chanchan05 Posted October 6, 2018 Share Posted October 6, 2018 I cannot fathom how people can run so many mods. Even at my heaviest modding, i haven't hit 100. That said, it should be a relatively simple fix, now that they've upgraded to 64 bit. They just need to go in and change the ID tagging the engine uses for plugins, allowing for more than 255 IDs. Depends on what you intend your game to be, but it's not always the mods that run up the plugin counts. Most of the time it's patches. Link to comment Share on other sites More sharing options...
Lachdonin Posted October 6, 2018 Share Posted October 6, 2018 it's still an evolved version of the old Gamebryo engine. And Unreal 4 is an evolved version of the original Unreal Engine. Nothing about an engine is set in stone, they aren't monolithic constructs that need to be tossed aside and rebuilt from the ground up. They're modular digital constructs that can be changed and adapted to the necessary purposes from one iteration to the next. Bethesda has already shown they have total control over their engines modules. They've revamped both the Physics, and the basic processing of it. Changing the ID tagging for mod recognition would be a cakewalk in comparison. It's just probably not high on their to-do list. Link to comment Share on other sites More sharing options...
LassyOfBurgundia Posted August 8 Share Posted August 8 On 9/10/2018 at 7:14 PM, greyday01 said: Would it be possible to make windows in an interior cell that could show what would be visible in the exterior or some other cell? On 9/11/2018 at 12:49 PM, nayakri said: I think windows like this would be mostly possible only with an open world otherwise those would be just pictures of the exterior, I think. Bethesda did it in Starfield now (unsure of the technical side but you have a terrace in the New Atlantis Penthouse which is directly accessible from the player home without loading screen but is also part of the New Atlantis cell) and since TES VI is going to use the same base engine, to me that means it can be done. On 9/11/2018 at 12:49 PM, nayakri said: I don't know what Bethesda had against spell creation, really. It was my main source of spells in Morrowind and a way to avoid boring and sometimes useless vanilla spells. So yes, I'm for to bringing it back to the game but with some tweaks (for example, you can choose an animation or a colour of a spell for variety). Completely agree: it’s all cool to have many premade spells with a million effect combinations, but perhaps only keep the one-effect spells as premade spells and let powerful mage characters combine several effects through spell creation. It’s only logical that if you were to RP as a powerful mage or sorcerer, you would at some point try your hand at making your own spells, so let us create our own multi-effect super-overpowered God spells and let the common non-spellcrafting rabble get along with a simple gout of flame. And if I were able to give my flame spells a nice blue-green hue, I wouldn't complain... On 9/11/2018 at 12:49 PM, nayakri said: After my first post here I was thinking for some time and I realized that I'd like Bethesda to change one things: more Daedric quests. I mean, Daedric artefacts are nice and all, but it's sad you barely can do anything related to Daedra before you get "Quest ended" in your face. The only Daedra Prince they ever elaborated was Sheogorath, really. That's not enough. I get it, this is an old post, but the Dragonborn DLC had entire missions in Apocrypha and several Hermaeus Mora themed rewards, so that is exactly what I want for several Daedric Princes. BUT what I would also like is for your character to NOT be the master-of-all-guilds and have that logic applied to Daedric quests as well: as a werebeast you get access to extra quests for Hircine but locked out of quests for Molag Bal (as the father of vampires doesn't like werebeasts). As a vampire you can't become Meridia's champion since she despises the undead, and so on. The completionist in me died a little even just writing this here, but it would make more sense, no? On 9/14/2018 at 1:43 AM, greyday01 said: More options for unique rewards. The daedric quests want you to betray/murder someone. When you do you get a nice unique reward. Refuse, quest failed and nothing. I want a different reward for thwarting the daedra so good characters get something too. Agree: there were only a handful rewards for not siding with the Daedric Lords Spoiler the Vaermina quest left you with Erandur as a follower instead of the Skull of Corruption for example And in some cases it was even worse: Spoiler the Black Star is a more powerful but more evil version of Azura's Star But these things are way down on my wish list... Link to comment Share on other sites More sharing options...
LassyOfBurgundia Posted August 8 Share Posted August 8 (edited) Equipment Let it be known that the universe of the Elder Scrolls has clearly established the existence of capes and cloaks, as evidenced in artwork, books, and even some apparel sets in TES V (including the Hammerfell garb). Let it also be known that there are several mods adding capes or cloaks, ranging from simple pieces of cardboard with a 'flowing' animation to pieces of cloth using physics to move with the player's movements. I get why the latter would not play nicely with every machine but the former (for example the magnificent CoS for TES V which integrated cloaks and capes so seamlessly it seemed like it wasn't even a mod at all) was one of the least intrusive - both lorewise and in terms of performance - mods I ran on my old laptop without any issues. It CAN be done, so please just integrate them from the get-go in TES VI. Another thorn in my eye is the fact that armor is getting more and more simplified as we go on, so my take on equipment slots would be the following: Head Chest Shoulders Cape Waist (belt) Legs Feet Hands Left Ring Right Ring Necklace Werebeast I'd like a rehash for the entire werebeast system. We encountered Werebears in Dragonborn, Wereboars in Daggerfall, Werebats in ESO, ... I think it's time to make zooanthropy (is that a word? I feel like it should be) more customizable. I have two major ideas (one or the other): Several werebeast types throughout the world, if you get attacked you have a chance to become afflicted with the strain of that particular type (get tusked by a Wereboar, you become a Wereboar, get clawed by a Werebear, you become a Werebear, and so on). Don't want to become that specific type? Cure yourself at a Temple before the beast blood takes over. Several werebeast types throughout the world, if you get attacked you have a chance to become afflicted with a general strain which doesn't grant you transformations yet, but starts the quest to look for the Shrines of Hircine. Each Shrine offers a challenge and when completing the challenge, you obtain the capability to transform into that specific werebeast but lock yourself out of becoming any other type of werebeast. Also, having the Blessing of Hircine grants access to additional quests. Dragon mount/companion Chances are small that the main hero of TES VI will be Dragonborn, but personally I would love to encounter Dragons, so my take is that Dragons are much harder to fight in TES VI than they were in TES V. In TES V once you were about two-thirds into the Main Quest you would learn the Dragonrend shout which was a tremendous weapon to battle dragons - even more so as a melee character - and made you the badass kicking their tail instead of the other way around. In TES VI dragons would be terrifying boss monsters compared to what they represent in TES V, so instead of fighting them, a small faction of Dragon Riders would arise and bond with them. You hear tales of them throughout the game and maybe encounter them once or twice from afar, but only get a chance to join them about two-thirds into the Main Quest (similar to when you learn Dragonrend in Skyrim). From then on, the real fun starts: You have to find and bond with a certain dragon first, to do so you need to convince it through combat and/or persuasion my take is that it could be a dragon that has a history of aiding mortals like Nahfahlaar (Nafaalilargus) or Odahviing but needs some convincing first because dragons, amirite? Your Dragon companion has the ability to absorb souls from other dragons, which can then be used to unlock certain abilities some kind of separate perk tree or a return of the Shout menu but for your dragon instead of yourself Instead of carrying your items, this companion carries you (and your stuff) allowing for much faster travel and heavier loads. Edited August 12 by LassyOfBurgundia Changed "humans" to "mortals" because my Khajiit main scowled me Link to comment Share on other sites More sharing options...
lefttounge Posted August 17 Share Posted August 17 Daddy ignores my Christmas wishlist every year. Link to comment Share on other sites More sharing options...
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