• The Elder Scrolls Megathread XV: A Song of Ice and Draugr
    25,933 replies, posted
I'd recommend downloading the immersive weapons pack individually so you can get what you want. Also, wyrmstooth. If you like old RPG systems, I'd personally recommend CCO and third era attributes over any overhaul. Sure, it doesn't overhaul any mods, but it still gives you a better RPG experience. Mixed unit tactics is another mod that I like, because it allows you to play as a "strategic" commander and choose who you want to mindlessly run into battle first.
[QUOTE=DrasarSalman;41518436]I'd recommend downloading the immersive weapons pack individually so you can get what you want. Also, wyrmstooth. If you like old RPG systems, I'd personally recommend CCO and third era attributes over any overhaul. Sure, it doesn't overhaul any mods, but it still gives you a better RPG experience. Mixed unit tactics is another mod that I like, because it allows you to play as a "strategic" commander and choose who you want to mindlessly run into battle first.[/QUOTE] I already looked at wyrmstooth and most of the reviews seem to find that the location is quite dead in some areas so I'm hessitant to get that but I'll do what you've said about immersive weapons probably, I'm really looking for a good magic mod.
Does anyone know of a mod that makes swapping spells, more real-time? It's really killing the intensity of combat when every time I want to change spells, the game pauses and I go through my favourites bar.
[QUOTE=4yourmalice;41518906]Does anyone know of a mod that makes swapping spells, more real-time? It's really killing the intensity of combat when every time I want to change spells, the game pauses and I go through my favourites bar.[/QUOTE] You could get one of those "more hotkey" mods, I guess.
[QUOTE=The Jack;41517429]Spears could have easily been done this gen. Eh, for [B]next gen[/B] we'd probably want... No loading between houses/dungeons and exteriors. Ai that aren't fucking retarded. amazing animations possibly physics based damage. Clothing under armour boats realistic gore Terrifying dungeons. better sound.[/QUOTE] By these i meant... Ai that navigate well and have their own morale/ stealth ai. No more of this stupid fucking 'must have been the wind' as arrows accumulate on their backs. No more of this 'fear spell will make someone run away if they're level 7 and won't affect them at all if they're at level 8. Maybe something like the arkham games. But i expect to see much better humanoid animations. From better looking interaction with the environment (touching the wall when they can't see in a narrow dungeon, walking differently on slopes, shifting positions in their chair and so on and so forth) To interacting with others better and showing off their mental/physical states better. Picking up and giving items accurately would be great too. It'd also be great if your companions could boost you up ledges or grab your hand to stop you from falling By physics based damage i mean that with weapons the damage is based on how the weapon impacts and what it impacts. Iron swords will be bouncing off iron armour, sharper swords moving faster through flesh than those less sharp. axes embed in different materials differently. Objects already moving away take less of an impact... I meant good looking clothing under armour. No clipping. clothes are flattened only where the armour sits. but by next gen many of us will expect clothes to ripple when moved (tessellation can probably do that) Boats that don't clip with the water by better sounds i mean stuff echoes properly and sounds different in different environments.
[QUOTE=The Jack;41519767]Spears could have easily been done this gen. Eh, for [B]next gen[/B] we'd probably want... No loading between houses/dungeons and exteriors. Ai that aren't fucking retarded. amazing animations possibly physics based damage. Clothing under armour boats realistic gore Terrifying dungeons. better sound.[/QUOTE] Do you realize the complexity of what you're asking especially in an unscripted enviroment?
I think I'll try getting into Morrowind the one last time after SS2. So. Essential gameplay mods? The graphics are perfectly fine as they are, last time I ran into stupid amounts of problems with simple foliage mods so not going to touch the graphics.
It all seems simple, but then it's not. TES is not Mass Effect or Dark Souls or anything like that. Those games might have deeper combat, or better cutscenes which are 100% animated, along with camera movements and whatnot (looking at ME, not DS here). Thing is, Elder Scrolls always tries to make all elements interactive. Backstab Some-important-guy as he gives a speech about to murder someone? You can do it. The game's organic, you can influence most parts of it, even things the devs didn't expect, thus leading to loads of, sometimes gamebreaking, bugs. But that's a design that works for them since Arena, and it's largely the reason for such big popularity of the TES franchise. The engine developed for TES:O seems to be flexible enough to allow for the next game in the series. So maybe it's "goodbye" to Gamebryo, finally.
[QUOTE=Muntu;41519865]I think I'll try getting into Morrowind the one last time after SS2. So. Essential gameplay mods? The graphics are perfectly fine as they are, last time I ran into stupid amounts of problems with simple foliage mods so not going to touch the graphics.[/QUOTE] There aren't any 'essential' ones. The best thing to do is get unofficial patches for all the bugs and roll solo. Oh, and replace the plastic-wrap magic item texture. Morrowind's best experienced in all it's oddity and clunkiness.
[QUOTE=Kumagoro;41519884]The engine developed for TES:O seems to be flexible enough to allow for the next game in the series. So maybe it's "goodbye" to Gamebryo, finally.[/QUOTE] please, god no, it's the Hero engine from TOR they're not dumping Gamebryo no matter what, the [i]best[/i] case scenario is they overhaul it the way Valve upgraded GoldSrc to Source. the most likely scenario is just another clunky upgrade like gamebryo -> "creation"
It would be cool if they got John Carmack to help with the next TES to at least make the engine better
Just cause it ain't Oblivion don't mean I can't make no funny faces. [t]http://cloud-2.steampowered.com/ugc/595883498877653804/C076EE0DC2EE815098087F01FD373F4221C148AE/[/t] Skyrim
[QUOTE=Bloodshot12;41520530]It would be cool if they got John Carmack to help with the next TES to at least make the engine better[/QUOTE] idTech in the next TES game :v: Actually, with the megatexture capabilities, it might not be such a bad idea.
Nevermind it went back to 40%
[QUOTE=Kumagoro;41520744]idTech in the next TES game :v: Actually, with the megatexture capabilities, it might not be such a bad idea.[/QUOTE] I don't know about the megatexture thing. It worked alrite in RAGE, but it took up a ton of harddrive space and didn't really look much better than normal textures would have.
[QUOTE=Kumagoro;41520744]idTech in the next TES game :v: [B]Actually, with the megatexture capabilities, it might not be such a bad idea.[/B][/QUOTE] No thanks, add ID's help sure, but I'd rather not have a game Skyrim's size that's 60 GB just so distant terrain doesn't look repetitive. [QUOTE=The Jack;41517429]Spears could have easily been done this gen. Eh, for [B]next gen[/B] we'd probably want... No loading between houses/dungeons and exteriors. Ai that aren't fucking retarded. amazing animations possibly physics based damage. Clothing under armour boats realistic gore Terrifying dungeons. better sound.[/QUOTE] And flails. Dungeon layouts are something that should have been done this gen. I mean seriously, skyrim's dungeon layouts are literally this: -------------------------------------------- with some tacked on side rooms. I mean what logical purpose would building one of these tombs serve if you are going to make it one straight line? A child could wonder into one in pitch darkness and if there were no monsters could find his way out.
I wouldn't say tes is a very free game. Especially with skyrim There's only one way to do the vast majority of quests There are only two ways at most to get past a locked door. (assuming unlock is still a spell) There's few dialogue options. Most of which i'd never actualy use. It's not as bad as [I]fable[/I] but it's still pretty shit. There are invisible walls. Easy to climb objects which you just can't. four types of weapon- dagger, one handed, two handed, bow (and crossbow's another with dawnguard) Spells are realy limited.
Wow Durak is a real dick. He just stood there trying to recruit me for the Dawnguard as Weylin murdered Margret. Then he just watched Weylin as he ran around trying to murder everyone.
[QUOTE=The Jack;41521109]I wouldn't say tes is a very free game. Especially with skyrim There's only one way to do the vast majority of quests There are only two ways at most to get past a locked door. (assuming unlock is still a spell) There's few dialogue options. Most of which i'd never actualy use. It's not as bad as [I]fable[/I] but it's still pretty shit. There are invisible walls. Easy to climb objects which you just can't. four types of weapon- dagger, one handed, two handed, bow (and crossbow's another with dawnguard) Spells are realy limited.[/QUOTE] Why are you making daggers one weapontype and one-handed another? Daggers are one-handed too. If that's the case, we also have swords, war axes and maces. If not, just one-handed, two-handed and bows.
[QUOTE=Muntu;41519865]I think I'll try getting into Morrowind the one last time after SS2. So. Essential gameplay mods? The graphics are perfectly fine as they are, last time I ran into stupid amounts of problems with simple foliage mods so not going to touch the graphics.[/QUOTE] You should get the MCP and MPP along with all of the official plugins. I highly recommend a combat overhaul, and there are plenty to choose from. I also use Ravenloft, a huge player owned home with built in teleportation, but that's more of a personal preference.
[QUOTE='[Green];41522432']Why are you making daggers one weapontype and one-handed another? Daggers are one-handed too. If that's the case, we also have swords, war axes and maces. If not, just one-handed, two-handed and bows.[/QUOTE] the massive sneak attack bonuses that you get with them are enough to make them different. Got a little carried away here; [quote]Next game they need to... separate the weapons to make them all different. bladed weapons (arrows,axes, spears, swords... in that order) ,should get stuck in things temporarily (shields, characters, doors) Some sword styles might struggle or excel at fighting other styles... A guy using modern fencing versus a guy using kendo would be an example. The player should be able to grab the enemy by pressing the use key on a limb. allowing them to make openings. heavy weapons should be dodged rather than blocked. Though they should also leave big openings and suck for counter attacks because they're fucking slow. Smaller mellee weapons/hand to hand should be able to make counter attacks if blocks are good or the enemy is grabbed. Spears should actually keep characters from running onto them. Each material has it's own level of 'resist weapons' resistance. Bronze swords could be a cheap alternative to silver for ghost hunters for example. Mithril might be good for fighting daedra whilst steel or glass is almost useless... you should be able to pick anything up and use it as a weapon. Vase, rock, bone, stool... pliers. We all want ridiculous scenes where our enemy thinks he's Jackie chan and is throwing everything in the restaurant at you The player should be able to throw multiple shuriken (throwing stars, oversized needles) at once. Chain/rope weapons could be fun. Calltrops/ placeable oils could be fun throwable alchemy would be pretty nice. And i actualy want to use those ballista... you should hold scrolls when you use them. you should be able to poison everything. [/quote] My main point is- the unimaginative range of weapons is total bullshit. Don't even get me started on the spells.
[quote]We all want ridiculous scenes where our enemy thinks he's Jackie chan and is throwing everything in the restaurant at you[/quote] Not really no.
[QUOTE=DrasarSalman;41518375] Bethesda making better animations? I guess this happens in the dimension where Todd Howard never was born and Kirkbride still was on the team. [/QUOTE] Much as I hate to agree, it's so true. I had hoped for better animations this time around, especially when it comes to people interacting with each other. The only thing we got remotely close to that, that I can think of, is the scripted animation when someone's getting executed (person pushes them onto the block with their hand, then foot). Whoop-de-fucking-do. Kinda gives me no hope for the next game in that regard...
[QUOTE=The Jack;41523012]the massive sneak attack bonuses that you get with them are enough to make them different. Got a little carried away here; My main point is- the unimaginative range of weapons is total bullshit. Don't even get me started on the spells.[/QUOTE] I actually disagree with a large portion of the first half. As for a variance of traps, I'd agree if you were able to make them on the spot. Craft a bunch of caltrops, place them on a narrow hallway and make some noise. With a bow it'd be a hallway of death.
all I want in the next elder scrolls is for people to not have blocky faces
Did anyone here actually get into the TESO Beta?
[QUOTE=Naught;41523503]all I want in the next elder scrolls is for people to not have blocky faces[/QUOTE] Then play Oblivion, where everyone have round potato faces.
[QUOTE=Zovox;41524377]Did anyone here actually get into the TESO Beta?[/QUOTE] Delta is.
I'm modding the fuck out of Oblivion, and I need to install Wrye bash. What version of Python should I use?
[QUOTE=The Jack;41519767]By these i meant... Ai that navigate well and have their own morale/ stealth ai. No more of this stupid fucking 'must have been the wind' as arrows accumulate on their backs. No more of this 'fear spell will make someone run away if they're level 7 and won't affect them at all if they're at level 8. Maybe something like the arkham games. By physics based damage i mean that with weapons the damage is based on how the weapon impacts and what it impacts. Iron swords will be bouncing off iron armour, sharper swords moving faster through flesh than those less sharp. axes embed in different materials differently. Objects already moving away take less of an impact... [/QUOTE] NPCs should have bravery between 1-100 depending on what they are (bandits low, heroes high etc) weapons should have edge values and their damage should be a calculation of edge, weight, and player strength armor should have coverage percentage (chance for the armor to come into play on being hit, steel plate around 100% etc) hardness (reduces weapon edge coefficient) and padding (reduces weapon weight coefficient) having high weapon skill should reduce the armor coverage coefficient (better aim against exposed parts) high hardness armor should be worse for stealth, padding should buff it, armor should have reflection values that alter visibility (sneaking in polished elven armor is silly) the current combat mechanics are stupid simple there should be a reason to not instantly switch to higher tiered metal equipment - for instance chainmail and studded leather might be the same light armor 'tier' but one would be better for barbarians and one better for thieves
Sorry, you need to Log In to post a reply to this thread.