• The Elder Scrolls Megathread XV: A Song of Ice and Draugr
    25,933 replies, posted
[QUOTE=Naught;41523503]all I want in the next elder scrolls is for people to not have blocky faces[/QUOTE] This was an amateurish mistake made by bethesda. For some reason there were compression artifacts all over the normal maps for the faces and bodies, which is why you can clearly see pixels on the noses and shoulders of models. A first term modelling student wouldn't even make that mistake when baking a normal map. It was very rapidly rectified by modders.
My Skyrim CTD's seemingly randomly and am not sure how to start ug testing. It will happen after about 5-45 minutes. I have 164 activated ESP/ESM's. Is there a log file? Found this but no logs are created. [quote]Yes. Open Skyrim.ini (My Documents/My Games/Skyrim) and add the following to it: [Papyrus] fPostLoadUpdateTimeMS=500.0 bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 Afterward, in that same folder you will see a new folder called Logs. Inside that: Script. Inside Script you will (eventually) find 4 logs. Double click and they should open with notepad or any text editor. Papyrus.0.log is the most recent. At the end of it you will see the last process to happen before the crash. Good Luck[/quote]
-snip Never mind. I found it.-
[QUOTE=ForDaNords;41525213]I'm modding the fuck out of Oblivion, and I need to install Wrye bash. What version of Python should I use?[/QUOTE] The latest version of Python 2 you can find - backwards compatibility's agreed after a certain point in 2.*'s history, but I think an absurd amount of technology's been continuously leavened into the runtime as well.
[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] Then use short and long blade, like in Morrowind. Seriously, a dagger is more like a sword than either like a fucking axe.
Oh my fucking god, Skyrim Scaling Stopper is currently the only available mod that unlevels Skyrim effectively and it is a [I]mess[/I] to install. I mean seriously, you either have no weapon/armor mods or you have exactly the ones the patches tell you to have. There is no in-between, which I sort of understand because it'd be even more hellish to be a bazillion variations of patches....but it's still a clusterfuck.
So it's like SkyRE?
[QUOTE=DrasarSalman;41530477]So it's like SkyRE?[/QUOTE] Thankfully I haven't touched SkyRe in aeons. Just not my thing.
First time modding. Does the mods I install with NMM work when I launch Skyrim via Steam?
[QUOTE='[Green];41530543']Thankfully I haven't touched SkyRe in aeons. Just not my thing.[/QUOTE] I've used SkyRE in the past, and I don't know what to think of it. Whats the general opinion about SkyRE around here? [editline]20th July 2013[/editline] [QUOTE=Xylem;41531267]First time modding. Does the mods I install with NMM work when I launch Skyrim via Steam?[/QUOTE] Yes they should.
[QUOTE=kaukassus;41531292]Whats the general opinion about SkyRE around here?[/QUOTE] Terrible.
[QUOTE=zeldar;41523165]Not really no.[/QUOTE] Surely an unarmed enemy would try to improvise a little?
[QUOTE=The Jack;41531359]Surely an unarmed enemy would try to improvise a little?[/QUOTE] An unarmed enemy runs the fuck away or faces you unarmed if they're experienced and confident. It's life or death, not a comedy movie.
Thinking back, I can't fucking believe in Oblivion beth lumped axes into the blunt weapon skill. Not sure how that makes even a lick of sense EDIT: I have Immersive SkyMoMod, should I stick with it or replace it with immersive creatures 6.1.1? Does IC have anything like minotaurs and shit?
[QUOTE='[Green];41531604']An unarmed enemy runs the fuck away or faces you unarmed if they're experienced and confident. It's life or death, not a comedy movie.[/QUOTE] I don't know, I would at least look for something that can deal some damage.
[QUOTE='[Green];41530451']Oh my fucking god, Skyrim Scaling Stopper is currently the only available mod that unlevels Skyrim effectively and it is a [I]mess[/I] to install. I mean seriously, you either have no weapon/armor mods or you have exactly the ones the patches tell you to have. There is no in-between, which I sort of understand because it'd be even more hellish to be a bazillion variations of patches....but it's still a clusterfuck.[/QUOTE] What does it do exactly? Does PISE - Encounter Zones (for enemy spawn de-leveling that is area dependant) no longer work? As for loot, Economics of Skyrim + Morrowloot works fine with modded stuff (generally) and pretty much handled de-leveled loot and the value of said loot quite well [editline]20th July 2013[/editline] [QUOTE=EDDY TT;41531340]Terrible.[/QUOTE] TBH SkyRE is a lot better now than it used to be, and its actually fully modular so it's not really terrible anymore I'd still suggest people install individual mods "that do it better" over SkyRE though
[QUOTE=KorJax;41532326]What does it do exactly? Does PISE - Encounter Zones (for enemy spawn de-leveling that is area dependant) no longer work? As for loot, Economics of Skyrim + Morrowloot works fine with modded stuff (generally) and pretty much handled de-leveled loot and the value of said loot quite well[/QUOTE] It basically stops the levels of enemies and items depending on the player's level. Meaning you can stumble into a backwater crypt at level 1 and be completely and utterly fucked by a level 35 draugr death overlord. I don't know how PISE or Economics of Skyrim do that. Before I used a mod called Unleveled Skyrim but for some reason it's been removed from Nexus. Too bad since it actually worked with all of my armor and weapon mods p flawlessly
Is there some sort of programming SDK for Skyrim I want to make a mod that adds acceleration & friction instead of gamebryo's weird instant start/stop movement, but I have no idea where to start EDIT: I guess I have to use some shitty scripting language
[QUOTE=Altimor;41532767]Is there some sort of programming SDK for Skyrim. I want to make a mod that adds acceleration & friction instead of gamebryo's weird instant start/stop movement, but I have no idea where to start. EDIT: I guess I have to use some shitty scripting language.[/QUOTE] You could try. The program is called creation kit and the shitty and restrictive scripting language is papyrus. You can find tutorials [url=http://www.creationkit.com/]here[/url].
I want morning star-type maces in skyrim, vanilla pretty much only has flanged maces.
I checked out PISE, but apparently it only de-levels dragons which currently do not spawn in my alternate start character's save. So much for that.
[QUOTE=Sector 7;41526121][B]NPCs should have bravery between 1-100 depending on what they are (bandits low, heroes high etc)[/B] 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[/QUOTE] This is already in the game.
So I downloaded a bunch of mods, I'm really looking forward to starting my 2nd playthrough now. 2 last things though, 1. Are there any good(lore-friendly) character-customization addons that I should get before I make my character? 2. Are there any good graphical overhauls besides SMIM, such as lighting mods and stuff, that I should get? I should mention I'm trying to use only mods that are on the steam workshop because I didnt feel like messing around with the nexus again.
[QUOTE=G-Strogg;41534054]This is already in the game.[/QUOTE] Not on a level that the player can see. Fear spells aren't effected by how brave a character is, only what level they are. . I think it would be best if there was a system similar to the batman arkham games. The enemy's behaviour changes as their fear grows (finding bodies, hearing noises,seeing the enemy, hit by spell) . They might fight poorly if they're too afraid whilst they might fight stupidly if they're overconfident. Showing visible fear would actualy provide a better experience for the player. It'd also be a good way to hint that the player should run if their character's hands are shaking uncontrollably.
[QUOTE=The Jack;41534464] They might fight poorly if they're too afraid whilst they might fight stupidly if they're overconfident. [/QUOTE] In gameplay terms there is literally no difference between the two except in terms of dialogue. [QUOTE=The Jack;41534464] It'd also be a good way to hint that the player should run if their character's hands are shaking uncontrollably.[/QUOTE] I think that would take out the thrill of rushing into a bandit dungeon only to get completely slaughtered. You'd just take out your hands, check to see if they were shaking or not when the enemy approached, and then run off. You wouldn't get any of the fun of trial and error, and it would be difficult to roleplay an overconfident Nord warrior or any other type of proud character when he or she's trembling at the first sign of challenge.
[QUOTE=The Jack;41534464]Not on a level that the player can see. Fear spells aren't effected by how brave a character is, only what level they are. . I think it would be best if there was a system similar to the batman arkham games. The enemy's behaviour changes as their fear grows (finding bodies, hearing noises,seeing the enemy, hit by spell) . They might fight poorly if they're too afraid whilst they might fight stupidly if they're overconfident. Showing visible fear would actualy provide a better experience for the player. It'd also be a good way to hint that the player should run [B]if their character's hands are shaking uncontrollably.[/B][/QUOTE] Maybe you should look to horror games instead.
[QUOTE='[Green];41532510']It basically stops the levels of enemies and items depending on the player's level. Meaning you can stumble into a backwater crypt at level 1 and be completely and utterly fucked by a level 35 draugr death overlord. I don't know how PISE or Economics of Skyrim do that. Before I used a mod called Unleveled Skyrim but for some reason it's been removed from Nexus. Too bad since it actually worked with all of my armor and weapon mods p flawlessly[/QUOTE] i still have an .esp of Unleveled Skyrim if you want it
Let's be honest though: If you were a warrior of modest skill. Armed and armoured in fine steel... you'd still be terrified facing a daedroth in a dark crypt, wouldn't you?
[QUOTE=Altimor;41532767]Is there some sort of programming SDK for Skyrim I want to make a mod that adds acceleration & friction instead of gamebryo's weird instant start/stop movement, but I have no idea where to start EDIT: I guess I have to use some shitty scripting language[/QUOTE] The CK allows you to set accelleration both linear and angular for actors I am not sure if it can be done for the player without scripting Been looking to do the same thing in the past but gave up on it eventually
[QUOTE=Jacam12SUX;41535000]i still have an .esp of Unleveled Skyrim if you want it[/QUOTE] Please do. I want to see if it breaks my game or not, since I have the Legendary edition with all them addons. Also, considering my current character's mercenary-like and magic-despising morality, would joining Dawnguard be considered a-okay? I figure it's better than vampires who are much more magic-based, but Dawnguard uses restoration, don't they?
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