still seem to work while in Max. However when I try to export, I get the error "An error has occurred and the application will now close". It always happens when it's exporting the torso geometry. Does anyone have any idea why I keep getting this error?

  12. If I had a child I'd be letting him play whatever he wants and help him learn his way through what is right and wrong, rather than make it seem okay and fun to go around killing people. These types of changes are stupid.

     

    And you seriously changed the word "mead"? Jesus, did my dad put a big white sticker on his bottle of beer when he was eating dinner when I was a kid so I didn't know what it was?

     

    If you don't want your kids exposed to his kind of stuff, then either sit next to them and explain the difference between virtual violence and the real thing, or don't let them play it.

     

    Besides, I grew up on violent videogames and people know me as the most docile person around.

  13. Don't get me wrong though, as much as they don't fit, I'm cool with every mod idea there are

     

    So why are you here? Contribute to the discussion, or get out and leave us to our opinions and chatter. If you dislike the mod idea then you don't have to partake in it or like it.

  14. But with a musket? BOOOOM! You just got detected, pal. They know exactly where that shot came from. That big cloud of smoke is a dead giveaway, too. Expect them to come charging up with axes a' whirling while you stand there helplessly trying to reload.

     

    Yeah but that's not a concern when it takes one shot to kill and when you've isolated one of the group off into a dark corner, is it? :thumbsup:

     

    Also another thing to note in concern with realism is that the Dwemer seem to actually have already invented gunpowder, as they have those crossbows that fire explosive bolts. And I'm certain it's an explosion and not a fireball.

  15. While the a single musket man was not as effective as a knight ten of him was more powerful and cheaper for the king.

     

    Which makes it perfect for the player as the player is a rogue on his own and has the freedom to pull out a sword after the first shot and get the upper hand. :thumbsup:

  16. I'm bumping this because it's a fantastic idea and I've been wanting this since Morrowind.

     

    Muskets are perfectly plausible in Skyrim now because as has been pointed out in this thread, there are fire salts and magic and it seems completely plausible that your average warrior not talented in magic and thus not able to fling fireballs wherever they want would pay a mage to construct a machine to do it for them. Not to mention you've got steam engines in Dwemer ruins, and steam engines are much more advanced than guns. There's really no reason they can't be in the game.

     

    We really need freaking animation tools so we can mod this in. Animations are really the only thing holding us back.

     

    I imagine it would work like a bow. Just have a long reload animation play after the "arrow" fires, then let us aim and shoot normally after that.

     

    Also, if you don't like this idea, fine, deal with it. I despise the idea of all these stupid hentai japanese crap that's on the Nexus, but I don't run around like a headless chook whinging about it.

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