• The Elder Scrolls Megathread XV: A Song of Ice and Draugr
    25,933 replies, posted
[QUOTE=Altimor;42125960]I will use my amazing [del]skills[/del] jump macro to dodge his projectiles Unless I run out of magicka, then I'm screwed[/QUOTE] I installed a magicka regen mod a long time ago. It's slow enough that it's not broken, and fast enough that it's not broken :D
[QUOTE=AndrewPH;42126011]I installed a magicka regen mod a long time ago. It's slow enough that it's not broken, and fast enough that it's not broken :D[/QUOTE] I have a problem with mods like that since they make the game easier w/o doing anything else
[QUOTE=Altimor;42126027]I have a problem with mods like that since they make the game easier w/o doing anything else[/QUOTE] The one I'm using is like, .3% of your maximum magicka per second I think? something like that.
[QUOTE=Altimor;42125695]God damn DOS with its real mode instructions and its segment registers[/QUOTE] Be warned, jumping and "sliding" keys don't work on faster-than-optimal computers. But I know you can do it.
I've got Windows Daggerfall sorta running, it initializes properly but blows up when it tries to access DOS' video memory. This might actually be less hopeless than I was thinking.
Ugh Such a shame Skyrim pretty much sucks dicks to any edits of default spaces The better cities mod, while very slow to progress, looks pretty neat but unfortunatly is pretty much garunteed to cause crashing if you run anything other than JUST that mod, and even with JUST that mod its highly likely to crash because bethesda's engine post Fallout era simply doesn't know how to handle crashing in relation to navmeshes, two objects overlapping, two edits going on in the same cell from two different mods instead of just from one mod, etc. Oblivion and morrowind? Handled such situations just fine. You'd crash all the time from stupid reasons just while playing the game and running out of memory, but it never ever crashes from two different edits going on in the same cell (worst case scenario you'd end up with bad clipping, or AI that doesn't know where to go), and DEFINITELY never crashed from just one mod editing a default cell. Pretty much impossible to edit default cells now without causing a massive amount of crashing unless ALL you do is add "detail" items between already existing buildings and objects. It sucks because the cities could really use some oomph, but it simply will never be feasible for most players it seems because I can never seem to get mods that alter towns or cities to work at all without constant crashes (otherwise, I'm 100% crash free with tons of mods).
[QUOTE=Altimor;42127150]I've got Windows Daggerfall sorta running, it initializes properly but blows up when it tries to access DOS' video memory. This might actually be less hopeless than I was thinking.[/QUOTE] [url]http://www.uesp.net/wiki/Daggerfall:Running_under_Windows[/url] I remember using this stuff to try and get it to work properly under XP with movement, I had to limit my CPU speed lol. It actually worked decently, until I ran into the "invisible quest monster" bug.
[QUOTE=AndrewPH;42120614]There are many areas in the game where you can just get stuck. I'm not talking like 4 or 5 areas, I mean you can get stuck almost anywhere.[/QUOTE] [img]https://s1.file1.info/kfPchAXh[/img] In MW I get stuck a lot, this is me hanging out inside a tree.
Fuckin' finished the main quest! Well, just wrapped up the Alduin fight. [t]http://filesmelt.com/dl/FUCK47.png[/t] Writing that final fight was more entertaining than the actual fight. That's almost sad.
[QUOTE=Sgt-NiallR;42128930]Fuckin' finished the main quest! Well, just wrapped up the Alduin fight. Writing that final fight was more entertaining than the actual fight. That's almost sad.[/QUOTE] pls give [editline]9th September 2013[/editline] I got 2 hours of essentially free time in uni every day so I need some light reading
[QUOTE=EcksDee;42129074]pls give [editline]9th September 2013[/editline] I got 2 hours of essentially free time in uni every day so I need some light reading[/QUOTE] I kinda want to mop it up a bit first. Double check that none of the changes I made to the MQ actually totally break the damn thing and such.
Waiting anxiousoy for perfection comparable to the works of Balzac and Hemingway. no pressure tho [editline]9th September 2013[/editline] I of course mean anxiously but lol phone and editing dont work in this browser
[QUOTE=EcksDee;42129139]Waiting anxiousoy for perfection comparable to the works of Balzac and Hemingway. no pressure tho [editline]9th September 2013[/editline] I of course mean anxiously but lol phone and editing dont work in this browser[/QUOTE] I'll say straight up, it's hardly action packed. It's hard to constantly write fight scenes revolving around draugr (and dragons), so there's a quite large dry patch in the middle which is little more than people running around and talking, for now at least.
Balzac is literally one of the least action-y authors I ever read. doesnt make shit less interesting tho.
Having 0 essential npc's in the game really spices it up, but it feels like I'm running a nuzlocke with all my followers dying.
[QUOTE=Bloodshot12;42127789][url]http://www.uesp.net/wiki/Daggerfall:Running_under_Windows[/url] I remember using this stuff to try and get it to work properly under XP with movement, I had to limit my CPU speed lol. It actually worked decently, until I ran into the "invisible quest monster" bug.[/QUOTE] I'm really curious about that, I don't have a Daggerfall CD to use it with though. Is it truly native and if so could you send me the FALL.exe from it?
[QUOTE=Cypher_09;42130315]Having 0 essential npc's in the game really spices it up, but it feels like I'm running a nuzlocke with all my followers dying.[/QUOTE] Followers are "protected", not essential, so they can die if you power attack them or through spells. Also, look what showed up for me: [img]http://i.minus.com/iumHACUft4ykP.png[/img]
Altimor is getting famous. Now if only he could finish Skynet.
I'm just happy we have a magician under our command.
[QUOTE=dogmachines;42131218]Altimor is getting famous. Now if only he could finish Skynet.[/QUOTE] This cell thing is directly related to Skynet, how am I going to run a server with lots of people when I can't load more than 13^2 cells?
[QUOTE=Altimor;42131282]This cell thing is directly related to Skynet, how am I going to run a server with lots of people when I can't load more than 13^2 cells?[/QUOTE] For scale scale co-op, I can't imagine you needing more than maybe 7^2.
[QUOTE=Sgt-NiallR;42131317]For scale scale co-op, I can't imagine you needing more than maybe 7^2.[/QUOTE] So close, it'd be max 50 for 2. I want to have lots of people though. I also want them to be able to hurl fireballs at each other and that requires good server performance.
[QUOTE=Altimor;42131282]This cell thing is directly related to Skynet, how am I going to run a server with lots of people when I can't load more than 13^2 cells?[/QUOTE] That's gonna take one hell of a box to run, won't it?
[QUOTE=dogmachines;42131354]That's gonna take one hell of a box to run, won't it?[/QUOTE] I doubt it, a lot of the performance hit is probably rendering.
Maybe set it for co-op, maybe 4-8 players, must be with in certain distance, etc. Borderlands style loading, if one person hit a door, it has a 10 sec delay to enter it if no one ready or cancels. If possible, p2p and dedicated server support? I dunno how Skyrim's engine can handle it.
[QUOTE=Intoxicated Spy;42131609]Maybe set it for co-op, maybe 4-8 players, must be with in certain distance, etc. Borderlands style loading, if one person hit a door, it has a 10 sec delay to enter it if no one ready or cancels.[/QUOTE] As far as I know the game is fully capable of handling interiors and exteriors at the same time. Loading multiple worldspaces for each will likely require hackery though. There is absolutely no chance I'm going to settle for restricted movement and no option for PvP. Peer2peer can result in sync issues and someone with a bad connection screwing the game up for other people, that's why it's no longer used.
I dunno, spam Bethesda email with request for a better ability to mod? Or better yet, does anyone know how close Morrowinds engine is to Skyrims? There is that OpenMW thing going open source, maybe, just maybe, it can be adapted for Skyrim, it might be able to do some sort of multiplayer mod better?
[QUOTE=Intoxicated Spy;42131670]I dunno, spam Bethesda email with request for a better ability to mod? Or better yet, does anyone know how close Morrowinds engine is to Skyrims? There is that OpenMW thing going open source, maybe, just maybe, it can be adapted for Skyrim, it might be able to do some sort of multiplayer mod better?[/QUOTE] There's not much to be done on Bethesda's end besides adding multiplayer themselves. Maybe I'll ask for source code in my daily spam message regarding an official Flame Atronach plushie. Morrowind's engine is quite different.
Well, you are the coding wizard, use your magic, wave wands around or something, I wish I could help, but I don't know a thing about gamebyro (Well, I know its shit) or whatever offshoot engine skyrim is using.
[QUOTE=Excalibuurr;42113785]Flaming werewolf.[/QUOTE] Wendigoes in Skyrim?
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