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Messages - Leyic

Pages: 1 ... 14 15 [16] 17 18 ... 25
226
Other Games / Re: The Elder Scrolls V: Skyrim
« on: February 02, 2014, 06:46:03 am »
Where does the Randy Savage Dragon fit in?
A little bit of everything in #2.

227
Other Games / Re: Starbound - We have lift off.
« on: February 01, 2014, 06:18:17 pm »
So that swapping out the eyes in the Neko Race Mod with the original Human eyes that was discussed a little while back? I went ahead and made it into a proper mod. Get it here (also on Nexus under the same name if you'd prefer that).

228
Other Games / Re: Starbound - We have lift off.
« on: February 01, 2014, 02:23:12 pm »
Here's a mod that replaces meteor showers, ice showers, and acid rain with normal rain. Not exactly what you're looking for, but it does get rid of the meteors.

Edit: And here's Starbound Easy Mode, which causes meteors to not damage blocks, among several other things.

229
Other Games / Re: The Elder Scrolls V: Skyrim
« on: January 31, 2014, 05:15:57 pm »
Combat in TESO is like Skyrim-lite with MMO skills. You have a regular attack, a power attack, a block, and an interrupt, plus hotkeyed skills/spells and a dodge move. There's no auto-attack, so your character will just stand there if you're not actively issuing commands. (This is for melee; I haven't seen any archery or spell-slinging.) It's one of the few things in the game no one seems to be upset about, but I don't have access to the beta forums so I couldn't say for certain.

230
Other Games / Re: Starbound - We have lift off.
« on: January 31, 2014, 05:07:18 pm »
The eyes for the Nekos ruin it for me.
Reverting the eyes seems to be almost trivially easy if you don't mind modifying two .png files.
oh i would do that, i dont like overwriting modder's work though, feels dirty.
From the download page:
"Mod Assets Permissions:Anyone can alter/redistribute the mod's assets without the author's consent."
So it isn't dirty in this case.

On a different subject, I don't suppose there's a way to make stairs behave like they do in Terraria? I haven't seen any mods that deal with this, and my brief search through the asset files didn't turn up anything having to do with actor movement specific to stairs/platforms.

231
Other Games / Re: Starbound - We have lift off.
« on: January 31, 2014, 04:30:58 pm »
The eyes for the Nekos ruin it for me.
Reverting the eyes seems to be almost trivially easy if you don't mind modifying two .png files.

232
Other Games / Re: The Elder Scrolls V: Skyrim
« on: January 31, 2014, 02:12:35 pm »
I heard they're going to experiment with [spears] in TESO to find a way to work them into TESVI, though.
Combat in TESO is so different with the addition of MMO skills, though; making a new weapon set feel distinct would mostly be a matter of giving it distinct skills. It wouldn't make sense to apply that to TES VI unless they adopt the TESO system more-or-less completely, and then it'd be less a case of experimenting to fit a new weapon into an existing system and more a case of adopting a new system that more-or-less changes everything. That said, I don't recall spears or polearms being a weapon set in TESO.

234
Other Games / Re: The Elder Scrolls V: Skyrim
« on: January 20, 2014, 01:17:35 pm »
Skyrim's a Steam game, so you'd take screenshots in it like any other Steam game. Check settings by starting Steam and going to View > Settings > In-game.

235
Other Games / Re: The Elder Scrolls III: Morrowind
« on: January 20, 2014, 04:42:01 am »
sluissa: That version of the patch you linked to is outdated (1.6.3b). The MOSG includes version 1.6.5b.

236
Other Games / Re: The Elder Scrolls III: Morrowind
« on: January 20, 2014, 03:53:33 am »
The only thing I could find that specifically addresses injury screams is this, but I've never used it so I couldn't say how well it works. The download page notes that the mod is dirty, so you'd want to run the .esp through escog first, which is simple to use (point it to Morrowind.ini, select the .esp, press clean, done).

The sound file is almost certainly somewhere within Morrowind.bsa, so you'd need a .bsa (un)packer to do anything useful with it. BSAPACK on this page is the only one I could find that both packs and unpacks, but again, I've never used it.

237
Other Games / Re: The Elder Scrolls III: Morrowind
« on: January 18, 2014, 03:12:57 pm »
Bit of a warning on pushing back the fog since you want a non-spoiled playthrough: There's at least one quest on the main quest line where you're supposed to locate a hard-to-find something in the wilderness, given only a starting point and a general direction to go. If you push back the fog enough, you can see the something from the starting point, which trivializes the quest. Then again, if you don't like following vague directions in the middle of nowhere, that particular spoiler might be a good thing.

I've been playing with distant cells set to two, and even that feels significantly less restrictive without being too revealing.

They'll attack you, the wrath of the guards will descend upon them instead...
Guards that defend you is a mod, actually. Vanilla Morrowind/Tribunal/Bloodmoon, guards will only act if you're attacked by a mob (or you attack an NPC).

As long as you're willing to mod, Sappho, I'd recommend the Morrowind Patch Project. The code patch only fixes those bugs that are impossible to fix by normal mods, and leaves the others to mods like this one.
The MOSG includes the BTB version of the unofficial patch.

238
Other Games / Re: The Elder Scrolls III: Morrowind
« on: January 17, 2014, 04:04:54 am »
I think I remember reading somewhere that the Game of the Year edition includes some of those big bugfixes... Is that true? Or am I thinking of something else?
The GotY edition on Steam only includes the base game, the two expansions (Tribunal and Bloodmoon), and the latest official patch (released over a decade ago). It does not include the Construction Kit nor any of the free DLC, and it certainly doesn't include any unofficial patches.

That first patch I linked has an installer that lets you pick exactly what's applied to the game; that way you can be certain you're only applying actual fixes and nothing that's meant to improve the game for modern computers. It's by no means necessary, but it does remove some potential future headaches and corrects a few inconsistencies in various systems.

239
Other Games / Re: The Elder Scrolls V: Skyrim
« on: January 16, 2014, 07:30:22 pm »
Fire is kind of an easily recognized immediate danger. Freezing a town or dumping a ton of acid in a river might be dangerous, but it doesn't whip people into a panic in quite the same way, and things like disease, drought, hunger are a less immediate, less tangible threat. Eastern-style generic energy blasts work in a similar way, but it's harder to tie them to natural themes (i.e. qi volcano?). Hence, fire (and magma by proxy) ends up being the de facto universal representation for anything bad and destructive.

240
Other Games / Re: The Elder Scrolls III: Morrowind
« on: January 16, 2014, 06:31:28 pm »
At a minimum, you'll want the Morrowind Code Patch and Morrowind Patched to fix a number of outstanding bugs. Morrowind Overhaul Sound and Graphics (MOSG) includes these patches along with other patches and optimizers, plus an installer to automate the process, so that's a better thing to have even if you're not interested in the graphical updates (the installer lets you turn most of those off).

If you want natural leveling like Skyrim, then you should use GCDLean. The download comes with two versions, but the newer one tends to lock up MOSG'd games. The downside is it also includes Oblivion/Skyrim style magicka regen. This can be turned off through the console in the new version, but requires esp editing in the old one (and doesn't include instructions on which part to modify).

If anyone's looking for new content, Tamriel Rebuilt released their latest main version about five months ago (2013AUG15), which includes land and content for the eastern peninsula stretching from Mournhold to Telvannis. They also put out an alpha about a week ago (2014JAN07) which extends the land considerably (but doesn't include new content).

Finally, for anyone feeling experimental, OpenMW released a major version just a couple days ago (2014JAN14) which adds combat AI and spell casting.

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