The Elder Scrolls v. Chim is for bitches, Amaranth is the real deal
924 replies, posted
Oh yeah, we'll Skyrim the hell out of each other.
Finally a coop game I can play with my bf
There's a megathread which includes the ST team response
https://www.reddit.com/r/skyrimmods/comments/aw7471/_/
I wouldn't touch ST until their main issue - yamashi - has been dealt with.
https://youtu.be/pkj_zsy1uos
most of the physics glitches in the vid are because he was playing higher than 64 fps.
Seems that TES Blades is getting a iOS closed beta soonish:
https://twitter.com/ElderScrolls/status/1101527555398610944
Taken from the link in the tweet:
Q: Is the closed beta the same as Early Access?
A: The closed beta is NOT the same thing as Early Access. Early Access is still happening. You can find more information in the Early Access section below.
Q: Is the closed beta under NDA?
A: Yes, it will be under NDA. If you are chosen to participate in the closed beta you may not post screenshots or videos, stream any part of the game, or discuss the game—online or otherwise.
Q: What platforms can I play the closed beta on?
A: The closed beta will be iOS only. We’re excited to open Early Access for Android players and everyone not selected to participate in the closed beta this spring!
Q: Will the closed beta be the full game?
A: It will be the full game. Participants will be able to play as much of the game as they like!
Q: When is Early Access?
A: Early Access is targeted for spring. We’ll keep you updated on that timing as we get a little closer.
Q: Will I get to play Early Access as soon as it’s available?
A: We will grant people Early Access on a rolling basis. Keep an eye on your email for the invite—and update your email preferences to make sure that we can reach you!
Q: Will Early Access be available on iOS and Android?
A: Yes, Early Access will be on both iOS and Android. The full device list can be found below.
Q: Will Early Access be the full game?
A: Like with the closed beta, Early Access will feature the entire game.
Q: Will Early Access be under NDA?
A: Early Access will not be under NDA. Once you’re in the game, please take and share as many screenshots and videos as you’d like!
Q: Will Early Access progress and purchases carry over?
A: All progress and purchases made during Early Access will carry over into the final game when it launches.
Q: Can I still sign up for Early Access?
A: You can still sign up for Early Access now! Sign up at PlayBlades.com.
Q: What devices will Early Access support?
A: Our goal is to support as many Android and iOS devices as possible, and we will evaluate additional devices on an ongoing basis. The list of supported devices follows:
• iPhone 6s and newer
• iPad Pro
• Samsung S8 and newer
• Samsung Galaxy Note 8 and newer
• Google Pixel 2/2XL
• Google Pixel 3/3XL
• OnePlus 5 and newer
• Moto Z2 and newer
• Essential Phone
• HTC U11
• LG V30
• LG G7 One
• Xiaomi Mi 6
• Xperia XZ Premium
• Xperia XZ1
• Xiaomi Mi Mix 2
• Razer Phone
• ZTE Nubia Z17
• Nokia 8
• Sharp Aquos R
• Asus ZenFone 4 Pro
• Huawei P20/P20 Pro
Hopefully more devices will get added to that list, can't play it with my S7 for now
Crap, forgot that was even a thing
Fallout 76 & TES6 pretty much eclipsed everything else I remember about that expo, I've had several people forget to just plain miss that Starfield was also announced at the same time
Fuck, now I want to play Skyrim again
It's funny, I was reading through mods about fixing the crime system, more events in Prison, and it seems like it's an entire style of game if missed. one of a thief or assassin.
Not that I don't do the DB quests, but I've never really done and thief or assassin behaviour outside of questing.
And I've never been put in jail that I remember.
High level Stealth is basically a permanent invisibility spell. Especially with how dumb the Ai is.
No one uses pickpocket, the guards are too inept to arrest you
And gold is so abundant that its almost completely useless so if you DO get caught, you just pay it off instantly.
How do you guys do your sneaky the if playstyles?
What mods do you use to make it work?
I use an economy mod such as morrowloot to make things more expensive and rewards less gold to you for certain things, a mod that adds sewers to the cities to enter/escape because I played a beast race for it, realistic crime radius, whatever perk mod I am in the mood for. In the end though you generally have to just add in restrictions yourself and roleplay them to create extra challenge. With sneak tools I did a character focused entirely on non lethal abilities where I was forced to sneak or run if I got caught, it made me pretty strong towards the end vs humans as I could knock them out but being a simple thief I could not do jack shit against any kind of creature or monster. Add in lighting mods that make dungeons and dangerous caves/areas dark and it becomes real tense sneaking through a dungeon avoiding light and the murderous hordes (or whores I aint judging).
Also adding in more ways to affect movement such as simply climb to enable rock climbing to enter places in creative ways (one of my favorite is climbing up to the wizards balcony in Markarth, sure you gotta remove "this lock cannot be picked" but it generally doesn't break quests if you're familiar with them. (for example when going into the Calcemo's laboratory you can find all the loot but the npcs associated with that area/quest are not there but the guards still are and will be hostile) Another one is of course tk dodge which can make a non-lethal sneaky boi a lot more viable since you can actually be acrobatic around them.
Focusing mainly on alteration with some spells mods also makes it hilariously fun, for example I used a spell that lowered gravity, one that increased my stamina very high outside of combat and a potion of stamina regend with basically let me spiderman up a wall and cling to the top corner of the ceiling while I went past 6 or so enemies.
Many mods increase the difficulty of stealth too, which can make it fairly difficult at low-mid levels of sneaking.
I traditionally use dwemer certified to place robots at every random encounter point. It's sneaky in the context of I'm no where near them and they cant see me if their dead.
Something pretty interesting popped up on the Oblivion Nexus:
https://www.nexusmods.com/oblivion/mods/49220
This mod was created by two students at the University of Limerick as a project for a Games Development course, and completed 29 November, 2013. We had a module where everyone in the class had to come up with a concept for an Oblivion mod and go up to the front of the class and pitch it. Everyone would vote for the best pitches, and then the class would be divided into teams of four, each team working on actually making one of the winning mods. It was nerve-wracking and awful, but people liked my pitch so I got to make my mod. One of the gowls on my team switched to an architecture course without even telling us, and the other one avoided us until the final day, so the entire project was left to me and my friend.
My idea was for a mod where you meet a wizard who teleports you to this surreal parallel world. It's basically a long series of chambers, taking advantage of the surreal possibilities of the fact that the game lets you connect two clearly unrelated areas with a door. So it's a walking simulator, basically, though that's not what we called it at the time. I was heavily inspired by areas from Half-Life and American McGee's Alice, not to mention the elephant in the room, Through A Nightmare Darkly. I think we achieved some reasonably inventive visuals and nice atmospherics though. My friend had some life stuff going on, so I basically ended up doing nearly the whole thing myself. The thing is, I was and am a terrible programmer, so while I was just barely able to assemble the levels and get the doors working, I was having a lot of trouble with the coding and the events, and our lecturer was giving out about our game not being interactive or mission-focused enough. The night before the deadline I got really frustrated and tired and basically just fucked off to Costello's and got wasted instead. My friend, fair play to him, somehow found the energy to salvage the project after I gave up, and he cobbled together an actual story to provide context and meaning for all the areas and events.
I think we got a B or something. We passed, anyway. Granted, it's still not a very good mod - there are lots of little problems, like subtitles zipping by too fast to read and text popups appearing at the wrong time - but it basically functions. At least, I think it does. Gonna level with you, I haven't played this mod in years (Oblivion doesn't work on my current laptop), and for all I know it might not even work reliably - it definitely wasn't playtested for long enough, or on enough devices. I don't honestly expect anyone to play this, especially since I couldn't find any decent screenshots, but frankly you're not missing much. I've never used this site before, so hopefully I'm not breaking any rules that will get this deleted, which would be an ignominious end indeed for this mod, haha. Still, this is a project we put a lot of effort into back in the day, so I just wanted to put it out there rather than have the only copy continue to languish on my dying hard disk. I think there's a glimmer of something here.
My friend and I both dropped out before completing our degrees. He moved to Canada and got married. I still drink at Costello's.
There's a new Creation Club sneak peak, and there's a whole lot of new items.
There's a whole new dungeon and such for Umbra, a new Thieves Guild house in the Ratways by Elianora (the one from this post, even with the same name), items related to the Staff of Chaos from Arena (which is really surprising to see, considering the significance of that staff), and three new sets of armour related to a location in High Rock, probably with ESO inspired designs.
I wonder if you'll be able to kite the new Umbra out of his dungeon and into town to get him to fight guards like in Oblivion?
Mod author : "I made a mod that replaced all the vanilla weapons with other lore friendly quality made counterparts."
Me : "Ah, cool, I do find the vanilla weapons to look rather rubbish and the modded lore friendly weapons are so much mor-"
Mod author :
https://files.facepunch.com/forum/upload/199089/dcba7a6f-1b9c-4747-84ea-0b7971d5df52/96627-1551727454-826435391.jpeg
WHY
WHY IS IT SO DIFFICULT FOR PEOPLE TO MAKE A MOD WITHOUT FUCKING ANIME TIER WEAPONS
And thus "Hammerfell" was born.
STEEL set
https://files.facepunch.com/forum/upload/199089/8dd3546c-7459-47f2-bdd0-f6a094a4cfba/96627-1551726986-1459647551.jpeg
Fucking love it, exactly my kinda style.
SKYFORGE STEEL set
https://files.facepunch.com/forum/upload/199089/dfb717ed-7ff0-4098-9349-541a6d7bff7d/96627-1551727018-871937823.jpeg
Even better! That greatsword WILL be my main.
DRAGONBONE set
https://files.facepunch.com/forum/upload/199089/dcae5e4a-07e7-4cdd-980a-dd67a9649a33/96627-1551727604-1267884981.jpeg
"Why are we here... Just to suffer?.."
Judge this fucking mess for yourself
https://www.nexusmods.com/skyrim/mods/96627
Dropped the Hammer so hard we got a dragonbreak which propagated back through time (Fucking Jills) and somehow caused the sinking of Yokuda and the birth of Hammerfell.
Don't do Anime-tier weapons, kids.
Why does the bow look like a bat'leth? Also the arms on a bow are supposed to bend.
This is very obviously ironic
Well if it IS "ironic" I don't get it because most of those weapons are very good, one's I'd actually want to use
If you guys know about any decent replacement mods for the weapons drop a link please.
Realistically, I should probably just aim to make my own.
Nothing stopping you from cherrypicking from this mod and getting rid of the ones you don't like. It's not a very hard thing to do either.
I imagine it'd be similar to just holding onto the model, textures etc of the files/swords I want and then just overwrite the mod once it's installed?
You could just use the models and rewrite the actual esp part, yeah.
This worked perfectly, thank you. But now I have another dilemma for you. I want to use [url=https://www.nexusmods.com/skyrim/mods/86665]Comprehensive Sleeves Pack[/url] but without its adjustments to beggar clothes and Thieves Guild armour. When I open it up in TES5Edit, only a few armours show up, and not the ones I want to delete. What do I do in this case?
I've been working on a mod replacing all of the game's music with stuff by Adrian Von Ziegler. I've found replacements for all the longer tracks but now I have to go and find appropriate tracks to cut up to replace the palettes, which is where the real work begins. Finding out what tracks are not used by the game is in itself already a challenge.
If you want to turn a sentence into a link highlight the words you want to become a link and click the link button
https://files.facepunch.com/forum/upload/57978/d99c2bd5-f635-44b4-90ec-3be3b365372e/linkbutton.png
in the post controls. Then you just paste/type the URL in the box that pops up and remember to hit save.
https://files.facepunch.com/forum/upload/57978/d51297b6-4a3e-4ff6-b692-3134f2a7af89/embeds.png
I used better shaped weapons, which basically takes all the vanilla weapons and "fixes" them so they're skinnier, more sharp, etc to a similiar style as those sets you like. Using amidianborn for the textures on them makes them better too.
Unique uniques makes all the unique weapons in the game have their own special models, and I use third era weapons to add in some older games weapons.
Better shaped weapons is great and all, he's obviously put a lot time an effort into his mod but I just don't like the weapons themselves.
I much prefer real life weapons.
There's a new Skyrim update, and it's almost all for CC content. Partly for the new content, and partly for a batch of updates for older content.
File wise, there's not too much of note right now. Here's the new listings in the CCC file:
ccBGSSSE016-Umbra.esm
ccBGSSSE031-AdvCyrus.esl
ccBGSSSE050-BA_Daedric.esl
ccBGSSSE052-BA_Iron.esl
ccBGSSSE054-BA_Orcish.esl
ccBGSSSE058-BA_Steel.esl
ccBGSSSE059-BA_Dragonplate.esl
ccBGSSSE061-BA_Dwarven.esl
ccPEWSSE002-ArmsOfChaos.esl
ccBGSSSE041-NetchLeather.esl
ccEDHSSE002-SplKntSet.esl
ccBGSSSE064-BA_Elven.esl
ccBGSSSE063-BA_Ebony.esl
ccBGSSSE062-BA_DwarvenMail.esl
ccBGSSSE060-BA_Dragonscale.esl
ccBGSSSE056-BA_Silver.esl
ccBGSSSE055-BA_OrcishScaled.esl
ccBGSSSE053-BA_Leather.esl
ccBGSSSE051-BA_DaedricMail.esl
ccBGSSSE057-BA_Stalhrim.esl
Umbra, ArmsOfChaos and SplKntSet are all for things shown in the post above (with SplKntSet being Spell Knight Set, obviously), but the others are mostly a lot harder to figure out. Netch Leather is assumedly going to be the Netch Leather armour from Morrowind. AdvCyrus is too vague to figure out what it could be, with the only guess I can really make right now is that it's to do with Cyrus from Redguard. The rest of it I've got no clue about. It's obviously going to be something to do with armour, but what BA could stand for is something I can't even guess at.
In the ESMs, they updated a Thieves Guild hood variant to work fine with vampire races, added support for Bone Wolf/Zombies to appear in more locations, added a levelled list for Shivering Isles ingredients, added custom boss music for Umbra, and a bunch of placeholder cells for future CC content. So far, only one seems to point anywhere in the world, being behind this rocks for Umbra, located to the North of Last Vigil (the Ebony Warrior location):
https://files.facepunch.com/forum/upload/215295/46c5e6c2-079c-486a-bc32-1aa05d30a15a/UmbraLocation.jpg
Of course, this might change when it's actually released, so this may not be completely accurate. Other than that, the only other real thing seems to be some minor fixes to meshes to do with the Blue Palace/Castle Solitude.
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