planned/ideas for mods

Post » Sun Jan 17, 2010 2:18 pm

I made ~500 new meshes for OB. Released only a fraction. Lots of WIP stuff dropped so assuming we can add 3D assets I'm sure I'll be uploading 'something' for ESV. Could be a candle or could be an entire city.
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Isabel Ruiz
 
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Post » Sun Jan 17, 2010 2:08 pm

Assuming that the leveling is similar to previous TES games, a GCD or nGCD mod would be nice.

If it's necessary, I'll be on it!

lol you are aware Skyrim isn't a first person shooter, right?

Except that it is? TES games have featured real-time first-person combat since before Doom. The fact that it's also an RPG doesn't change the basic format. :)
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*Chloe*
 
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Post » Sun Jan 17, 2010 11:20 am

Generally, I plan to check out some weapons I made; inside the new engine and play with the textures to try and get a great looking steel finish. This is, of course, after I learn how to even get an item into this new engine. (assuming it's even possible) Oh the anxiety! :unsure:
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[ becca ]
 
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Post » Sun Jan 17, 2010 10:02 pm

If it is needed, Skyrim Dungeon Actors Have Torches, but with a shorter name so that it fits the character limit at skyrimnexus.

Actually, I want to force non-quest, surviving bandits to make tactical retreats to the nearest bandit camp where they will be healed upon successfully arriving. The problem will be in choosing the appropriate camp.
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Samantha Jane Adams
 
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Post » Sun Jan 17, 2010 8:44 pm

If it is needed, Skyrim Dungeon Actors Have Torches, but with a shorter name so that it fits the character limit at skyrimnexus.

Actually, I want to force non-quest, surviving bandits to make tactical retreats to the nearest bandit camp where they will be healed upon successfully arriving. The problem will be in choosing the appropriate camp.

and then have them group under one banner and attack a major city?!
id download it!
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Robert
 
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Post » Sun Jan 17, 2010 11:34 pm

MIMICS!
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Eileen Müller
 
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Post » Sun Jan 17, 2010 9:40 pm

Imagine walking into a pub at night and you hear a couple saying http://hotfile.com/dl/91724546/d4278ce/More_Pub_Speech_-_Example.mp3.html :goodjob:

I lol'd :lmao:
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Amanda Furtado
 
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Post » Sun Jan 17, 2010 2:32 pm

Actually, I want to force non-quest, surviving bandits to make tactical retreats to the nearest bandit camp where they will be healed upon successfully arriving. The problem will be in choosing the appropriate camp.


That's a really good idea. Not sure that I'd want the extra challenge myself (have to see how I fare with the vanilla game first :whistling: ), but a good idea nonetheless.

As a mod user, I'd be on the lookout for a GCD type mod (if the levelling system isn't exactly as I like it already!) and large quest mods (such as Lost Spires and Kragenir's Death Quest for Oblivion) are always welcome additions.
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Liv Brown
 
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Post » Mon Jan 18, 2010 2:38 am

id like to see more people go past the simple house design and new quest mods, and create somthing really different that we havnt seen before in a TES game
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BrEezy Baby
 
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Post » Mon Jan 18, 2010 12:08 am

Realism mods are a big one for me. I know this is set in a fantasy realm, but I think realism is a big must for immersion. (personal anyway)
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Wayland Neace
 
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Post » Sun Jan 17, 2010 2:49 pm

Realism mods are a big one for me. I know this is set in a fantasy realm, but I think realism is a big must for immersion. (personal anyway)

realism mods are a great extension to the game, but i would only use them one i played through the game a few times
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IM NOT EASY
 
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Post » Sun Jan 17, 2010 2:51 pm

Probably a mod that adds part of Morrowind or High Rock as they surround Skyrim. Would love to go and visit Blacklight. :biggrin:
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BethanyRhain
 
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Post » Sun Jan 17, 2010 3:22 pm

Well after my first play through, I will make a nice sized island in the middle of nowhere (probably 1/4th the size of Vvardenfell) or another world space if they have it like Oblivion did, and make a massive castle and quest to fight through it and make it my own. I am an active modder whose made some pretty huge mods. I just don't release them because they are usually filled with other peoples creatures and items.
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Nauty
 
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Post » Sun Jan 17, 2010 3:51 pm

Probably a mod that adds part of Morrowind or High Rock as they surround Skyrim. Would love to go and visit Blacklight. :biggrin:


I wonder if the new engine and file formats will be similar enough to port in oblivion in the way they the Morroblivion project is/was trying to wort morrowind into the oblivions engine. probably not since its not gamebryo.. o well.

I do agree with this guy though, Im sure there will be land expansions like solsthiem and mainland morrowind and some high rock depending on what is in vanilla
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Matthew Barrows
 
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Post » Mon Jan 18, 2010 12:06 am

I wonder if the new engine and file formats will be similar enough to port in oblivion in the way they the Morroblivion project is/was trying to wort morrowind into the oblivions engine. probably not since its not gamebryo.. o well.

I do agree with this guy though, Im sure there will be land expansions like solsthiem and mainland morrowind and some high rock depending on what is in vanilla

First person to join my modding team! :thumbsup:
Just kidding. Also, projects like Morroblivion use old stuff from Bethesda's games. They then plan on redistributing it, which is "voilating the law!" I just hope that the CS is as easy to navigate as the previous two.

Also, depending on the graphics and what textures they use, a Normal Map replacer might be good. Like Bromrat's (sp?) for Oblivion. I might get around to doing something like this.
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e.Double
 
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Post » Sun Jan 17, 2010 10:58 pm

id also be keen to do some modding, just nothing involving the making of new textures, meshes etc..well maby, but i would have to learn first
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Nick Tyler
 
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Post » Sun Jan 17, 2010 8:13 pm

realism mods are a great extension to the game, but i would only use them one i played through the game a few times


I might have been a little ambiguous with this. When I refer to realism, I mean tailoring hit points of creatures etc. The problem I find, is that I think 75% of creatures should be brought down with 1 or 2 well placed arrows (of the right material). To achieve this you need to put the settings on easy.

On the flip side, if I'm playing like that, then I'd expect to be taken down if 1-3 well placed arrows hit me. (easy setting). They contradict each other in almost every game as when you turn the difficulty to 'hard' the creatures become increasingly harder to take down... (go figure..)
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Tyrone Haywood
 
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Post » Sun Jan 17, 2010 3:22 pm

I have somewhat concrete plans to develop a mod centered around "luck", and "not adding points to it at level-up". The details, however, necessarily will be vague until Skyrim is released.

The first and foremost facet: your luck is 0.
The second facet: While 100 luck will be reachable, it may not be easily reached for all playing styles.
The third: Because of these things, it will probably need a lot of compatibility mods with alternative leveling systems :sadvaultboy:
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Katie Louise Ingram
 
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Post » Sun Jan 17, 2010 4:13 pm

Mods that: - add more villages/towns
- improve landscape
- unlock parts of other regions (add Bruma would be nice)
- improve the game in any way possible ...
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Alister Scott
 
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Post » Sun Jan 17, 2010 10:14 pm

I might have been a little ambiguous with this. When I refer to realism, I mean tailoring hit points of creatures etc. The problem I find, is that I think 75% of creatures should be brought down with 1 or 2 well placed arrows (of the right material). To achieve this you need to put the settings on easy.

On the flip side, if I'm playing like that, then I'd expect to be taken down if 1-3 well placed arrows hit me. (easy setting). They contradict each other in almost every game as when you turn the difficulty to 'hard' the creatures become increasingly harder to take down... (go figure..)

that sounds like quite a different game play style to what i am used to lol.
but i think that game developers define 'hard' as 'challenging', meaning more difficult to progress, which would justify giving the creatures more health/def. and you less.
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Dragonz Dancer
 
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Post » Mon Jan 18, 2010 12:35 am

Personally all that I need to do is look at a topic like this and see that it already has nearly 50 replies. What that tells me is that the modding community will be modding and that is all that really does matter, that the mods are made....
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Kim Bradley
 
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