testiger2 Posted April 5, 2015 Share Posted April 5, 2015 idea for breaking containers with content: You could set up some GND objects wich look like a bunch of random clutter and spawn when you destroy containers. Then have these objects function as new containers in wich the items get moved into. It will kind of look like content was spilled but will keep the game stable. Link to comment Share on other sites More sharing options...
fadingsignal Posted April 5, 2015 Share Posted April 5, 2015 idea for breaking containers with content: You could set up some GND objects wich look like a bunch of random clutter and spawn when you destroy containers. Then have these objects function as new containers in wich the items get moved into. It will kind of look like content was spilled but will keep the game stable. I kinda like that idea. Barrels always have a grab bag of random things anyway. Seeing some half-damaged cabbage, cloth, an apple and a few coins strewn about the broken barrel as an activator would be nice. Also, holy crap this looks fantastic and is going to rocket to the top-rated mods of all time if/when it's complete! I would love to have this. Link to comment Share on other sites More sharing options...
Stupiful Posted April 7, 2015 Share Posted April 7, 2015 Okay, this mod rules. I've been waiting for a destructible mod for a while. If you can get spells working so I can waltz into a banquet hall and charge up the ole' Firestorm... Yeah. Kudos dude. Link to comment Share on other sites More sharing options...
taleden Posted April 7, 2015 Share Posted April 7, 2015 What's your plan for implementing these destructible objects into the world? If it's a regular ESP that just find-replaces all the original statics with your new objects, it'd have to be huge, and very prone to conflicts with other mods. I wonder, would it work to do replacements dynamically via script? For example, whenever you enter a new cell, a script starts a quest; that quest has aliases with conditions cell=playercell, enabled=true, and formid=<static>, for each static that needs replacing; once started and aliases filled, the quest reads off the position and angles of the static(s) it found, creates new destructible version(s) with exactly the same positioning, and then disables the original. It wouldn't even have to run particularly fast, since any delay in the replacement would only mean you couldn't destroy that particular thing *immediately*, but eventually it would get replaced and become destructible. Just a thought, not sure if this is actually possible, but if so it would vastly reduce the necessary scope of your plugin file, and improve compatibility to boot. Link to comment Share on other sites More sharing options...
Jakoporeeno Posted April 16, 2015 Share Posted April 16, 2015 I hoped to see a mod like this - although only for fighting things like dragon and very powerful mages: seeing a dragon crash through destructable obstacles, rocks being blown away (a cool idea would be if an impact on a mountain or something caused both small and big rocks to fall down), just so Riverwood doesn't look like a normal day after a dragon attack. I think it would be for the best if most of the destroyed objects returned after some time, as if the townfolk had repaired or replaced it so that it isn't gone forever. Link to comment Share on other sites More sharing options...
TheDestroyerOfDreams Posted August 29, 2015 Share Posted August 29, 2015 hey man, i saw your mod and thought it was really ambitious.I was trying to think of a way to solve this whole destroying storage's thing.best thing i could come up with was if the storage space has to many items it will poop out like 10-20 of them, and kill you with the items... be kinda funny... but really wouldn't be the best solution, especially for people like me that have permadeath.... still super funny tho. I was talking about this with my room mate and he had a really good idea,basically if a storage is destroyed, for every so many items in a storage space it will make another storage item? xDthe idea will need a little working with for something weird like say a situation where a repetitive area attack was to go off.... now things sound a bit scary. Anyway, if you still are kickin around ideas i thought we could share a couple.can't wait to try out your fancy mod. Link to comment Share on other sites More sharing options...
olha2 Posted August 30, 2015 Share Posted August 30, 2015 When Will this be released? Link to comment Share on other sites More sharing options...
dredd3110 Posted November 5, 2015 Share Posted November 5, 2015 That's so cool! I love games that allow you to break stuff, this is a rare but so great feature (imo), so see that in action in skyrim :ohmy: That's awesome I track this Thanks DJjhonjarvis :laugh: Link to comment Share on other sites More sharing options...
bbbbouzouk Posted April 29, 2016 Share Posted April 29, 2016 ow man i was buffed by the vid...is this thread death or shall we keep praying for a real destructif skyrim mod Link to comment Share on other sites More sharing options...
beeboy617 Posted October 10, 2018 Share Posted October 10, 2018 Is this mod dead? If so why and is there any way to revive it because this is a really cool idea and some of the work i know is possible because Descticible Bottles extexteded exists on the nexus. Link to comment Share on other sites More sharing options...
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