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Nexusaurus

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Everything posted by Nexusaurus

  1. what are the best performance enhancing and crash reducing mods on the nexus. there is a ton of them, and I'd like to know the ones that have the best results. help is appreciated.
  2. oh, yeah, this is definitely a low priority thing, no need to have it get in the way. I just think it would be a nice addition to the gameplay. anyway, good luck with all your projects.
  3. all right, it's been about a week, and no one has helped. if its no trouble, could you get someone on this?
  4. Sorry guys, I couldn't get here for a while. holy crap this has advanced. this looks like its going somewhere. anyway, thanks for helping with this, I'll help in any way I can. also, what has been going on recently in terms of mod development?
  5. No, I'm not making this, but it is probably less work than you imagine. for the first (or final, a watered down version is better than none) version, all that is needed is: 1. random encounters with bandits and scavengers. just some scripting, I think. 2. there are no new worldspaces except for potentially the towns. all that is needed is a series of doors that act as portals to a door in another dungeon. The tunnels themselves would be fairly uninetersting, so I think they should just be implied. 3. the towns need not be complicated. you could merely copy a segment of a dungeon, set it as a unique worldspace, and add some NPCs to sandbox around in it. quests, factions, new monsters, ect can appear if the first version is taken up by someone. this isn't an easy task, I understand, but it is possible if someone thinks its a good idea. and it is definitely not as big as falskaar, I think that would be a bit too ambitious. I'm banking on the idea that i'm not the only one who would like to see this happening.
  6. Ok, I've read about D&D, and while I prefer the elder scrolls, something that really did captivate me is the Underdark. The Underdark is an entire continent's worth of underground tunnels and caverns, home to a variety of strange creatures and races. I thought it would be interested to bring something like that to skyrim. here are some plans to make this happen. 1. Doors connecting the dungeons. So, I think that all these tombs, caverns, and ruins could all be connected with doors. Imaging placing 2 or 3 doors in each dungeon connecting them to the closest dungeons nearby, and those would have some doors connecting to other dungeons, thus allowing underground travel across great distances. it could be used as a shortcut to get from on end of the map to the other, by traveling through a few dungeons rather than the expanse aboveground. It could also be used, if one has installed mods that greatly increase aboveground spawns or strength, as a way to avoid all that fuss with dragons and the like. 2. Importance of scavenging. If you intend to make a living in the underground, then you will need a steady source of income. This will come in the form of all the ancient artifacts you can find in the tombs. you can become an explorer, boldly going where no man or mer has set foot in centuries. Or, that is what you will think, because for this mod to really shine, there should be a... 3. thriving ecosystem and economy. The underground is not without its perils. in addition to the draugr, there may also be some other beasts placed as random spawns. Cave spiders, foul cannibals, plague rats, and other beasts that lurk in the dark may make an appearance. But animals aren't the only things that make their home here. in other random encounters, one may find a group of scavengers, merchants, explorers, or hunters, along with those who would prey on them. While there are some not-entirely-evil people living here, there are just as many who would slit your throat for a few light sources. The bandits could be wearing falmer armor, due to the fact that leather would be hard to come by here. due to different amounts of resources, item values will be much different than they would be aboveground. Ores and gems, being common in the depths, are worth little to the merchants of the underground. All those food items in jars and such, however, will fetch a high sum, as uncontaminated food is rare in the underground. 4. villages and towns. there could be a few doors that don't lead to any vanilla dungeon, but to an entirely different worldspace, in which you could find a village. these could be anything from a small repurposed tomb with villagers sleeping on rags in the alleyways, to a great city that would rival Blackreach. the first scenario is of course more feasible, but we must be open to all options. they would function the same as aboveground villages, with merchants and a few guards, though perhaps not as organized. 5. factions. there could be several factions vying for dominance in the underground. 5a. the bandits, of course, will want to attack and pillage the towns, and will attack village patrols on sight. 5b. the small towns and there random patrols will have varying levels of hostility, and some may be at war with each other. they look after themselves, and don't care much for outsiders. 5c. the independents are the wandering merchants and scavengers. they will trade with anyone except bandits, and are always paranoid about strangers. 5d. obviously this is probably not going to happen, but remember the large city I mentioned a few sections back? well, I can see them as a civilizing force, trying to bring order to the underground. wether you see them as benevolent bringers of order or tyrants bent on contorlling all they can see is up to you. 6. Quests you can do quests such as gather food or kill bandits to earn the respect of the villages, as well as personal quests for people, much like in vanilla skyrim. I don't have that many ideas for a story yet, and I would prefer the basice groundwork to be made before we get to the details. So, does anyone want to work in this? If you want to volunteer or have a question, feel free to ask. feedback is appreciated.
  7. That would make them attack anything, yes, but only for a limited time. I would prefer more control. The spell wouldn't be targeted or AOE, but a command that affects all followers. This way, you could have them patrol for as long as you need, and you would only need to activate the spell a second time to deactivate it. I assume the multiple follower mods have the spells required to summon them back. in addition, the forces I usually field would require multiple fury spells to affect all of them.
  8. SO, I've got some mods that A. let me have an army. B. let me issue commands to said army. C. be the mayor of a town. (RTS in skyrim in case you were wondering.) D. create said army using taxes. But, whenever I have to do anything, I have to be at the front lines. that's no place for a general. So, I was wondering if someone could make a spell (a spell seems to be the way to cause the least conflicts.) to cause any followers you have to randomly patrol a certain radius around you? that way they could be the ones clearing the dungeon and risking their lives while you sit back and listen to the sounds of battle. I know it has been done in one mercenary mod, But I would like to see a simpler version that can affect all followers.
  9. basically, what with all the airship mods out there, I think it is a shame they can not be integrated in to the world of skyrim as a whole. So I was wondering if someone could edit the sky texture so it periodically shows Airships sailing across the sky. I think the scripts would work like the sun and moon, only going in different directions. If this gets done, maybe it can be expanded on for quest stuff, but I'd like to keep the mod small for now to increase the chances of someone being able to do it. Does anyone have any questions, or wants to do this?
  10. I had one a few months ago, but I had to reinstall the game and I can't find it anymore. Essentially, it gave a set of skeletons that overrode the first one and could give a first person height that would match the 3rd person height. like, an orc skeleton, breton, red guard, ect. does anyone know of something like that? EDIT: never mind I found it.
  11. Well, what I had in mind was only a first-person adjustment. changing the mesh is not necessary, just making the crossbow move to the center of the screen when you click the right mouse button is my goal. that way no clipping occurs, and the 3rd person animation doesn't need to be messed with.
  12. I think the ability to aim down the sights of crossbows would be an interesting way to make the game even more immersive. also, all those musket and gun modders out there would be really happy to have a resource like this. I'm thinking that you would do it with the right mouse button, and it could be helpful for aiming when you get the slow time perk. If anyone wants to do this, please let me know.
  13. I looked all over and never saw this. thank you.
  14. it's been about 200 years, right? I would think that at least some of the environment would have recovered. so I think it would be interesting if someone retextured the landscape to give it grass and trees and such, and make it less deserty. i know the Fallout 3 has a mod like that.
  15. This is how I envisioned it, and I don't think it needs NVSE. what we talked about with the sky worldspace would be set up (you could go to this place by getting into a docked airship that warps you there), creating two adjacent and stationary Airships to fire upon each other, but in addition, there would be dust storms set up around the worldpace. these, combined with the lack of landmarks due to not seeing the ground, could easily give the illusion of movement. ----------- more advanced ideas: or, since I'm not sure if npcs on a moving platform would move with it, we have an empty enemy airship pull up alongside ours (and the player will think ours is moving as well due to sandstorm effect.) and, upon becoming stationary next to us, will spawn NPCs inside the airship to do whatever they are scripted to do. as for making a platform move, we know it is possible with the lonesome road DLC, where you are on an elevator. if possible, someone may be able to change the path of a platform to act more ship-like. or we could have it copy the elevator's movement exactly and have it descend from the clouds or something. Now, I'm not a modding expert, so is what I described possible?
  16. ah, ok. as for the airship fleet, I guess it will be european due to accents. the fleet could have just taken a detour though Canada to avoid the Enclave and BoS.
  17. You see, the reason I want to include russia or europe is precisely because of that. Since the lore never adressed what happened over there, we have absolute freedom to create whatever we want. yes, the lore does not say russia has a fleet of airships, but it does not say they don't either. and MarchUntoTorment, I'm from America, hope that helps.
  18. That'll work. I jus want to see some airship battles, regardless of the reason behind them. since they only had a few, there could be a fleet from Russia, and the Midwest brotherhood of steel comes in to help with their small fleet of airships, which can be expanded by capturing new ones.
  19. Last time I looked at a map Las Vegas is on the east coast of North America. If they were to invade New Vegas that means they would have had to take the east coast and a large majority of the land between. Also there's the east coast BoS that I could see fighting them. *Amended* The New Eurasian Union. that way they just have to cross the ocean. So they're either Russian or Chinese/japanese airships.
  20. I like the idea of hot air balloons on its own, but its not what I have in mind. also, that probably requires NVSE, which I can't install. But the airships could be lore friendly. I have an idea. The mojave is being attacked by a new faction that seems to appear out of nowhere. piloting a massive fleet of airships, the New European Union has sailed across the seas to new territory. The remnants of old Europe, having gone through the process of unity and government much quicker than the Mojave, has launched a fleet of airships across the atlantic with the hope of reconquering the new world. With both technology and numbers on their side, the NEU has crushed those who oppose it with fleets of airships. The factions of the mojave must unite or fall to this new menace (convince factions to unite, you get benefits NCR=more crew members, BOS=better weapons and upgrades, ect. it will be much harder to get enemies to work together, requiringhigh speech skill and sometimes just luck.) When a lucky artillery shot brings down an airship, The (most logical faction) refurbishes it and recruits crew members as a way to take the fight to the NEU. with this ship, they intend to get close to stray airships and commander them to add to the new resistance fleet. Battles would be conducted in the same manner as the battleships of old, with artillery and perhaps with marksmen on the deck. I think that, while this may be stretching the lore a little bit, it is plausible. since it is not addressed much in the lore, we have no idea what is on the other side of the ocean. this would allow us to be more flexible with the lore, as we can bring in new scenarios and equipment that would not be possible with just the vanilla factions. The fights would probably be in a separate worldspace, like MarchUntoTorment said 1. Set the zeppelins as a wholly separate worldspace (connected by simple portals to the main NV worldspace) 2. Create a render of the Mojave from above that simply acts as a kind of underground skybox (likely a lower-resolution less-resource-intensive version of what you see in the distance, cast from a different angle) 3. Add bottomless pits on all sides of the zeppelins (NV has some facility for bottomless pits - we saw them in Dead Money in the Vault) 4. This is the tricky bit - movement; how I'd do it is that when the player commands it on a set heading, a given period of time passes as the Wasteland model slowly moves underneath the zeppelin (that is, the model moves - NOT the zeppelin) and then the player arrives at their 'destination', where a second zeppelin model can appear alongside 5. ??? (in this instance, '???' means 'extremely gory sky-violence' ^.^) 6. Profit I would like to see some NPC gunners in the airship, to make it seem more realistic.
  21. Well easy enough to add a dialog with a addScriptPackage and there's tons of vanilla patrol packages (some are forced comabat, with weapon out), so that's easy. I guess the key difference is your looking for some way (ie the radio) to recall them from a far and in en masse then? Yes, that would be it. I just need a command to make them wander and something to call them back.
  22. Oh yeah, this sort of came out of the info on skydome's I commented to, in the Monsters in fallout (lovecraft) thread with your request for floating leviathans right? I meant to learn more about that, but have been slammed as of late. Any luck on gathering a team for that thread BTW? I think there are a few ways to do it (whether zeppelin or leviathan) . *One is akin to the way the birds are done (not the ravens, but rather the birds like in FO3 that are waaaay up in the air). *Another is to replace the texture on the skydome.nif with an animated texture. But as I stated before that's just a theory. *The third is to move a model via script, just a lot of moveTo's along a predestined path. Might be a bit taxing on the system, especially if you have several going at once. *And the proper way would be to have a actual animator simply create an animation. It's the same thing as when the monorail pulls away. It's completely system friendly, doesn't take up any more resources than any other animated nif. And since it's just linear movement (more or less) it's probably a pretty easy animation, even though it will cover a lot of distance. I also think there is probably a free air ship model you could find on google 3D warehouse (or at least the components to make a wasteland airship). Unfortunately, I was unable to make that happen. I Still want to put large animals in the sky, but more people seem interested in airships so I'll focus mostly on that, and maybe we can find some way to get the sky whales in here.
  23. I could see the NCR having some, after the war with the enclave they got a lot of tech, and were allied with the BoS for a while until they ended up kicking their butts. So it's not impossible that they managed to get schematics and actual zeppelins. The BoS wouldn't have that many since they have too few members and have been losing a war. Also this mod would be stretching the lore a bit so I can't see why the Boomers wouldn't have one, they're pretty resourceful people. I am always of the opinion that if you don't have a lore friendly faction to use something, make new factions. This is only a small part of the world. who knows whats going on in other places. They could be up to anything.
  24. I was thinking, if this becomes more than a skydome edit, the best way to do this is to have docked zeppelins, with doors that lead to worldspaces that are made to look like flying zeppelins. you could have open air zeppelins with windows for soldiers to fire at one another. or cannons like the boomers have. heck, they don't even need to be zeppelins. I watched this show when I was a kid, thought it was freaking awesome, and the ships would certainly be more fun to have than a big balloon. check out these pictures to see what I mean. https://www.google.com/#q=last+exile+airships lore friendly or not, imagine looking up and seeing two fleets of these monsters firing salvos of cannons at one another. don't tell me that wouldn't be awesome.
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