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One of the quest mods I downloaded was small but cute. You go through a short Dwemer dungeon and then meet the Nerevarine and help him fight a giant robot. There's not much to it but I enjoyed it anyway.
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# ? Jun 8, 2017 02:19 |
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# ? May 30, 2024 04:30 |
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Yes, everyone please play The Forgotten City. Can't say enough good stuff about it. Gameplay and story-wise it's top notch. I also liked that there weren't any quest markers, so it was kind of a nice throwback feeling and it rewarded the player for thinking things through. I agree with Kiggles, it would be best on a throwaway character. I played it on Xbox One a few months ago and it permanently glitched my character's music playlist so that it would only ever play Forgotten City music from then on. The music is really good but the glitch is still pretty annoying, fair warning.
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# ? Jun 8, 2017 02:23 |
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https://www.youtube.com/watch?v=3G5RucTQkHY I saw someone mention this a few posts up. You guys think it will be any good?
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# ? Jun 8, 2017 10:28 |
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It's been in development since forever with a fairly large team. I check in on them every few months or so and their landscape and asset development has always been really good. They're sticklers for lore but they also have to fill in a lot of gaps since the mod takes place contemporaneously with Skyrim. If anything will be hit or miss, I think it will end up being the writing, quests, and voice acting, but I wasn't involved in the beta so I can't say one way or the other. Probably going to be a mixed bag, given the nature of mods this size. There's a poster here who works on BS: Cyrodiil who could say more (can't remember who, sorry! Props on your work, though.)
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# ? Jun 8, 2017 13:17 |
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Drunk Driver Dad posted:https://www.youtube.com/watch?v=3G5RucTQkHY I'm actually pretty interested. Content looks pretty good, so if nothing else it'll be neat to explore, and gather up the new loot. The bits of gear shown off look really nice, and if we know anything about anything, the most important feature of any game is how stylin' you can get. Kinda iffy on the voices if the dude in the trailer is anything to go on, but what can ya do. Otherwise, I think Rigmor of Bruma is going to have an additional quest arc that takes advantage of Beyond Skyrim, and while that mod has it's fair share of problems, its basically the only companion quest mod that isn't exactly . I mean, it's still , but you know what I mean.
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# ? Jun 8, 2017 17:55 |
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TresTristesTigres posted:Yes, everyone please play The Forgotten City. Can't say enough good stuff about it. Gameplay and story-wise it's top notch. I also liked that there weren't any quest markers, so it was kind of a nice throwback feeling and it rewarded the player for thinking things through. I really really enjoyed the forgotten city as well. Fits right into the game perfectly, with multiple endings even. Was worth go back to Skyrim to play it.
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# ? Jun 8, 2017 18:04 |
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i think beyond skyrim cyrodiil is really cool BUT beyond skyrim high rock and morrowind would be infinitely more interesting if they even attempt to simulate tamriel rebuilt's baan malur.....holy gently caress
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# ? Jun 8, 2017 18:09 |
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They actually merged their High Rock and Hammerfell projects into BS: Illiac Bay, but the landscape work in it (especially High Rock) is awesome. Of course it took this long to just get Bruma out, WITH the help of Oblivion, so... The downside to High Rock is that the total area is so small, the geography so constricted, and they have to fit several major cities into it. I'm pretty sure Daggerfall and Camlorn have a hill between them.
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# ? Jun 9, 2017 02:29 |
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# ? Jun 9, 2017 22:17 |
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Okay, help a dipshit out. Skyrim Special Edition. I'm getting a crash whenever I try to trade with Lucan Valerius in Riverwood. He talks fine, gives the Bleak Falls Barrow golden claw quest fine, and when I say "Let's trade" he says his bollocks and then it's a CTD instead of the trade screen. I can loot things fine, I can take stuff from Alvor's gift trade fine, and I was able to trade with a couple random merchants fine. If it's just Lucan I can live with it of course but I'd rather pin down a potentially more severe problem before I get 15 hours in and find no more trading can be done or something. Load order here: https://pastebin.com/crfXyzRP
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# ? Jun 12, 2017 05:10 |
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Bethesda announced they're doing paid mods as a pretty big part of their E3 presentation. This poo poo is gonna end great Can't wait until they start sending C/Ds to Nexus etc for hosting mods that are reused by Bethesda for their paid mods. orange juche fucked around with this message at 06:30 on Jun 12, 2017 |
# ? Jun 12, 2017 06:28 |
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Welp. It was fun while it lasted, I guess. It's time to download all of the mods!
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# ? Jun 12, 2017 07:03 |
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Read the actual website before jumping to conclusions. https://creationclub.bethesda.net/en
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# ? Jun 12, 2017 07:20 |
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Mister Adequate posted:Okay, help a dipshit out. Skyrim Special Edition. I'm getting a crash whenever I try to trade with Lucan Valerius in Riverwood. He talks fine, gives the Bleak Falls Barrow golden claw quest fine, and when I say "Let's trade" he says his bollocks and then it's a CTD instead of the trade screen. I can loot things fine, I can take stuff from Alvor's gift trade fine, and I was able to trade with a couple random merchants fine. If it's just Lucan I can live with it of course but I'd rather pin down a potentially more severe problem before I get 15 hours in and find no more trading can be done or something. without picking too deeply into your modlist, my guess is that it's something in his shop inventory. id go over the mods you have installed that add items.
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# ? Jun 12, 2017 07:22 |
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Creation Club is just a "premium currency"/microtransaction based store for the sort of DLC they already did, except they think they can for-real professionals to submit serious work for it. What will actually happen is their signal to noise ratio will be abysmal and any hope of recruiting actual talent will be buried under a tide of while the same people who did impressive mods will stay in their established hugboxes.
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# ? Jun 12, 2017 07:24 |
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wiegieman posted:What will actually happen is their signal to noise ratio will be abysmal and any hope of recruiting actual talent will be buried under a tide of . And those mods won't even be on the service, because you have to submit professional work proposals to even apply to be allowed on the site, then meet consistent development milestones to keep your contract.
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# ? Jun 12, 2017 07:27 |
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This system seems like something that I want to work.
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# ? Jun 12, 2017 07:42 |
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If it provides a framework for actual, quality content it could work. In all likelihood, though, it will end up as Horse Armor 2.0. The incentive seems to be to poo poo out the laziest mods possible as much as possible in order to maximize profit. $5 green mudcrab skins!
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# ? Jun 12, 2017 07:46 |
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^^Edit: Yeah, the most likely outcome by far is that it becomes a repository for skins and poo poo, if they're actually going to require mods to not break anything and work together then anything much larger then that seems unrealistic. Or they could just conveniently drop that bit, too.Schubalts posted:And those mods won't even be on the service, because you have to submit professional work proposals to even apply to be allowed on the site, then meet consistent development milestones to keep your contract. I'm skeptical, at best, that those standards will actually be enforced once it becomes clear how much more money they could make by allowing hastily-rebranded existing content. Oh well, the worst thing that could happen is it goes down in flames and I get a few chuckles out of it. VV Right, and what I'm saying is that that policy is likely to quietly disappear at some point (or just be honored in name only) once it becomes clear precisely how much money they're leaving on the table by actually enforcing it. Random Asshole fucked around with this message at 07:57 on Jun 12, 2017 |
# ? Jun 12, 2017 07:49 |
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Random rear end in a top hat posted:I'm skeptical, at best, that those standards will actually be enforced once it becomes clear how much more money they could make by allowing hastily-rebranded existing content. They specifically disallow existing content to be used, it's in the info.
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# ? Jun 12, 2017 07:51 |
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And they're at least unlikely to give that up because liability.Random rear end in a top hat posted:Oh well, the worst thing that could happen is it goes down in flames and I get a few chuckles out of it. What would stop them from locking out public mods? (Read: Not from the Creation Club or I guess their existing mod service.)
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# ? Jun 12, 2017 08:01 |
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dont be mean to me posted:What would stop them from locking out public mods? (Read: Not from the Creation Club or I guess their existing mod service.) Aside from being nearly technically impossible, it would be a loving PR apocalypse and almost certainly damage future sales more then the revenue it would generate. If nothing else the Creator's Club would be continuously DDoS'd for the rest of its existence. Like, the certainly could do it, or at least try, but they would have to be spectacularly dumb to do so.
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# ? Jun 12, 2017 08:05 |
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Schubalts posted:Read the actual website before jumping to conclusions. Bethesda itself posted:We’ve looked at many ways to do “paid mods”, and the problems outweigh the benefits. That's frank.
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# ? Jun 12, 2017 08:09 |
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When even Forbes is kind of going "Yeah, this is going to end badly again." you know you've just hosed up. Here's hoping that this isn't the poo poo storm it seems to be. If public mods do get locked out it will be because of compatibility issues, which puts the burden on modders on the public end to fix things if the private ones won't do it. And that's assuming the private mods can even be looked at internally to get the info necessary to create compatibility patches. I'd imagine that securing the data in the mod would be one of the things they'll do to prevent pirating the content. Which pretty much puts the kibosh on some of the grander ideas out there.
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# ? Jun 12, 2017 08:18 |
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Archonex posted:When even Forbes is kind of going "Yeah, this is going to end badly again." you know you've just hosed up. justified mod piracy has a nice ring to it though
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# ? Jun 12, 2017 08:22 |
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Archonex posted:When even Forbes is kind of going "Yeah, this is going to end badly again." you know you've just hosed up. How would they secure the data in the mod, ESMs and ESPs are thoroughly understood and there would be no way to lock it up as inaccessible. You just do like you do for the official DLC checks on launch. Phone home, check your *official mods* list against what you're actually running, and if something isn't right, don't launch. Sure you could change header data or try to strip out the method of checking but it quickly becomes .
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# ? Jun 12, 2017 08:26 |
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There's basically no chance anything on that platform won't be day-0 pirated.
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# ? Jun 12, 2017 11:54 |
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Bongo Bill posted:This system seems like something that I want to work. I don't mind it. It sounds a lot better than the "yeah, you can elect to make your mod pay-to-play" model they tried a while ago. A LOT better. I am still very concerned about the mod community splitting. The whole paid mods thing was what largely made SkyUI dev go off the deep end, and the whole concern with that from a community perspective was that it was all but a strict requirement by virtually every mod out there. Now, something like that going paid would likely provoke alternatives, but hence the concern over a community split. A good example of this might be something like those realistic needs mods. Invariably they need compatibility patches, and you're just not going to get support from the mod community when authors undoubtedly would need to pay for whatever mods they're being requested to provide compatibility for. I figure a lot of mods will just get on this system only to die. Now total overhauls, like Nehrim? (maybe that one was Oblivion, but same people). That's the sort of thing that could do really well on this platform. They inherently 'split' the community, but in a healthy way. They might not see quite the same sort of support, but at least some of the better total overhaul/epic quest mods might. Kiggles fucked around with this message at 12:03 on Jun 12, 2017 |
# ? Jun 12, 2017 12:01 |
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The only reason this is really an issue is because Bethesda wants their loving cut.
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# ? Jun 12, 2017 12:15 |
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Best case scenario is that actually talented modders get hired by Bethesda through the Creator's Project and increase the quality of later releases. Of course this will never happen and it will be a dumpster fire.
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# ? Jun 12, 2017 15:07 |
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Agents are GO! posted:The only reason this is really an issue is because Bethesda wants their loving cut. Yeah which is why people will be justified in their going against this system. Bethesda already got their cut and they can gently caress right off if they think they are owed anything more. Personally how I feel about it and I'm willing to bet other people as well. It isn't even about the money either, it's the micro transaction nature of it and the bad-for-the-health of the community.
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# ? Jun 12, 2017 16:20 |
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Bethesda pushing paid mods again? How surprising~~ They are gonna keep doing it until it goes through.
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# ? Jun 12, 2017 16:32 |
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Dongattack posted:Bethesda pushing paid mods again? How surprising~~ Which is what will happen if they are really this stupid.
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# ? Jun 12, 2017 17:21 |
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Gotta be honest, this new system doesnt sound too shabby, as long as its not mandatory.
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# ? Jun 12, 2017 17:24 |
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Agents are GO! posted:Gotta be honest, this new system doesnt sound too shabby, as long as its not mandatory. Yeah, I would honestly pay money for some mods that actually have a qa process and a bit of professionalism. I also can't wait for angry rejected Nexus modders, especially ones that can't meet the contract because they actually can't create original content and get axed.
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# ? Jun 12, 2017 17:40 |
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Agents are GO! posted:Gotta be honest, this new system doesnt sound too shabby, as long as its not mandatory. I'd be much more likely to take part if there was a subscription ala Netflix or Google Music. I don't want to do the pick and choose thing, I like modding because I get all the content and the fun is picking through it. Add a price tag on top of it just means another thing I have to take into account when I'm trying to titilate my waifu.
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# ? Jun 12, 2017 17:56 |
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I've just reinstalled Skyrim after a fairly long break from it, and I've run into a problem following the OP's guide to modding. One of the first things the OP and STEP tell me to do is to install it outside of c:\Program Files, but Steam is being very uncooperative - apparantly I can only have one Steam folder per drive, and I don't have an alternate drive to download it to. I've been able to launch the game after manually transferring the Skyrim folder out of the Steam folder, but Steam doesn't recognise it in its new location. Is there any better solution to this? E: Thank you! Jo Joestar fucked around with this message at 18:23 on Jun 12, 2017 |
# ? Jun 12, 2017 18:09 |
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I didn't write that part of the OP and I don't actually do that step (never had a need to), so I can't really speak to any issue with it. However, I think it would probably help to use Steam Mover.
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# ? Jun 12, 2017 18:18 |
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Gravity Cant Apple posted:Best case scenario is that actually talented modders get hired by Bethesda through the Creator's Project and increase the quality of later releases. Of course this will never happen and it will be a dumpster fire. Speaking of talented modders. I meant to post this before I was distracted by the Creation Club thing. This guy is doing some absolutely batshit insane stuff (in a good way) with Skyrim. It's easily the most complex and impressive thing i've seen, and once it's finished will probably make it a whole new game in an actual dynamic world. http://www.nexusmods.com/skyrimspecialedition/mods/10289/? posted:Organic Factions are groups which can level up, expand territory,secure resources, and be slain completely independent of the player. This makes the game world feel more diverse and alive, and can offer up a whole new set of challenges for the player. Which leaders should you trust? Which underlings might eventually climb the ranks and pose a threat, or become allies? For more info, check out the video below: His video explains it more here: https://www.youtube.com/watch?v=zCXEsoDA5Cc It basically uses the faction identifier system as a base to create living breathing factions that slowly conquer the dungeons in the world. So a vampire clan can start out at Bloodlet Throne or Volkihar Castle and start conquering their area of the world, before eventually coming into contact with other factions. Or the Forsworn can eventually get such power and numbers that they can lay siege to Markath. This includes them getting access to unique suppliers and "jungle style" moba camps that help supplement their troops and supplies. So them finding a dungeon with an alchemist in it means they'll have heals and neat buffs, etc, etc, etc. If they get too strong they can actually out level the player too. But it works, seeing as how each of the leveled characters is persistent. Which means you can run hit and run attacks on a base of operations if the enemy is 20+ levels above you to whittle their numbers down. What's more, this works as a way to hold the faction up, since the game features working representatives of each faction that act as lynch pins for progression of the faction. If you take out a lieutenant then the whole faction loses it's progression level-wise until a new one is elected and reaches their prior level. You can also assassinate the suppliers and "jungle" camp people to shut down their own supply of troops too. Suffice to say that actually making the world a living and changing thing opens up all sorts of new game play opportunities for different playstyles. Here's a quote that goes into detail on what I mean: quote:Features Demo Faction Features posted:The first new Organic Faction is located in and around Deepwood Vale (near Solitude). They will eventually gain power and obtain potions from an Alchemist in Druadach Redoubt on Mondays, and visit Blind Cliff Cave on Wednesdays to pick up some well-armored troops. Four of the leaders are unique individuals which will not respawn when slain, either by the player or randomly in the background. Once these are all gone, the Hagravens will nominate a BriarHeart Warrior to take command of the region. If he is slain, another will eventually be nominated to take his place. He's released a demo of it, turning the Forsworn into their own organic faction. And a second faction is about to be released on Special Edition soon. He's also released a framework mod that lets people design their own organic factions. He also is hoping the Skyrim community will help him with designing more factions and their AI. Because making something like this is complicated as hell. So if you've got any help to offer posting on the comment page asking him what you can do would be awesome. I'm thinking of volunteering making a few of the "friendly" factions like the Stormcloaks and Legion or the Dawnguard/Volkihar factions into a proper organic faction. Archonex fucked around with this message at 18:30 on Jun 12, 2017 |
# ? Jun 12, 2017 18:23 |
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# ? May 30, 2024 04:30 |
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Holy poo poo.
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# ? Jun 12, 2017 18:25 |