Jump to content

Search the Community

Showing results for tags 'immersion'.

  1. Makes the character and the NPCs swear, making Skyrim more realistic.
  2. I feel like the bards in Skyrim are missing the mark... they're supposed to be musicians, but sometimes it feels more like they're just making noise. It'd really boost the immersion if taverns featured a couple of bards jamming together, sort of like a mini band. With that, npcs could pair up and dance together while the music plays.
  3. Hey all, I was thinking of an idea for a mod, and was wondering if anyone would like to take time to look into it. My mod loadout consists of a lot of immersion/hardcore mods like Frostfall and Drink Eat Sleep Bathe, but I'm always looking for more additions to my list. Specifically, I've been wondering about the possibility of making a mod that prevents time from freezing when certain menus are open. Such a mod would prevent the player from being able to put on their best armor when caught off guard, or use too many potions just because the game lets them. It would also make miscellaneous activities such as reading books pass time as well. For example, I was playing the Helgen Reborn mod (great mod!), and there was a part of it where I had to use the sawmill to saw 15 logs; it would have been nice to manage my inventory while the animation was playing through as opposed to doing that while time freezes. I'm very new to modding, and know nothing about extensions such as SKSE that would likely enable this, but I feel as though there might be some way to implement it. Crafting menus, for example, don't stop time, and neither does dialogue. Maybe whoever attempts to take up a mod like this would be able to use that as a starting point. In addition to this, MCM compatibility would be awesome, as it might allow the player to choose what menus stop time and what doesn't, whether it only limits it to the items menu not freezing time, or only the favorites menu freezes. Of course, the mod would have to be possible to make in the first place. For fun, here is an interesting thread I found that discusses possible implementation of these mechanics: http://www.gameskyrim.com/activities-that-freeze-time-and-those-that-don-t243067-75.html (Please don't attack me if I'm not allowed to post a link like that) Thanks!
  4. I encountered the NPC Frightened Woman, who claims to have escaped from a bandit stronghold. She can clearly look after herself, as I came across her smashing skeletons to pieces near Falkreath with her fists, and when you talk to her she simply requests you to go to the stronghold and kill the bandits. Since she doesn't need rescuing, perhaps she shouldn't be named "Frightened Woman" at all. The Dragonborn can offer to escort her to the nearest town though, and she refuses. If it's possible, perhaps this could work as a mini-quest? She runs up to the Dragonborn crying for help, and accepts the Dragonborn's offer of a safe escort. This would start the quest where en route to the nearest town, the Dragonborn would have to keep her alive while all sorts of dangerous animals attack them on the road, or even the bandits she escaped from. To keep her frightened, she could cower and hide while the hostiles keep the Dragonborn busy. Her death during this quest would be a high possibility, but should the Dragonborn successfully get her to the safety of town. A reward could be an item she stole from the bandits, or an improved skill level if she doesn't have anything on her. Simply looking for immersion, and sharing ideas for mod developers to consider.
  5. Has anyone else missed the schematics you had to buy or find in past Fallout games so that you could make special weapons? Well what if that was back but revamped a bit to really balance out the weapon mod crafting that you can do so it feels more immersive to make a night vision recon scope through hard work instead of just getting 4 points in gun nut and science and can make whatever you want and have it be factory new with every specific detail to it for no reason. I also find it weird that guns that you could make in previous Fallouts canât actually be crafted and can only be bought and found when they were all clearly crafted by someone else. And if you did make them wouldnât it make sense that you would make them out of scavenged parts like a crutch and steam gauge assembly etc. in order to make a railway rifle that looks like itâs a makeshift weapon or a dart gun made out of a paint gun and a toy car. I personally enjoyed this aspect of the previous games and was very sad to not see it return and had to just pick up weapons and take the mods off in order to put them on your preferred weapon. If someone could make a mod thatâs compatible for XB1 where you have to find schematics in order to make weapons again. i.e. Pipe weapons, syringer, railway rifle, laser musket, handmade rifle, handmade shot gun, junk jet, missile launcher (because in my eyes it seems like a handmade version) baseball grenades, bottle cap mine, Deathclaw gauntlet, shishkebab and maybe even the power fist that would be great. Maybe adding a retexture or add mod option to have a makeshift version of that mod part that looks like it was made of that piece of junk you grabbed and put on it and work your way up to a vanilla version. Maybe change it so that in order to craft it you need that exact part and not just the base component like steel or leather. Like you actually need a baseball in order to make a baseball grenade or a motorcycle gas tank in order to make the shishkebab, I mean youâll have to add some of these specific and new pieces into the game because Bethesda didnât feel like adding them, but wouldnât it all be worth it to have immersion restored and not having to just use a mod that prevents you from making and weapon mods and relying on only finding them off of enemy weapons or buying a weapon from a vendor just to get that specific mod? I think it is and Iâm sure a talented modder out there feels my pain and would love to make it a reality and add a few things from past games to really complete the commonwealth that shouldâve been. Also having the dart gun back would be with dart ammo would be pretty cool too.
  6. The sound when you hit an enemy with an arrow from a distance, is just as ridiculous and unrealistic as if there was no sound when hitting an enemy with a melee weapon. That said, there are four arrow flesh impact sounds, shown in the attached image. However, the file named "arrow_impact_flesh_004" is used for way too wide of a distance range (from player to target) It should be way quieter when the player and target are further away from each other, but it doesn't. No matter how far you go, you always hear the same impact sound as if you were 10 meters / 30 feet from the target you shot. I tried downloading Immersive Sounds Compendium mod manually and tested which of the four audio files for the flesh impact sound was used in the long distances, and muted one at a time. Much to my surprise, even if all the four audio files were totally silent when opening them in VLC, none of them were changed in-game. So I downloaded the whole mod and installed with NMM. There was also an .esp file and I suspect the audio files can't sometimes be muted by using silent files without an .esp. Since only when I had the .esp from ISC, the sound file in question could be muted by replacing it with a silent one. And it was the file ending "004" which had to muted to get rid of the sound at longer distances. Still, I've seen mods just replace a certain audio file with a silent one and that does the job. Why does an audio file, be it fx or voice, sometimes require more than just replacing the file with a silent one in order to be successfully muted? The real question is, how does the audio still persist in-game, if the audio file is muted and all the audio file and folder structure is correct? How can this be? Having the same issue with some voice audio files. They're mute in the files but not in-game. And I have no mods that could affect any of these audio files. If someone is a expert with this type of modding or knows how to mute the arrow impact sound, would be greatly appreciated to learn how to do it :smile: Thank you!
  7. Skyrim veteran and elder scrolls lore enthusiast here. recently been looking for a mod which would cover Skyrim with patches and splotches of snow that would steadily increase in size and abundance the further north you went, I pictured something like this: I reasoned that a mod doing this would effectively make the lands of Skyrim live up to its reputation as a cold and harsh place, one that was fitting of the Nords reputation along with the Falmer before them, while still keeping some the province's landscape variety as well as being fairly compatible with other mods that might change some of the regions in Skyrim. sadly though the only two mods I found that came close to this were Climates of Tamriel winter edition and the winter overhaul, both of which cover the entirety of Skyrim in one giant snow biome in a way that I find rather unlorefriendly not to mention unsustainable for the region's society and culture, although I have to admit it is amusing to hear the inhabitance of Whiterun boasting about their crop yield while their farms currently lay under a good few feet of snow. if any modder with skill in textures and landscapes or someone who is well acquainted with one comes across this and decides act upon this request it would be greatly appreciated, alternatively if you know of a mode that matches this description I would appreciate it if you could post it in this thread
  8. Hey! Lets get right in to the point because i think this is a very interesting mod for improving a little bit the immersion on the game! The thing is: I was playing a little bit of Skyrim then an NPC came and started talking to me, my character turned his head (thanks to the Player Headtracking mod) then the NPC showed the Dialogue options and at this point I thought if I click one of this options my character will not make any visual representation of that "comunication". I know that there's a few of that "talking animations" like the Serana ones, so why we can't put a chance on the player for making one of thoose animations when he chooses a dialogue option? (sry for this but i think it will be a good way for preveting lazy modders/people from skipping this post :3) Thats all! :3
  9. Hey, I get it. There's already iHUD. iHUD is great. I play with it. It's in my load order right now. Everyone loves a good hide-the-UI mod. But you know who REALLY gets the immersive aspect of HUD minimalism? Metro 2033. Let's make an Immersive HUD mod together. Codename: Fallout 2033. Have a quick read - it's a short article, I promise. It's all about Metro Series' marvelous achievement of minimalist and immersive invisible HUD. So what do you say, community? Think we can pull this off? I want to gather a mod team. We'll take all of the classic HUD elements of Fallout 4 and FPS / RPG's (save for the vital pip-boy) and we'll turn them into gameplay features and seamless immersion. Let's do away with a health meter and have sounds, sights, and physical cues instead. Who wants to glance at an ammo meter when you can check the barrel of your gun for a life-saving spare bullet? Pesky rads? Give me a real-time Gieger counter! There are so many better ways to convey survival information in a video game, as Metro has shown us. So why not put the survival aspect back into the post-apocalyptic survival game? The aspect of fear, panic, the unknown - the coin toss, guessing game of "can I last a second longer or will I die?" Let's give the player their OWN Perception check and make them rely on combat awareness and sheer will to live. HUD's are great. They're important. Giving the player information about their status and surroundings is a pretty common and vital element in any game. But it's actually the LACK of an HUD that makes Metro 2033 S.P.E.C.I.A.L. Sorry. That joke was inevitable and we both know it.
  10. Ever got murdered by a whole bar because you accidentally stole a fork or an empty bottle in front of an NPC you wanted to talk? Or got tired of looking at all those shiny consumables on tables but not wanting breaking bad because you are a lawfull good character? Well a mod that allow us to buy items in bars, restaurants when we press E would just make game much more immersive. It could be done several ways. An option to buy may come up but this might take some work, not even sure engine allows that. Another option is that we could just take item but it should start a dialogue with the owner of the store so he/she/it can demand money. Lastly, easiest way to implement this change could be simply allowing the player to take any item laying around and substructing the cost of the item from the player's bottlecaps. I'm not sure if a mod like this exist. Please pinpoint me if that's the case.
  11. A mod that keeps health/stamina bars etc the same but removes that hellish sneak eye. Immersion killer haha. Appreciate any help or time!
  12. I find the use of the term "zombie" in Oblivion to be immersion-breaking because I feel the word is so recent in Western pop culture, and out of place in a medieval fantasy setting. When I hear it, all I can think of is hammy 80's horror flicks. It really doesn't fit to me.
  13. It feels like we all discuss mods and technical how to in this forum now. We donât even talk about gameplay howto (like whatâs the best way to level up magic, where to find crossbow). I am a history nut, and it bothers me that for the longest time I still carry many voids about backstory of the Elder scrolls series. I finished the game once, but frankly it doesnât fill me in with everything. I have a vague idea of the geopolitical atmosphere in Skyrim thanks to wiki pages, but not the most solid. Like in the nutshell, is the Imperial the âfederal militaryâ and all these locations like Skyrim is only a state in a multi-state federation of a nation. So without this solid understanding, I really canât decide whether Imperial is the oppressive invading force or the Stormcloak is the separatist. Where would be a good place to discuss this kind of thing?
  14. Introduction (Skip to Mod Idea if you don't care about the reason I want this) So with a certain mod I have started to play that gives buffs for finding all the standing stones, I have found myself for the first time actually caring about running around to find them all. As a veteran player, I know where they all are from memory, so it's not that difficult for me to go from place to place so I can get this buff in my game. But for others that haven't played as much, ie. some of my friends that also got the mod, they have to deal with the frustration of googling the locations. I'm a guy of immersion, I like to play what makes sense in the story. My current guy is fascinated with magic and the standing stones is something he wanted to look into. Thus I "role-played" that my character spoke to a mage about the location of the standing stones. Though they aren't marked on the map, he was "told" the general location of them so that my character could stumble on them and my character wouldn't be influence by outside knowledge. I try my best to do this all the time, but it does still feel a little scummy because I am in the end after the power of the Standing Stones. But my character loves magic and his reasoning can be a bit different than mine. Anyhow, with me slightly breaking the 3rd wall to gather this information and my friends having to go into Google to do the same thing, breaking immersion. I thought, why not do something about this. Thus, I thought of the simple idea, why not just make it a mod. Mod Idea In the style of another mod that makes finding particular gems a lot more simple, I thought, "Why not make a mod that simply puts the Standing Stone Markers on your map." You can't fast travel to them, but you will have a bit more immersion if you get the information from a mage, the college, somewhere where it makes sense. This could easily be done I feel. But you could also go a step further and actually have an NPC that studies the standing stones. Maybe they believe that studying them all, "Could reveal a hidden power never before seen." The NPC would mark them on your map, you can go out and find them, and locating them all will be given a reward with the NPC saying, "Well whether you found a greater power locating them all or not, I thank you for taking the time to get me some research material. Here, some gold for your trouble." This is for those that use the mod I was speaking of and for those that don't use it, just a small reward and a reason to go out and do it. Let me know what you guys think. Do you love the idea of having a mod that pushes you out to find the Standing Stones? It could be very beneficial to players that want to find them all but don't wanna break immersion or role-play. Do you think it's a stupid idea and people should just play the game? Whatever the case, I"d love opinions and if anybody takes it upon them-self to make such a cool mod idea, especially if they complete it, please let me know because I would download this in a heart beat. Top version or bottom version, they both would be great additions to my load order. <3
  15. We all occasionally have ideas. Sometimes they hit us with the force of a freight train, others like the boop of cats snoot. Well.. I wondered onto the track and got obliterated. This isn't really a request. To be honest I don't know what it is, just.. don't want this to be seen as some discontent console peasant. Just some musings really. Well! Notice how ammunition is handled in Fallout 4? You have weight on survival, different calibers are offered in a basic form, can be looted, purchased or manufactured via contraptions. I miss the days of Fallout: New Vegas. The reloading bench and ED-E was essential to my survival, I could dismantle and produce ammunition OF VARIOUS TYPES on the go or at an appropriate bench. There were components involved; Primers, shells and casings, powder and projectile. We lost this capability when the mainline series released our current aspect of the Fallout universe; Fallout 4. Since then we gained the ability to build communities and shape Commonwealth society; we are now dependent upon the construction of settlements and merchants to maintain our state of effectiveness. I noticed AWKCR by Gambit77 has reloading benches. Digging deeper into the vast depths of this creation; I seen resources for primers, shells and casings, powder and projectile (They even have their own meshes and textures!). No implementation, the bench ammunition recipes are vanilla.. I think (I play on Xbox, I have no clue if this is indicative of function for the PC version). I then think about that stockpile of ammunition I have; That can't be dismantled for components. My only choices are to rearm with a different platform or get financially.. taken advantage of.. by Crazy Myrna for attempting to sell in order to buy the appropriate ammunition. Now think on the way the mechanic for firearms operates. Pull out gun. Fire gun. Exhaust magazine or clip (PING!). Reload gun (..For some that means after every two shots even..). Rinse and repeat. The whole time this is just a ticker counting down from a central stockpile with specified reload intervals. But we're missing something. The act of reloading magazines and clips. These endless magazines and clips we carry (I personally like to use my infinite sphincter) appear out of nowhere (already loaded) and disappear into the same nothingness from whence they came. What would you think about magazines and clips being an actual item? Weighted in survival and able to manufacture or purchase. You have to add the ammunition to them in order to fire the firearms; That way you're not just pulling the trigger and those rounds in your pocket just start flying. My opinion is that it adds some realism and should be seen as immersive. It could change the whole dynamic of gunplay. There would actually be tactical assessment involved with engagements. This is getting way to long. I'm going to get off my soapbox and take my leave. Please, interact with me on this. I wrote this because I really want opinion. As always, Thank you for your time and consideration. Much Love. - Nord
  16. Bard challenge Summary: Using the Become a Bard mod, travel to every inn in Skyrim, play there, and make a name for yourself as a traveling bard. Restrictions No fast traveling No taking kill or dungeon quests No armor unless it looks like clothes [skald outfit] No perk points may be placed in combat skills No spells above Apprentice level Exceptions Bard college quests are all allowed Bard's leap dungeon is allowed Requirements “Become a Bard” mod “iNeed” mod “Camping” mod “Frostfall” mod Must create an iconic bard outfit for when you play Optional “Wet and cold” mod [better visuals and cool gear] “Convenient horses” mod [better horses] “Inigo” mod [best companion ever] Any mod that improves weather visuals, npcs. interior visuals or makes travel more immersive In-depth rules The idea of this challenge is to make yourself generally pretty weak and see how bad travelers have it in Skyrim. You may engage in combat, but only strictly to defend yourself and must not go out of your way to engage in combat. Therefore, it would be best to get a companion animal and NPC as soon as possible to do most of your fighting for you. You are not allowed to wear armor because it would interfere with your performances [jangling chain mail, banging plate mail, banging glass armor etc] and makes it difficult to travel. You are not a warrior, you are an artist. For the purposes of this challenge, Armor Skills, Weapon Skills, Destruction and Conjuration count as “Combat Skills”. Enchanting is allowed, as is alchemy so use these to your advantage. Expert+ Difficulty is recommended. In order for an inn to count, there are a few steps. When you enter an Inn, you can eat and play until close to nightfall. Then you may play for your room and sleep. You must spend the next day in or around the inn, either not leaving the general area or town it is located in. You can use this time however you wish. After this day, you sleep once more and then leave preferably around sunrise to continue your travels. The end-goals of this challenge are many and you can pick whichever you like as a main goal, but don't be flaky! Commit to your goals! End-goals Purchase the house in solitude or fully build any of the 3 Hearthfire houses Maximize speech Play at each inn at least 10 times, preferably creating the fastest route between them Make 50K lifetime gold Mutations Travelling Burglar You may do the Thieves Guild questline Steal without being seen on your travels If you get caught, you must run Dark Brotherhood Bard You may do the Dark Brotherhood questline Do “Dark Brotherhood Forever!” quests on your travels If you get caught, you must flee Thoughts, opinions? I sort of dislike the amount of challenges I've seen that are just "make the game bulls*** hard by wearing no armor and fisting dragons", so I thought i'd try my hand at making one myself.
  17. I love the Noir beds from the penthouse mod, but since im doing this playthrough with homeplate as my home, I would love dirty versions of the noir beds. The only problem is that I cant figure out how to do it, and im not exactly a texture artist. If someone could walk my through it, or would even be willing to make it, it would make my week XD
  18. Very simply: Fort Dawnguard has what are called "machicolations" along the upper portion of the walls and towers. However, the machicolations are flawed in that they are not properly constructed, and everyone, Bethesda included, seems to have missed this. Machicolations were an advancement in engineering that allowed a direct way to attack wall sappers and other enemies who might attempt to build ramparts or escalades to reach the top. The murder-holes would allow castle defenders to rain down boiling oil, flaming pitch, stones, arrows, excrement, rat carcasses and worse on top of the enemies while offering relative safety to the defenders who didn't have to lean way over crenelations to do so otherwise. This is even indicated by the higher walls and tall narrow arrow slits of Fort Dawnguard, that would preclude defending the base of the walls and towers because sentries wouldn't be able to lean out of them and the machicolations already project the sentries way past the base of the walls and towers, making them even less defensible. Furthermore, the constructors of Fort Dawnguard wouldn't have added machicolations without murder-holes, anyway, because machicolations were very expensive additions to castles due to the extra engineering and specialized masonry and stone-shaping work that was required to pull them off correctly without them collapsing. Prior to stone machicolations, castles would employ wooden "hoardings," or covered platforms over the battlements that acted as machicolations. They were only used during times of war, though as they were made of wood and therefore fire-prone, so one good flaming arrow and whoosh, the whole thing goes up. Stone hoardings, or machicolations, were therefore the next step in advanced siege warfare. Therefore, I would like to see Fort Dawnguard have functional murderholes added to it (and perhaps a proper barbican) since Fort Dawnguard is clearly meant to be anachronistic, a bit of far more advanced technology in a time when such things would be stunning to most, akin to the Ulfbehrt sword being made of high-carbon steel 800 years ahead of the technique being discovered during the industrial revolution. To whit, I want to see these: added to these: http://staticdelivery.nexusmods.com/images/110/5013400-1362184469.jpg Thanks!
  19. There is a add-on for The Elder Scrolls Online called Slow Dialogues. It forces the subtitle to appear as the NPC talks and only presents the possible player answers when the NPC finishes talking. You can see better how it works here:https://www.esoui.com/downloads/info66-SlowDialogs.html After all this years playing The Elder Scrols games, I already know what certain NPCs have to say and I always find myself clicking the left mouse button like a crazy person to skip dialogue ultil it's over. The problem starts when it becomes a habit and I keep doing it even If I have never done the quest before and have no idea what's going on. Because of that, this add-on was very useful and it was downloaded 19,361 times, so I guess I'm not alone in this. Would it be possible to make a mod for Skyrim that works the same? Would it be hard or require SKSE? Can someone to it?
  20. There is a add-on for The Elder Scrolls Online called Slow Dialogues in wich the subtitles appear as the NPC talks. In addtion to that, the game will only show the possible answers after the NPC finishes talking. You can see better how it works here I find it very useful, since I always find myself skiping dialogue by clicking the left mouse button like a crazy person until the dialogue is over. It happens because after all this time playing the game, I already know what certain NPCs have to say. The problem is when it becomes an habit and I keep doing it even if I don't know. This add-on really helped me in ESO and it has been downloaded 19,361 times, so I believe that's the number of people that felt the same. I also have this problem in Skyrim. That being said, would it be possible for someone to make a similar version of this addon as a mod for Skyrim?
  21. Realism VS Difficulty? For roleplaying purposes? Realism everytime. So how come I can't one-hit-kill NPCs that are just wearing clothing? Or even still, how come I can't one-hit-kill unaware NPCs at all? It would be much more realistic in my opinion for you to be able to OHK anyone so long as they are not in combat against you as you would be in casual conversation, then suddenly they'd find a sword in their stomach or an axe in their neck :ninja: So that's my mod request from all you talented mod makers, maybe it's cheat-y, but I'd like a mod where you can one-hit-kill unaware or under-protected NPCs. Please and thank you! :happy:
  22. For roleplay reasons I think it would be cool if I could have npcs marry eachother. A simple spell to set their relation to married wouldn't be too hard to make, but I wonder if it is possible to make a mod like this that also grants new 'married' scripts to the npcs? The former is something I might be able to figure out on my own, but the latter is way outside my modding abilities.
  23. Hey guys, I'm giving this idea like you would have a limit of some types of items (example: arrows, ores, hides, gems, even gold) at the beginning of the game. To increase that capacity you would need to craft some leveled pouches/bags/quiver made out of some specific animal hides so you could carry more than that limit. That way hunting would become more meaningful. If you played Far Cry 3/4 you understand what I'm saying, that mechanic is very interesting because you could spend some time hunting instead of only shooting people. Or a mod more simple like set some limit of those items in a mcm config and we would role play some way to increase that limit. Something to think about.
  24. Compagnon who may be killed by ennemy and respawn later or summoned by player
  25. I always wanted the dragonborn to be able to move his/her's head left and right while walking and running without changing the direction of travel while moving the mouse around, if used with a hotkey Alternatively, a hotkey could be set for strafe right/left, and the directional key/analog stick would rotate the camera view like in GTA. I think the latter may not be possible though!
×
×
  • Create New...