Oblivion 2: Skyrim V6: Old People's Naked Bodies Fishing Secrets With Their Manly Beards
5,880 replies, posted
[QUOTE=Dragory;34484035]"This file has currently been set to hidden by the author of the file. You cannot look at this file page or download any files relating to this file until the author makes the file visible to the public again."
:([/QUOTE]How bizarre. Works fine on my end, both laptop and desktop.
[QUOTE=Sgt Doom;34484135]How bizarre. Works fine on my end, both laptop and desktop.[/QUOTE]
Seems to work now. Weird.
[QUOTE=Sonicdude;34483437]Skyrim was on Conan. Funny stuff.
[url]http://www.youtube.com/watch?feature=player_embedded&v=rj8nHy6aA6E[/url][/QUOTE]
Aw MAN I wanted to see that! Bummer conan, Bummer.
Alright, here's my final ruleset:
[quote]
-redguard
-Samuel L jackson
-woodcutter
-Your only weapon is a woodcutter's axe.
-He's an alcoholic.
-All the chronicles have to include silly Scottish-sounding phrases that nobody in real life actually says
-He can't turn left. (I'm going to just disable the strafe keys)
-You are allergic to potions.
-You turn into a wolf during a full moon.
-no fast travel ever. Not even carriages.
-No armor, since real men don't wear suits of armor and they whack the shit out of monsters with woodcutter axes.
-Play on Novice to counteract handicaps and for comic effect(How the fuck do you survive )
-At noon every day you must stop whatever you are doing to look for calipers.
-The only consumables (aside from alcohol) you can use are pastries.
-Samuel has a phobia of Rabbits. Every time he sees one he must stop walking and back away slowly until the rabbit is out of sight.
-At midnight, you must murder the living thing nearest you.
-Steal every horse you can find.
-As a redguard you must resist all forms of arrest(by any means necessary) should you run into problems with the law
-You cannot disarm traps, but can avoid from triggering them (Except for pressure plates, you have to trigger them if you happen to notice one)[/quote]
Going to do a video rendering test, then make the video!
We should have acted, the [url=http://static.skyrim.nexusmods.com/downloads/images/1347-1-1322159609.png]anime[/url] [url=http://static.skyrim.nexusmods.com/downloads/images/6557-2-1326989966.jpg]mods[/url] are already here.
Todd Howard told of its return
The creation kit has been indefinetely delayed
In the time after the skyrim nexus opened.
When the modders of oblivion would spread their own shit
But no one wanted to believe.
That a mod would so bad even existed
And when the truth finally dawns...
It dawns in [URL=http://static.skyrim.nexusmods.com/downloads/images/345-1-1321464876.jpg]Face paint.[/URL]
But there is one they fear.
In their tongue he is Randy...
Savage Born!
[url=http://cdn.gs.uproxx.com/wp-content/uploads/2012/01/skyrim-macho-man-randy-savage-1.jpg]MA CHO MAN[/url]
Hey guys, it's that time again for progress on my perk and skill redesign! I've just finished one-handed:
[release]
[B]What the skill level of One-Handed controls:[/B]
- Small bonus or penality to attack damage. This bonus/penality will be minor in comparison to the weapon's damage values, which will be the contributing factor in determing how much base damage you do.
- Powerattacks cost a less stamina to perform, but also damage a lot less when lower level. I.E. at beginner levels, a powerattack might only do 1.2-1.3x the damage (compaired to doubling). High level 1H users will find their powerattacks to "hit" harder on the otherhand.
- Weapon control/accuracy. This is minor, and will only be noticable when you duel wield (which causes an accuracy penality) and/or are a low level. However, the more consecutive attacks you make, the less control you have. This effect is lessened by gaining 1H skill. As far as general intensity of attack control goes, by the time you are high level, it will be rather unnoticable and work much like vanilla.
- Weapon Recoil. Generally, all attacks with one-handed weapons will now have a chance to cause you to recoil back depending on your skill and the opponents AC. The lower your skill, the lower your stamina and the higher the AC of the enemy is, the higher the chance you will recoil on hit. This will not be as intense as a stagger, but it will be enough to cause your attacks to be delayed slightly.
- Extra penalities to the above, as well as taking fatigue damage per swing, if you use a weapon that is too far outside of your skill zone to use. In otherwords, using Daedric at level 30 will likely cause pronounced aim varience, slower weapon attack speed, and fatigue drain.
[B]Aspects of One-Handed that are not controlled by the skill, but may be altered from perks:[/B]
- Heavier weapons will always swing slower. This means generally, maces will swing slower than swords, but yet a glass mace might swing faster than a daedric sword for example.
- Duel Wielding causes an accuracy/control penality
- Focus of 1H will be on the speed of attacks, and performing normal attacks. Powerattacks will be cheap to use, but not nearly as "effective" as 2H powerattacks (in that they not double damage like default, but still give more damage and higher chances to perform other effects with 1H weapons). This makes 1H a very "stamina friendly" skill to use by default, as it's less risk-reward. However, you might have more trouble dealing with high health/armored targets when low level.
- Unarmed will always have perfect control, and a signifigantly faster attack speed. While not very damaging compaired to using a weapon, its perks focus on delivering blows that can influence other aspects of the fight.
- One handed weapons are always quicker to "ready" than 2H weapons.
- Dagger-specific backstab/sneak attack perks will be moved here, and removed from sneak.
[B]New Redesigned Perk Tree: [/B]
[t]http://i.imgur.com/d2vSe.jpg[/t]
[/release]
[QUOTE=G71tc4;34484675]Alright, here's my final ruleset:
Going to do a video rendering test, then make the video![/QUOTE]
shit wait I got one
you need to have auto-walk on
all the time
Where did that Khajiit with no head get to? I miss reading his adventures.
In Skyrim, fires lack color and emit no light. Which Daedra or god, may I ask, has a grudge against color in Skyrim?
[thumb]http://img593.imageshack.us/img593/5738/screenshot76o.png[/thumb]
[QUOTE=salty peanut v2;34485346]shit wait I got one
you need to have auto-walk on
all the time[/QUOTE]
im having enough trouble with no strafe buttons
god fucking damn that was rediculous. Day 1 is recorded, editing now. I'd really like to stay in one town for more than a few hours :(
[QUOTE=KorJax;34484941]Hey guys, it's that time again for progress on my perk and skill redesign! I've just finished one-handed:[/QUOTE]
Sorry to say, but that Parry ability sounds pretty useless. Not only is it hard enough to land a power attack in the middle of an enemy's power attack (unless you're using a dagger), but simply canceling the damage of both combatants is worse than landing your hit quicker than your foe (or, if the attack may kill you, you could simply move out of the way). On top of all of this, shieldbashing makes this whole idea pretty obsolete for those who aren't dual-wielding. I think you would be better off re-working it into a perk in a tree that focuses on using a single weapon (like two-handers).
Oh, and for Surgical Aim, you could just word it as "when using a standing power attack" to add consistency and clarity to vanilla Skyrim's descriptions. Plus, there's already a perk in-game (savage strikes?) that does the exact same thing.
I also think that unarmed fighting shouldn't be something that goes hand-in-hand (no pun intended) with heavy armor...it's just silly.
For all of these "land normal hits followed by a power attack"...It's a pain to remember things like that - having to remember "oh, that mod added that" breaks immersion like no tomorrow.
I'm also wondering how you're going to make this apply for both the player and NPCs. As far as I can tell, NPCs don't even use magicka and stamina. Or perks.
[editline]31st January 2012[/editline]
[QUOTE=The golden;34485636]Depending on where you are situated (different zones have different light properties), things can be so under-saturated that fire can be almost entirely white.
The type of environment in which Skyrim takes place is one of the most beautiful and colourful types of climate that exist. Who the fuck thought it would be a good idea to suck all the colour out of it?[/QUOTE]
Probably another response to a complaint against Oblivion, along the lines of "waaahhhh, Oblivion looks too cartoonish" so the answer was "hey, Gears of War and Arkham Asylum look pretty 'realistic', let's suck all the color out of our game too!" Walking through Whiterun at night makes me sad because the braziers lining the path emit next to no light...And I much preferred the lighting and forests in Oblivion.
The slow time block perk is quite useful, as the player seems to be unaffected by the slowdown; I like to use it to get behind the enemy and have a few swings at them.
[editline]1st February 2012[/editline]
Especially good for enemies that turn slowly, like trolls.
Alright, vanilla Skyrim is starting to lose its lustre, so it's moddin' time. Any general suggestions for mods? Gameplay, graphics, anything goes. Right now I'm just going through the Nexus top 100 and checking out what seems interesting.
Also, the the Nexus Mod Manager worth using?
[B]Edit:[/B]
So far, it's looking like
-SkyUI
-Midas Magic
-Quality World Map
-Realistic Water Textures
-Skyrim HD
-No More Blocky Faces
-Enhanced Night Skyrim
-Enhanced Blood Textures
-Skyrim Flora Overhaul
[QUOTE=Oneperson;34485823]Alright, vanilla Skyrim is starting to lose its lustre, so it's moddin' time. Any general suggestions for mods? Gameplay, graphics, anything goes. Right now I'm just going through the Nexus top 100 and checking out what seems interesting.
Also, the the Nexus Mod Manager worth using?[/QUOTE]
Nexus Mod Manager is definitely worth using if you're going to be dealing with more than a few mods. It makes installing and uninstalling much faster and simpler. Save yourself the headache of fucking up and incorrectly installing/deleting a mod.
[editline]31st January 2012[/editline]
[QUOTE=Oneperson;34485823]Alright, vanilla Skyrim is starting to lose its lustre, so it's moddin' time. Any general suggestions for mods? Gameplay, graphics, anything goes. Right now I'm just going through the Nexus top 100 and checking out what seems interesting.
Also, the the Nexus Mod Manager worth using?
[B]Edit:[/B]
So far, it's looking like
-Tytanis, which includes Midas Magic and 3rd era weapons
-Quality World Map
-Realistic Water Textures
-Skyrim HD
-No More Blocky Faces
-Enhanced Night Skyrim
-Enhanced Blood Textures
-Skyrim Flora Overhaul[/QUOTE]
Tytanis is a load of shit, don't download it. It's a 12-year-old-esque "let's add EVERYTHING into one big buggy mess!"
[QUOTE=rinoaff33;34485869]
Tytanis is a load of shit, don't download it. It's a 12-year-old-esque "let's add EVERYTHING into one big buggy mess!"[/QUOTE]
Good call.
Duel - Combat Realism is quite decent. The expansion for it conflicts with damn near everything, so I don't use it.
PISE is quite nice imo, as well.
Balanced magic, well, balances all the schools of magic, especially Destruction; well worth using.
SkyBoost improves FPS quite a bit without compromising visual quality or stability.
[QUOTE=rinoaff33;34485869]
Tytanis is a load of shit, don't download it. It's a 12-year-old-esque "let's add EVERYTHING into one big buggy mess!"[/QUOTE]
The versions of Midas, Third Era weapons and pretty much every other integrated mod it comes with are also substantially outdated
[QUOTE=rinoaff33;34485647]Sorry to say, but that Parry ability sounds pretty useless. Not only is it hard enough to land a power attack in the middle of an enemy's power attack (unless you're using a dagger), but simply canceling the damage of both combatants is worse than landing your hit quicker than your foe (or, if the attack may kill you, you could simply move out of the way). On top of all of this, shieldbashing makes this whole idea pretty obsolete for those who aren't dual-wielding. I think you would be better off re-working it into a perk in a tree that focuses on using a single weapon (like two-handers).
Oh, and for Surgical Aim, you could just word it as "when using a standing power attack" to add consistency and clarity to vanilla Skyrim's descriptions. Plus, there's already a perk in-game (savage strikes?) that does the exact same thing.
I also think that unarmed fighting shouldn't be something that goes hand-in-hand (no pun intended) with heavy armor...it's just silly.
For all of these "land normal hits followed by a power attack"...It's a pain to remember things like that - having to remember "oh, that mod added that" breaks immersion like no tomorrow.
I'm also wondering how you're going to make this apply for both the player and NPCs. As far as I can tell, NPCs don't even use magicka and stamina. Or perks.
[editline]31st January 2012[/editline]
Probably another response to a complaint against Oblivion, along the lines of "waaahhhh, Oblivion looks too cartoonish" so the answer was "hey, Gears of War and Arkham Asylum look pretty 'realistic', let's suck all the color out of our game too!" Walking through Whiterun at night makes me sad because the braziers lining the path emit next to no light...And I much preferred the lighting and forests in Oblivion.[/QUOTE]
The idea with parry would be that it would happen not really with landing an attack, but making the attack itself. Basically, it is a way to shield-bash and/or block without needing a shield - because lets be honest, a lot of playstyles like to use 1H and magic or duel weild. This is basically a poor man's block against the most damaging attacks where blocking matters most.
Good tip with surgical aim. These discriptions are not difinitive by the way, much in the same way that the physical positioning isn't either.
Where did you get the idea that it goes hand in hand with heavy armor? Using any kind of gauntlets that have an AR will give you a damage boost. I got rid of it from the heavy armor perk tree because it didn't make sense there. And it makes sense to deal extra damage based on what gauntlets you are wearing.
And I don't think it's hard the memorize unless you plan on using every weapon type at once. It's pretty much as simple as vanilla is, with the only exception being the one high end perk each "tree" gets, which is designed to involve some level of simple user input beyond just basic attacks to signal to the game that you are making that type of attack (plus it costing an apropreate amount of time and stamina to "perform" it).
I'm making these trees to add back the "specilization" one could do in older Elder scrolls games with individual weapon skills, except with a skyrim twist. When perk trees were announced I was excited at the implications - a broad skill covering a general ability to do X, with perks that let you specilize into your chosen "weapon types", but still allow flexibility under your general skill to switch over to another type should you wish, before you get to the point where you've dedicated a lot of perks into one weapon type already.
Instead, what we got was very watered down perks that just replaced what the skill does, and explored no weapon specilization, or tried to take advantage of the strengths of their system. On top of that, many perks you would want require you to get perks you don't want or wouldn't be useful, and some perks are outright imbalanced. It kind of sucks that the only thing I can do as a greatsword user to distinguish my playstyle from a warhammer is that I can have some random chance for a critical strike, and bethesda decided to (uncreatively) just let me keep putting perk points into that. I think critical strikes are a neat skill idea, but considering how two compeltely different weapon types basically perform, damage, and do the same thing sans one small attribute, it really kills the attachment a player would have with a specific weapon type, not to mention it has almost zero sense of "RPG development" involved with its progression.
No, I'm not planning on adding these to NPC's because that is outside of the scope of the mod, which is simply trying to affect how the player skills and perks work. However the creator of PISE is experimenting with letting NPC's have perks, and it would be pretty cool if there could be some cross-compatability there.
How would one clean all of the mods in his skyrim without blowing his save files to kaput?
[QUOTE=KorJax;34484941]Hey guys, it's that time again for progress on my perk and skill redesign! I've just finished one-handed:
-snip-[/QUOTE]
How many perks are we allowed to choose per level, is it still just one?
[QUOTE=Oneperson;34485823]Alright, vanilla Skyrim is starting to lose its lustre, so it's moddin' time. Any general suggestions for mods? Gameplay, graphics, anything goes. Right now I'm just going through the Nexus top 100 and checking out what seems interesting.
Also, the the Nexus Mod Manager worth using?
[B]Edit:[/B]
So far, it's looking like
-SkyUI
-Midas Magic
-Quality World Map
-Realistic Water Textures
-Skyrim HD
-No More Blocky Faces
-Enhanced Night Skyrim
-Enhanced Blood Textures
-Skyrim Flora Overhaul[/QUOTE]
Wars in Skyrim is good. You can stumble into decent sized Imperial vs Stormcloak battles in the woods
[QUOTE=KorJax;34484941]Hey guys, it's that time again for progress on my perk and skill redesign! I've just finished one-handed:[/QUOTE]
[QUOTE=Rents;34477026]If you don't include a unarmed perk called Way of the Dragon I'm going to stop loving you.[/QUOTE]
</3
What do you guys make of this?
[IMG]http://i.imgur.com/RicGh.png[/IMG]
I don't know how legit it is, but if so, we may be seeing Bethesda's claimed high res textures soon.
I'm gonna try out Wars In Skyrim, Talos give me strength.
[QUOTE=Funsize;34486743]How many perks are we allowed to choose per level, is it still just one?[/QUOTE]
Here's my ideas on that:
1. Main way to get perks = same as before
2. Alternatively, you get an extra perk every 5 levels
3. You can buy perks at trainers for a flat cost (5k or so?), and they take up 3/5 of your times trained per level.
4. 3 dragon souls = 1 perk
This might mean you get too many, or too little, who knows. A lot of this stuff needs to be messed with in-game to see where the balance lies, and if some of the features can even work. I'm trying to keep all the ideas "pie in the sky" without being too outlandish, because its always easier to cut down than it is to build up/fix something.
[editline]1st February 2012[/editline]
[QUOTE=Rents;34486771]</3[/QUOTE]
D:
I'll change that, just for you.
are the bonebreaker perks worth gettingé
Video's rendering at the speed of my ass smell. It'll probably be totally uploaded and processed by tomorrow morning. About 15 minutes long i think. :/
also i am sick so ignore the extra noises in the video
Mmm Molag Bal is definitely my favorite Daedric Prince.
[QUOTE=timman;34487537]Mmm Molag Bal is definitely my favorite Daedric Prince.[/QUOTE]
So... your into that domination complex, are ya?
:quagmire:
Oh god what happened.
[t]http://cloud.steampowered.com/ugc/651004495508365002/26F31C4999EEF3485C784290F4E8765135A0E3F5/[/t]
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