Sooo...... who plans to mod in attributes?

Post » Mon Jan 24, 2011 8:41 pm

I'm betting this is going to be one of the first mods after the creation kit is released.
User avatar
SHAWNNA-KAY
 
Posts: 3444
Joined: Mon Dec 18, 2006 1:22 pm

Post » Tue Jan 25, 2011 12:46 am

the first mod is going to be dragon mounts
User avatar
Trish
 
Posts: 3332
Joined: Fri Feb 23, 2007 9:00 am

Post » Mon Jan 24, 2011 4:27 pm

That would require modifying the menu, which hasn't been possible for Oblivion until recently.

Let's hope Skyrim's modding capabilities are more flexible.
User avatar
stacy hamilton
 
Posts: 3354
Joined: Fri Aug 25, 2006 10:03 am

Post » Mon Jan 24, 2011 10:18 pm

The first mods for Oblivion and Fallout 3 were "remove quest markers" and similar "take hints off the compass" mods. They're really, really simple to make, and there's reasonable demand for them.

Detailed, involved mods, take more time. Alot more time.

As I said in the last "mod in attributes" thread:

I've mentioned this before in a previous "hey, let's mod it back in!" thread, but.... if you really think about it, modding attributes into Skyrim is actually a monumental task - at least as long as you actually make it mean something. You need to define the attributes and what effects they have on the game; modify the character creation, character sheet, and level gain interfaces to show them; you need to modify enchantments and buff spells (if you want those to possibly effect stats); you need to define stat ranges for all the NPCs and monsters in the game (plus how they scale by level of enemy, if you're making it compatible with the world scaling system); you need to modify the combat and skill systems to take into account any bonuses or penalties of the stats; you need to modify the quests and dialogues if you want them to base any conditions off stats; and finally (the big part) you need to rebalance the entire game (defense, offense, weapon damage, armor protection, combat, spell power, etc) to take into account the things you've added.


So. Yeah.


(of course, you can make a simple "hey, we added attributes!" mod. But it won't really mean anything unless you do all that stuff I mentioned. And probably a number of other things I've forgotten.



I don't expect to see a meaningful "attributes" mod for at least a year, if not more. It really is NOT a trivial task, unless you don't want the attributes to actually mean something.
User avatar
TIhIsmc L Griot
 
Posts: 3405
Joined: Fri Aug 03, 2007 6:59 pm

Post » Tue Jan 25, 2011 3:14 am

I plan on modding attributes out of Oblivion.

I don't see why people are SO against this system that they haven't even tried out yet and haven't seen how it works, nor do they fully know how it will work, to the point that they're already planning to mod it out and go back to the way things were. Did attributes really matter so much that you're unwilling to go on without them? I didn't realize they were such a make-or-break situation for some people.
User avatar
lucile
 
Posts: 3371
Joined: Thu Mar 22, 2007 4:37 pm

Post » Tue Jan 25, 2011 12:25 am

The first mods will be comprised entirely of anime eyes, angel wings, and nudity.
User avatar
Chantel Hopkin
 
Posts: 3533
Joined: Sun Dec 03, 2006 9:41 am

Post » Mon Jan 24, 2011 3:28 pm

Just like Mr. Plinkett. I don't like things that are different! :homestar:
User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Tue Jan 25, 2011 2:55 am

There's a great discussion about modding in attributes here http://www.gamesas.com/index.php?/topic/1193806-modding-in-attributes/page__pid__17738342__st__60#entry17738342
User avatar
Jessica Phoenix
 
Posts: 3420
Joined: Sat Jun 24, 2006 8:49 am

Post » Tue Jan 25, 2011 3:01 am

I plan on modding attributes out of Oblivion.

I don't see why people are SO against this system that they haven't even tried out yet and haven't seen how it works, nor do they fully know how it will work, to the point that they're already planning to mod it out and go back to the way things were. Did attributes really matter so much that you're unwilling to go on without them? I didn't realize they were such a make-or-break situation for some people.


I'd be willing to try an attribute free oblivion just to see how much of a difference it makes. My thing about attributes being removed is for me it was
a good snapshot at who you were. Better than skills, attributes were your baseline. Hth/Mgc/Stm on the other hand feels like roleplaying for
kindergarteners.
User avatar
Olga Xx
 
Posts: 3437
Joined: Tue Jul 11, 2006 8:31 pm

Post » Tue Jan 25, 2011 1:38 am

The first mods will be comprised entirely of anime eyes, angel wings, and nudity.

... and this saddens me. Hurts inside every time I see one of those mods.

Concerning attributes: Don't really care. I hated how I constantly had to plan ahead with attributes before, and think like "Ok... if I raise these attributes now (or focus on these skills) I can get maximum "profit" from it". It was terrible. I won't miss attributes at all.
User avatar
Leilene Nessel
 
Posts: 3428
Joined: Sun Apr 15, 2007 2:11 am

Post » Tue Jan 25, 2011 12:22 am

I am willing to try the new system. I have a hard time believing it can be worse then oblivions leveling system. Also, the lack of stats probably means health calculations might be far better. No needing to pump endurance as quickly as possible to inflate your health. (Because more endurance later will not impact your hp the same way)
User avatar
Scott Clemmons
 
Posts: 3333
Joined: Sun Sep 16, 2007 5:35 pm

Post » Mon Jan 24, 2011 4:25 pm

whats the big deal with attributes I never really understood how they actually work
User avatar
james tait
 
Posts: 3385
Joined: Fri Jun 22, 2007 6:26 pm

Post » Mon Jan 24, 2011 8:02 pm

I'll first see just how to mean to make the game work without em, and if it svcks sure I'll try some mods to correct it
User avatar
cassy
 
Posts: 3368
Joined: Mon Mar 05, 2007 12:57 am

Post » Tue Jan 25, 2011 4:26 am

I plan on modding attributes out of Oblivion.

I don't see why people are SO against this system that they haven't even tried out yet and haven't seen how it works, nor do they fully know how it will work, to the point that they're already planning to mod it out and go back to the way things were. Did attributes really matter so much that you're unwilling to go on without them? I didn't realize they were such a make-or-break situation for some people.

thank you..serioualy i don't understand why people are so gungho getting attributes back.. all they took out was basically choosing how your character will fight and live for the rest of the game.. before you even played. This way the game looks out how you play and picks the best skills to level up in. That is seriously genius and if you want to change mid way through the game you can. Why do you guys hate it
User avatar
willow
 
Posts: 3414
Joined: Wed Jul 26, 2006 9:43 pm

Post » Tue Jan 25, 2011 2:31 am

My first mod will be making the starting weapons wooden.

I'd imagine a topless mod will be among the first out of the gate. People suuure do love them boobies.
User avatar
Chad Holloway
 
Posts: 3388
Joined: Wed Nov 21, 2007 5:21 am

Post » Tue Jan 25, 2011 12:10 am

I'd be willing to try an attribute free oblivion just to see how much of a difference it makes. My thing about attributes being removed is for me it was
a good snapshot at who you were. Better than skills, attributes were your baseline. Hth/Mgc/Stm on the other hand feels like roleplaying for
kindergarteners.

I still don't get this stance.

I am more than just Agility, Endurance, Intelligence, Luck, Personality, Speed, Strength, and Willpower. I am a human being. I am not just numbers and statistics. I don't see why roleplaying would ever rely on numbers in relation to these attributes. If I'm roleplaying as a stupid but strong Nord, I don't need numbers to tell me he has a low intellect but great strength. That's just how he is, and he displays this through his actions and behavior rather than by statistics.

Reliance on attribute statistics as the base of your roleplaying seems more like controlling a robot than playing the role of a living, breathing creature. When I roleplay, the last thing I'm thinking about is how high my Strength attribute is, or when I'm going to level up Blade next, or anything like that. I'm thinking about what my character is doing, where he/she is going, how he/she feels about whatever is going on around him/her.

I'm not saying one preference is better than the other. Whatever works for you is cool. I just really don't understand.
User avatar
Steven Hardman
 
Posts: 3323
Joined: Sun Jun 10, 2007 5:12 pm

Post » Mon Jan 24, 2011 10:57 pm

the first mod is going to be dragon mounts

wrong its gonna be naked women

and shouldnt you try out their new system before you decide it was a mistake?
User avatar
Yonah
 
Posts: 3462
Joined: Thu Aug 02, 2007 4:42 am

Post » Mon Jan 24, 2011 4:06 pm

I'm sure NPCs will still have aggression, confidence, disposition, energy level, and responsibility.
User avatar
Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Mon Jan 24, 2011 9:52 pm

I'm betting this is going to be one of the first mods after the creation kit is released.


If by "attributes" you mean "boobies" they'll definitely be one of the first mods.
User avatar
saxon
 
Posts: 3376
Joined: Wed Sep 19, 2007 2:45 am

Post » Mon Jan 24, 2011 4:48 pm

Edited
User avatar
Scotties Hottie
 
Posts: 3406
Joined: Thu Jun 08, 2006 1:40 am

Post » Mon Jan 24, 2011 7:06 pm

Im all for the first mod being a nvde mod! let us enjoy the work that the devs put into creating such wonderful character models.

and just keep in mind, nudity does not equate to six, though i can offer many rational and suiting reasons for nudity. I will simply be honest and say:

"yeah, i like to see nudity, and theres nothing wrong with that"
User avatar
Austin England
 
Posts: 3528
Joined: Thu Oct 11, 2007 7:16 pm

Post » Mon Jan 24, 2011 10:01 pm

I plan on modding attributes out of Oblivion.

I don't see why people are SO against this system that they haven't even tried out yet and haven't seen how it works, nor do they fully know how it will work, to the point that they're already planning to mod it out and go back to the way things were. Did attributes really matter so much that you're unwilling to go on without them? I didn't realize they were such a make-or-break situation for some people.


When I play Oblivion, I use nGCD. That effectively does mod them out. While they're not actually gone, they're relegated to background so I never have to touch them. Points are distributed automatically by the skills I increase as I increase them instead of just at level-up. I rather like it.
User avatar
Soph
 
Posts: 3499
Joined: Fri Oct 13, 2006 8:24 am

Post » Tue Jan 25, 2011 3:08 am

I still don't get this stance.

I am more than just Agility, Endurance, Intelligence, Luck, Personality, Speed, Strength, and Willpower. I am a human being. I am not just numbers and statistics. I don't see why roleplaying would ever rely on numbers in relation to these attributes. If I'm roleplaying as a stupid but strong Nord, I don't need numbers to tell me he has a low intellect but great strength. That's just how he is, and he displays this through his actions and behavior rather than by statistics.

Reliance on attribute statistics as the base of your roleplaying seems more like controlling a robot than playing the role of a living, breathing creature. When I roleplay, the last thing I'm thinking about is how high my Strength attribute is, or when I'm going to level up Blade next, or anything like that. I'm thinking about what my character is doing, where he/she is going, how he/she feels about whatever is going on around him/her.

I'm not saying one preference is better than the other. Whatever works for you is cool. I just really don't understand.

Roleplaying is incredibly closely tied to tabletop game mechanics in people's heads.
User avatar
Dagan Wilkin
 
Posts: 3352
Joined: Fri Apr 27, 2007 4:20 am

Post » Tue Jan 25, 2011 3:39 am

I still don't get this stance.

I am more than just Agility, Endurance, Intelligence, Luck, Personality, Speed, Strength, and Willpower. I am a human being. I am not just numbers and statistics. I don't see why roleplaying would ever rely on numbers in relation to these attributes. If I'm roleplaying as a stupid but strong Nord, I don't need numbers to tell me he has a low intellect but great strength. That's just how he is, and he displays this through his actions and behavior rather than by statistics.





Right, and Skills are less of a statistics than Attributes? ah so in real life I can measure my Sword mastery and archery skills? or how well I can sneak and cast spells is that it? mmk heres a heads up since people keep focusing on the "numbers" and "statistics" bit.

Its a game, your roleplaying, doesn't effect the character, as it stands you can pretend your wood elf is strong as an Ox, but the -game- isn't going to magically recognize this, your character is in the -game- and he/she/it abides by the -games- rules, "thinking" something does not translate utterly into the game, What point are your actions and behaviors if the game is still going to "immersion break" your character out of context when the character makes an eloquent response of question during the game outside of your control eh? your characters strenghts and weaknesses need to be detailed to you, this isnt 2022 where the game has seamless organic increases and decreases and everything you do matters as well as being able to tell at a glance what the character is capable of from their muscular or lean build, and I don't see how a steroid injection that is perk tech tree where the character suddenly is able to preform a task out of the blue is any more organic than Attributes.

There is no "new" system, all we have are vague statements about how attributes are "in there somewhere" like really? does anyone not see the folly in that statement? anyway Dragon born already linked an on going discussion that got ON TRACK instead of bickering whats better perks or attributes, when that isnt even the case.
User avatar
josh evans
 
Posts: 3471
Joined: Mon Jun 04, 2007 1:37 am

Post » Tue Jan 25, 2011 1:09 am

I plan too if I can. I am begining to tinker around with OB just to see what I can do there and hopefully CK wll be simular enough but with more options available. If its scripting heavy i'll either learn to script or get help with the scripting. there will be others working of it, a lot of people have been posting their own idea's for fixes all though I don't like any of them.
User avatar
A Lo RIkIton'ton
 
Posts: 3404
Joined: Tue Aug 21, 2007 7:22 pm

Next

Return to V - Skyrim