The Elder Scrolls Megathread XVII: Paid Mods? Not in My Community.
5,002 replies, posted
Bandits are basically thieves
Is there any way (via ini tweaks, a mod, etc) to make it so that grass reacts to light (torches, braziers, etc), so it doesn't look like absolute shit at night?
if you don't know what I mean, this is a picture of it.
[t]http://images.akamai.steamusercontent.com/ugc/715290027363433777/5CA220118CA576B8D459C05C013B1BA6BD5F3562/[/t]
[QUOTE=ROFLBURGER;47784138]Bandits are basically thieves[/QUOTE]
There is no better way to steal stuff from people and crates than by punching them open.
Are there any mods that add new animations per-weapon? Like so curved swords swing differently from straight ones? I have a [url=http://www.nexusmods.com/skyrim/mods/25634/?]this mod[/url] installed which replaces the power attack, but I was hoping for something more in-depth.
I found a ruined village added by Unique Landscapes, and there are a bunch of non-hostile "sprites" floating around, giggling and casting invisibility/restore magicka spells on me.
It's actually kind of cute :v:
[editline]adsf[/editline]
One of them snuck up behind me and GASPED really fucking loud and I almost had a fatal heart attack, but they seem to exist solely to be cheeky little fuckers.
Always found it odd that there were way more bandits than law-abiding citizens in skyrim.
[QUOTE=Ardosos;47784647]Always found it odd that there were way more bandits than law-abiding citizens in skyrim.[/QUOTE]
That's always been the case with Bethesda, really. I think part of their thought process is if a particularly bloodthirsty player runs out of nameless mooks to cut down they'd probably turn their attention to the towns.
[QUOTE=Vehk;47784717]That's always been the case with Bethesda, really. I think part of their thought process is if a particularly bloodthirsty player runs out of nameless mooks to cut down they'd probably turn their attention to the towns.[/QUOTE]
Maybe they should add nameless mooks to the towns to make them seem more populated. Didn't daggerfall and/or arena do something like that, towns with generic npcs just named stuff like "farmer" or "blacksmith" or whatever? I mean, we already have "guard"s, so why not for other occupations, but keep a handful of named npcs like we have now, for depth and stuff.
We just really need a new engine that can handle huge environments with loads of NPCs. Bethesda restricts everything to such a ridiculously small scale by using Gamebryo. And laziness.
[editline]asdf[/editline]
You can even make small-scale good if it's not [i]too[/i] small. Real world cities in old times had much more than a few dozen buildings and ~100+ residents, but imagine how that would look in a TES game.
[QUOTE=Excalibuurr;47784827]How do I set ReservedMemorySizeMb and VideoMemorySizeMb for enblocal? Every guide I look at tells me something different.[/QUOTE]
27X posted about it a few pages ago.
[QUOTE=Ardosos;47784735]Maybe they should add nameless mooks to the towns to make them seem more populated. Didn't daggerfall and/or arena do something like that, towns with generic npcs just named stuff like "farmer" or "blacksmith" or whatever? I mean, we already have "guard"s, so why not for other occupations, but keep a handful of named npcs like we have now, for depth and stuff.[/QUOTE]
That's what I was talking about with the Witcher stuff. There's a bunch of random NPCs with one-liners called Blacksmith, Farmer, Peasant, etc. They don't really exist for much other than monster bait for the occasional stray but they do add a lot of life to the environment.
Of course, with Skyrim as a base game being unable to support more than 25 NPCs in one cell without crashing unless you edit its memory to not be shite, it's very unlikely that we'll ever see more nameless population extras.
I'm getting a bug where quicksaving and autosaving take an extremely long time (50+ seconds). I've disabled all autosaves because the game autosaves whenever you leave a cell, which is a decent workaround. Regular saves are not affected.
Is there any way to fix this? My save files are around 6.5mb, so I don't think there's too much bloat.
[QUOTE=Ardosos;47784735]Maybe they should add nameless mooks to the towns to make them seem more populated. Didn't daggerfall and/or arena do something like that, towns with generic npcs just named stuff like "farmer" or "blacksmith" or whatever? I mean, we already have "guard"s, so why not for other occupations, but keep a handful of named npcs like we have now, for depth and stuff.[/QUOTE]
[url=http://www.nexusmods.com/skyrim/mods/13608/?]Expaned Towns and Cities does this.[/url]
[QUOTE=Ardosos;47784735]Maybe they should add nameless mooks to the towns to make them seem more populated. Didn't daggerfall and/or arena do something like that, towns with generic npcs just named stuff like "farmer" or "blacksmith" or whatever? I mean, we already have "guard"s, so why not for other occupations, but keep a handful of named npcs like we have now, for depth and stuff.[/QUOTE]
There's a mod for thatâ„¢
[sp]Because Bethesda is lazy[/sp]
[QUOTE=Vehk;47781911][t]http://i.imgur.com/0hOBfzf.jpg[/t]
Man, since when was Oblivion this pretty?
(yeah I got rid of the jungle mod)[/QUOTE]
It still has the distinctive oversaturation and weird bloom of Oblivion.
I've seen a combination of mods that made the game actually not look like Oblivion in this thread before, but I can't remember which ones.
[QUOTE=cwook;47785060]
[url=http://www.nexusmods.com/skyrim/mods/13608/?]Expaned Towns and Cities does this.[/url][/QUOTE]
How didn't I know of this awesome mod before.
[QUOTE=Altimor;47785208]It still has the distinctive oversaturation and weird bloom of Oblivion.
I've seen a combination of mods that made the game actually not look like Oblivion in this thread before, but I can't remember which ones.[/QUOTE]
God that era of video games... all of a sudden bloom was everywhere and it was fucking terrible.
[QUOTE=cwook;47785060]I'm getting a bug where quicksaving and autosaving take an extremely long time (50+ seconds). I've disabled all autosaves because the game autosaves whenever you leave a cell, which is a decent workaround.
Is there any way to fix this? My save files are around 6.5mb, so I don't think there's too much bloat.
[url=http://www.nexusmods.com/skyrim/mods/13608/?]Expaned Towns and Cities does this.[/url][/QUOTE]
I hope to god the next elder scrolls game can handle tons of NPCs at once. The problem with all the mods is that it makes the game chug if there's too many.
The fuck quote system....
[video=youtube;2PUvQ3eMkcI]https://www.youtube.com/watch?v=2PUvQ3eMkcI[/video]
remind me to always leave shadowplay or something running when I play Skyrim from now on
[QUOTE=doomkiwi;47785372]I hope to god the next elder scrolls game can handle tons of NPCs at once. The problem with all the mods is that it makes the game chug if there's too many.[/QUOTE]
That's never going to happen the way they're handling NPCs currently. At the moment, every NPC is a fully handcrafted NPC with complete AI for everything from combat to talking to random people and going about their far too overcomplicated schedules that nobody pays much attention to, in addition to loads of stats and shit that they really don't need.
I really wish they'd go back to Daggerfall and pick out some of the really cool ideas they had there, polish them up and implement them in their next game, because it has so much cool shit the later ones didn't.
Just for starters, they should make a division between regular NPCs and townies, have townies be semi-randomly generated, complete non-combatants, don't even give them a HP stat or anything, just have them die if someone attacks them, that's all they need. Give each of them a random greeting that they say if you talk to them, don't make them say anything if you walk by, not only is that annoying and pretty silly, but it means their AI has to check if the PC is close to them all the time.
The only AI functions they need is walking around, running if something bad happens, and maybe going to their randomly generated homes and randomly generated destinations, which could be anything from a workplace, to a tavern, to a shop.
And here's the kicker, don't have them in memory all the time. They only need to exist when we are looking at them. Just randomly pick townies to spawn around the place the player is currently at, and then go about their simple lives until he leaves, then have them despawn.
This way you can give the feeling that there's hundreds, if not thousands of people living in a city, and you can focus more on the NPCs that actually matter.
[QUOTE=elowin;47785770]That's never going to happen the way they're handling NPCs currently. At the moment, every NPC is a fully handcrafted NPC with complete AI for everything from combat to talking to random people and going about their far too overcomplicated schedules that nobody pays much attention to, in addition to loads of stats and shit that they really don't need.
I really wish they'd go back to Daggerfall and pick out some of the really cool ideas they had there, polish them up and implement them in their next game, because it has so much cool shit the later ones didn't.
Just for starters, they should make a division between regular NPCs and townies, have townies be semi-randomly generated, complete non-combatants, don't even give them a HP stat or anything, just have them die if someone attacks them, that's all they need. Give each of them a random greeting that they say if you talk to them, don't make them say anything if you walk by, not only is that annoying and pretty silly, but it means their AI has to check if the PC is close to them all the time.
The only AI functions they need is walking around, running if something bad happens, and maybe going to their randomly generated homes and randomly generated destinations, which could be anything from a workplace, to a tavern, to a shop.
And here's the kicker, don't have them in memory all the time. They only need to exist when we are looking at them. Just randomly pick townies to spawn around the place the player is currently at, and then go about their simple lives until he leaves, then have them despawn.
This way you can give the feeling that there's hundreds, if not thousands of people living in a city, and you can focus more on the NPCs that actually matter.[/QUOTE]
You could make them run "intelligently" when attacked, that wouldn't be any more expensive until you attack them.
[QUOTE=elowin;47785770]This way you can give the feeling that there's hundreds, if not thousands of people living in a city, and you can focus more on the NPCs that actually matter.[/QUOTE]
Yeah but that doesn't work if there are only like 3-4 houses for 10-15 NPCs
[QUOTE=Adarrek;47786069]Yeah but that doesn't work if there are only like 3-4 houses for 10-15 NPCs[/QUOTE]
Give a town more than one inn maybe? Once they run in there they can just despawn after a couple minutes too.
[QUOTE=Altimor;47785208]distinctive oversaturation[/QUOTE]
So a game actually having colors aside from brown and grey-brown is a bad thing?
[QUOTE=Adarrek;47786069]Yeah but that doesn't work if there are only like 3-4 houses for 10-15 NPCs[/QUOTE]
Maybe Bethesda should stop making 'cities' that are only 10 buildings large.
Just make a good chunk of the city inaccessible to give it some sense of scale. I don't care if I can't access every house or shop, it'd be better than what passes for a city in Skyrim. (Except maybe Markarth)
So I bought ESO a month back from CDkeys, i've had no problems with them before but I got an email yesterday saying my key has been compromised as being obtained fraudulently and then re-sold to me and my account will be deactivated on the 26th of may, i'm not sure if it's a real email, i presume it is and was just wondering is it easy to get a refund?, Bethesda can screw if i'm paying £39.99 for the game
[t]http://images.akamai.steamusercontent.com/ugc/45379582795948629/427D4BDB99180246F53BFB920F29E20F1FF70E83/[/t]
I mean that's close enough to a bard, right?
[QUOTE=AxelTheDragon;47786348][t]http://images.akamai.steamusercontent.com/ugc/45379582795948629/427D4BDB99180246F53BFB920F29E20F1FF70E83/[/t]
I mean that's close enough to a bard, right?[/QUOTE]
Play Metallica
[QUOTE=Adarrek;47786069]Yeah but that doesn't work if there are only like 3-4 houses for 10-15 NPCs[/QUOTE]
[QUOTE=Blooper Reel;47786278]Maybe Bethesda should stop making 'cities' that are only 10 buildings large.
Just make a good chunk of the city inaccessible to give it some sense of scale. I don't care if I can't access every house or shop, it'd be better than what passes for a city in Skyrim. (Except maybe Markarth)[/QUOTE]
You don't even have to do that, though. Just take like, a pool of house layouts and populate them over the city. For extra variety, there's a lot of things that could be semi-random within each layout. Wall textures, furniture, items and such.
[QUOTE=cwook;47782525]Anyone else use [url=http://www.nexusmods.com/skyrim/mods/57408]HDT Equipment?[/url]
Looks great.[/QUOTE]
I tried it once and any swords I was carrying spun like helicopter blades every-time I ran, and would violently twitch even if I was standing still. Didn't even have any conflicting skeleton mods installed.
[editline]23rd May 2015[/editline]
[QUOTE=SoUl_ReApEr2;47786334]So I bought ESO a month back from CDkeys, i've had no problems with them before but I got an email yesterday saying my key has been compromised as being obtained fraudulently and then re-sold to me and my account will be deactivated on the 26th of may, i'm not sure if it's a real email, i presume it is and was just wondering is it easy to get a refund?, Bethesda can screw if i'm paying £39.99 for the game[/QUOTE]
Obtaining keys from third party retailers is illegal because all their keys come from retail copies. Even though they can circumvent it with VAT rates it's still somewhat of a legal grey area.
Pretty sure you're going to have no luck getting your key back or anything. I'd take it up with the seller anyway just in-case you get lucky.
Update: I emailed them with a copy and paste email from zeni and a photo and they gave a full refund, so i'm happy, yet slightly sad I wont get to play the game anymore as it was beautiful, though i know it wasn't lore friendly or the best
[QUOTE=AxelTheDragon;47786348][t]http://images.akamai.steamusercontent.com/ugc/45379582795948629/427D4BDB99180246F53BFB920F29E20F1FF70E83/[/t]
I mean that's close enough to a bard, right?[/QUOTE]
that argonian looks like it has a skin disease
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