-- Delte's Thread of IMMERSION Mods --

Post » Sat May 19, 2012 9:37 am

glad to see you in Skyrim Delte, loved the immersion threads from Oblivion, and can't wait to see what comes with this one.
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Tha King o Geekz
 
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Post » Sat May 19, 2012 10:13 am

4) All this talk of war in Skyrim and we never really seem to see it- in fact, if it wasn't constantly mentioned by NPCs, you'd never know the country was at war.. I would like to see more randomly-generated content in the wilderness - there could be skirmishes in the wilderness, platoons marching in the roads, etc. there was a mod for oblivion (daedric invasion?) that made daedra patrol the wilds and occasionally attack towns - i never tried it myself (no PC [img]http://www.gamesas.com/images/smilie/glare.gif[/img] ) but people seemed to like it. (Disclaimer - i haven't yet played the Imperial Legion or Stormcloak quest lines to completion, so if they add such features to Skyrim apologies for my gaffe).

There ARE skirmishes in the wilderness between Stormies and Imps. But I've played for a few hundred hours now and have only come across such scenes twice. Both times, there were only three of each (three Stormies vs. three Imps). While having a much larger scale battle would probably wreck my FPS (I'm on a low-end laptop), having these encounters more frequently would really help the "We're at war!" scenario.

In that vein, though, I would like to come across a Stormie or Imp camp in the wilderness that was beseiged by the other side. Not wiped out - the camp side would have to always win (I think there are quests related to those campsites, but I've never gotten that far in the Civil War questline).



NPC comments: I would like all NPC comments related to my skills to be removed. How the heck does someone know I'm an alchemist? I mean, I can understand the old "Look at the muscles on you!" or even a comment about my equipment preference (if I'm wearing light armor, yeah, comment on that, that's cool).
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Vincent Joe
 
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Post » Sat May 19, 2012 8:05 pm

NPC comments: I would like all NPC comments related to my skills to be removed. How the heck does someone know I'm an alchemist? I mean, I can understand the old "Look at the muscles on you!" or even a comment about my equipment preference (if I'm wearing light armor, yeah, comment on that, that's cool).

I believe it's supposed to be based on your reputation.
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Chris Johnston
 
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Post » Sat May 19, 2012 10:27 pm

Re: Hypothermia!

That approach may have a bug: someone with 100% frost resistance and base stamina might die from exposure faster than someone with high stamina and no frost resistance (or maybe even a frost vulnerability?) unless cold effects are also scaled by resistance/vulnerability?

My line of reasoning is this: frost resistance (like fire and shock resistance) is vs. 'instant' (short-lasting) effects such as spells and monster special attacks. While I plan on including racial bonuses and penalties which will affect whether or not a person becomes hypothermic (nobody would be completely immune), once the actual hypothermia condition starts, it affects everyone in the same way (like a disease).

I look at the Stamina stat to be a combination of the old STR and END stats, so having a higher Stamina means a person is physically tougher. A lumberjack who spends his time outdoors swinging axes would have a higher stamina than a shopkeeper. The lumberjack would be more resistant to the effects of hypothermia than the shopkeeper, regardless of race.

Another poster mentioned campfires. I don't know how to do this without attaching a script to all heat sources (unless I can detect a heat source a certain distance from the player - i.e. the PC is detecting the heat source, rather than the heat source constantly putting out a warmth effect). Also, in order to simplify things, I want to have a modifier based on the terrain. Hypothermia would be more likely on snow-covered ground. The game automatically detects the groundcover when it comes to walking sounds - I don't know if that can be used or not.

(Yes, I really have no idea what I'm doing. I did some private script mods in the past (Morrowind), but it was all item-based and spell-based.)
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Mandi Norton
 
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Post » Sat May 19, 2012 11:20 pm

Fascinating thread. Of the posts here, I most want a journal to write in & see my companions worship at a shrine.
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Steph
 
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Post » Sat May 19, 2012 11:23 pm

I've never ever had the use for any light source, ever.

After messin' around with my monitor controls, I found a nice option that requires me to use torches. It's a bit difficult to make the caves dark without making the outside dark as well when it should be bright on a sunny day. But, I found a nice balace by hitting some presets on my monitor. "Theater Mode" and "Scenery Mode" both work well, for my tastes. I now use magelight and candlelight a lot in dark places (used torches before I got the spell).
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lucile davignon
 
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Post » Sat May 19, 2012 10:49 pm

subscribed. how could I have missed this thread!
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Sheila Reyes
 
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Post » Sat May 19, 2012 10:13 pm

After messin' around with my monitor controls, I found a nice option that requires me to use torches. It's a bit difficult to make the caves dark without making the outside dark as well when it should be bright on a sunny day. But, I found a nice balace by hitting some presets on my monitor. "Theater Mode" and "Scenery Mode" both work well, for my tastes. I know use magelight and candlelight a lot in dark places (used torches before I got the spell).
Delte-

Have you tried out http://www.skyrimnexus.com/downloads/file.php?id=648 yet? It has a version that offers darker nights and interiors. It doesn't make it like the oblivion mods (darker dungeons, Let there be Darkness), but it is far more than what is in dungeons now.

I know that Plutoman is working on his own version of darker nights and interiors, but this is available now and it is pretty amazing. Just get the Darker Nights package, The darker interiors package, and the textures.

I've not been able to go back to post processing since I discovered this - whether that be by screen manipulation or FXAA.
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Naazhe Perezz
 
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Post » Sun May 20, 2012 12:18 am

Delte-

Have you tried out http://www.skyrimnexus.com/downloads/file.php?id=648 yet? It has a version that offers darker nights and interiors. It doesn't make it like the oblivion mods (darker dungeons, Let there be Darkness), but it is far more than what is in dungeons now.

I know that Plutoman is working on his own version of darker nights and interiors, but this is available now and it is pretty amazing. Just get the Darker Nights package, The darker interiors package, and the textures.

I've not been able to go back to post processing since I discovered this - whether that be by screen manipulation or FXAA.
Pluto's version is up too. He's working with 747823 on it. http://www.skyrimnexus.com/downloads/file.php?id=4323 :)
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cutiecute
 
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Post » Sat May 19, 2012 7:15 pm

On more thing....

At the beginning of the game, the player finds himself sitting the cart as it is moving. Could this be tweaked so that, at the beginning of each Cart Fast Travel, the player actually rides in the cart for a bit before switching to the Fast Travel screen?

As the Cart Fast Travel arrives at its destination, maybe the player again finds himself close to the city (instead of standing still at the horse stables), and ends up riding the last few moments of the trip to the stable. Or, the player can jump out of the cart and go on his merry way (with the Cartsman saying a standard fairwell), but he'll be able to watch the cartsman steer his cart to its place near the horse stable.
This is what I'm looking at, still waiting for the CK to see what's really possible, I'm looking at a number of options for carriage travel.
Safe travel: the same as you describe, departure and arrival animated.
Then real immerse travel, not fast travel, but with 3 speeds:
Admire the scenery, this will be normal walk speed for the horse.
Cantor, pick it up a little, not really rushing but not dawdling either.
Gallop, in a hurry, I was also thinking this mode could start if attacked.
It would also be good if the driver could be moved so the player character can ride shotgun, maybe even use weapons to defend from bandit attack.
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Ashley Campos
 
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Post » Sat May 19, 2012 12:53 pm

Never thought I`d see this thread still going from as far back as Oblivion. Nice to see.
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James Shaw
 
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Post » Sat May 19, 2012 10:23 am

This is what I'm looking at, still waiting for the CK to see what's really possible, I'm looking at a number of options for carriage travel.
Safe travel: the same as you describe, departure and arrival animated.
Then real immerse travel, not fast travel, but with 3 speeds:
Admire the scenery, this will be normal walk speed for the horse.
Cantor, pick it up a little, not really rushing but not dawdling either.
Gallop, in a hurry, I was also thinking this mode could start if attacked.
It would also be good if the driver could be moved so the player character can ride shotgun, maybe even use weapons to defend from bandit attack.

Something like this, done well, would be nothing less than amazing.

I don't fast travel at all, not even with the cart, so I'd love to see the real immersive versions.
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..xX Vin Xx..
 
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Post » Sat May 19, 2012 12:09 pm

1. Preset menu to replace the current 'favorites' system.

I'm using this http://www.skyrimnexus.com/downloads/file.php?id=4273, which lets you do 4 presets for your hands. I think the latest version lets you preset armour as well, but I haven't tried it.

I'm surprised I haven't seen anyone mention this yet, maybe I'm just missing something:

It kills me that I have to go through talking to my companion when I want to swap loot. It's completely irritating and unnatural. If I'm offloading loot at home, or selling it at a shop, or even picking it up or dropping it, it makes no sense not to see what we're both carrying on one inventory screen! I don't mind if I have to switch the the companion's inventory or whatever, but to have to come out of mine, talk to them, wait for the irritating dialogue, then add or remove from their inventory?!

This would be my favourite...but maybe because I am greedy for loot...I am considering stopping picking it up at all since there's nothing for me to spend my money on anyway :)

Love all the suggestions in this thread - maybe I'll play some different game that Steam has managed to sell me over the xmas period until the CK has been out for a month or two!
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Josephine Gowing
 
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Post » Sat May 19, 2012 8:02 pm


As much as I love the Skyrim soundtrack, I always preach that immersionists should disable, or at least turn down to zero, the Music slider in the game. There is an ini command to completely disable the music, too. Even with the slider at zero, the music is still playing, using the computer's resources. Disabling it in the ini file is the best way to go.

Delte,

How DO YOU disable the music via the .ini file(s)?

Thank you for starting this list up for Skyrim. The Oblivion list was great. I'm hoping to port my Stolen Horse/Taming Stolen Horse to Skyrim so that you can steal horses and then "Tame" them to be yours. Might entertain doing my Skooma Addiction mod but Skooma seems to have taken a back seat in Skyrim.

-MM
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Carlos Vazquez
 
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Post » Sun May 20, 2012 1:57 am

Delte,

How DO YOU disable the music via the .ini file(s)?

Thank you for starting this list up for Skyrim. The Oblivion list was great. I'm hoping to port my Stolen Horse/Taming Stolen Horse to Skyrim so that you can steal horses and then "Tame" them to be yours. Might entertain doing my Skooma Addiction mod but Skooma seems to have taken a back seat in Skyrim.

-MM

Good question. I poked around the .ini and didn't see it. Maybe one of the smart modders can enlighten us.

I haven't worried about it, despite my quoted advice above, because it's really not necessary to change unless you're getting some lag or stutter and need to squeeze out every single frame you can.

As for Skooma, I see Skooma sellers on the road, from time to time.
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john palmer
 
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Post » Sat May 19, 2012 6:31 pm

Good question. I poked around the .ini and didn't see it. Maybe one of the smart modders can enlighten us.

I haven't worried about it, despite my quoted advice above, because it's really not necessary to change unless you're getting some lag or stutter and need to squeeze out every single frame you can.

As for Skooma, I see Skooma sellers on the road, from time to time.
It doesn't look like there's a setting for disabling music in the ini this time around (based on using saveini command)
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Lillian Cawfield
 
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Post » Sun May 20, 2012 1:32 am

Realistic Lighting v1.5 is in testing. :)

Exteriors: http://imgur.com/a/cHskf#0
Interiors: http://imgur.com/a/qiukZ#0
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Eric Hayes
 
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Post » Sat May 19, 2012 12:11 pm

HUH???!!


I just turned music off (to zero) in the vanilla game settings...what is the is issue here.... I do not get it!


It doesn't look like there's a setting for disabling music in the ini this time around (based on using saveini command)
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Céline Rémy
 
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Post » Sat May 19, 2012 4:38 pm

By turning it off in the ini (assuming it is like in past games) then it doesn't even get processed so thereby freeing up resources.

The value of that depends on hardware.
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Georgine Lee
 
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Post » Sat May 19, 2012 8:57 pm

Small console mod I've been playing with: player.modav healrate -0.7

Gets rid of the automatic health regeneration you naturally seem to have. You then need to heal using magic/potions/food/rest which I find more immersive.

Doomguy

That is not the best way to remove health regen as that is the core value that everything from potions food and magical buffs use.

What I currently play is with these settings.

player.modav magickaratemult -100
player.modav healratemult -100
player.modav Staminaratemult -100

player.modav healrate +2.3

What this does is it makes it so you still have the option to put on gear or drink potions to get some regen. I raised the healrate to 3.0 as this allows you to get a visible difference from very small regen amounts that sometimes appear to not work possibly due to a rounding error.

Toss on this one:

player,modav carryweight -200

To really up the challenge :smile:
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Mel E
 
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Post » Sat May 19, 2012 4:28 pm

Great to see this thread back; thanks Delte.

From this thread I've picked up 3 mods to try out:-

Tougher Traps
Snotgurg's Food Mod
No Tint.

I triedto play an 'immersive' game in Oblivion, using lots of mods found on Delte's Oblivion thread, so I have a pretty good idea of what I like/don't like when it comes to immersion

anyway here's my wish list, including some ideas from this thread-

- Amount carried tied to stamina burn- like the wonderful Realistic Fatigue mod for Oblivion
-My character sleeping in a bed rather than standing beside it (See You Sleep Oblivion mod)
-Eating/Drinking/Sleeping requirements. I know water is everywhere in the Skyrim landscape, but a source of fresh water should be carried when dungeon delving.
-Darker Nights and Dungeons
-Drop Lit torches and brighter torches to help with darker dungeons/nights.
-Some in game mechanic to make me think carefully before swimming. (Not too worried about dry air hypothermia, but immersing oneself in icey water should be a dangerous business)
-Health potions should heal over time.
-More varied children
-Deadlier traps
-Companion horses
-Companion routines when not being a follower
-Enemies (mostly) flee after begging for mercy
-Less suicidal wolves
-Cart travel with moving carts at beginning/end of journey and the chance of interception while travelling
-Fast travel (other than cart travel) disabled
-A death interception mod, maybe wake up near naked with no inventory at a nearby Inn.

I play with the compass disabled- much better, although I frequently pause to look at my map. IMO there's plenty of visual clues to nearby caves etc in the game world; paths to the entrances, tattered banners blowing in the wind, ominous structures nearby; so no need for a map to find dungeons.


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joseluis perez
 
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Post » Sat May 19, 2012 5:01 pm

I would like combat to be more strategic and realistic, than just hack and slash, and the player with the highest health and best equipment wins. Also, animals (bears) are seriously OP and need to be nerfed.
As far as i know, only one modder is working on combat ATM
http://www.gamesas.com/topic/1315431-relz-duke-patricks-combattweaks/page__p__19779026#entry19779026
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Honey Suckle
 
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Post » Sat May 19, 2012 6:28 pm

My biggest complaint?

Unlock spells and lock/door bashing. I can cave in a Giant's skull, slice off a dragon's head and incinerate a Daedra from the face of the plane, but I have to PICK a lock?

This is something that I desperately want. It drives me insane that I am this big hulking brute who routinely crushes skulls with a warhammer but can't figure out how to apply said hammer to a chest. Please make this possible!

The other thing that I would like is for the Goldenglow Estate to actually become yours and become a real honey farm with hirable NPCs as farm hands and routines for them to execute (+ other house support stuff, as it is a whole retirement estate for the Dragonborn basically). I think it would be cool and I think it was done in Morrowind mods as a mini-farm type game, hire NPCs to gather crops and sell them or try to retain more profit for yourself, etc.

Another huge desire I have would be a personal journal. Your journal is always filled out about these quests, but I want to attempt to chronicle my Skyrim journey through my character's eyes. Being able to write down about the incredible events, and explain my choices in a diary in-game would be amazing and do more for me personally than requiring that I eat. So, I would just like a separate, fillable journal tab, organized by dates, to write out what's going on. This is actually my number 1 request, as it is how I really make this game into an RPG instead of just an action game.

In the Thieves Guild radiant quest system from Delvin and Val, can it be possible to pick what city the job will be in? I hate agreeing to a job without knowing the details!

For more crafting options, can we improve more weapons and recycle others, i.e. melt down iron swords get 1 iron ingot and such (no need to go horifically indepth here, a lot can be chalked up to an inefficient recycling process like ruined and unsalvagable leather grips, can't make the ingredients of a potion from the potion,etc)? And can the Ancient Nord armor please be renamed under the Dagur category vice the Daedra category?

Re: hypothermia - wouldn't Argonians die constantly? I don't know if they are cold blooded like other reptiles, but if they are, Skyrim would be unplayable because they would die from the cold.

I would also endorse alcohol effects, like a harder to control camera, narrower field of vision, increased stagger, damage reduction, reduced or increased speech attempt dependng on NPC & quantity of alcohol drunk, etc. I have a drunk Khajit fist fighter who is never drunk no matter how much I try!

And clothes underneath/on top of armor, and a magic ring per hand if possible.

Can the Bard quests be fixed, and most importantly, could we actually equip and then play songs (just the songs in the game already would be great, give the player the Bard animations already in place and allow for an "attack" with a lute/etc to start up one of the song soundfiles? No need to give a stat boost, but potentially take requests & be tipped, met new bards and learn their unique song?
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Darren
 
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Post » Sat May 19, 2012 3:21 pm

I would like combat to be more strategic and realistic, than just hack and slash,

TBH, I feel a bit weird saying it, but it's been guiltily lurking in a small corner ot my mind:

I think I'd almost rather a VATS style system than what we have now...
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Donald Richards
 
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Post » Sat May 19, 2012 10:23 am

I would like combat to be more strategic and realistic, than just hack and slash, and the player with the highest health and best equipment wins. Also, animals (bears) are seriously OP and need to be nerfed.
As far as i know, only one modder is working on combat ATM
http://www.gamesas.com/topic/1315431-relz-duke-patricks-combattweaks/page__p__19779026#entry19779026
The AI tweaks in PISE also make it so that you need to think a bit more while fighting because enemies will try and flank you more, etc.
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Eoh
 
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