• The Elder Scrolls Megathread XVII: Paid Mods? Not in My Community.
    5,002 replies, posted
[QUOTE=kyle877;49139643]Check Nvidia control panel/whatever the AMD equivalent is?[/QUOTE] I've checked and everything seems to be in order over there. After fiddling around with it for a bit more, I've noticed that it's also changing settings upon exiting/opening the game itself. The launcher changes the .ini files to whatever I want just fine, but as soon as the game opens it defaults back to maxed out AA. Could this be OneTweak or ENB fucking around with things? edit: nvm it was the updated version of OneTweak that changed settings. I downgraded to some old version I had on my HDD and I can now borderless fullscreen without the annoying maxed out AA. Hooray for fps.
[QUOTE=Pokey McFork;49138895][t]http://i.imgur.com/87aiS8B.jpg[/t] [t]http://i.imgur.com/0xnMNjL.jpg[/t] Man, mods have made oblivion gates really unstable in my game. This isn't even the worst it's fucked up, last 3 I had to close using the console because the sigil stone just fucking vanished. It does make it clear how dull they looked without the lighting and lightning strikes and such.[/QUOTE] I'd have to say its probably a weather mod conflict, I can't say exactly how to fix it but I know its a common issue. As for the sigil stones, do they pop back up after loading the game? Are you using a mod that changes how they behave?
[QUOTE=Fhenexx;49140141]I'd have to say its probably a weather mod conflict, I can't say exactly how to fix it but I know its a common issue. As for the sigil stones, do they pop back up after loading the game? Are you using a mod that changes how they behave?[/QUOTE] No mods are changing anything with the sigil stones and they don't pop up after loading, though apparently this is an issue with vanilla oblivion. as for the weather thing, I haven't had it crop up after that so I have no idea what mod caused that.
Anyone know how to fix the water in my game going weird and flickering in and out of existence?
[QUOTE=RainbowStalin;49141998]Anyone know how to fix the water in my game going weird and flickering in and out of existence?[/QUOTE] Whats your framerate?
Playing as a mage+marksman character in Morrowind without any mods to change how magic/stamina works makes me realize just how clunky Morrowind's combat can be. I don't miss magic attacks (only fail to cast the spell) but at level 1 I have to throw 20+ throwing stars to kill a fucking mudcrab. I'm glad I started with Fire Bite and Summon Ancestral Ghost. Also the NPC I was escorting ran away from some slaughterfish as we were like 20 feet away from our destination and has seemingly disappeared. Waiting 24+ hours and they haven't shown up.
[QUOTE=Durrsly;49146887]Playing as a mage+marksman character in Morrowind without any mods to change how magic/stamina works makes me realize just how clunky Morrowind's combat can be. I don't miss magic attacks (only fail to cast the spell) but at level 1 I have to throw 20+ throwing stars to kill a fucking mudcrab. I'm glad I started with Fire Bite and Summon Ancestral Ghost. Also the NPC I was escorting ran away from some slaughterfish as we were like 20 feet away from our destination and has seemingly disappeared.[/QUOTE] But no quest markers is immersive even when your objective can move and can easily be lost :v:
[QUOTE=Ganerumo;49146912]But no quest markers is immersive even when your objective can move and can easily be lost :v:[/QUOTE] On the plus side the destination was pretty close to another place I needed to go to so I was able to get a better rewarding quest done. I picked up the two quests while I was doing Mage Guild errands anyways.
[QUOTE=Ganerumo;49146912]But no quest markers is immersive even when your objective can move and can easily be lost :v:[/QUOTE] it technically is also really annoying but that's a completely different matter
It'd be neato if TESVI had a co-op mode. That Skyrim Online mod, while it works like heck in a handbasket, would be really cool if Bethesda officially implemented it.
[QUOTE=Daemon White;49142551]Whats your framerate?[/QUOTE] Don't know for sure but I'm using a pretty powerful PC, over 60fps for sure. I've tried turning on VSYNC but it hasn't changed anything.
[QUOTE=Durrsly;49146887]Playing as a mage+marksman character in Morrowind without any mods to change how magic/stamina works makes me realize just how clunky Morrowind's combat can be. I don't miss magic attacks (only fail to cast the spell) but at level 1 I have to throw 20+ throwing stars to kill a fucking mudcrab. I'm glad I started with Fire Bite and Summon Ancestral Ghost. Also the NPC I was escorting ran away from some slaughterfish as we were like 20 feet away from our destination and has seemingly disappeared. Waiting 24+ hours and they haven't shown up.[/QUOTE] Marksman is severely underpowered in Morrowind for some reason
[QUOTE=MrHeadHopper;49147226]It'd be neato if TESVI had a co-op mode. That Skyrim Online mod, while it works like heck in a handbasket, would be really cool if Bethesda officially implemented it.[/QUOTE] I'm scared that if there was co-op, Beth would feel like they'd need to build the gameplay around it and work it into the lore, which would hurt the singleplayer gameplay bad. All I want is a button to put in an IP and join someone else's game. No gimmicks, no locked co-op only quests, just sandbox RPGing. In the end I'd rather it be handled by modders who aren't trying to sell a product.
Maybe one day they will make a co-op game using the same engine and leave the framework of it into the modding kit Although anything MP made by BGS would likely be terrifying and broken
[QUOTE=_charon;49147408]I'm scared that if there was co-op, Beth would feel like they'd need to build the gameplay around it and work it into the lore, which would hurt the singleplayer gameplay bad. All I want is a button to put in an IP and join someone else's game. No gimmicks, no locked co-op only quests, just sandbox RPGing. In the end I'd rather it be handled by modders who aren't trying to sell a product.[/QUOTE] In Fallout 4 seemed like it could work, since you made two characters and had them both ready to play until you exited the character creation screen. If a co-op partner is detected, you could change the intro to have the [sp]wife/husband knocked out instead of outright killed. Therefore when you get out of that little cryo pod thingie you still have that objective of finding your son, just now you have a little bit of help while doing it.[/sp] I dunno why or how you'd have a wife in TESVI but maybe you just make the guy/girl in the cell/other prison related appliance across from yours and then let the co-op partner take over that dude. Drop in would likely make things unstable, so you could have a second 'new co-op game' option in the menu with its own .esp & save lists. For gameplay, items would be individual and you'd be able to trade shit and all that basic co-op stuff.
[QUOTE=RainbowStalin;49147314]Don't know for sure but I'm using a pretty powerful PC, over 60fps for sure. I've tried turning on VSYNC but it hasn't changed anything.[/QUOTE] Something about going over a certain framerate breaking physics. Maybe a mod thing?
If TES metaphysics are heavily involved in the next installment, you can just claim that a dragon break occurred and use that as the excuse for co-op. I mean Tiber Septim merged like 5 different warlords into one being through using Numidium, what's to say that an alternate reality hero doesn't stumble into your world through warping of spacetime?
[QUOTE=piddlezmcfuz;49148898]If TES metaphysics are heavily involved in the next installment, you can just claim that a dragon break occurred and use that as the excuse for co-op. I mean Tiber Septim merged like 5 different warlords into one being through using Numidium, what's to say that an alternate reality hero doesn't stumble into your world through warping of spacetime?[/QUOTE] But I really don't WANT an excuse for co-op. Bethesda's writing is pretty clumsy, I don't think they could make it not seem silly. Just let the other player control a player-created character with no forced backstory, and either respawning or being knocked down and requiring help from the other player like a lot of co-op games do. It's not as if you can't canonically have two guys existing at the same time who are really good at stabbing/bowing/maging stuff. edit: also Numidium is supposed to be an extremely special case in that he's a living god of NO powered by the heart of a god who breaks reality everywhere he goes because he simply does not believe you need something big to break time like that guess you could use the Shadow Magic from that one game, it's the only time the games have touched on alternate universes directly
I'd totally be down with a non-linear TES game. I mean, just take the core concept for Dwarf Fortress' Adventure mode and I'll take that please.
[QUOTE=RR_Raptor65;49149997]I'd totally be down with a non-linear TES game. I mean, just take the core concept for Dwarf Fortress' Adventure mode and I'll take that please.[/QUOTE] That's what I like so much about Morrowind. It's still linear but way less so compared to Skyrim, which just shoehorns you into the role of dragonborne and takes away some of the liberty of the other games.
Ew, why would you want coop? Bethesda can barely handle making an SP game sometimes, let alone both. It's been awhile since I've played Skyrim, are there any good up to date mod lists I could check out? I'm interested in seeing what the latest overhauls, etc are.
I've been away for a long while, has there been any truly new and interesting mods out recently?
[QUOTE=_Maverick_;49151344]I've been away for a long while, has there been any truly new and interesting mods out recently?[/QUOTE] Skyrim Online came out, it's the closest there is to a multiplayer Beth RPG right now. It was extremely buggy when I played it, but it's still being improved and is functional already. Also Frostfall got its 3.0 update, looks neat.
[QUOTE=Ghost101;49150537]Ew, why would you want coop? Bethesda can barely handle making an SP game sometimes, let alone both. It's been awhile since I've played Skyrim, are there any good up to date mod lists I could check out? I'm interested in seeing what the latest overhauls, etc are.[/QUOTE] Everything's always more fun with friends! Imagine doing LoverSlab mods with your pals. Sure would be fun! That aside, Skyrim Online was pretty fun as were most of the mods in FO3 and FO:NV that Fallout 4 implemented as actual game features. Why not this mod for TESVI?
[QUOTE=_Maverick_;49151344]I've been away for a long while, has there been any truly new and interesting mods out recently?[/QUOTE] Here's some recent big ones. [url]http://www.nexusmods.com/skyrim/mods/70142/?[/url] Adds a notice board to vanilla taverns. Each one has notes selected from a bunch of new radiant quests. There's a lot of variety in the new quests, and a Dwemer-related non-repeatable one too. Also adds a second notice board with third-party lore fluff notes. [url]http://www.nexusmods.com/skyrim/mods/68425/?[/url] New perk overhaul by the Apocalypse guy. It conflicts as little as possible (like SPERG), but I like the perks a lot more. It also doesn't feel half-broken like PerMa sometimes does, has no patcher, and NPCs will get the perks too through ASIS. [url]http://www.nexusmods.com/skyrim/mods/63354/?[/url] The new race/gender/class mod, with a ton of options. [url]http://www.nexusmods.com/skyrim/mods/65013/?[/url] That guy released the citizen AI mod where they have super-detailed routines. [url]http://www.nexusmods.com/skyrim/mods/70219/?[/url] Adds a new city, apparently it has a really good storyline or something. [url]http://www.nexusmods.com/skyrim/mods/68406/?[/url] The new attempt at an extra lands mod, with the Summerset Isle.
[QUOTE=MrHeadHopper;49151685]Everything's always more fun with friends! Imagine doing LoverSlab mods with your pals. Sure would be fun! That aside, Skyrim Online was pretty fun as were most of the mods in FO3 and FO:NV that Fallout 4 implemented as actual game features. Why not this mod for TESVI?[/QUOTE] Seeing as Fallout 4 clearly blundered in some respects, I'd rather see them focus on fixing the problems that they've had in the past 10 years
Also a Dark Souls combat mod and landspace mod that actually work.
I have yet to meet a single actual issue with Fallout 4 that's not just related to a single mishap in the UI which I've grown to mostly ignore after a hundred hours of gameplay. I hope they take some lessons from fallout 4 regarding the combat - less click spamming, more thought and planning. Mashing the left mouse button will only get you killed because any attack will stagger you (same goes for the enemy) so it's all a matter of managing your enemies, making sure you don't get overrun, and making sure your attack can outpace the opponent, or that you're good enough to riposte after a good block. It needs some adjusting, but it'd work really well in a game more focused around melee.
Yeah it really needs more involved gameplay. There's zero challenge to Skyrim or Oblivion's game play since all you can do is spam attacks or block. Attacking doesn't even feel like you're using a weapon most of the time, it's more like you're flailing about with a pool noodle. Melee combat needs more weight to, attack animations should feel like they're doing something, there needs to be a reason to block or dodge. It just needs to not be a spam fest until something dies. It doesn't need to be Dark Souls by any means, but a similar combat system could be worth adopting. Or at the very least, a Witcher 3 like combat system, or really any system that requires you to input something other then attack.
[QUOTE=Gunner th;49153656]Yeah it really needs more involved gameplay. There's zero challenge to Skyrim or Oblivion's game play since all you can do is spam attacks or block. Attacking doesn't even feel like you're using a weapon most of the time, it's more like you're flailing about with a pool noodle. Melee combat needs more weight to, attack animations should feel like they're doing something, there needs to be a reason to block or dodge. It just needs to not be a spam fest until something dies. It doesn't need to be Dark Souls by any means, but a similar combat system could be worth adopting. Or at the very least, a Witcher 3 like combat system, or really any system that requires you to input something other then attack.[/QUOTE] Fallout 4's melee is pretty good; it feels like you're actually hitting and being hit, without being over-complicated. I don't think it would need much tweaking for an Elder Scrolls game. In my dream world, Bethesda will take all the gameplay improvements they've made in Fallout 4, and combine them with the better roleplaying aspects and writing of Morrowind. Then Bethesda RPGs will have been won forever. edit: I hope next game around magic is a lot deeper. The more unique spell effects in Skyrim were nice, but they weren't worth removing spell crafting for, and it's not like you can't have both and still balance the game properly. Also being able to both wield spells like Skyrim in order to dual wield them or more accurately aim a spell, or to cast them with a key like in Oblivion for quick casting would be really nice. Also I really want all the utility spells like Waterwalking and Mark/Recall from Morrowind back, besides being fun they add some nice flavour to the world.
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