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Author Topic: The Elder Scrolls V: Skyrim  (Read 1550100 times)

Thecard

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Re: The Elder Scrolls V: Skyrim
« Reply #7875 on: December 30, 2012, 06:16:08 pm »

The frozen parts?
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Zanzetkuken The Great

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Re: The Elder Scrolls V: Skyrim
« Reply #7876 on: December 30, 2012, 09:16:34 pm »

Edit: Great, now there's also werewolf mannequins sticking out of my house. It's like they're slowly corrupting my entire game.

It's especially creepy when the werewolf mannequin I have in the basement next to the forge has his hands by his sides one minute. Then when I turn to use the forge and turn back around, I see it put its arms around me.

Those aren't mannequins.  Those are weeping angels in werewolf form.
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Zangi

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Re: The Elder Scrolls V: Skyrim
« Reply #7877 on: December 30, 2012, 09:42:26 pm »

Werewolves fast traveling past me along the road in broad daylight.  Then later attacking me from behind while I was stomping a bandit.  Werewolves from the ERSO Overhaul.  It is modular though, so I only have half of em on.
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WillowLuman

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Re: The Elder Scrolls V: Skyrim
« Reply #7878 on: December 30, 2012, 10:37:34 pm »

Thing I don't like about Tundra Defense kind of home building is the big floating green 'cursor' objects: they really break immersion. If I want to build my own house CK style, I'll just use the CK. A house which takes time to build, and not just the time to gather minerals, and has the wooden framework and stages of construction, seems most fun in-game to me.

Best system, imho, would be actual modular construction, using scripts to place pre-defined empty rooms relative to doors to ensure contiguity, rooms which could then be populated by user preference of furniture through similar scripts. Very script intensive, but much potential. Not like the pseudo-modular Hearthfire construction, real modularity. None of the mods currently offer it either.
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Alkhemia

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Re: The Elder Scrolls V: Skyrim
« Reply #7879 on: December 30, 2012, 10:45:04 pm »

Thing I don't like about Tundra Defense kind of home building is the big floating green 'cursor' objects: they really break immersion. If I want to build my own house CK style, I'll just use the CK. A house which takes time to build, and not just the time to gather minerals, and has the wooden framework and stages of construction, seems most fun in-game to me.

Best system, imho, would be actual modular construction, using scripts to place pre-defined empty rooms relative to doors to ensure contiguity, rooms which could then be populated by user preference of furniture through similar scripts. Very script intensive, but much potential. Not like the pseudo-modular Hearthfire construction, real modularity. None of the mods currently offer it either.
That sounds like it would be hard to do I think
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Tellemurius

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Re: The Elder Scrolls V: Skyrim
« Reply #7880 on: December 30, 2012, 11:53:06 pm »

Thing I don't like about Tundra Defense kind of home building is the big floating green 'cursor' objects: they really break immersion. If I want to build my own house CK style, I'll just use the CK. A house which takes time to build, and not just the time to gather minerals, and has the wooden framework and stages of construction, seems most fun in-game to me.

Best system, imho, would be actual modular construction, using scripts to place pre-defined empty rooms relative to doors to ensure contiguity, rooms which could then be populated by user preference of furniture through similar scripts. Very script intensive, but much potential. Not like the pseudo-modular Hearthfire construction, real modularity. None of the mods currently offer it either.
That sounds like it would be hard to do I think
not really, if anything you could just copy alot of the scripts from Hearthfire or other mods. your main issue is activator objects (weapon racks, armor mannequins), from what i understand you can only code them at their specific location and you cant change the location on the fly ie. when you are placing the object wherever you feel like.

WillowLuman

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Re: The Elder Scrolls V: Skyrim
« Reply #7881 on: December 31, 2012, 12:20:52 am »

If necessary, weapon racks could be at fixed locations in the prefab modular rooms, in a disabled state and enabled once "placed." You couldn't move them but you could still choose their presence. However, I'm pretty sure the only thing that moving them around would mess up would be rotation.

Mannequins shouldn't be too difficult, them being just NPC's in disguise after all.

In theory, calculating the positions for the new rooms from the relative position of the room it would adjoin should be possible. There was a prototype Morrowind mod along these lines, no furniture but the bare rooms did position perfectly. Can't remember what it was called, though.



The unofficial Adopt a Child mod doesn't offer the range of features that the (still scant) official addon does. Namely, the complete lack of voiceovers being what turns me away from it most. Still, the Hearthfire children surprised me, my dad's adopted ingame kids (lol) once brought home a fox and pleaded to keep it.
« Last Edit: December 31, 2012, 12:28:34 am by HugoLuman »
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Zangi

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Re: The Elder Scrolls V: Skyrim
« Reply #7882 on: December 31, 2012, 07:59:55 pm »

Jenassa.... You scallywag, why do I find you in Whiterun dungeon?  /me picks locks and walks out with her.
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IronTomato

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Re: The Elder Scrolls V: Skyrim
« Reply #7883 on: January 03, 2013, 08:20:59 pm »

I just had Fun.
I accidentally alerted a giant who I was trying to backstab. He immediately hit me with his hammer thing. He must've hit me pretty damn hard, because I was then flung a thousand feet into the sky. I could see most of the map and I was a large distance higher than High Hrothgar before I respawned.
Is this, um... supposed... to happen?
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Slayerhero90

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Re: The Elder Scrolls V: Skyrim
« Reply #7884 on: January 03, 2013, 08:21:50 pm »

I just had Fun.
I accidentally alerted a giant who I was trying to backstab. He immediately hit me with his hammer thing. He must've hit me pretty damn hard, because I was then flung a thousand feet into the sky. I could see most of the map and I was a large distance higher than High Hrothgar before I respawned.
Is this, um... supposed... to happen?
Yes.
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IronTomato

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Re: The Elder Scrolls V: Skyrim
« Reply #7885 on: January 03, 2013, 08:25:11 pm »

I just had Fun.
I accidentally alerted a giant who I was trying to backstab. He immediately hit me with his hammer thing. He must've hit me pretty damn hard, because I was then flung a thousand feet into the sky. I could see most of the map and I was a large distance higher than High Hrothgar before I respawned.
Is this, um... supposed... to happen?
Yes.
That's good. The game was starting to get too serious.
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ShoesandHats

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Re: The Elder Scrolls V: Skyrim
« Reply #7886 on: January 03, 2013, 10:26:33 pm »

Well, actually, he's lying, but either way it's a common bug that happens to be hilarious.
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guale

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Re: The Elder Scrolls V: Skyrim
« Reply #7887 on: January 03, 2013, 11:09:51 pm »

It wasn't originally supposed to happen but everyone found it hilarious so the devs left it in. Basically when something dies any damage above it's remaining hp is converted into momentum. Giants tend to do A LOT of damage.
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Slayerhero90

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Re: The Elder Scrolls V: Skyrim
« Reply #7888 on: January 03, 2013, 11:43:05 pm »

Well, actually, he's lying, but either way it's a common bug that happens to be hilarious.
It wasn't originally supposed to happen but everyone found it hilarious so the devs left it in. Basically when something dies any damage above it's remaining hp is converted into momentum. Giants tend to do A LOT of damage.
Which is why why I said it's intentional. No lie there.
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umiman

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Re: The Elder Scrolls V: Skyrim
« Reply #7889 on: January 04, 2013, 12:27:07 am »

Yeah, it started as a bug and the devs loved it so they kept it. So now it's intentional. Kinda like Street Fighter 2 combos.
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