Oblivion 2: Skyrim V6: Old People's Naked Bodies Fishing Secrets With Their Manly Beards
5,880 replies, posted
So, it's true...
See if you guys can check if it works or doesn't:
[url]http://skyrim.nexusmods.com/downloads/file.php?id=6703[/url]
[QUOTE=rikimaru6811;34429432]So, it's true...
See if you guys can check if it works or doesn't:
[url]http://skyrim.nexusmods.com/downloads/file.php?id=6703[/url][/QUOTE]It does work
[QUOTE=PrusseluskenV2;34396476]So I thought about roleplaying as an explorer, but then I realised that walking innawoods without weapons or armour would lead to 0 discoveries and 1 less explorer ;__;[/QUOTE]
You made me want to do this.
[QUOTE=rikimaru6811;34429432]So, it's true...
See if you guys can check if it works or doesn't:
[url]http://skyrim.nexusmods.com/downloads/file.php?id=6703[/url][/QUOTE]
guys look at my redguard using this mod
[img]http://i.imgur.com/IrDj4.jpg[/img]
Linwe's armour.
Best armour.
[QUOTE=Shibbey;34430066]Linwe's armour.
Best armour.[/QUOTE]
If your smithing and enchanting suck, maybe, it's kind annoying that I can enchant weapons better than the unique ones, but I can't disenchant them.
[QUOTE=BANNED USER;34427965][SP]He thought he could use me to overthrow Alduin so he could ascend and take his place, but I'm not that stupid or gullible for his sultry voice and philosophical dragon banter. I killed him and Alduin, and became king of the Dragons.[/sp]
Of course, before that happened I killed off the Stormcloaks and [sp]assassinated the Emperor[/sp] thus plunging the Empire into another era where [sp]the Dragonfire goes dark[/sp]. Thus, my reign of terror over all of Nirn begins using my army of [sp]dragons.[/sp]
What a lame pageking.[/QUOTE]
But the Dragon Fire's cannot go dark now...
I just want some mods that increase spawns and soft delevelling of enemies without them adding silly retextured enemies and items, and having creatures spawn in absurd locations (Dremora in the area around Whiterun?!).
Wars in Skyrim in particular also goes beyond what I would ever download it to do, namely making changes to the actual combat mechanics. I've already got mods that do that for fuck's sake, and they do a lot better job; i'd rather not have to wrestle with incompatibilities.
"After being wellness hitted by a projectile frost, you'll be thrown away and get bit dazed for a Few Seconds, while the camera turns to cinematic mode to let you see yourself dazed and pwned by magicians."
How the fuck is that a good or even tolerable idea? I'm already annoyed when the 3rd person kill animations steal precious seconds from me for the purpose of gawking at the bloke i've just beheaded, this'll drive me firmly into Sheogorath's grasp.
I know that many of these mods have the more crap parts of it optional, but who thought crap like that was a good idea in the first place?
Brb, heading to Alko to fetch a bottle of vodka.
On a related note, which is an actually good enemy mod? I quite look the like of PISE from reading it's page, but can anyone provide their own opinions and experiences with it?
What would you recommend as a combat mod? I've got Balanced Magic, which works really well, and I was thinking of going for Duel - Combat Realism; any comments on that mod, or better recommendations?
And finally, does anyone know how to force all finishing moves to be 1st person only?
[editline]28th January 2012[/editline]
For some reason, this sword made me giggle.
[url]http://static.skyrim.nexusmods.com/downloads/images/1002-2-1326614245.jpg[/url]
Skyrim is the first TES game without an Arena in it....... Why did they not put one in? DLC maybe?
Here's what I wish about the Steam Workshop. Somehow, someone sits down and chooses the mods with actual content (areas and other useful stuff), and then leaves all the anime, nudity, sex and shit mods on Skyrim Nexus.
Sadly that's not gonna happen, is it.
[QUOTE=Newbienice99;34430829]Here's what I wish about the Steam Workshop. Somehow, someone sits down and chooses the mods with actual content (areas and other useful stuff), and then leaves all the anime, nudity, sex and shit mods on Skyrim Nexus.
Sadly that's not gonna happen, is it.[/QUOTE]Nope. It's what a lot of people want, thus it gets thrust into the game like they wish they could thrust their cocks into an actual woman.
[QUOTE=maxolina;34430823]Skyrim is the first TES game without an Arena in it....... Why did they not put one in? DLC maybe?[/QUOTE]
Arena had no arenas in it, neither did Daggerfall. Morrowind did have one but only one fight takes place there if you take a certain route in the Main Quest.
[editline]28th January 2012[/editline]
[QUOTE=Newbienice99;34430829]Here's what I wish about the Steam Workshop. Somehow, someone sits down and chooses the mods with actual content (areas and other useful stuff), and then leaves all the anime, nudity, sex and shit mods on Skyrim Nexus.
Sadly that's not gonna happen, is it.[/QUOTE]
Sounds like a more Draconic version of the Nexus only with what you want rather than other people. Do you want to make the Nexus seem like a bastion of freedom?
[QUOTE=Sector 7;34427083]Someone needs to make a mod that implements Dwarf Fortress style wounding/penetration to this game.
I'm tired of arbitrary number systems in RPGs. I want to see detailed hitboxes, material strength and shear values for edged weapons.
We're getting to the point where computers can easily simulate the simple physics required for combat. Imagine if instead of making numbers go up, taking perks in one-handed just made your swings move faster, and the game's physics engine took that into account to make you do more damage/penetrate armor better.
Hell, Mount & Blade already does that.[/QUOTE]
Doing this.
Well, kinda. I'm not doing penetration calculations, detailed hitboxes or anything like that. But I am in the design stages of a mod I'm going to do that revamps the perk/skill system to emulate a system very similar to that.
For example, all weapons will pretty much deal their damage based on the actual weapon, plus a modifier for skill (i.e. you'll probably do less damage with a daedric sword at low level than you would at the apropreate level, but the sword itself will still do a lot of damage compaired to iron, but be a lot harder to control or attack with correctly).
However what the skill now controls will be the weapon speed, attack "control" that is different depending on your skill and the weapon (aka I'm going to want to put in some aim varience and screen motions for all attacks, like what happens when you get staggered), fatigue drain, etc. Perks would be actual abilities you can do or bonus effects, such as being able to garuntee knock someone down with a powerattack on a warhammer if you do it right after that enemy tries to powerattack you.
I'm not sure how it will work for one handed yet (I'm almost done with the perk tree for two-handed). Two handed weapons will always be the highest damaging compaired to one-handed, and their playstyle relies heavily on powerattacks. However they are also going to be the "hardest" weapons to use at low level, to the point where if you are attacking something quick you'll have a lot of trouble with controlling where your hits land, how long it takes, and how much stamina attacks drain.
For one handed weapons I want to make it so they are low-to-medium damaging weapons overall, but have a much easier control to useing them, are much quicker, etc. Easy to "learn", and slightly easy to master - but I feel like I'd need to think of some perks that really extend the abilities of one-handed weapons beyond just status effects and special damage conditions (which a lot of my 2h perks focus on), so the "hard to master" aspect of the skill would be pulling off some combo or something to that effect.
Still have no idea how I'm going to handle theif skills. Give me ideas people :v:
I bought morrowind a few weeks ago and whenever I start it up it plays through the intro, up until it says "wake up" or something, then there's a black screen and I have to ctrl+alt+del to close it. I've tried disabling AA and steam overlay and googling it, anyone know how to fix?
[QUOTE=Sgt Doom;34430526]For some reason, this sword made me giggle.
[url]http://static.skyrim.nexusmods.com/downloads/images/1002-2-1326614245.jpg[/url][/QUOTE]
Me too. It looks silly.
I suck at enchanting
I always hated how they told you the city where the thieve's guild is in the loading screens/in-game, rather than having to find it out yourself.
[QUOTE=Billy Maize;34431938]I always hated how they told you the city where the thieve's guild is in the loading screens/in-game, rather than having to find it out yourself.[/QUOTE]
Granted, you'd know if you knew anything about Barenziah.
Since I can't really play the game (computer limitations), I wonder if I'll be able to use the mod tools.
I was hoping to make a way to retrain your perks / stats via some quest. I've felt that was missing in the game.
Allright, so I've finished my "design" of the revamped two-handed skill and it's perk tree.
Here's what I got:
[release]
[B]The skill level of Two-handed will govern the following aspects of two-handed weapons:[/B]
- Damage bonuses. These bonuses will be small overall as the weapon itself will provide the majority of damage values, similar to Morrowind. A high level user of two-handed will have a larger damage bonus to 2h weapons universally.
- Attack Speed. Two handed weapons are very slow to control despite their superior damage, and your skill with the weapon contributes to this. High level players will make efficent cuts, while low level ones will take a lot of time for each attack, even though the attacks will be very damaging.
- Attack "Accuracy". 2Handed weapons will cause a level of screen-shake and drift when doing attacks (especially power attacks) due to the weight of the weapon. Higher level players will be able to swing strikes accurately and with ease, while low level players will find themselves over-shooting the target or stumbling their swings. Early level, this makes two handed weapons very strong versus broad "easy to hit" targets like dragons and giants, but much risker on smaller targets like wolves, skeevers, and drauger.
- Advanced weaponry (i.e. daedric) will cause extra penalities to the above if you are too low level, plus a fatigue hit. Using a daedric warhammer at low levels for example will not only amplify the above effects, but also strain your arms and make you lose stamina for each blow. The "easier" the weapon, the less this effect happens. However if you land strikes, it will be very damaging due to damage being primarily determined by your weapon.
[B]Attritbutes of the two-handed skill that [U]are not controled by the skill[/U] but may or may not be altered from perks:[/B]
- Two handed weapons are the driving force behind the damage, while the skill will be the driving force behind how you apply that damage, plus or minus special bonuses/penalities
- Heavier weapons will have a slower attack speed. So, Warhammers will generally always be slower than greatswords. On that note, glass weapons will generally attack much faster than non-glass, even though they might not do as much damage.
- Hitting a powerattack causes you to recoil as well (but you won't be staggered as much as the other guy if the stagger effect works on him).
- The differences between weapon types at first will be minor (as the only relevant differences would be more/less damage and attack speed). However, the more you specilize in perks, the more advantages certain weapons will have and the more bonuses you'll get to that specific weapon type. I.E. a perk that could perhaps allow greatsword users to follow up with a "free" quick combo attack? Giving damage bonuses based on certain situations with your weapon type? It is all about enhancing what makes each weapon unique, so that more "skilled" two handed users that have "trained" further with certain weapons, uses those weapons as if they were a skill on their own.
[B]Perk tree design concept:[/B]
[I]The perk tree concept for two-handed will follow pretty closely with the vanilla tree's design, except greatly expanded.[/I]
-The first branch of the tree will be all about greatsword specilization. Perks in this tree will accent the "speed" factor of greatswords over other two-handed weapon types, even though they still won't be as fast as one-handed swords. They will also be a weapon type that works well with combo attacks perks, and have perks that boost it's ease of use quicker than the other weapon types. Learning the art of using a greatsword is all about trying to maximize efficency with the weapon, in a manner that blurs the line between two-handed and one-handed.
-The second branch will focus on warhammer specilization. Warhammers are middle-ground in terms of damage, but their perks will focus on "controlling" the enemy with knock-downs, status effects, stuns, etc. They aren't very fast compaired to greatswords, and are not going to be able to pull off any "combo attacks" for bonus damage, but a large amount of their perks will use their "control" effects and good overall damage to decimate enemies.
-The third branch will focus on Battleaxe specilization. These are the most leathal of two-handed weapons, but are the slowest. Battleaxe perks will focus on the strengths of this weapon: dealing as much overhead damage as possible, perks against certain conditions, and being all about dealing heavy damage with a small amount of enemy "control" on the side. They are the most deadly weapons to start with, but will be very hard to use comapried to other two-handed weapons in the beginning due to how they control. As such, some other perks would involve making battle-axes work more "in line" with how the other 2H weapons make attacks, which will in turn give them much larger damage potentual in the right hands.
-The final branch will be a general branch, that focuses on some passive side-effects when handing all two handed weapons. Such as, a perk that will boost stamina efficency when making power attacks, to perks that add bonuses to special "lighter" weapons (glass, elven, etc) and give small bonuses to certain types of weapons as well (i.e. iron, silver, daedric, etc) among other things.
[quote][img]http://i.imgur.com/krl9M.jpg[/img][/quote]
[/release]
Here's a link to the image for full size: [url]http://i.imgur.com/krl9M.jpg[/url]
I bet you can't even code. You're just the ideas guy..... LOL
[QUOTE=maxolina;34432455]I bet you can't even code. You're just the ideas guy..... LOL[/QUOTE]
Even if he can't it's still a nice idea.
[QUOTE=maxolina;34432455]I bet you can't even code. You're just the ideas guy..... LOL[/QUOTE]
Good thing you don't need to know code to do most of these things. I bet 90% of what I want to do can be done purely through scripting, which I sure as hell know how to do:
[IMG]http://i208.photobucket.com/albums/bb134/KorJax/lol_flowgraphs.jpg[/IMG]
While visual scripting is a far cry from what Bethesda uses, learning the syntax of their system is a small learning effort to do compared to learning how to script in general.
Even if I don't know exactly how to do most of these things, I sure as hell can learn to. It's not like I'm doing stuff that would require a lot of coding that might not be possible anyways (like special hitbox/penetration detection).
Not to mention the type of mod this is requires more time put into the the design, rather than the application (once I figure out how to do stuff like dynamically adjust attack speed based on skill of course, which shouldn't be too hard considering there is a shout that does exactly that same effect).
Assuming the creation kit will have similar scripting to the Geck, it is really easy.
Also due to modding being quite popular with Bethesda games its really easy to find tutorials and get help.
[QUOTE=Rents;34430356]If your smithing and enchanting suck, maybe, it's kind annoying that I can enchant weapons better than the unique ones, but I can't disenchant them.[/QUOTE]
I didn't mean it had better defenses than Daedric or some shit. I'm not retarded.
I mean it looks awesome as hell.
I'm seriously doubting the Workshop will allow the nudity mods, retextures, or model ports. I'm fairly certain that it'll just be mods based off vanilla content.
Reason I say this is because, as Garry has said about his Steam Workshop features, mods are currently limited to 40mb. With the vanilla game, all you have to do is record positions of objects, drastically cutting down the filesize. With mods involving custom content, you not only have to record positions of those objects, but you have to download the model files, texture files, etc, as well.
The comparison being that a pure vanilla house mod can be all of three or four MB, whereas some crazy castle using all custom models and textures can reach into the tens or hundreds of MB.
So, I'm willing to guess is that if you want mods made of vanilla content in a plug and play style, you'll go to the Workshop. An upside is that you don't have to wade through all the duff in the Nexus that you may not be interested in, such as Anime Waifu mods.
If you want your Waifu mods... The Nexus is always there. Staring. Menacingly.
[QUOTE=KorJax;34432308]Allright, so I've finished my "design" of the revamped two-handed skill and it's perk tree.
snip
Here's what I got:
Here's a link to the image for full size: [URL]http://i.imgur.com/krl9M.jpg[/URL][/QUOTE]
I suggest you to change Thor to [URL="http://www.uesp.net/wiki/Tribunal:Stendarr%27s_Hammer"]Stendarr[/URL].
How hard would it be to make a mod that enables instant self-dismemberment?
[QUOTE=xxfalconxx;34432995]How hard would it be to make a mod that enables instant self-dismemberment?[/QUOTE]
Just realized how badass a Farcry 2 healing system would be to remove arrows/ice spears from yourself.
KorJax I am so excited for any/all of your skill tree improvements. They seem much more creative/rewarding than what's currently in the game
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