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Everything posted by ironsightsffs
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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!
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LE Beautiful Filipino Swords (& in the game!)
ironsightsffs replied to ironsightsffs's topic in Skyrim's Mod Ideas
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 -
LE Beautiful Filipino Swords (& in the game!)
ironsightsffs replied to ironsightsffs's topic in Skyrim's Mod Ideas
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. -
[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.
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Add challenge without upping slider?
ironsightsffs replied to ironsightsffs's topic in Oblivion's Discussion
Awesome, thanks! -
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.
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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.
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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.
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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.
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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.
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Reset ownership on homes of the deceased
ironsightsffs replied to ironsightsffs's topic in Oblivion's Mod Ideas
That mod worked great, exactly what I needed & no problems. -
SOMEONE SHOULD MAKE EDDIE VEDDER!!!
ironsightsffs replied to jessebannon's topic in Oblivion's Mod Ideas
There is already a guitar weapon mod on tesnexus. I just saw it yesterday in the weapons section. Unless that was a dream... -
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. :)
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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.
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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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So I've been playing with this mod on the same character now and he's level 32 and I am at a point where my athletics skill is about to hit 50. As soon as this happens, a few seconds after dismissing the perk dialogue the game crashes. I have tried reloading an earlier game and going to a totally different place and same issue came up. I then unchecked this AF Level Mod and ran the game from the point where it was crashing and no problems occurred. I then tried to save the game and re-enable the mod, and it causes the game to crash as soon as it gets to the point where it tries to recalculate everything based on my choices. Apparently what I need to do is a fresh install and use a different leveling mod. Can the community recommend any that will work with this existing character? Thanks.
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Filipino Blade Models / textures
ironsightsffs replied to ironsightsffs's topic in Oblivion's Mod Ideas
I'm so excited about this I am checking this topic multiple times per day. Alonzo - It seems like if you finished the first two that fast you could do the other 3 in about a day or so. Any idea when you plan on finishing? TodaY - That's quite a few blades you're working on so I don't expect it to be quick, but can you give me any kind of rough estimate when I should expect it to be finished? Or are you working on Valve Time? Thanks you two and if I come off as demanding I don't mean to. I'm just really excited to play with these new toys. -
I don't think I'll ever be able to play through the beginning of this game without killing that SOB. Is there anything interesting in regards to Amata's callback later on or otherwise if I spare him?
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Reset ownership on homes of the deceased
ironsightsffs replied to ironsightsffs's topic in Oblivion's Mod Ideas
Sweet, thanks! Will try this later when I have time and report back. -
Sorry if this has been asked before I couldn't find it through searching. I want a mod that makes it so that after someone dies, their home and everything in it is no longer considered owned. Ontus Vanin just attacked me in the Talos Plaza district and became fertilizer but now that I'm in his home it's apparently still trespassing and all his stuff still has the red hand icon. How hard would it be to create something that does this, if it isn't already done somewhere. And if it is, can you point me in the right direction? Thanks.
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I've been playing quite a bit of Oblivion lately, with a large number of mods that make it a much better, less grindy experience. I previously played through FO3 a couple times and I remember really enjoying it at the time, but going from my heavily modded Oblivion to FO3 I find myself hating it immediately. I am trying to play a melee character, and I previously did this and had quite a good time with the chinese sword, but it seems like the game is so heavily stacked towards Small Guns (and the hunting rifle in particular) that from reading a FAQ on gamefaqs it sounds like this route is almost unplayable. I guess what I'm trying to get at is I need some mods to make this game better. I've looked at Arwen's FO3 overhaul but by my reading it looks like the part about having to eat and drink is not optional, and I'm looking to have as little tedious and boring stuff in my game as possible. I definitely want something that makes guns behave more like guns, tones down the auto-aim and just generally makes combat more exciting (and hopefully more tactical). It seems like there is no strategy at all to the FO3 combat compared to how the first 2 games really made you think to survive combat. I guess my biggest issue with the game at this point is that I just hate the main story and especially the idea of Megaton. It is seriously the stupidest idea for a settlement ever. Even if there wasn't a nuke in the middle, it would still be a horrendously bad idea to build a settlement inside a crater. Maybe there is a mod that adds respawns for the bandits and super-mutants so I can just go around killing things and skip the MQ altogether. Also is there a "intro to FO3 for Oblivion players" or something? It looks like waiting doesn't heal wounds and I know there are lots of other changes but I don't remember all that stuff now.
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Scripting around the single enchantment limit?
ironsightsffs replied to ironsightsffs's topic in Oblivion's Discussion
There's the version that uses the enchantment: http://tesnexus.com/downloads/file.php?id=34172 And yes, disintegrate armor mag. 33350, and no spell animation. You can find the weapon under the "samurai" catagory in the CS. You'll know it's working when NPCs drop their shield after a single hit, and any piece of armor you hit with it is completely broken when you check their inventory. Thanks. -
Scripting around the single enchantment limit?
ironsightsffs replied to ironsightsffs's topic in Oblivion's Discussion
Thanks for the help. I'm a total noob at scripting. I just tried this: Begin Onhitwith damascusbatsu addspell damascusAB end And it didn't seem to work. "damascusbatsu" is the Editor ID of the weapon within the CS. When I use cast, it wants an object reference ID at the end, but putting "damascusbatsu" throws an invalid reference ID. -
Scripting around the single enchantment limit?
ironsightsffs replied to ironsightsffs's topic in Oblivion's Discussion
You could just take the blade into the game as is without enchantments and then make an enchantment that adds both the effects you desire available in game. Just modify a current enchantment option in TES construction set or create a whole new one. Just an alternate option :P Thanks for the reply. I want whoever downloads my mod to be able to add whatever enchantment they want to it, without losing the script effect, in-game. The best solution I have found so far is to (direct them to) use another mod, "Advanced Magecraft" by smoke to add the additional enchants. I'm thinking I could probably do something like this with OBSE but when I run the editor from the obse loader, the editor still gives me errors when I try to put OBSE functions into my scripts. Using OBSE 18 and game version 1.2.0146 (no SI). -
Filipino Blade Models / textures
ironsightsffs replied to ironsightsffs's topic in Oblivion's Mod Ideas
OMG I am speechless. Who has a gigantic grin? <----This guy!