jonniezombietronic Posted March 20, 2012 Author Share Posted March 20, 2012 Regarding the quest start, I'd rather be for receiving a letter (that may be adressed to you or even someone else) and you can go to the indicated location to start the quest. This way people don't have to activate or unactivate the mod if they have several games and don't want to play this quests with all their characters (and don't want quests they won't complete to appear in their list).We can still figure this out later of course. Yeah change any and all quest ideas to whatever suits. I think the focus crystals can have a relatively simple explanation. 'X was a powerful wizard who left the mages guild and the world behind to join a monastery. While watching the younger monks train in unarmed combat he came up with a way of using soul gems to focus their energy'The book could be written by a later monk from that monastery. I don't see any real lore problem with that but then I didn't see any problem with the geomancy mod in Oblivion. To each his own on this one. Link to comment Share on other sites More sharing options...
MoonSweets Posted March 21, 2012 Share Posted March 21, 2012 I understand your point of course, and believe me, I could justify and make credible about any silly-sounding theory like making the Nerevarine use the Voice. But though it's fun, if there's already something in the lore that can be used to justify things, I'd rather use them. The goal is, beyond justifying the focus crystals, to justify the use of an item to add enchantment. One solution appeared as focus crystals but sometimes it's best to think about more than one solution to figure out what's the right thing to do, what's the most fitting piece.If you want to make a quality mod then you have to be picky all through the way. If the guys who made Kvatch Aftermath had been more picky on their writer(s) the mod would be truly epic in spite of a good mod with some bugs that could have been better. The people who judge whether the mod has quality or not aren't the casual gamers who only focus their judgment on the amount of bug and playability, it's the actual fandom who values the immersion and will tell about the mod if they think it's good. Now I let you free of your own opinions as this is mine only :)If I have time I'll write a little something to give a better idea of what could be imagined. But I first need to finish an illustration book and get everything ready for EBM's release. Link to comment Share on other sites More sharing options...
jonniezombietronic Posted March 21, 2012 Author Share Posted March 21, 2012 (edited) But though it's fun, if there's already something in the lore that can be used to justify things, I'd rather use them. Now I let you free of your own opinions as this is mine only :)If I have time I'll write a little something to give a better idea of what could be imagined. A good point well made. Personally I'd love to see actual weapons that you can equip,enchant and poison. Then again there hasn't been anything like that in any of TES games I've played so maybe it'll never happen just right. But you're right, you've got to aim high. Edited March 21, 2012 by jonniezombietronic Link to comment Share on other sites More sharing options...
Woverdude Posted March 21, 2012 Share Posted March 21, 2012 All right guys, a little update. I got nearly all of the perks completed yesterday. The only ones that I didn't were some Unarmored ones and I haven't finished those because I need to find out the best way to make them. Unfortunately there is no GetArmorRating or IsUnarmored condition for perks, so I have to script each of the Unarmored perks myself. I also added the place where players are introduced to the mod, can manage their stats, and learn the background info, and gain the quests. I've got two of the managing pillars working, but haven't completed the rest. At some point I'm going to have to write a boolean script for all of the perk Pillars, which will take a lot of scripting. I'm also working on getting my leveling script to work. The actual script does work, but somewhere in between the script and how it's being executed, something is going wrong. I'm going to create a WIP thread for Way of the Monk in the Mod Talk section and will ask people for help on getting it to work. I spent quite a lot of hours on it yesterday with no results, so I'm going to give it to the experience modders who will probably be able to fix it all with one glance and a few suggestions. :smile: Feel free to write something about the Focus Crystals. I'd love to add that to the game. You're right about it working best if all fits the lore. You know more about the lore, though, so feel free to write some stuff. I'll do my best to fit the mod to what you write, as well. Oh, btw, how do ya'll feel about being beta testers for the mod once it reaches a stage where that is viable? Assuming that you have the time, would you be willing to test out the mod and its different functions? I won't get as much work done today as I did in other days. There was a fire on the mountain (cue ) at which I live, so I'm going to be hiking up to the plateau to take pictures of the charred remains and send them to the local news. Fortunately the fire did not come down into residential areas on our side, but I don't know if it reached the farms and houses on the other side. Link to comment Share on other sites More sharing options...
MoonSweets Posted March 21, 2012 Share Posted March 21, 2012 Personally I'd love to see actual weapons that you can equip,enchant and poison. Then again there hasn't been anything like that in any of TES games I've played so maybe it'll never happen just right. I guess it's doable since we can poison weapons since Oblivion (I don't recall doing that in Morrowind...) Feel free to write something about the Focus Crystals. I'd love to add that to the game. You're right about it working best if all fits the lore. You know more about the lore, though, so feel free to write some stuff. I'll do my best to fit the mod to what you write, as well. Oh, btw, how do ya'll feel about being beta testers for the mod once it reaches a stage where that is viable? Assuming that you have the time, would you be willing to test out the mod and its different functions? I won't get as much work done today as I did in other days. There was a fire on the mountain (cue ) at which I live, so I'm going to be hiking up to the plateau to take pictures of the charred remains and send them to the local news. Fortunately the fire did not come down into residential areas on our side, but I don't know if it reached the farms and houses on the other side. You definitely live in a dangerous place, don't you? XDRegarding being beta tester I'd be glad to join in. My Khajiit is ready for it! And I'll try to find some time to write asap. I just need to make a to-do list. Or find post-its. Link to comment Share on other sites More sharing options...
ahnjd Posted March 21, 2012 Share Posted March 21, 2012 Out of curiosity, is it possible to make kicks in Skyrim for animation replace? I used to used this mod for Tes 4 http://www.youtube.com/watch?v=CxhNk6OeEQo. I think the punches in Skyrim (except the dual power attack) feels "clunky". Link to comment Share on other sites More sharing options...
MoonSweets Posted March 21, 2012 Share Posted March 21, 2012 This would require someone skilled in animation, and animation is always a hell of bugs and "why is it doing weird things? and oh my gosh why is the mesh all distorted? and ...oh the horror!"I assume it's not impossible and it would be cool indeed but we don't have the skills atm. (this is totally out of topic but the black outfit this guy is wearing is horribly standing out! that's what I point when I talk of bad texturers! And let alone that other NPC with weird flashy colors...) Link to comment Share on other sites More sharing options...
Woverdude Posted March 21, 2012 Share Posted March 21, 2012 Personally I'd love to see actual weapons that you can equip,enchant and poison. Then again there hasn't been anything like that in any of TES games I've played so maybe it'll never happen just right. There would be a way to do that if we had new weapon models that were hand weapons like this one: http://www.coldsteelknives.info/safe_maker.htmlIn fact, and weapons that are fist weapons, we could do that with. The trouble with using gloves is finding a way to make it so that you keep the armor bonus and armor slot, while also adding a damage that is affected by modifiers, and having the weapon use an Equip slot all at the same time. In GECK you could set it so that a weapon also counted as a piece of armor, but you can't do that in the Creation Kit. However... I am most certainly going to try to find a way. Because if I don't find a way to do that, then I may have to write a script for every enchantment that I make. Which I definitely do not want to do. I'm thinking that I may be able to mess around and either create some sort of Equip Slot for weapons that also uses an armor slot, or find a way to make weapons equip a specific piece of armor at the same time and have them both considered one Weapon. It's very confusing, complex, and frustrating. You definitely live in a dangerous place, don't you? XDRegarding being beta tester I'd be glad to join in. My Khajiit is ready for it! And I'll try to find some time to write asap. I just need to make a to-do list. Or find post-its. Yeah, Alabama is not the place to live if one wants to avoid natural disasters. :smile: Thank you for the willingness to beta test! I'm considering actually lowering the starting Unarmed damage for Khajits. They weren't designed for a h2h character, but merely as a neat side bonus. So, keeping them the way they are could imbalance the game. What do you think? Don't stress yourself on my account to get them written. It will no doubt be a while before I get the game out, so you've got plenty of time. Post-its are the way to go! :D Out of curiosity, is it possible to make kicks in Skyrim for animation replace? I used to used this mod for Tes 4 I think the punches in Skyrim (except the dual power attack) feels "clunky". I would love to add new animations. But, as MoonSweets said, I just don't have the ability. :-( (this is totally out of topic but the black outfit this guy is wearing is horribly standing out! that's what I point when I talk of bad texturers! And let alone that other NPC with weird flashy colors...) I think it's actually a recreation of the Wraith clothing from Stargate. The hair and skin color also seem to point to that possibility. Link to comment Share on other sites More sharing options...
MoonSweets Posted March 21, 2012 Share Posted March 21, 2012 Thank you for the willingness to beta test! I'm considering actually lowering the starting Unarmed damage for Khajits. They weren't designed for a h2h character, but merely as a neat side bonus. So, keeping them the way they are could imbalance the game. What do you think? It may imbalance the game indeed. At the same time for once I really felt that a Khajiit's claws were the deadly weapons we've been told about for so long time but never could experience. I think it's worth trying to keep the bonus but maybe balance it. Already I would say that if the bare claws are like the best weapon at the beginning, as you level up it becomes weaker than most weapons. It's only with the pugilist's gloves that you can keep on using your claws as main weapon and with some more levels it becomes really hardcore again.I would look at the experience we want to give to the player.Look at the features we have to provide this experience.And then try to see if there's something that can be a little tweaked race-wise. If it's not possible to solve this out with a little tweaking then let's reduce the racial bonus but maybe do it in a way the player can choose to activate this or not. Link to comment Share on other sites More sharing options...
ahnjd Posted March 23, 2012 Share Posted March 23, 2012 After searching through Nexus, I found a Mod where the person made kicks. http://skyrim.nexusmods.com/downloads/file.php?id=9421 Link to comment Share on other sites More sharing options...
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