The Elder Scrolls Megathread XV: A Song of Ice and Draugr
25,933 replies, posted
[QUOTE=Forumaster;42059901][IMG]http://i.imgur.com/qb06KNI.jpg[/IMG][/QUOTE]
this is true nightmare fuel
[QUOTE=Tuskin;42059474]Some 'not bad' cos-play
[t]https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-ash4/1229900_10151601845146404_1206646569_n.jpg[/t][/QUOTE]
Those eyes must've taken forever to get right. That's very impressive, especially considering Draugr are probably the one thing everyone hates most about this game.
[QUOTE=Ekalektik_1;42060599]Those eyes must've taken forever to get right. That's very impressive, especially considering Draugr are probably the one thing everyone hates most about this game.[/QUOTE]
The game is 90% Draugr, that's why. You have to work hard to find other bits of the game that don't involve them.
Hey guys update for my mod available here:
[url]http://sdrv.ms/17lQmrl[/url]
[B]Patch notes:[/B]
- Sped up leveling of non-major skills (which only apply to combat skills, not skills I haven't touched yet) to 80% of vanilla versus 65% of vanilla. Major skills should thus now level slightly near/faster than vanilla.
- Fumbling tweaked: enemy armor level no longer affects fumble chance, only 1H skill does (chance is thus lower). Fumble stagger is signifangantly reduced. Your attacks are now slowed for a breif moment after a fumble however. Perhaps something will change with how you fumble in the future, but for now its going to be based on your character skill.
- Reduced speed of bound weapons directly (they have no keywords, so I can't do it dynamically)
- Optimized 2H scripts to dynamically adjust 2H speeds when mod initilizes, this should also affect enemy 2H weapons and just be a better solution, like what I'm doing with 1H weapons and marksman.
- Fixed a really nasty bug causing 2H weapons (or 1H ones) from swining super duper fast or slow if you switched between weapon types directly from the fav/inventory menu instead of manually unequipping your weapon and then equipping the new weapon. Blame that issue entirely on Beth's unable to make it so it fully gets rid of everything in an OnUnequip event on top of player-abilities loving to stay around as long as they can when you switch weapons vs. equipping them.
- Thanks to the wizardry help from Altimor block movement speed is now not only more fluid depending on your skill level, but it now prevents you from going lightning speed after you are done blocking (caused by the base-level game scripts taking a second to realize you stopped blocking), or from finding yourself suddenly in a walk. AKA I basically have full control over move speed while blocking! I will probably expand on this a bit more in the future, for now enjoy the fact that certain material types cause you to move slower due to higher burden.
- ... however, SKSE 16.16 SPECIFCALLY is now required to run the mod. Future, or past versions of SKSE aren't supported ONLY IF they happen to replace/update actor.pex/psc. You can try future versions of SKSE and have them work fine as long as you don't replace the included actor.pex/psc file, but you might run into problems if a newer version of SKSE specifically makes changes to the actor file. You can also just merge the changes yourself (easy, if you know how to use a text editor on actor.psc and how to compile scripts in creation kit, the new functions are simply added to the end of the script), or wait on me to release an updated version where I do that merging for you.
Also I've included source scripts so the kids at home can laugh at my not-god-tier scripting skills
[B]PLEASE NOTE YOU MUST CLEAN UNINSTALL PSA BEFORE INSTALLING THIS UPDATE - DON'T WORRY YOUR PERKS WILL BE SAFE[/B]
- type [help "77cpo_uninstallquest" 4] into console
- take note of the quest ID provided
- type [setstage (QUEST ID) 10] to begin uninstalling CPO, let it do its thing
- once done, save
- disable PSA from data files
- re-load that save, and save again. Congrats, PSA is now uninstalled completely.
For you new folks, this is standalone so you don't need to redownload the old version. Meanwhile, refer to my improptu readme a few pages back
[editline]3rd September 2013[/editline]
[QUOTE=1chains1;42059871]Korjax, if you would add in the ability to poison individual arrows I would endorse your mod and marry you. I have found zero mods that accomplish this and I have always found it really dumb that you poison the bow instead of the arrows. Even worse, this kills all roleplaying/immersion because I have to constantly keep going back into my inventory in the middle of a fight and poison my bow again.
Imagine seeing a fortress of bandits and deciding to set up camp a bit higher up the mountain to plan your assault. You sneak around the wooded area gathering ingredients before you return to your camp and begin brewing poisons as dusk sets in. You then individually poison different arrows with different effects for a variety of situations and then head out for your assault.
"Ok I am undetected and I see their chief chilling in the middle of them, equip a strong paralysis arrow and fire it at him"
"oh look hes frozen on the ground and i am not fully detected yet, time to use the ravage health poison on him since he cant move"
"Ok I am detected and there is a large number left, better switch to a lighter bow for quicker shots and use stamina draining poison arrows to slow down their ascent onto my camp"
I think it would be one of those things where you get rewarded for planning ahead and preparing, but it isn't fully necessary.[/QUOTE]
That would be awesome, but I'm unsure how much control I have over such things. It is really silly how you don't poison arrows but you poison the bow.
[QUOTE=Graventite;42060663]The game is 90% Draugr, that's why. You have to work hard to find other bits of the game that don't involve them.[/QUOTE]
I'll gladly play through 10 Draugr tombs than 1 Falmer cave or Dwemer ruin, am I weird?
I just don't particularly like the confusing architecture or boring aesthetics of them (Blackreach was unbearable).
The best is still bandit caves, lots of waterfalls and wooden bridges, real pretty.
[QUOTE=GNJF;42061590]I just don't particularly like the confusing architecture or boring aesthetics of them (Blackreach was unbearable).[/QUOTE]
Blackreach had some of the best environment design in that eerie blue glowing mushroom cave at the end. That was fantastic. The only reason I prefer Draugr tombs to Dwarven ruins is that they're both linear as hell, except the Draugr tombs are less of a faff to get through.
[sp]Morrowind for best dungeons award [/sp]
[QUOTE=DrasarSalman;42058587]Not when the only modders who actually can animate are inspired by anime rather than Harry Potter.[/QUOTE]
I can model & animate but I don't really enjoy it as much as I do programming
I demand a sacrifice of 50 goats for your harry potter wand. Screenshot the corpse pile and you shall receive. You are allowed to use console commands to spawn quest items to put on the corpses so they don't despawn.
[editline]3rd September 2013[/editline]
So I had an idea for Korjax's mod. Rather than fumbling being caused by dicerolls, itbwould instead be caused by attempting to attack before you're ready. The margin of error would be determined by character skill. This would discourage m1 spam and blend action & rpg mechanics.
draugr are cunts... But they're only half as bad as falmer.
Muffle makes Falmer sitting ducks able to be facestabbed. Still a huge problem if they detect you, but at least they wont fucking disarm you.
[QUOTE=Eriorguez;42063478]Muffle makes Falmer sitting ducks able to be facestabbed. Still a huge problem if they detect you, but at least they wont fucking disarm you.[/QUOTE]
Still 30,000 of the little fuckers.
[QUOTE=Graventite;42063677]Still 30,000 of the little fuckers.[/QUOTE]
dont forget their deathipedes
[QUOTE=El Fonz0;42063709]dont forget their deathipedes[/QUOTE]
Those chaurus are worse than the falmer. You'd think with a daedric warhammer, you'd crush them, literally like a bug, but nope.
Chaurus Hunters are worse. God fucking dammit who had the idea of making them airborne?
[QUOTE=Agent Cobra;42064315]werepelican[/QUOTE]
Where? Pelicans? Men that are pelicans?
[QUOTE=Stonecycle;42064720]Where? Pelicans? Men that are pelicans?[/QUOTE]
or men who wear pelicans? :tinfoil:
[QUOTE=Eriorguez;42064672]Chaurus Hunters are worse. God fucking dammit who had the idea of making them airborne?[/QUOTE]
"Oh, it has wings now..."
[QUOTE=Stonecycle;42064720]Where? Pelicans? Men that are pelicans?[/QUOTE]
Pelycanthropy.
[QUOTE=Eriorguez;42065185]Pelycanthropy.[/QUOTE]
Is that a werepelican? Whose mouth can hold more than its stomach can?
Could anybody please give the names of some near essential mods for Morrowind? I've been playing for a few days now and the only mod I've installed so far is the "Silt Strider Scenic Travel" and I'd like to improve my game experience.
I also heard that the levelling system in Morrowind is kinda arse and that there are some good mods that can fix it but I'm not sure which one to choose.
[QUOTE=Kebab;42067356]Could anybody please give the names of some near essential mods for Morrowind? I've been playing for a few days now and the only mod I've installed so far is the "Silt Strider Scenic Travel" and I'd like to improve my game experience.
I also heard that the levelling system in Morrowind is kinda arse and that there are some good mods that can fix it but I'm not sure which one to choose.[/QUOTE]
[url]http://www.mwmythicmods.com[/url]
Telepohoro's list
Morrowind Rebirth.
[img]http://img801.imageshack.us/img801/7273/ql7f.png[/img]
Aw yeah, suplexing guards to death is awesome.
[editline]3rd September 2013[/editline]
By the way, a very good reason to do Season Unending rather than joining a side:
[url]http://imageshack.us/a/img850/1405/i4xb.png[/url]
[url]http://imageshack.us/a/img13/8079/zpff.png[/url]
(still, a shame we couldn't do anything more)
I fixed the stack overflow that occurs with high uGridsToLoad.
[url=http://i.imgur.com/kWX6joW.jpg]uGridsToLoad 13[/url]
[QUOTE=Altimor;42068835]I fixed the stack overflow that occurs with high uGridsToLoad.
[url=http://i.imgur.com/kWX6joW.jpg]uGridsToLoad 13[/url][/QUOTE]
On a scale of one to ten; I want to suck your dick.
[QUOTE=Altimor;42068835]I fixed the stack overflow that occurs with high uGridsToLoad.
[URL="http://i.imgur.com/kWX6joW.jpg"]uGridsToLoad 13[/URL][/QUOTE]
Does that mean the game won't crash every 30 minutes when changing ugrids
[QUOTE=Eriorguez;42068039]By the way, a very good reason to do Season Unending rather than joining a side:
[url]http://imageshack.us/a/img850/1405/i4xb.png[/url]
[url]http://imageshack.us/a/img13/8079/zpff.png[/url]
(still, a shame we couldn't do anything more)[/QUOTE]
I had that mod that makes nobody essential last playthrough. When I told her to leave the table, I put the fate of the province on hold to follow her outside and decapitate her with the Ebony Blade. I guess she was 'friendly' with me because it leveled the blade up. You can do that quest even if you do join a side by the way, just don't finish the war before that point.
Also, is it me or is Ulfric and Galmar's reaction to Elenwen the most racist moment in the game? "Ugh, you expect us to sit at the table with [i]that[/i]!? The Thalmor bitch walks or we walk."
[QUOTE=Altimor;42068835]I fixed the stack overflow that occurs with high uGridsToLoad.
[url=http://i.imgur.com/kWX6joW.jpg]uGridsToLoad 13[/url][/QUOTE]
What was the issue
[QUOTE=DeEz;42069110]What was the issue[/QUOTE]
A recursive cell rendering function. Due to an unused logging function after the recursive call, the compiler used a CALL rather than a JMP- this caused a new call stack to be created, when rendering too many cells the game would eventually exceed the CPU's stack size limit.
NEEEERD
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