Modders, rejoice!

Post » Thu Dec 09, 2010 4:02 pm

A mod that can terminate fast travel.


COMPLETELY POINTLESS, considering PC users will be faced with the ability to fast travel at all times, and never able to get rid of it...

all you gotta do is type: coc "[cell name]"

and BOOM... instant teleportation to any interior in the entire game...

i guess if you dont want fast travel at all... you might as well not even buy the game, because modding out in-game fast travel isnt going to change a damn thing for PC users. :rolleyes:

seriously, if your willpower is so pathetic that you cant even stop yourself from going to a completely different area in the UI and choosing to fast travel... how are you gonna stop yourself from cheating and teleporting everywhere with the console?

do you people even think?

...CAN you even think?
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adam holden
 
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Post » Thu Dec 09, 2010 6:38 am

It's sad to see that game play tweaks and changes is the top vote getter. That should tell people something.

I know that's what I want to see because there are going to be things that are going to need to be fixed/removed/added.
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JUan Martinez
 
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Post » Thu Dec 09, 2010 3:09 pm

COMPLETELY POINTLESS, considering PC users will be faced with the ability to fast travel at all times, and never able to get rid of it...

all you gotta do is type: coc "[cell name]"

and BOOM... instant teleportation to any interior in the entire game...

i guess if you dont want fast travel at all... you might as well not even buy the game, because modding out in-game fast travel isnt going to change a damn thing for PC users. :rolleyes:

seriously, if your willpower is so pathetic that you cant even stop yourself from going to a completely different area in the UI and choosing to fast travel... how are you gonna stop yourself from cheating and teleporting everywhere with the console?

do you people even think?

...CAN you even think?


It's not pointless if people want it.
I wouldn't want it because of lack of willpower. I would want to terminate fast travel if I use a transportaton system mod a la Morrowind.
Why? Because it's illogical to have two completely things that achieves the same thing at the same time but completely and utterly different.

Can YOU even think?
You should seriously chill out little boy.
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Alyna
 
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Post » Thu Dec 09, 2010 3:36 am

A remake of Solsteim (the island from Bloodmoon) on the Skyrim engine. It was close to Skyrim on the map so it could be made off the coast and fit in perfectly. And it could take placer "modernly" (IE after the events of Morrowind).
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Chenae Butler
 
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Post » Thu Dec 09, 2010 8:56 am

Well with their new full page add that sometimes show up between links, Im starting to dislike nexus.

Also can we get an option for the new engine going to be better for modding, but without the stab at gamebryo? Its completely uncalled for as the editor design has nothing to do with the engines capability.

We all know the editor is going to be better because it is completely Bethesda created along with the engine, so they wont have to rip as much out for releasing to us.

I can live with seeing an ad every now and then, the Nexus is well designed, well organized and has a huge selection of various mods. Not to mention that it's very convenient to upload and manage your own files. Ads are a necessary evil and if it keep the Nexus running then I am perfectly fine with that.
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helen buchan
 
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Post » Thu Dec 09, 2010 9:49 am

I'm only a modeller_texture guy but if we get an importer/exporter I'll be right in there with new content.
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lacy lake
 
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Post » Thu Dec 09, 2010 9:53 am

If the game feels, more or less, complete, I tend to only mod for new quests, dungeons, retextures and meshes, and maybe minor gameplay changes. For example, I only have ~10-15 mods for NV, because there is a diverse amount of weaponry, there's plenty of quests, diverse amounts of armor, and increased ammo damage for all weapons. Obivion, on the other hand, requires lots of overhauls, addition weapons and armor, and lots of retexturing. However, the Oblivion modding community has built in a lot of really nice quest mods.
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CArla HOlbert
 
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Post » Thu Dec 09, 2010 4:28 am

I'm only a modeller_texture guy but if we get an importer/exporter I'll be right in there with new content.

Freelance resource providers like yourself are a key part of Oblivion's success as a modded game. Here's hoping to see running water in my home again. :thumbsup:
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maria Dwyer
 
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Post » Thu Dec 09, 2010 1:49 pm

It's not pointless if people want it.
I wouldn't want it because of lack of willpower.


I have to agree with Hlyr here. I used several mods that disabled things just simply based on willpower alone. I had a mod that totally disabled fast travel, and one that disabled the difficulty slider. This insured that not matter how hard the game became, or how boring I knew it would be to travel to a certain location it wouldn't be a quick decision to change how I felt.
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Gavin boyce
 
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Post » Thu Dec 09, 2010 4:44 pm

a house for me :P
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Sammie LM
 
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Post » Thu Dec 09, 2010 4:44 pm

A tavern known as The Spotted Owl. That will be my first major project and I will see it complete even if it kills me. Sadly I'm now thinking that nobody will get the reference...


:spotted owl:

I think the new engine along with the Creation Kit will make the game one of the best so far to modders (the best actually IMO).
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Jason White
 
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Post » Thu Dec 09, 2010 9:08 am

:spotted owl:

I think the new engine along with the Creation Kit will make the game one of the best so far to modders (the best actually IMO).

I can't remember the exact name of the mod, I think it was Balmora Expanded or something, it was years ago so i forget. Anyway, seeing the massive expansion of Balmora in Morrowind, without compromising the rest of the map (By building sensibly that is) was incredible, i don't think any mod will ever be able to top that experience for me personally, though I certainly hope to see one some day.
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Riky Carrasco
 
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Post » Thu Dec 09, 2010 2:16 pm

I can't remember the exact name of the mod, I think it was Balmora Expanded or something, it was years ago so i forget. Anyway, seeing the massive expansion of Balmora in Morrowind, without compromising the rest of the map (By building sensibly that is) was incredible, i don't think any mod will ever be able to top that experience for me personally, though I certainly hope to see one some day.


I don't know which mod that was but IMO mods that add new provinces to a game is awesome but with the updated engine, for example Morroblivion (althugh that was banned) and later The Lands of Solstheim Vvardenfell and Mournhold (slightly different I know) are trully amazing as far as I can see it.
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Nina Mccormick
 
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Post » Thu Dec 09, 2010 10:46 am

Roads that lead to other provinces (even if you can't use them). Then I'm gonna throw NPCs that travel from city to city and even to "other provinces" Any port city will then be given merchants and sailors that will only be in town for a few days, then gone again. If there are multiple port cities then they will travel between them.
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Wayland Neace
 
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Post » Thu Dec 09, 2010 6:54 pm

Just for the record, the CS and the GECK have nothing to do with Gamebryo and are wholly the creation of Bethesda. It's more than likely that the presence of a self written renderer in place of Gamebryo's will have zero effect on the file structure or format of the CK. In all likelihood it will very much resemble it's predecessors in form and function.

If the new renderer doesn't use Gamebryo's proprietary file format (NIF files) then anyone wanting to make new models for the game might be up the proverbial creek without a paddle. Exporting models from 3DS Max or Blender requires the NIFScripts, developed over several years by painstaking anolysis of the format, and of Bethesda's own customisations of that format. If Skyrim uses a different proprietary format, and the licensing of it prevents Bethesda releasing exporters for it, then we'll have a long wait ahead of us.

I really, really hope that Bethesda are using an open source format, or their own format, and that they feel inclined to release exporters.
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Dawn Farrell
 
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Post » Thu Dec 09, 2010 5:22 pm

I might delay starting the game until some kind soul has made a mod that lessens the level scaling somewhat, unless initial reports are "the level scaling is more static / makes more sense than Fallout 3", which I kinda doubt.

Bethesda really like their level scaling. Me, not so much. I want to live in constant fear of pain and death at low levels.
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Jason Rice
 
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Post » Thu Dec 09, 2010 9:48 am

If the new renderer doesn't use Gamebryo's proprietary file format (NIF files) then anyone wanting to make new models for the game might be up the proverbial creek without a paddle. Exporting models from 3DS Max or Blender requires the NIFScripts, developed over several years by painstaking anolysis of the format, and of Bethesda's own customisations of that format. If Skyrim uses a different proprietary format, and the licensing of it prevents Bethesda releasing exporters for it, then we'll have a long wait ahead of us.

I really, really hope that Bethesda are using an open source format, or their own format, and that they feel inclined to release exporters.


This. We can't have proper mods without proper models. IF we get a new format hopefully it'll be a lot EASIER to modify/improve on them.
Exporting NIFS can be quite a pain if you're new to the business(like I am).
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Jack Moves
 
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Post » Thu Dec 09, 2010 8:14 am

Well I maybe waiting to see if there are art tools. :shifty:

I will still probably get Skyrim eventually even if there isn't art tools, or virtually non existant. Not sure If I would waste my time modding it without an asset exporter though.

This. We can't have proper mods without proper models. IF we get a new format hopefully it'll be a lot EASIER to modify/improve on them.
Exporting NIFS can be quite a pain if you're new to the business(like I am).



official tools for most game engines aren't as user friendly as niftools stuff is. At the end of the day you just press a button and it's exported. If you can't get it to work, there is more documentation, writen in noob language for niftools plugins than there will be for most asset exporters, perhaps baring UDK. And tbh that isn't any less complex in any way to niftools workflow imo. You still set the scene up in nearly the same way. Plus nifskope gives you a massive ability to edit the post exported nif. Where as you will not liekly find such a program for other asset types, meaning if it fubars in game, you probably have to export it again, and maybe change the scene set up . Nifskope just allows for such a freedom of editing. Most people are gonna miss its functionality.

Exporters: They all do the same [censored].
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Nathan Barker
 
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Post » Thu Dec 09, 2010 4:15 pm

Will do some clothing textures, maybe some hair textures.

Will have a look at how dialogue and the speech files are put together and see how hard it is to create quests or more interactive dialogue

Create a school of mysticism
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Crystal Clear
 
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Post » Thu Dec 09, 2010 12:25 pm

Well I gotta see how the game handles interiors, NPC's and locations, then I'll get building a fortress ala Helios keep mod for morrowind with features like woodcutting, smithing, farming etc etc my hopes is to have it entirely self sustaining, the intent is that if the game worlds gets progressively worse and NPC's are able to move from place to place (destroying a towns food resource will force it to gain food elsewhere to that effect) then my Keep would be the last Bastion, but would need a flow of people to get up and running.

I also DESIRE BRAIDS, MY KINGDOM FOR A MALE SINGLE BRAID STYLE :brokencomputer: I tried my Hand at trying to put Braids from the Avatar mod onto the Ponytail 1 for males In Oblivion, only to find out there are no nif plugins for 3DS Max 2010, and Gmax to me is a clusterfuzz of oh my I dont know what what is what.
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louise tagg
 
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Post » Thu Dec 09, 2010 5:11 pm


official tools for most game engines aren't as user friendly as niftools stuff is. At the end of the day you just press a button and it's exported. If you can't get it to work, there is more documentation, writen in noob language for niftools plugins than there will be for most asset exporters, perhaps baring UDK. And tbh that isn't any less complex in any way to niftools workflow imo. You still set the scene up in nearly the same way. Plus nifskope gives you a massive ability to edit the post exported nif. Where as you will not liekly find such a program for other asset types, meaning if it fubars in game, you probably have to export it again, and maybe change the scene set up . Nifskope just allows for such a freedom of editing. Most people are gonna miss its functionality.

Exporters: They all do the same [censored].


The thing is, Niftools is third party software. What I'd really like to see is a Creation Kit built in importer/exporter with official documentation(not likely though).
Niftool's easier that most I agree but it could be easier.
The thing I'm really curious about is Havok behaviour, I doubt it will be released to the public. How much impact is that going to have in modelling?(specially custom creature/entities)
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Jade MacSpade
 
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Post » Thu Dec 09, 2010 9:08 am

A tavern known as The Spotted Owl. That will be my first major project and I will see it complete even if it kills me. Sadly I'm now thinking that nobody will get the reference...

:spotted owl:
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..xX Vin Xx..
 
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Post » Thu Dec 09, 2010 8:37 am

I'll wait for a couple of overhaul mods and new areas/quests, then call it a day.


And I'll make a spongebob skin, don't know why.

...CAN you even think?

:cryvaultboy:
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Sarah MacLeod
 
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Post » Thu Dec 09, 2010 10:55 am

*does not find delete buttonz*
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Haley Cooper
 
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Post » Thu Dec 09, 2010 7:44 pm

new areas deffinatly.

im actually going to make a new faction/areas based on songs by Bathory :)
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Rach B
 
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