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ironsightsffs

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  1. Hi, I think it would be great to be able to change scopes, suppressors, magazines on the fly like in the S.T.A.K.E.R. series. It feels unnatural to me not to be able to do so. If I left out other mods that you can easily change on the fly in real life, assume that I meant to include them. Thanks for reading!
  2. Well I decided to teach myself Blender and do it myself. Here's what I accomplished today. While the scaling on the length is perfect, the width is off. Blade is way too chunky. Hoping I won't have to start from scratch to fix that. Also if anyone wants to step up for the texturing part I'd be grateful for the help. I'm actually a busy student trying to break into the medical field... http://www.freeimagehosting.net/185qs.gif
  3. Thanks for the reply Bloodplague! The full listing of all the swords (& other weapons) is here: http://traditionalfilipinoweapons.com/sandata.html Plenty of potential inspiration there in case someone has different tastes than me.
  4. [i could not get the thumbnails to work properly, sorry] There are a ton of exquisite Filipino swords out there and I would love to see any of them in Skyrim. I made the same request years ago for Oblivion, someone said they would do it and then they dropped off the planet. These swords are truly works of art, and it's really a shame they haven't made it into this great game yet. The swordsmiths make each of these slightly different from the last one, so I would have no problem if the modder did the same, as long as they kept true to the spirit of the original. Please somebody, put at least one of these in the game. Here are some of my favs (click the links for more/bigger pics + description): The Laring http://traditionalfilipinoweapons.com/Images/Laring.jpg http://traditionalfilipinoweapons.com/Laring.html Lahot: http://traditionalfilipinoweapons.com/Images/Sandata%20Large/Lahot.jpg http://traditionalfilipinoweapons.com/Lahot.html Pira Cotabato: http://traditionalfilipinoweapons.com/Images/PiraCotabato2.jpg http://traditionalfilipinoweapons.com/PiraCotabato.html I'm trying to figure out how to word a disclaimer about this not being an elaborate ad for that site. I don't know the people that run it at all, but I have been eyeing this site for years and hope to buy some of these one day.
  5. I've been playing with OOO and now that my character is about level 27, there is almost no combat in the game that is even remotely challenging. I've tried various dungeon mods but I'm wondering if there's a mod that just increases the base damage of enemies, and/or increases their attack animation speed. I was playing with the slider around 75% but all that seems to do is make the combat take longer. I want to get back the sense of like "Oh sh** if he hits me 2 more times I'm dead I better run outside and heal" like how it was with a low level char.
  6. Ugh. No disrespect to the mod author but I HATE the way that looks. I don't like the spike on the reverse side and the texture on the spiked part in front needs to be redone so it looks like more than just a color gradient. I was also thinking more something utilitarian looking, like a modern rock hammer but bigger. Something your lowly footman would use.
  7. I am going to create a mod that makes going the route of the unarmed, unarmored fist-fighter more rewarding, especially at higher difficulties and when playing custom dungeons. Since enchanting fists seems too tricky a problem for a novice modder like myself, the plan is to add items and abilities that give passive benefits to the monk character, but will only work when no armor is worn and no weapon is equipped. I'd like the community to help me brainstorm things that they would like to see in such a mod, bearing the following in mind: I am not proficient at 3d modeling, animating, etc. I know it would be awesome to add a whole bunch of mocap'd martial arts moves, hand trapping, making people stab themselves with their own weapon, lots of different throws, etc, but those are not things I am even close to being capable of. The idea here is passive benefits that are scriptable and won't look silly or ruin immersion etc. Here are my ideas so far: some kind of shield effect and various resistances that scale with player level "blink" ability, similar to the Blink Dogs of D&D. I want this to scale with level, and the plan is to use the setghost function on some kind of timer, which should be dependent either on player level, certain skills, or a combination thereof. The idea is that monks should have an uncanny dodge ability, and while it won't animate that way, it will effectively make enemy attacks completely miss a certain % of the time, when they otherwise would have hit. something to either constantly replenish the monk's fatigue, or an aura that absorbs fatigue from nearby enemies if there is a way to programatically increase the speed of the player's h2h attack animations as they go up in level/ability that would be really cool. Combined with the fatigue regen this would effectively increase DPS without having to figure out the enchanted fists thing. If someone can tell me if this is possible at all, that would be a good starting point. if anyone can think of a way to create an immunity to reflected damage, that would be awesome. Please contribute your ideas & thanks for reading.
  8. I could be wrong b/c it's been a while since I did that quest, but I think the key you seek is on the bandit leader, who was named by the quest giver. I forgot his name but I think he's a Nord. He's a bit difficult to locate but he is somewhere in that dungeon, make sure you've explored the whole thing if you haven't found him yet. Sorry I can't be more concrete about that key but I'm like 75% sure.
  9. I'm trying to figure out how to script an ability or constant-effect enchantment that triggers on and off under certain conditions. I really wanted a While loop, but apparently there are no loops in Oblivion scripting. I guess I will need to use the timer functions, but I had trouble figuring them out. I definitely don't want the script doing anything more than once per second in any case. One item I wanted to check an actor value once per second, if it's 1 make it 0, if it's 0 make it 1, and when it is unequipped set the av back to 0. The unequip thing I think I got figured out, but need help with the timer part. The second item or ability I want to trigger night eye when the light level goes under a certain threshold, and vice-versa. Thanks for looking.
  10. That mod worked great, exactly what I needed & no problems.
  11. There is already a guitar weapon mod on tesnexus. I just saw it yesterday in the weapons section. Unless that was a dream...
  12. LOL ok just noticed the title on the amazon page. I stand corrected. Anyways has anyone seen a military pick mod for Oblivion? Maybe someone can find a better picture? I found lucerne hammers but that's not a pick either :( BTW I think I've been playing too much lately and not eating/sleeping enough. First I emailed a mod author about not being able to get it to work, after checking the description several times and missing the "requires shivering isles" part right in the beginning, and now this... @ Ub3rman now you know that I sympathize in relation to your post about that overpowered sword in Shadowfang. :)
  13. I tend to think of something designed to strike with a blunt surface as being a hammer, and something intended to pierce with a spike like this as being a pick. I will try searching for one-handed warhammers though. Thanks.
  14. I'm looking for a fast, light, 1-handed military pick. I'm half considering just making it myself because it seems like it would be an easy first project with Blender, but not sure I want to take the time. This is pretty much exactly what I'm looking for: http://www.amazon.com/gp/product/B000ANAZIO?ie=UTF8&tag=stormthecastl-20&linkCode=as2&camp=1789&creative=390957&creativeASIN=B000ANAZIO Anyone else find it hilarious that the best pick I could find ended up on Amazon?
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