Jump to content

Sakedo

Citizen
  • Posts

    46
  • Joined

  • Last visited

Everything posted by Sakedo

  1. This is going to bomb badly. I only hope it doesn't take Zenimax with it before they get around to releasing an Elder Scrolls game that isn't based on an ancient fork of Gamebryo. They owe me at least that much.
  2. Here's another upcoming open world medieval RPG. It looks pretty great to me: "We’re mixing the freedom and mechanics of Skyrim, the setting of Mount and Blade, the storytelling styles of The Witcher and Red Dead Redemption, and the tough combat dynamics of Dark Souls into a single, gorgeous package" "we are developing our own proprietary RPG-MAKING TOOLS for easy development of this and any future content, including custom support for game design, animations, branching dialogue, clothing definitions, etc. We plan to release these tools to the modding community."
  3. Give this a shot for non-CoT:Â https://www.nexusmods.com/skyrim/mods/50065/?
  4. It isn't possible to have your character grow over time, the world not to scale with you, and for the game to be balanced to your level at every particular point over the course of a hundred hour play-through. That said, I think Requiem gets the closest to fitting the bill. Dangerous parts are dangerous, and even Bleak Falls Barrow is hugely intimidating until you've really upped your game and spent quite awhile practicing your skills (both in game and how to think situationally beyond 'see bad guy, mash button'). That said, even Requiem is a little thin on balanced content once you reach the higher tiers. Equipment helps but even a basic set of iron armor is a formidable challenge for an archer to get through Me? I mostly enjoy making new Requiem characters, throwing myself at nearly impossible fights, and trying to seize victory from the jaws of defeat. I've never reached the higher level content, and I may never try to
  5. Here's what I do: Copy one of the tiny dummy esps renamed to be the mod you want to remove. You can also just load up the old esp with everything in it and just remove all of its records -- just don't save that particular ESP when you're done Open them all up in TES5Edit Perform a "Check for Errors" - It'll list all the records that are now broken Resolve the error how you see fit (maybe there's no conflicts for that record anymore, in which case it can just be removed) When all errors are resolved, use "Clean Masters" and it will remove the dependency for you
  6. I have some friends that really like it, but I've not played it. That said, I picked it up and might give it a whirl.
  7. I'm not entirely certain, and it may not even be a great idea to begin with. It doesn't make a whole lot of sense that a keyword tag item with the same stats works 50 times better at stopping an arrow than a magic spell that's supposedly just as effective but doesn't get any special script bonuses. I'm tempted to give SPERG another try. After some thought, I think I can fix most of the issues I have with it with some game settings and ini tweaks. It has some great ideas, and I think it can be tuned to suit my needs.
  8. I tried Deadly Combat on its own, without any settings tweaks, and it still felt like it needed a little something. Scaling up the damage with some weapon Damage Multiplier settings made the combats satisfyingly lethal, but it'll still need some tweaking. I've been playing with Req under the hood, trying to figure out what makes it tick and the technical side of how they've linked things together to accomplish certain things. I think I'll need to add an armor/projectile impact script somewhat similar to how Requiem nerfs arrows against heavy armor. But all requiem does is look for the keyword "Heavy Armor" and then lay the nerf hammer down on the damage. I'd like to compare the material of the arrowhead to the material type of the armor and then scale the damage based on how far apart the two are
  9. Aiyen made these awhile ago to fix some horrible vanilla textures in Shimmermist Cave. It doesn't seem like many people know about it, and it seems like something STEP might consider: https://www.nexusmods.com/skyrim/mods/35857/?
  10. https://www.nexusmods.com/skyrim/mods/46156/?This mod is a fix of sorts, similar somewhat to Approprietly Attired Jarls. It makes children of royalty and children in poverty use different outfit sets that are easily distinguished between rich and poor. The author's made some alternative texture sets.
  11. There's a lot of great work in this pack.
  12. The new version of SkyFalls already includes Windmills Resized. We should probably remove it from the Guide.
  13. Does this mod absolutely murder anyone else's video card? Ugrids 9 is fine for me. But ugrids 5 and SDO? 40+ FPS down to 10, depending on what direction I face and what part of the world I am in. It's particularly noticeable if I start in the Orc Camp in Live Another Life - over near the southwest corner of the map. I suspect all the varied objects that it's adding to the render scene are expanding my working set of VRAM to the point where it's having to access the drive to render each frame, but I would think higher ugridsToLoad values would trigger that issue even more.
  14. Rube Goldberg would be proud. :)
  15. SPERG seems almost like an all or nothing system, because it seems like it'd be weird to have "free auto perk at skill level X" for only a subset of the skills. I've never tried it myself, but it was my first instinct to use as a one stop perk overhaul based off of the positive feedback that I've heard from people. I worry about the comments I hear about it making you too powerful, although perhaps the hardcore edition is what's called for. Right now I'm kicking around a version using Enchanting: Enchanting Awakened Alchemy: Path of Shadows Smithing: Smithing Perks Overhaul Stealth: Stealth Perks Overhaul Armors, Weapons: ACE I haven't played a pure magic character for any great length of time, at least since switching from SkyRe to Requiem... where you have the potential to be insanely powerful but, at the start, you're very soft and fleshy and you lack the magica to actually cast your spell more than once or twice :) For SkyProc, I'm actually thinking that instead of hand altering all the records I could instead code up a rules system that arrives at the result dynamically. Not necessarily with randomness. By making a patch creator that iterates through, say, a user's encounter zones and toggles the correct flags, I'm able to offer the user a way to maintain computability with any set of mods they want to run. And it's a whole lot less tedious than dragging 150 flag records from one field to the next. Doing manual item placement this way would let me alter Cell and Worldspace records without overwriting the user's Imagespaces, and automatically tag weapons that have an ammo defined with "NPCs use ammo" rather than having to require specific mods and then doing all of that by hand.
  16. That looks awesome, as long as the masses are correct. I wonder if that only affects damage resulting from the physics system (collision, fall damage etc?) or if it will affect the damage of me swinging a sword at someone? If the latter, the weapon damages will all need to be rebalanced to avoid taking into account the heavier mass twice
  17. Some of the imperfections are because some of the textures in the packs for SRO, TPC, HD2K etc are still made with the vanilla texture in mind. I may be mistaken but I believe the TPC, SRO and Vanilla PPR packs are almost identical; I found one or two textures in the HD2K pack that varied from the other pack. They're pretty easy to find with Mod Organizer's new preview feature. Open up the Data tab and wherever you see a _p texture from one of the PPR packs, compare its preview to the diffuse and normal texture. Where the parallax texture was filled out, I went through and hid .dds and _n.dds files until what I had a match, because I'd rather use a HRDLC texture with correct parallax than a slightly better texture without it, or with distorted parallax
  18. It seems like half or more of the textures in Project Parallax- Remastered are just small, flat grey cubes with no parallax applied to them, even though he went through the trouble of flagging it on all of the meshes. It seems like it's still very much a work in progress. I wish I had a tool that could define some pre-existing conversion settings and then churn through the assets folder automatically generating _p files for whichever textures are currently in use. Since most of these are likely just generated programmatically from a program like Crazy Bump (probably even with the same settings used texture after texture) that should be pretty easy to do. That said, I call "Not it!" but you feel sufficiently inspired to do my bidding and make this happen for me. Please? :)
  19. What do people think about Skytest's animal AI? I noticed it was one of things cut in the transition from Skyrim Revisited to SR:LE. Is it problematic in some way?
  20. If you are not careful it is true that some part of requiem on his own can be bad in a vanilla environment.The perk system, the creature/beast starting attribute, weapon damage increase, armor increase, game setting tweak for combat ai, etc. These are all tied together and cannot go without eachother. Same for the increase value of pretty much everything and the increase cost for carriage, hireling, etc. On the other hand, the module I'm using could pretty much be mods on their own and fit well in a vanilla environment. For example the Requiem - Loot & Requiem - Harvest are very identical to Harvest Overhaul but Requiem made several additional change that I actually consider "fix" like no loot on burnt corpse, no gold but bonemeal on draugr, armor on human corpse found in egg sac, no horker meat on forsworn, etc. After going through every single entry I can attest to how many amazing stuff Requiem is doing that could fit well in a vanilla environment. About your thread, that's a really ambitious undertaking my friend :) and something I would have liked to do if I had more time. In addition I'm overall content with SR:LE. I'm just trying to "patch" the hole here and there. Yes, it is. A lot of Requiem is heavily inspired by other mods. Now that I've divorced myself from their decisions on every point I'm left to wonder if there aren't better modules to rely on instead, but I'm sure others have been tinkering far long than I have. I'll add Harvest Overhaul to my list of things to dig through the ESP of. YASH does a nice job with it too, adding a small chance for random treasure in bushes and making quite a few things lootable that normally are not. Unfortunately Vurt's Flora overhaul conflicts with several of YASH's changes, but hitching my horse to the STEP Wagon means I can demand people install SFO. And actually? In an evening of work I already have a game that's very playable and feels pretty good to me so far. Good balance and fun across every level will take a ton of work though, but Requiem itself still needs work on that (at least for high level content).
  21. I'm using the latest ENB (.246, updated without version change) and some brand new nVidia beta drivers (344.67) with Skylight ENB. The drivers and the ENB were just updated and installed at about the same time. My game is suddenly unstable. I get about ten to fifteen minutes until the I get a freeze with some visual garbage on the screen. It's almost like it was halfway done refreshing the page and then had some sort of error. My hunch is that this is related to the new nvidia beta and my particular combination of hardware (GTX 770) and ENBSeries/nvidia Inspector settings, resulting in a graphics driver crash. Â I have no problems if I disable ENB with Shift-F12 other than that I miss out on all the pretty colors. I suspect rolling back the NVIDIA drivers will fix the issue. I just want to raise awareness in case others have the same issue.
  22. While I'm brainstorming here, I'm considering a SkyProc patcher that would live on top of this mod and ensure that the game is a little different each time you play it. You'd want to run it once per character, and keep the resulting esp in a Profile in Mod Organizer (or manage it somehow) so that unique items in your game won't get moved into chests you've already opened, etc. It could adjust levels of encounter zones, locations of items, difficulty of various chests, and maybe shuffle perks to some degree -- but it'd need some intelligence to give armor/weapon things to NPCs that use them, etc. Other things I'm after: Partners. Have a similar vision, and want to help out? I'd love to hear from you. Playtesters. Want to give it a whirl? I'll probably set up a repo for my patch and script work. Maybe I'll set up an auto-build system that posts compiled snapshots somewhere for people without source control software handy. Art Help/People with their feet on the ground. I'll likely set this all up as a Pack on the wiki eventually once I've stopped making radical changes in which mods I'm including, possibly one that requires some other STEP packs as pre-requisites, but it'll be on NexusMods as well with some detailed instructions to follow the STEP guide, along with the Assets to install after STEP. I'll need some help on the visual end of things. Logos, layout help, and possibly some help in technical writing. I have a programmer brain and am firmly in the camp of seeing the forest but not always the trees; as such, somebody with a keen attention on those trees would be a great asset or some artistic talent would be a great help.
  23. Yes, but you'd need to ship with a replacer Requiem.esp or a mod on top of Requiem that reverts 90% of his changes back to Vanilla, which will be full of ITM values and trample all of your mods... Which was largely the goal you're trying to achieve. He says it would ruin immersion to have things move around mid-save if you re-run the SkyProc, which... I can sort of understand his point. But for me, who's made probably a hundred Requiem characters it sort of ruins immersion that I know the early game like the back of my hand and nothing surprises me any longer.
  24. This is exactly what I started working on myself a few days ago. I asked ogreboss about permission to create something based off of only certain parts of Requiem, and he said that the game wouldn't be the same without the whole. I'd also added some comments about some automatically generated dynamic content though, which is what he seemed to be the most against. That said, since it seems like we have similar taste, I'd love to have your input on my brainstorming thread, internally codenamed "I can't believe it's not Requiem" https://forum.step-project.com/showthread.php?tid=4793
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.