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Kinshou14

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Everything posted by Kinshou14

  1. Which is why we should give the poor guy an upgrade! I've seen a few short posts about this that are a year or so old, but I would find it utterly hilarious if you could outfit Dogmeat with full Doggo power armor, complete with explosive pain train! And just think; doggo power armor paint jobs, so now Dogmeat can rock that Brotherhood style with you!
  2. Pretty basic idea here. With TK Dodge, Lock-On, and Attack Commitment, you get amazingly (wonderfully) close to the much more immersing style of combat that Dark Souls includes. But I am interested in improving it a bit farther, and optionally combining these mods, and maybe Ultimate Combat by TK, into a streamlined single entity. The first is finding a good balance between practical/realistic movement speeds (See Realistic Humanoid Movement Speed mod) and Dark Souls' slower, more deliberate movement. No matter what, the speeds at which you can move in Skyrim make combat a bit of a blur and very hectic. The discrepancies in movement between forward, left/right, back-left/back-right, backward, and how those interact with weapon movement speed multipliers is also pretty wonky, and makes the combat feel clunkier in a bad way. The second thing is to have armor affect movement speed and stamina in a similar manner to how it was handled in Dark Souls, and also have it effect TK Dodge: With no armor on, you move very fast, stamina regenerates fairly quickly, and your dodge rolls with TK Dodge have the highest amount of invulnerability frames. With light armor on, your a little slower, with lower regen, and less iframes. With heavy armor, your slowest, stamina regenerates slowly, instead of a dodge roll you get the side stepping, and it has the least number of iframes. If the animations could be varied in speed/distance traveled, that'd be interesting to play with. And in case you hadn't noticed, I'd like to try having unique dodge mechanics based on variables, in this case armor, to emulate the Equip Load mechanic of Dark Souls. I'm as interested in just discussing the realistic expectations one could have for a system like this as I am in actually seeing it done. The other quest is how script light could it be made? EDIT: Some other things on my mind (It's 4 am, I have work tomorrow, but I can't sleep...): Like in Dark Souls, i'd like to know if it's possible to not just slightly improve movement speed while blocking, but to also force the player to stop moving for a moment when an enemy attack is blocked (which is sort of what happens in dark souls, if I remember correctly? been a bit since I played), and even cause the player to be stunned if blocking with no stamina. I'd also like to know if it's possible to prevent players from attacking when out of stamina? I know it won't let you use a heavy attack or a shield bash, but what about making it so you can't attack either? Then you leave stamina regeneration higher, rather than how it is with most "combat overhauls" that gut your resource regeneration to make combat more tactical. Rather, I'd like to see it Dark Souls style where attacking, blocking, and dodging all take stamina, and you can't dodge or attack at all without it, and blocks without stamina cause your guard to get "broken" and stun you. Also, timed blocks are already a thing in a lot of mods. How possible (and script light) would it be to make timed blocking into something similar to the parry mechanic from dark souls, where an extremely small window of timed blocking triggers a sound effect and allows you to use a finishing animation on the enemy, or do a LOT of damage to an enemy (with a 100% chance to use a finisher animation on them if it would kill them)?
  3. UPDATE: So I turned off all of my 100+ mods except for RaceMenu, precache killer, and the hair mods. It still does this, for both elves and human races.
  4. I'm having a MUCH less extreme issue. Both the hair mods I use are, apparently, no longer available because neither have any kind of download page which might offer explanations for why the hairdos aren't connected to the character's scalp. If you turn the head slightly you can see there's a gap between the head and the hairstyle... NO ONE has offered an explanation...
  5. Alright so I'm having a problem I've found no fix for, was wondering if anyone knew what was up. I'm using KS Hairdos and the SG Hair Pack. When I go to create my a character or use the race menu, when selecting ALL of the mod hairs, it's easy to notice that all of them are floating several inches above and away from the scalp. I've looked online for answers but can't seem to find any. Besides the two hair mods, I'm also using: Race Menu xp32 Maximum Skeleton Enhanced Women of Skyrim normalmaps UNP HDT-PE TBBP body with HDT Physics Extensions and the Skyrim Physics Hair Project Mature Skin Texture A couple of other beauty mods as well but I doubt Brows, Teeth, Lips, or eyes would affect this. If you want pictures to confirm, I can post them after I get back from work.
  6. Maybe I'm just an idiot and maybe someone's already covered this, but recently, with the 0.49.1 update, older versions couldn't log in. So I hit the offline mode button and then went and updated nmm. But now it won't start up online anymore... even when I tell it to automatically log me in, every time I start up the NMM, it starts up in offline mode and I can't for the life of me figure out how to change that...
  7. I've actually been considering talking to the guy who makes Immersive Armours about some ideas I had about directly combining various heavy armor sets from the game with the college mage robes. He's great at taking existing assets and combining them in unique and lore friendly ways, and I really want to do the same. I've messing with concept art to give to him, but mostly it's using the vanilla robes as a base and then adding certain things on, depending on which armor used (Plate Steel, Iron, Ebony, etc). I use two texture mods that make the armor and robes look fantastic (aMidianBorn Book of Silence and Opulent Outfits - Mages Robes of Winterhold ) and I've really never been a fan of playing a straight caster because they're too squishy, but a straight fighter or rogue tends to bore me. That's why I tend to play a mix of martial and melee - not always a spell sword - for instance in my latest play through my character focuses on speechcraft and Illusion spells, acting as a CC and buffer, with daggers and heavy armor on the side - but for the most part mixing robes and armor. Basically, I just have an unrealistic and grandios idea and I want other people to do it for me XD
  8. I'm wondering if it is possible to script a book to teach an enchantment instead of a spell or skill. The skills and spells are easy, just check the little box and choose the spell or skill. Of course, there's no option for enchants, but is it still possible through scripting?
  9. Haha, yeah, I thought of Babette too. It's fairly viable to have your kid(s) from Hearthfire become apprentices. I believe this because of three mods: The first adds children to bandit camps and makes them killable. The models are smaller versions of the adult models, but as far as coding goes, it means it's possible to make them killable and make them able to participate in combat. The second mod is a recent one that edits the outfit of Aeta, a Skaal child in Dragonborn DLC, to give her a parka. The third is the companion Vilja mod, which really does some major things with companions, and you should check it out. All of those together makes me believe that it's very possible to include children followers into the game.
  10. A German Shepherd model replacement should be easy with the new Dawnguard models, just remove the armor and slap on some color variation! It'd be cool if you could install all of the different types and have the dogs spawn in a new game with a random texture so they're all different. That, or assign a unique texture to the different dogs.
  11. I'm wondering the same thing. There's a mod called Let Slip the Dog of War which replaces Meeko with an unarmored version of the dog. You might try contacting the person who made that mod!
  12. Nothing ventured... no pro modder support gained! I want to make my first mod, but I'm gonna need help...
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