-- Delte's Thread of IMMERSION Mods --

Post » Sat May 19, 2012 7:08 pm

If Dwemer containers don't use their own levelled lists (I expect that they do), then that would just be one more thing to "fix" :P

I'd love to see the return of the Dwemer coins that could be found in Morrowind, too.

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Dalley hussain
 
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Post » Sat May 19, 2012 1:39 pm

I *think* the dwemer containers do not have their own lists. But I'm not entirely sure, I'd have to check. However, it wouldn't be too difficult among the scale of things to change.
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Dean
 
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Post » Sat May 19, 2012 9:13 pm

That'd be an easy fix, too, as far as it goes. They use different meshes from other chests and would have to be different entries in the CK. As far as adding Dwemer coins, I'm no modeller. I'd be a simple task of putting them in there if someone were to put them up as a resource, though.
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Sarah Unwin
 
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Post » Sun May 20, 2012 1:14 am

First of all, I suggest the usual console and .ini tweaks:

- set timescale to 12 through the console, a saner rhythm for time to go by. (default is 20)
- set bShowCompass=0 in the SkyrimPrefs.ini, disabling the compass. This gives you a beautifully free screen since everything else fades away out of combat, and it makes exploration more interesting without the compass to lure you to every landmark a mile around.



Great thread, was helpful during Oblivion and I imagine it will produce some gems for Skyrim...

What was posted above is essential, taking away the compass was one of the best things,(immersionwise-is that even a word?) that happened since I started playing.
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Gill Mackin
 
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Post » Sat May 19, 2012 10:59 am

I like immersive stuff but... i tend to miss alot of caves whenever the compass is off e.e i mean the game dosn't really have many indicators to where you would need to go to find a certain cave ._. especially in snowy areas, it's quite hard to see around you.
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Joey Bel
 
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Post » Sun May 20, 2012 1:44 am

I agree with all comments that have been posted. Skyrim is a wonderful game, threads like this make it that much better. I would like to know how i can help out to makr these things possible.


Darker caves, hunger, tweaks to skills will increase the longivity of this game.

How could i contribute more to making this possible. Even though my skills are limited , if anyone needs help let me know. I'm more than willing to help out.
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Len swann
 
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Post » Sat May 19, 2012 10:28 pm

In my opinion, the best way to replace the red enemy dots on the radar would be something similar to MGS4's threat ring, that was a really awesome system, its basically a ring around your character that ripples in the direction of enemies. The closer they are to you, the larger the ripple. If modders found some way to incorporate this into skyrim when the creation kit came out, I would cry with joy.

Something like this: http://www.youtube.com/watch?feature=player_detailpage&v=NwxO6CbgJUs#t=185s

ninja edit: possibly only in sneak mode, idk
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Zoe Ratcliffe
 
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Post » Sat May 19, 2012 3:03 pm

I like immersive stuff but... i tend to miss alot of caves whenever the compass is off e.e i mean the game dosn't really have many indicators to where you would need to go to find a certain cave ._. especially in snowy areas, it's quite hard to see around you.

To each his own. I always preach that it's your game. Mod it to YOUR tastes and nobody else's.

But, for me, I'm running no compass at all. I never fast travel (but I will use the horse drawn wagons that go to the major towns--I find that fast travel immersive). Walking around as I do, I find lots of places. If I have a quest, I use the Clairvoyance spell. I navigate by the sun, by landmarks, and an occasional peek at the map (that my character is carrying with him, of course).

I haven't missed the compass at all, but, hey, that's me.
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Miss K
 
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Post » Sun May 20, 2012 12:28 am

I like immersive stuff but... i tend to miss alot of caves whenever the compass is off
There was a mod for Oblivion that would pop up a message when you got near a dungeon (eg, 'a foul wind blows from nearby', 'tracks can be seen in the soft dirt'), ala Daggerfall. Removing the compass and adding a mod like that may do wonders.
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Trey Johnson
 
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Post » Sat May 19, 2012 9:55 am

One thing that would be a good immersion mod would be using the cold as a problem I.E. making the most northern part of skyrim dagnrously freezing and makeing you use insulated armor like fur.
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Trevi
 
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Post » Sat May 19, 2012 10:23 am

I remember this thread and enjoyed it. Glad its here :)

As for Companions I would like them to use the weapon/armor I select for them. A mod that interacts with the companion and lets me choose to use either ranged, 1-hand, 2-hand, staff or magic. For armor it would be use Heavy, Light, Robes....

Right now they make some lousy choices.
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Chris Ellis
 
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Post » Sat May 19, 2012 11:07 pm

I plan on learning the CK so I can do this mod:

Hypothermia - Makes swimming in Skyrim more realistic! The water is COLD! Really cold! As in, you can get hypothermia if you stay in it too long!
Spoiler

1) detect PC swimming
..A) disallow Waiting while swimming
..B ) set HypothermiaSafe timer to current PC Stamina
....1) HypothermiaSafe timer is how long PC can stay in the water (in seconds) before Hypothermia Effect begins
2) Hypothermia Effect
..A) Can be resisted (Frost Resistance, not Magic Resistance, of course!)
....1) Possibly add resistance amount to HypothermiaSafe timer
......a) Nords automatically can swim longer in the cold stuff!
..B ) Stage A: You're getting cold!
....1) start HypothermiaFreeze (timer)
......a) counts how long PC is under the effects of Hypothermia
....2) Damage stamina 5 points per second until it reaches 0
....3) Stamina does not regenerate once Stage B begins
......a) can be replaced magically or with food/drink
........1) drinking spirits helps you resist the cold!
..C) Stage B: You're f-f-f-freez-z-z-zing!!!!!
....1) When PC Stamina reaches 0
......a) Damage Health 5 points per second until:
........1) PC is dead
........2) PC gets out of the water
......b ) Burden 50 points
........1) to simulate sluggish responses
..D) Stage C: You're dying! Help!
....1) When PC Health <25% max (due to Hypothermia):
......a) Damage Magicka 5 points per second
........1) This is in addition to the Stage B Damage Health effect
......b ) Burden 100 points
........1) This is in addition to the Stage B Burden effect
......c) <>
3) Out of the water
..A) reverse HypothermiaFreeze timer
....1) "You start to warm up a little."
....2) When it reaches 0 (PC has been out of the water as long as the Hypothermia Effect was active)
......a) remove Burden effects
......b ) allow Stamina regeneration
......c) "You feel warm again!"
....3) if PC re-enters swim mode and HypothermiaFreeze timer has not finished counting
......a) HypothermiaFreeze timer starts counting back up
......b ) PC is automatically at Stage B
........1) if PC Health is <25% max, PC may go straight to Stage C
4) Warmth
..A) New low-level spell/potion/scroll
..B ) Allows PC to swim in cold water
....1) if taken before Hypothermia sets in:
......a) stop HypothermiaSafe timer
....2) if taken after Hypothermia has set in:
......a) stop Hypothermia Effect
......b ) reverse HypothermiaFreeze timer
..C) additional Warmth effect
....1) set HypothermiaSafe timer to 300
....2) restart HypothermiaSafe timer

That would be a great mod! Now I just pretend I can't swim in cold water. I had a hard time finding a route through the marsh lands in the north-east. (post edit: I meant north-west) :tongue: When I was low level I had one set of leather and one of fur armour. I switched to fur when I was in the snowy areas. Later at higher level when I had elven armour it wasn't worth it as the enemies gets pretty tough.
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Jessica Colville
 
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Post » Sun May 20, 2012 1:49 am

Might want to take a look at my thread for LoRE, its a loot mod I am working on that adds a level of immersion to random dungeon diving. I sort of expand the idea behind the Red Eagle quest in which items are dungeon specific and require extra care in order to find the more elusive items.
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Matthew Warren
 
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Post » Sat May 19, 2012 3:51 pm

I remember this thread and enjoyed it. Glad its here :)

:thumbsup:


As for Companions I would like them to use the weapon/armor I select for them. A mod that interacts with the companion and lets me choose to use either ranged, 1-hand, 2-hand, staff or magic. For armor it would be use Heavy, Light, Robes....

Right now they make some lousy choices.

I haven't found that to be true with Lydia. She has her preferences, I presume. And, it's immerisive to think of her as her own person and not a slave. You can control her somewhat, they way you can anybody dependent on you, by what you give them.

I wanted Lydia to stay with sword and board because I figured she'd benefit from the shield. But, if I had her carry a two-handed hammer that did more damage, she'd switch to that. For a while, I carried the two-handed weapons (well, the ones that did more damage than her sword), but I finally gave in and let her do what she wanted. She's got a dwarven magical two-handed hammer, now, and I gave her a ring and necklace that improves Stamina--which she promptly put on.

I find that acceptible in the immersive category.
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louise fortin
 
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Post » Sat May 19, 2012 11:04 pm

One thing which always gets me, is that no matter what time it is in game, once indoors the windows always provide a lighting source of it being fully sunny, and the ones which have the appropriate textures always show it being blue sky.
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JESSE
 
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Post » Sat May 19, 2012 5:58 pm

There was a mod for Oblivion that would pop up a message when you got near a dungeon (eg, 'a foul wind blows from nearby', 'tracks can be seen in the soft dirt'), ala Daggerfall. Removing the compass and adding a mod like that may do wonders.

Great idea! I like having no compass as well but would love to have immersive clues like that or even sounds (faint talk or laughter, rustle of leaves, small rockslide, etc)
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Evaa
 
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Post » Sat May 19, 2012 9:43 am

http://www.skyrimnexus.com/downloads/file.php?id=1931 is a really great immersion mod. For those of us that like to walk, the walking speed has been increased slightly to match the speed of NPCs. It also slows down the default running speed slightly. It feels like sprint is around the same. It feels much more organic than the default. Great mod, deserves to be a part of the immersion list.

http://www.skyrimnexus.com/downloads/file.php?id=952 is another worthy mod to consider. The default trap damage is a joke, but this mod ramps it up to deadly levels.
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P PoLlo
 
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Post » Sat May 19, 2012 5:15 pm

There was a mod for Oblivion that would pop up a message when you got near a dungeon (eg, 'a foul wind blows from nearby', 'tracks can be seen in the soft dirt'), ala Daggerfall. Removing the compass and adding a mod like that may do wonders.

This would be brilliant. I'm not ready to give up on the compass because I don't want to miss these things. This would go a long way towards getting rid of the hand-holding while still allowing exploration. I want this mod!
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Katy Hogben
 
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Post » Sat May 19, 2012 4:13 pm

:thumbsup:




I haven't found that to be true with Lydia. She has her preferences, I presume. And, it's immerisive to think of her as her own person and not a slave. You can control her somewhat, they way you can anybody dependent on you, by what you give them.

I wanted Lydia to stay with sword and board because I figured she'd benefit from the shield. But, if I had her carry a two-handed hammer that did more damage, she'd switch to that. For a while, I carried the two-handed weapons (well, the ones that did more damage than her sword), but I finally gave in and let her do what she wanted. She's got a dwarven magical two-handed hammer, now, and I gave her a ring and necklace that improves Stamina--which she promptly put on.

I find that acceptible in the immersive category.

Well some of them make bad choices. Mages and armor for instance. I can give a mage the Robes of the Archmage and I have found they either will not wear it or if I give them a piece of iron armor they would rather wear that instead. The game seems to pick the armor protection level over all other considerations. So since robes have zero armor level, you can give them the best robe in the game and they either won't wear it or choose to wear any armor piece that's above zero. Since damage seems to work the same for weapons the mage won't use the staff if hes carrying a weapon that does even 1 damage. The above is true most of the time. I have seen tanks pull out a staff of lightning and the mages use it also but its not consistent.
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Emily Graham
 
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Post » Sun May 20, 2012 1:51 am

Well some of them make bad choices. Mages and armor for instance. I can give a mage the Robes of the Archmage and I have found they either will not wear it or if I give them a piece of iron armor they would rather wear that instead. The game seems to pick the armor protection level over all other considerations. So since robes have zero armor level, you can give them the best robe in the game and they either won't wear it or choose to wear any armor piece that's above zero.

I see. Question: Do we know for sure that the buffs provided by the Robes (and rings and amulets, for that matter) actually improve the NPC's skills? I've played games before where that was the case. The NPCs were who they were and that was it.

If this is the case (and I hope it's not), it would makes sense tha the programmer just had the NPC pick the highest armor level becuase it wouldn't matter if the NPC were naked.

Anybody know if these buffs improve NPCs?
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Sebrina Johnstone
 
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Post » Sat May 19, 2012 9:54 pm

Awesome to see this thread in the Skyrim mods forum. I can't wait to see it with LINKS though as the mods meet your approval requirements.

I'm most looking forward to a portable campsite/bedroll mod, and a mod that lets you start logs on fire with a fire spell or a torch bash.

Next would be a mod to the alcohol so you can get drunk as well as some imported wines from Cyrodiil.

A mod to food that adds a basic requirement to eat at least once a day to keep ill effects at bay and then perhaps some perks if you eat regularly.
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!beef
 
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Post » Sat May 19, 2012 10:18 am

http://www.skyrimnexus.com/downloads/file.php?id=1931 is a really great immersion mod. For those of us that like to walk, the walking speed has been increased slightly to match the speed of NPCs. It also slows down the default running speed slightly. It feels like sprint is around the same. It feels much more organic than the default. Great mod, deserves to be a part of the immersion list.
The upcoming update (possibly tomorrow) will contain tweaks to the sneak speed. Right now I have it tuned down by 25%. You probably don't wanna know how I came up with this value. OK I tell ya. I sneaked up and down the corridor in my flat.

How I would've loved to see that : P

I really like the idea of dangerous cold. I've been playing Oblivion again lately, and since I turned my monitor's brightness down quite a bit, I can't see anything at night and therefore take care not to venture out when it's dark. It feels great, and I'd love to extend it to weather and altitude. In http://www.thenexusforums.com/index.php?/topic/462397-total-realism-overhaul/, the idea came up for race-based resistances; a nord can take a little bit of cold, but wood elves better wrap in tight. Argonians ought to take the biggest hit, being cold-blooded, but I plan to play as one so not too ridiculous please : P

Maybe there should be a destruction spell to keep yourself warm? Perhaps something for Schools of Magic...
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Quick draw II
 
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Post » Sat May 19, 2012 9:28 am

I see. Question: Do we know for sure that the buffs provided by the Robes (and rings and amulets, for that matter) actually improve the NPC's skills? I've played games before where that was the case. The NPCs were who they were and that was it.

If this is the case (and I hope it's not), it would makes sense tha the programmer just had the NPC pick the highest armor level becuase it wouldn't matter if the NPC were naked.

Anybody know if these buffs improve NPCs?

Keep in mind, the NPC's have default gear with non-zero stats. They need to have better gear in their inventory than what they are wearing, and better for them.

I've experimented a lot with Lydia, and Areana (the Priestess of Azura), and what gear they prefer varied widely.

I can't garauntee that all enchants work, but I can absolutely verify that Muffle does (when your companion is wearing full plate, it's easy to tell if muffle is working or not based on npc responses).

For armor, it took some experience ting to find gear she'd wear over her default robes - it certainly wasn't a matter of just having a higher armor value, though she did accept unenchanted dragon plate, but wouldn't take lower end armor unless it was suitably enchanted. Incidentally, her default armor covers head, legs, and torso, and is one-piece, so I needed to find a combination of gear good enough - individual pieces didn't always go unless paired with something else worthwhile.

For weapons, it's not inconsistent, we just don't understand the weighting. However, I can offer this:

I've given Areana a staff of conjure flame antronach, a staff of raise zombie, a staff of chain lightning, a staff of ice spike and an enchanted bow.

She will keep a conjure out at all times, preferring a flame antronach at long/medium range but instead summoning her own frost antronach if the fight is up close and personal. If the staff is out of charges, she will summon zombies with the other staff instead.

She switches between the bow (long range, typicAlly early engagements with dragons), and the lightning/spike staffs as appropriate to a given combat situation and her mana pool(she prefers casting to staffs hen she can). I'm my experience, she makes very intelligent choice that work very well.
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Trent Theriot
 
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Post » Sat May 19, 2012 7:02 pm

For weapons, it's not inconsistent, we just don't understand the weighting.

A simple mod that easily confers the NPC gear prefrences would be welcome. No clue how that would work, though.

I've noticed what you're talking about with Lydia. She prefers an axe over a mace, and a two-handed hammer over both of those. Her armor preferences are heavy and not necessarily magical.





You mention the Muffle. I was wondering how Sneak and Companions work in the game. Does the game just check the player when sneaking? Or, is the Companion checked, too?
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dell
 
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Post » Sat May 19, 2012 2:46 pm

In that line, it seems strange that a heavy armor type character would even think of sneaking. If they did, the armor ought to clank. Does it?
Even if wearing heavy armor, you would be able to move slowly, carefully, so in a way sort of sneaking. Nothing "ninja" like though, but it should definitely help a little.

I think the original excuse (back int he TES II days) was that heavy armor prohibited the flow of magicka. It wasn't impossible to cast while wearing heavy armor, but it was more difficult. Honestly, I don't see how making it harder (or more magicka intensive) to cast in heavy armor is that bad of a downside considering the amazing protection you have. A battlemage doesn't just use destro and heavy armor. I see a battlemage as someone who throws on a flame cloak, summons a huge axe, and wades into his enemies.
The problem with robes is that while it's nice to have more carrot on the robe side than stick on the armor side, the benefits of heavy armor seem to outweigh the benefits of robes (i.e. making spells cost close to 0 magicka means magicka regen is completely worthless)

I pretty much play my BM like that (of course things can be very situational depending on the layout of the battlefield, number and quality of foes etc.). Open up with some magic, maybe a cloak/trap, and as they close in, out comes the axe/mace and a shield too in my case. I see myself as a true hybrid mixing them two, and it is very fun to play. I don't have a ton of magicka so I can cast all the time, few dual fireballs and thats's it. More of a warrior with some offensive magic/restoration capabilities than a mage with melee capabilities. Still don't agree on that I should be less efficient, i.e. fireball to less dmg?, because I wear heavy armor. Not saying I should be all out as powerful as a mage either, but then again, I'm not and never will be since I don't have their mana pool, not wearing their type of armor with the magic bonuses, and I don't have the full arsenal of spells as they do.
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lauren cleaves
 
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