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File: b4cd722748f3875⋯.mp4 (6.85 MB, 1280x720, 16:9, combat test.mp4)

2ee195 No.14595027

BEGONE IMPERIALS - edition

What

>build

>race

>mods

>engine

Are you playing?

Will OpenMW ever reach 1.0?

Which house is best and why is it Indoril?

Can any of y'all n'wahs do sound design? I'm working on a mod that overhauls combat, a part of which includes limb damage and the sound played / damage reduction played is based on what they're wearing at the place you hit them but these vanilla sounds are pretty bad, any suggestions? Demo in the video attached, long-ass description in the combat section of this: https://docs.google.com/document/d/1QxfcfvS2FcwnmsHuWBWtC-GBld5e9DEQcu80KusAYEw/edit?usp=sharing

All of these questions, and more, will have their answers revealed in the thread below.

1a29aa No.14595043

Muatra.


049a8d No.14595058

File: 0d2db0db0313e65⋯.webm (436.54 KB, 768x576, 4:3, Get_back_in_the_closet.webm)

>Indoril

You should know this is a Telvanni board.


0a2a4d No.14595095

Oh shit I watched that webm earlier today on the openmw forums

>https://docs.google.com

>JavaScript isn't enabled in your browser, so this file can't be opened. Enable and reload.

It needs proprietary javascript to work so I can't use that site.

And instead of creating new work why not use already existing sounds that were made for projects like this?

https://opengameart.org/art-search-advanced?keys=&field_art_type_tid%5B%5D=13&sort_by=count&sort_order=DESC


2ee195 No.14595127

File: a4420d19e610815⋯.pdf (66.14 KB, CHIM changelog.pdf)

I'm also trying to implement climbing and this paraglider staff thing (stole these ideas from Breath of the Wild) and need to make a sound for climbing and gliding, the footsteps seem like they would sound okay while climbing but the gliding sound needs to seamlessly loop somehow.

Don't feel like compressing this video and uploading again so here's a video of it: https://streamable.com/ry55w

>>14595058

>semi-anarcho-capitalism

Telvanni are just an edgier version of house Dres, y'all n'wahs need morals. Redoran might be pussies but at least they try to be honorable.

>>14595095

Here's a .pdf, and thanks anon I'll see if I can find some good stuff on that site.


e8e1eb No.14596066

File: 5ac3ed551f01de2⋯.webm (2.85 MB, 1280x720, 16:9, Morrowind_full_house.webm)

The Imperials are objectively better than every house because the dunmer all act like arabs. They spend all their time fucking each other over which is why they're always going to be cucked by a superior race. Dagoth Ur was completely right but of course they all conspired against him so they could instead remain imperial slaves.


a8cc54 No.14596127

morrowind really is the best. i first played it on xbox, what about you, fellow channers?


de0483 No.14596230

File: 4bb96e2ad9bfaf8⋯.png (10.17 KB, 102x81, 34:27, Screenshot_20160216_180935.png)

>>14596127

>fellow channers

I still haven't played it

It's still an unredeemed gog code to me


b1f595 No.14596254

File: 5fdad4a3a06cb30⋯.jpg (194.06 KB, 1024x677, 1024:677, hla_oad__morrowind__by_onc….jpg)

>>14596127

I did as well, borrowed ages back. But the PC version is really good, so I got that as soon as I could. Mostly because you can mod out all the rough edges and bugs. Updating the graphics is nice too, but playing Vanilla never bothered me any.


5ba4ec No.14596757

>>14596066

Dunmer are essentially native americans with a worse PR department.


12364c No.14596835

File: 116d0e1869192d4⋯.jpg (4.24 MB, 2988x5312, 9:16, 20171106_201617.jpg)

Skooma is a hell of a drug.


cda9b1 No.14596861

File: fd9c9d27ac4cb09⋯.jpg (Spoiler Image, 10.64 KB, 253x255, 253:255, Traicy Howard.jpg)

>>14595027

Nice!

I love Elder Scrolls threads.


38c544 No.14596884

File: e598e87f13a2e0a⋯.png (2.33 MB, 1665x967, 1665:967, Monkey Ninja.png)

>tfw you will never know how Sujamme, Flin or Mazte will taste like

>your tongue will never touch Ancient Dagoth Brandy.

>you will never gain CHIM and see the ninja monkeys


e9ed5e No.14596956

File: 83e3f515afbec4c⋯.webm (767.7 KB, 1280x720, 16:9, Morrowind typical fight (….webm)

>>14595027

so whats the state of openMW?

last time a saw their update it seemed almost complete


7b2a1b No.14596967

File: 453deec4002cef4⋯.jpg (145.94 KB, 1280x720, 16:9, maxresdefault.jpg)

>>14596066

>they're always going to be cucked by a superior race

Throwing bricks in a glass house eh?


7809fc No.14596976

File: e68543f8c46ef2d⋯.png (50.95 KB, 900x685, 180:137, fcvoJ.png)

>>14596967

>superior race

>jews


7b2a1b No.14596983

>>14596976

>Getting cucked by an inferior race

LOL


f543f6 No.14597015

File: e890f034c8929e0⋯.jpg (40.4 KB, 796x679, 796:679, ShrineforMephala.jpg)

>>14596976

>>14596983

>which mortal race is the least wretched?

Keep bickering over this. It seems like a very crucial topic.


2f8ac1 No.14597022

File: 4aa0704df7b33d7⋯.jpg (531.74 KB, 900x700, 9:7, morrowind_conceptart_0000s….jpg)

File: 25a237c4dcbb9d6⋯.jpg (414.17 KB, 900x700, 9:7, morrowind_conceptart_0000s….jpg)

File: becd6725c8d3b33⋯.jpg (283.27 KB, 900x700, 9:7, morrowind_conceptart_0000s….jpg)

File: a120e0550797bc8⋯.jpg (544.83 KB, 900x700, 9:7, morrowind_conceptart_0000s….jpg)

File: 194e9eef6b0493c⋯.jpg (495.36 KB, 900x700, 9:7, morrowind_conceptart_0000s….jpg)

>build

Heavy Armor, Blunt Weapon, and all magic skills except Alchemy/Enchanting. So, Sorcerer, basically

>race

Dark Elf, of course

>mods

TR, Stirk and SHotN, HD vanilla textures, concept art ghostfence because those big talon-shaped spires are cool as fuck. Also Loot Well Urned is a neat little mod that adds actually good loot to the end of ancestral tombs.

>engine

OpenMW

>>14595027

>spoiler

I was just reading your posts on the OpenMW forum. I haven't tried your mod out yet but it seems really interesting, keep up the good work. Hopefully more OpenCS features get added soon I want to start modding too.

>>14596956

It's fully playable, I prefer it over vanilla. There are some problems with AI, mostly NPCs walking off cliffs especially if you use a walk speed mod like I do. Still, it works with pretty much any mod as long as the mod doesn't use MWSE and since you can use a separate data folder for mods you don't have to worry about overwriting the wrong file and having to do a complete reinstall.

>>14596983

This, at least the Dunmer got fucked over by Imperial conquest and got to keep their slaves, Imperials got cucked by AltmerKike bureaucracy


2f8ac1 No.14597031

>>14597015

Woah, what mod adds a Mephala shrine?


6dcb81 No.14597157

File: 9b0e850350187f7⋯.png (194.6 KB, 445x496, 445:496, you can climb it.png)

>>14595027

>morrowind

That's a weird way of spelling skyrim.


e32931 No.14597283

File: 36b308ae2217f77⋯.mp4 (7.53 MB, 854x480, 427:240, Fargoth's tree stump.mp4)

File: 89e4c12386e4165⋯.mp4 (2.17 MB, 854x480, 427:240, CLIFF RACERS.mp4)


e32931 No.14597384

File: 1e84e48ad1d63b1⋯.jpg (76.65 KB, 600x675, 8:9, 87bd62640d9fd318c7c9b48f1c….jpg)

File: 6d7babf473751a9⋯.jpg (602 KB, 755x668, 755:668, a7ba42880b93ad3c86234132aa….jpg)

>>14595027

Reading through the thread has made me want to get back into Morrowind again. I usually default to Dark Elf Telvanni Mage. Can't help but play the master race unless I'm minmaxing.


2f8ac1 No.14597403

File: 75bc197fa3ee9a3⋯.jpg (102.07 KB, 500x497, 500:497, 1430190721683.jpg)

>>14597384

>I usually default to Dark Elf Telvanni Mage

Fucking this. Every time I play I tell myself I'm going to do something different with my character but I always end up as a Dunmer in Telvanni. Sometimes I'll mix things up by making spears my preferred weapon though because spears are cool.


f543f6 No.14597410

File: 69a5c1d7818a517⋯.png (1.08 MB, 1024x768, 4:3, MGE Screenshot 072.png)

File: 0a6a9d60721577d⋯.png (1.01 MB, 1024x768, 4:3, MGE Screenshot 070.png)

File: a8d2df0c42ddbbb⋯.png (1.41 MB, 1024x768, 4:3, MGE Screenshot 069.png)

File: a56ef4de015039a⋯.png (1.3 MB, 1024x768, 4:3, MGE Screenshot 067.png)

File: 89a19a48ca3123e⋯.png (816.82 KB, 1024x768, 4:3, MGE Screenshot 066.png)

I'm currently playing as a sneaky Khajitt scoundrel


4fcc11 No.14597657

>>14597410

Nice shoes.


2f8ac1 No.14597688

>>14597410

I really cannot fucking stand depth of field in games, least of all morrowind. Also is that MGSO? Looks like MGSO.


f543f6 No.14597691

File: 703ec70c9128f9d⋯.jpg (45.87 KB, 446x604, 223:302, fc1b76d48b83a2999cd4fad3a1….jpg)


4fcc11 No.14598062

>>14597691

Furslaves blown the fuck out.


af21cf No.14598269

>>14595127

Looks neat. Are you planning on implementing climbing as a skill, like in Daggerfall? And is gliding going to be restricted to the staff? To me, gliding would fit in best as a magic effect, like levitation and slowfall. It makes no sense to me that mages can practically fly, yet can't replicate the function that a simple tool can do.

>>14596066

>why they're always going to be cucked by a superior race.

But they entered an effective stalemate with the Empire, which is something no other race has done. That's why they were able to enter it with things like slavery intact. They got all the benefits of the Empire without having to sacrifice their culture or rights. Hlaalu may have been massive sellouts, but that wasn't the entire province's fault for joining the Empire. Hell, after all the tragedy that struck them, it gave best House leverage to kick Hlaalu out and become the leading House.


1ae537 No.14598843

>>14598269

I could either add climbing as a new skill or I could make it based on acrobatics and athletics, but I can only add it as a new skill if I remove another one, which I might do to the armor skills. Technically gliding is just slowfall with stamina damage, in the mod you normally can't move in the air but air movement is not disabled if you have slowfall, so mages can definitely glide.


2f8ac1 No.14598876

>>14598843

You should probably make it based on acrobatics, if you were to remove an armor skill I could see it putting some people off from using the mod.


1ae537 No.14598909

>>14598876

I will likely remove all armor skills anyways, Daggerfall did it better. Armor skills just discourages you from mixing and matching different armor types and they don't even make sense. I'll replace any extra ones by splitting up speechcraft into multiple persuasion skills. People should be put off by this mod by default, I made it for myself. If someone doesn't like a component of the mod they can disable it since everything is contained in its own directory.

I would add back in linguistic skills if I could come up with some things to do when talking to creatures.


af21cf No.14598919

>>14598909

That's the problem with the language skills. In Daggerfall, they did little more than make certain enemies non-aggressive. It would be difficult to give them a practical purpose, without massively changing other parts of the game.


7c5c9c No.14598923

>>14597410

those overhauls always look disgusting and out of place

you just replace fog and lowres with brown and bloom and absolutely disgustingly oversaturated visuals in general

also MGE is outdated


2f8ac1 No.14598948

>>14598909

>>14598919

Yeah language skills did in Daggerfall what the calm humanoid/creature spells do in Morrowind.

>>14598923

I agree, it looks like absolute garbage. Besides my favorite random texture/mesh replacers all I really want now is for OpenMW to have a better looking fog shader along with distant land and LOD generation that doesn't bring my framerate to a fucking crawl. Well, that and not also killing my framerate when there's a large number of non-static objects in my vacinity.


c13de1 No.14598962

I enjoy playing as a khagit because I can just steal shit and then pawn it off if I don't like it.


f57b3a No.14599064

>>14595027

Nice. Will it be kinda like Mordhau or something like that?


148c2a No.14599594

>>14599064

I haven't played it so I can't say for sure, but I did at the very least make each of the attack directions viable but different so you shouldn't just use always use best attack, but you also shouldn't use them indiscriminately. Chop is best if you charge it fully, thrust is best if you spam, and slash is best if you charge it a bit.

>>14598919

>>14598948

I'd like to extend what you can do with dialogue though like make people follow you around, trade, or flee, but I haven't looked much into how to do this. I'll see about it after the climbing system is finished.


e32931 No.14599631

File: a9ed03ace3a387e⋯.png (Spoiler Image, 11.25 MB, 1990x1480, 199:148, I Love to Enslave.png)

Was going to finish off the Dunmer wearing chitin armour but I realized that requires ability to draw and I don't know how, so here is the unfinished half-OC if some drawfag would like to have a go at it.

Spoilered to minor lewd


dc7b69 No.14599668

File: dea1f0b9e5cbeb7⋯.jpg (20.29 KB, 128x128, 1:1, 1347864866690.jpg)

>>14599631

>Sex slave trade

Imagine the possibilities what with OpenMW

Imagine


0a2a4d No.14601197

File: b2c023ca8c694a2⋯.webm (4.26 MB, 1280x720, 16:9, output.webm)

Since it hasn't been posted yet here's what climbing looks like, maybe in the future Khajiit, Argonians and werewolves will jump around and pounce on their prey with some spring in their step like the beasts that they are. Though having every race be able to climb anything doesn't seem reasonable.

People always complain about the combat being shit but if you compare the time spent in combat to walking/swimming/flying around to explore it's probably a small percentage for most people. Those are the hardest areas to improve on and almost 20 years later there hasn't been any major new gameplay innovations that Morrowind can benefit from.

I'm far more interested in something that can make flying or swimming underwater feel natural rather than moving a camera around a 3d space in a viewport like every other game out there.


ee6bbf No.14601410

>>14601197

That's what's funny. Despite the conbat being trash, it's better than Skyrim and Oblivion through the virtue of being short. The fact that skills matter more in Morrowind than in the other two means that dps scales higher in Morrowind than the other two. This means Morrowind can focus less on combat and more on worldbuilding. Skyrim on the other hand is full of shitty drawn out combat that feel limp and has no consequences or danger.


a56971 No.14601427

File: d8f171f13a96cd6⋯.jpg (57.95 KB, 400x1140, 20:57, d8f171f13a96cd653151a18bc1….jpg)

What is the most fun way to play hand to hand?

I'm trying out a paralyze/punch until dead build but that's quite bland. Any ideas my friends?

anything exploitable and abusable is recommended for more fun :^)


1a29aa No.14601540

File: a7bf9ef846fb3e2⋯.jpg (105.88 KB, 352x481, 352:481, 1424104553888.jpg)

>>14601410

>Skyrim on the other hand is full of shitty drawn out combat that feel limp and has no consequences or danger.

The combat balance in Oblivion and Skyrim is basically based on pic related; either you've been using combat skills a lot and you can buttfuck anything you meet or you've been doing things that don't directly involve combat in which case you're fucked until you grind. But then this all goes out the window anyway in later levels because everything has such a bloated pool of HP that you're basically stuck wailing on every enemy forever no matter what you have. You can pick up Umbra or Goldbrand at their highest scaling and then five or ten levels later fucking bandits go back to shrugging you off.


c71ffc No.14601577

>>14597031

Most/all Daedric ruins have a statue to one of them inside even if it's not a usable one, so it's probably just in vanilla.

>>14597384

I do Altmer mage, generally Telvanni for their max magicka. Also Altmer don't add extra powers to clutter my magic menu.

>>14597403

Generally I keep to staves since they can be enchanted the best (last playthrough I used my goddess soul on one that did max fire damage in max radius, plus self-heal on hit). When I'm feeling particularly cruel I'll put an enemy to the ground through fatigue, then slowly kill them with an iron dagger or staff that restores their health on hit. Then finish them off with something apocalyptic.

>>14598962

Bosmer are the better known thieves.

>>14601427

Hand-to-hand works fairly well on its own since it can put enemies down (especially if you do it in water) and levels up extremely fast but you're best off combining it with magic to make their life even more frustrating.

>>14601540

This is why I do mage most of the time, with some exceptions because some mods add powerful weapons and partly eliminate the garbage scaling.


8b39c9 No.14601593

>>14601427

This is intended to boost Hand-to-hand with spells that act as weapon enchantments for your hands

http://mw.modhistory.com/download-44-3886


38c544 No.14601627

>>14601427

Make a Levitate Spell 1 pt. on touch, walk away a short distance, and laugh your ass off since your enemies burn through all of their fatigue as they keep running towards you at a snail's speed.

In a ranged version, such a spell also is fairly convenient to keep enemy NPCs away so you can beat the crap out of their friends one by one.


c71ffc No.14601656

>>14601627

That spell really is a cheap way to cripple things. It does funny things to cliff racers too. Also it's funny to fly up to a high place with enemies in tow and then laugh as they fall to their death.

Also for self-levitation you get much more benefit from combining 1 point of levitate with fortify speed x.


f8bbd9 No.14601962

where my axe brothers at?

swordlets need not apply


b7572d No.14601976

File: e45351eb00273f2⋯.jpg (34.31 KB, 499x499, 1:1, 5896523865852365875287234.jpg)

>>14601962

>Using objectively inferior weapon types

I heard they were better in later installments, perhaps you should play skyrim instead.


2f8ac1 No.14601977

>>14601577

>Most/all Daedric ruins have a statue to one of them inside even if it's not a usable one, so it's probably just in vanilla

I've never seen it before, that's why I was wondering. Can't find anything about it on uesp either. Maybe I should check the CS. I always thought it was lame that Mephala was the only Anticipation in Morrowind without a proper statue, just a boring old altar.


e4bebb No.14601997

Anyone play the jewish grindan card game?

It got a morrowind expansion yesterday

>>14601977

Mephala is also the most secretive and of the three, and doesn't even have a consistent appearance


b7572d No.14602002

>>14601997

There is an elder scrolls cardgame? I probably dont want to know do I


f8bbd9 No.14602006

>>14601976

>implying I don't multi-track drift with axe and spear

begone swordfaggot


f543f6 No.14602008

>>14601977

>>14601997

I found that picture on google. I'm sure it's from a mod. I think Mephala is just represented by a symbol in vanilla.


e4bebb No.14602022

>>14602002

Yep

It's marginally better than hearthstone, for whatever the hell that's worth


33c7a9 No.14602726

>>14601540

>The combat balance in Oblivion and Skyrim is basically based on pic related; either you've been using combat skills a lot and you can buttfuck anything you meet or you've been doing things that don't directly involve combat in which case you're fucked until you grind.

That's the inherent problem with leveling content to your character. Depending on what skills you use, and how you play the game is either too easy, or too hard with no inbetween.


d72875 No.14602861

Why do Khajiits walks in such a retarded way in this game ? not to mention that they're usually al uselessl slaves alongside the argonians. I kinda regret selecting a Khajit as a Nerevarine.


2f8ac1 No.14602894

File: fce61d75d68b01b⋯.jpg (26.8 KB, 500x449, 500:449, 5e9a88921be9606bb5f637a90b….jpg)

>>14602861

>Why do Khajiits walks in such a retarded way in this game

Because Bethesda to this day can't into proper animations that don't look like shit

>I kinda regret selecting a Khajit as a Nerevarine

As you should


af21cf No.14602907

>>14602861

>Why do Khajiits walks in such a retarded way in this game

Because they have digitigrade feet, not human feet.


651dca No.14603113

File: 28d2e55c0a332ee⋯.jpg (657.75 KB, 824x1736, 103:217, 28d2e55c0a332eef46b48b6c4a….jpg)

>>14595058

Why you even pretending like Redoran ain't the realest N'wahs?


651dca No.14603126

File: 5344cb9a2442491⋯.webm (1.26 MB, 640x360, 16:9, nwah.webm)

OC made by my friend.


209e7a No.14603177

>>14602861

>>14602894

I always play Dunmer, but I usually free any Khajiit slaves I come across if it's convenient for me in spite of their criminal ways, since I figure it's in the Nerevarines interest to stay in Azura's good books. I kill the Argonian slaves of course, gotta keep the hist out.


e4bebb No.14603213

>>14603113

>Angry grandpa house better than Telvanni


33c7a9 No.14603362

File: 4c0489392d32387⋯.jpg (78.84 KB, 735x955, 147:191, confused_halfling.jpg)

>>14603113

>The hlaalu value personal self-sufficiency & autonomy.

>The empires bitches


af21cf No.14603671

>>14603113

So Indoril are lemmings, then?


dcd58c No.14603926

File: 6e54e77bdc99496⋯.jpg (732.79 KB, 1600x950, 32:19, Suran.jpg)

>>14595027

I have a question about the combat. Is there going to be any distinction between weapon types or are they all going to be solely defined by their damage numbers like in vanilla? Because that creates the situation where some weapon types such as shortblade are objectively inferior to things like 1H long blade or axe. I think swing speed and knockdown chance would be the biggest thing to set them apart.

>>14601197

That climbing looks fucking awesome. Is there any way to tie the effectiveness to the acrobatics skill? Maybe make it a certain per/sec chance to slip and fall, acro 100 being no chance whatsoever.

All in all though, excellent work. You're probably the first of the modders I've seen giving this game mechanics which will carry it into the future. Especially the combat AI changes. Those are fucking huge. You excited for OpenMW?


4d9884 No.14604169

>>14597283

These two are great.


e4bebb No.14604374

>>14603926

>That climbing looks fucking awesome.

>game mechanics which will carry it into the future

You're funny


148c2a No.14604433

>>14603926

Swing speed is already a thing, knockdown chance is just based on how much damage they do. I'm considering making blunt weapons do more fatigue/limb damage but less health damage than other weapons too.

Acrobatics currently determines how fast you can climb, you fall off if your stamina reaches 0 (and it is constantly drained as you climb, it stays still if you don't move). Pretty much the same system as Breath of the Wild except influenced by skills and attributes.

I am excited for OpenMW since there will be a lot more that I can do once it's dehardcoded (and it's just a pain in the ass to do this shit in MWscript). Unfortunately there is a lot of drama on the forums right now about the lead dev being apprehensive on the topic of extending the scripting system. Pretty much everyone but him wants to implement Lua but he's pretty autistic about security; he thinks people will try to make mods with viruses and will prevent the scripting system from having network/file IO access in the name of security.

That said, the guy who makes MWSE (and is about to add Lua support to it) said that if Zini won't have it then he'll fork OpenMW and make OpenOpenMW, I'm sure that drama will be fun too.


1d8f7c No.14604435

File: b81e7ccc5dc7d58⋯.jpg (53.28 KB, 917x640, 917:640, b81e7ccc5dc7d580e44b10e114….jpg)

>>14603671

Better than a Hlaalu


f8d47c No.14605129

>playing casualized TES

>not playing the only good one Arena


000000 No.14605191

Khajit Acrobat (=・ェ・=)

reminds of how shit archery in MW can't even enchant bow properly

like 30 mods including few of my own

openmw is great, works fast, loading times are pretty much nonexistent

leveled to like 40 and mostly dropped again as I have no interest in doing story another time and already hoarded all artifacts to my house. actually house is stolen too ヘ(=^・ω・^= )ノ


c71ffc No.14605203

>>14605191

While they're not likely to I really hope OpenMW adds bow enchantments and poisons, and something to streamline the magic "jazz hands". Those were legitimate improvements in Oblivion.


e4bebb No.14605245

>>14605203

>What are mods


148c2a No.14605912

>>14605203

OP here, another experiment I was working on for the mod was an overhaul of the alchemy system. I replaced custom potions with preset recipes you make in specific apparatuses, and they result in the same potions you buy at shops and stuff. However I also made those potions much more interesting, all of them have positive and negative effects, and you can apply them to your weapon or throw them. For example, Resist frost has a magnitude of 100% but does 15 fire damage to you which can make it useful as both a weapon and a buff. The quality level wouldn't change the magnitude of those effects, it would just increase the radius of the splash damage when thrown, amount of uses when applied to your weapon, and decrease the "toxicity" applied when you drink it. I pretty much copied the system from the Witcher for that, if you drink too many low quality potions you die.

The downside of this implementation is that it involves batching the creation of over 600 scripts. I finished it for the potions but got stuck on the script to brew potions in the apparatuses since it's quite complicated.


e4bebb No.14607239

>>14605912

>Replacing a sandbox crafting system with a generic one


19b1ff No.14607254

>>14605912

But why? Alchemy is one of the few things TES does halfway right.


148c2a No.14607676

>>14607239

I think it's pretty bad actually, you don't put any thought into potions you make or which apparatuses you use, in mine you have to consider all of the following to not fuck up the potion: ingredients, ingredient proportions (like 2x void salts and 1x daedra heart), which apparatus you use, and how long you brew it for. Complicated potions even require you to do multiple steps, here's how you brew invisibility:

Mash a coda flower and two luminous russula in a mortar and pestle, boil the result in a calcinator with bittergreen petals for 10 seconds, then put a diamond in and keep boiling for another 20 seconds. Then, mix vampire dust with ectoplasm and put the product of that and the concoction in the calcinator in an alembic for a day. If you stop the process at any point you'll end up with different potions because the invisibility potion is made from the chameleon, night eye, light, and silence potions.

I ensured that you could make at least every kind of useful potion you can make in vanilla, and there ends up being a lot more due to having the ability to combine effects that didn't exist together otherwise, specifically in the side effects making all potions useable as poisons in the right circumstances.


19b1ff No.14607697

File: 25326d95f20d6f7⋯.png (331.44 KB, 600x431, 600:431, laughter stops.png)

>>14607676

>Mash a coda flower and two luminous russula in a mortar and pestle, boil the result in a calcinator with bittergreen petals for 10 seconds, then put a diamond in and keep boiling for another 20 seconds. Then, mix vampire dust with ectoplasm and put the product of that and the concoction in the calcinator in an alembic for a day. If you stop the process at any point you'll end up with different potions because the invisibility potion is made from the chameleon, night eye, light, and silence potions.

I must be a casual, because this sounds awful.


af21cf No.14607758

>>14607676

It sounds like you've fallen into the trap of "more complex must mean better", and just created a tediously boring system that no one, but those specifically into chemistry, is going to bother with. It's like how some minecraft mods add a bunch of tedious microcrafting that only dedicated autists actually enjoy. You have to balance complexity so that a mechanic is neither so simple it's boring or so complicated that it becomes a chore. Multiple, strictly specific steps that involve a lot of waiting around, that will fail if not followed exactly, just for a single item, sounds very much like a chore. I know this is mostly a personal project, but you have to understand that, even if you publicly release it, you might be the only person who ever bothers with that alchemy system.


148c2a No.14607771

>>14607758

I wasn't intending to release any of the gameplay stuff until people asked about the limb damage and climbing, so I wasn't expecting anyone else to give a shit about this kind of autism in the first place.


af21cf No.14607926

>>14607771

So, wait, what's the logic behind this thread, then? Why wouldn't you expect people to want the cool mods you deliberately wanted to show off? It's like making a batch of brownies, taking them to a party to show them off, and then being surprised when people want to eat them.


f543f6 No.14608004

>>14607771

I kind of like your idea. But I don't like it enough to be willing to give up custom potions since that has always been one of my favorite aspects of the game. Why couldn't you just expand the way custom potions work?

Say each ingredient has one basic status effect. Except, you don't have to combine two ingredients with like effects. Now, all it takes to get one consumable product is to process one ingredient, however, the potency of the byproduct will be based on, not only your skill and quality of apparatus, but also the quantity of the ingredient. Also, specific byproducts will be results of specific apparatus.

So… just a mortar and pestle will turn an ingredient into a rough powder or a mash, depending on whether it is a dry or wet ingredient. Then, the rough powder or mash can be refined into more potent products with combinations of the other apparatus: fine powders, pastes, potions, cakes, etc. Then, on top of that, combinations of certain ingredients or refined stages of ingredients would result in other hidden effects that you need to stumble across or look up in a recipe book. For example, saltrice will make an adequate fatigue mash out of the mortar/pestle, marshmerrow will make an adequate health mash from the mortar pestle. However, boiling a saltrice mash into a potion will remove the energy boost and make a useless soup, but boiling saltrice mash and marshmerrow mash together will result in a more effective health potion, or boiling saltrice mash and hackle-lo mash will make a more effective fatigue potion.


148c2a No.14608799

>>14608004

>Why couldn't you just expand the way custom potions work?

That would require editing the source code.


148c2a No.14608838

File: ab0c878dcbacf56⋯.png (2.31 MB, 1920x1080, 16:9, hla oad.png)

File: 8fc6b93fb591c3b⋯.jpg (1.04 MB, 1920x1080, 16:9, seyda neen dusk.jpg)

File: a588c070d968314⋯.png (1.4 MB, 1920x1080, 16:9, foyada.png)

File: ee6700737d9b6d6⋯.png (1.96 MB, 1920x1080, 16:9, balmora sunset.png)

File: 2f91896714d84ae⋯.png (1.82 MB, 1920x1080, 16:9, ald-ruhn guard.png)

Any gwafixfags want to test the beta version of the compilation? This wouldn't include any of the gameplay changes, but if you are really curious I can send you the testing files for that too.

>>14607926

I didn't expect people to care much at first but I've spent a lot of time getting help on a modding community disagreement, and people seemed interested in what I was working on once I started doing the combat stuff. I made this thread showing the features that people cared about, but no one other than me has cared about the alchemy system, but I saw someone wishing you could use poisons and thought I'd let them know that I found a way.

As for why I made this thread, I just wanted a Morrowind thread and thought someone might want to help me work on the sound part of the combat mod so I posted the video to see if anyone here would be interested. I could also use more testers for the non-gameplay changing part of the compilation (bugfixes and graphical mods), so if anyone's interested let me know.


65ad57 No.14608868

>>14608838

Sure, hit me.


148c2a No.14608937

>>14608838

>disagreement

How long has this filter been on?

>>14608868

This one contains the bugfixes and installation instructions:

https://mega.nz/#!bUUiTZKJ!JZZnXNhFXbEd6GhVwtSQ0ZZ01BjcPv4fZ9zH2ttFtNs

And this one contains the graphics mods:

https://mega.nz/#!2cVglKiT!TKNSG6gf6STty3LT5UgJrXCABnCZHhotZ8u4a2v_OIA

If you install the bugfixes without the graphics mod then launch the game your load order will be messed up, you can just copypaste the load order section into openmw.cfg again to fix it.

All the mods are in their own folders so if you don't like anything all you have to do is either delete it, rename/move the folder, or remove it from the list in openmw.cfg, whatever you prefer.


2f8ac1 No.14609814

>>14608838

>>14608937

Are you the anon from the MW threads not too long ago that was working on a compilation for OpenMW? Also is there a chance you could upload these to a host other than (((Mega)))?


ade0f9 No.14609879

>>14609814

Yes I'm the same one, what's wrong with mega? Is it compromised or something? What's the preferred alternative? Surely not google drive or dropbox I'd figure.


2f8ac1 No.14609892

>>14609879

It's purely for selfish reasons, mega is just a pain in the ass to download from for me. I'd prefer something like Zippyshare but I dunno if you'd have to break the archive up into parts to upload it there so if it's too much trouble just forget it. I've never tried using megatools though so maybe I'll give that a shot. I was a little hesitant about the gameplay changes you proposed but I'd like to try out the graphics mods you compiled, those screenshots look pretty good. What's included in the bugfixes file?


ade0f9 No.14609917

>>14609892

Why is it a pain in the ass? If you're referring to the 6gb download limit, both files are under 3gb total.

The bugfixes are a lot of UV fixes, the patch project, and many small mods that improve internal consistency, like one that creates keys to the locked doors in all the towns and puts them in appropriate places like the inventories of their owners, or one that makes scrolls have daedric text on them describing the spell. The kind of stuff that wouldn't be included in an unofficial patch since it goes beyond fixing bugs, but also improves the game in a way that wouldn't be controversial at all (like the gameplay and graphics stuff). If anyone does find a mod in the core package to be controversial let me know and I'll just put it in the gameplay one instead.


4621ad No.14611143

>>14607758

sounds easily remedied by making potion effects much more powerful/longlasting. that way it's worth spending time creating a single item.




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