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  1. Melkor

    Mod idea collection: I want this mod.

    Mangus the Feared 说:
    I doen't get why everything should be reduced to a oblivion mod .I played oblivion several times . nice game ... this is different .

    ITS NOT AN OBLIVION MOD! ITS AN ELDER SCROLLS MOD!!

  2. Melkor

    Mod idea collection: I want this mod.

    I have an idea for a Tamriel mod! Or maybe we should call it Tamriel: Empire at War!!

    I dont know if anyone here is working on something similar. I know nothing about modding, but if anyone is interested in a fantasy mod based on the Elder Scrolls universe, contact me and we can brainstorm. The idea is pretty clear on my mind (clearer than I can expose here without making it too long and boring).



    - Factions representing each of the races in the ES universe, and having their kingdoms correspond in the map as well.

    - Lore type rivalries at the beginning of the game (for example, at the beginning, Skyrim and Morrowind are at war)

    - Armor and weapons designed not just from what we have seen in the games, but also stuff from concept art and the like. To fill the game with more fantasy like armor and weapons, maybe somebody can lend some textures and designs.

    - Dungeons: it'd be cool if it could be integrated a dungeon crawling sort of scenarios in different parts of the game, like caves or ruins in the map. I remember a mod once that played like a third person adventure game, so something like that could be incorporated. This is a secondary, tentative idea.

    - Maybe implement a couple of quest paths with rewards, including rare items like Dwemer armor (maybe incorporate dungeons in such quests, and daedric quests). Also secondary.

    - Dangerous and renegade daedric worshippers patrolling the map (with Atronachs!) Maybe each region can have their own type of daedric worshipper.

    - Daedric shrines along the map that can give you combat bonuses once a week or so.

    - Add mages and fighters guilds to cities, where you can buy spells, atronachs, and ingredients to boost stats (mage), or hire mercenaries, buy weapons, armor, horses, and books that increase fighting stats (fighter). The fighter's guild can replace the tavern when it comes to hiring troops; or, maybe in the tavern the troops are low level, when the troops bought in the guild are more expensive, but higher in the troop tree.

    - Dwemer ghosts patrolling the Morrowind area. Dangerous to fight, but with big rewards.

    - Magic spells and a magicka weapon skill.

    - Lore oriented companions. With this I mean that the backstories shoould be lore related. Just for fun, not like you need to open complicated quest paths.

  3. Melkor

    Tamriel

    You know, Im getting a lot of hostility here, and I really dont know why. Its like Im insulting people's mothers because Im talking about a Tamriel mod. Did I stumble into a rabbit hole without me knowing?

    scene editing? What the hell do we need scenes for?

    Im not saying the mod should transform Mount & Blade into Elder Scrolls. Im talking about a M&B mod that brings that world HERE. Whats so different between this and The Last Days mod?

    Theres a Star Wars mod with force push and force lightning; there were fantasy mods with spells; so its not impossible.

    Im not throwing this idea around just because I want somebody to make it FOR ME. I know nothing about modding, but I got the idea pretty clear in my head, so Im open for anyone who wants to brainstorm with me about how to do it. Its insulting that you charge somebody with the childish trait of going to a forum and saying "yes do this for me cuz Im cool and you are not!!" Please, thats absurd. I never said that, nor did I imply it. You guys are just playing in your head all the "video game forum" stereotypes and pasting them on people arbitrarily.

    Again, everything Ive proposed here has BEEN DONE IN OTHER MODS. Man, the atronachs dont even have to be big :p

    P.S. Elder Scrolls generic? lol Give me a break. Im no fan boy, I dont marry to anybody. But come on, thats so ridiculous its laughable. Just because Oblivion sucked doesn't mean the Elder Scrolls world is bland. People make ton of M&B fantasy BLAND mods and nobody says anything >_>

    And yes, please tell me where is the forum or thread for ideas.
  4. Melkor

    Tamriel

    I shouldnt have said glowing weapons wasnt hard: its just not impossible.

    I want to make clear that not making a mod because "you can just buy the game and play the original" is completely stupid and not at all the purpose of modding. There are star wars mods, lord of the rings mods, cowboy western mods...theres something for everyone that wants to give a different spin to a game. Thats what modding is for.

    The guy above me...you got no credibility since your whole paragraph is a sentence. Just because you downloaded Arena doesnt mean youve been an Elder Scrolls fan "since" Arena; a RPG gamer that was around since Arena came out wouldnt be all fan boy like that.

    Elder Scrolls has one of the most interesting settings in computer RPG history. Its ripe with interesting content for further development; unlike most fantasy literature that goes beyond 15 published books >_> Anyone that says theres no material to make an ES mod doesnt know what he is talking about.
  5. Melkor

    Tamriel

    Who said anything about creatures? Im talking about an all out war between all the Tamriel races, not between ogres, goblins and cliff raiders!

    Also, glowing weapons shouldnt be that hard. People make lightsabers for this game, and they are nothing BUT glow.

    Simply it would be cool to play all the nations against each other: redguards versus bretons, dunmer versus nords...

    Im sure the idea has come up before, but probably people started brainstorming irrelevant things that took away from the spirit of Mount & Blade. Everything Ive proposed Ive seen in one way or another in other mods (like glowing swords and spells).
  6. Melkor

    Tamriel

    I dont know if anyone here is working on this; Im just throwing ideas around. Im no modder; I know next to nothing about it, and even if I did, I have little time to dedicate to creating a mod. However, I was wondering if anyone had thought of this. An Elder Scrolls: Tamriel mod. There wouldn't...
  7. Melkor

    Game goes black

    Hi, I used the search, but the problem is so ambiguous its hard to look for something specific. I dont know what causes it. Its happened at very different times: entering a battle, or choosing tavern from the town menu, stuff like that. The game just crashes, it all goes black. Theres not...
  8. Melkor

    Realistic Steel Textures f'n my game?

    But wouldn't that cause a problem with the key code or whatever when I purchased the game? I dont have to buy it again, dont I?
  9. Melkor

    Star Wars Conquest Mod for M&B 1.x and M&B Warband

    I want to have it known that if somebody is going to take this new Star Wars Mod, and perfect it, I can write Star Wars stories.

    I know nothing of modding, but if if there is a team building up, I can write dialogues, maybe do something to replace the beginning of the game with some Star Wars stuff, and/or a main storyline.


  10. Melkor

    Realistic Steel Textures f'n my game?

    I downloaded the new, .960 version of the game, and the textures are screwed up. They appear as white...things over the characters. And some charcaters dont have heads or torsos. I tried the search and nothing came up. The problem is that I cant simply delete RSD 2.0, because supposedly I did...
  11. Melkor

    Empire:WOC (v1.6x),(.894)-(.960) [Dead]

    Yes an update please. I really dont see the point in playing this mod without the fixes suggested.
  12. Melkor

    Dark Tidings: Calradia In Flames | Version 0.3 Released! | Trailer on 8th page

    Is there another version coming out soon with the fixes people have been suggesting?
  13. Melkor

    SP Fantasy Broken Land (Open Beta released)

    I get a bunch of errors just traveling the map. SOmething to do with party IDs or whatever.
  14. Melkor

    Dark Tidings: Calradia In Flames | Version 0.3 Released! | Trailer on 8th page

    I got a few comments on the mod. I really liked it, but...

    Whats with the insane party numbers?! Are you serious? How do you expect me to survive against 500 or 1500 troops?! All there is to do in this game is raid caravans and once you have a decent number of troops, tackle the big guys...but how am I expected to do that when caravans have 300 troops?
  15. Melkor

    About music

    Ok, but Id be breaking my oath as a lazyman, and you have no right to judge my religion.

  16. Melkor

    About music

    I wanted to know, if I want to add my own music files to the game, is there a way to have them play only during battles, for example?
  17. Melkor

    SP Fantasy Warrior of Eternity Mod - First Post Updated

    The_Ignorant_Knight 说:
    I actually believe that basic guns are ok, but anything too advanced is pushing it; if we give dwarves advanced guns they'll kill everyone until magic is introduced. :lol:

    Well, I didn't mean giving them AK 47s or rocket launchers.
  18. Melkor

    Empire:WOC (v1.6x),(.894)-(.960) [Dead]

    Ambaryerno 说:
    Figured I'd collect everything I've requested, suggested or found that could be a problem into one convenient post because I've come up with a lot.  :mrgreen:

    1. Fix vassal AI so they actually LISTEN to you. Maybe find some way to make it on or off. IE, tell them to follow you, and they follow you indefinitely until you give them another command, then actually have a command that tells them to go do their own thing. Also, think it might be possible to have a "loot every village" command rather than having to target them at one specific farm?

    2. Ability to make your Heroes a vassal. For one, after you start conquering territory it gets to be awful much for you and four guys to police the whole thing. :wink:

    3. Adjust balance issue of infantry vs. cavalry. Certain enemy foot units shouldn't be nearly as effective against cavalry as they are now(primarily directed against an individual lightly armed or armored unit capable of bringing 1200lbs of horse flesh barrelling into them at full tilt to an instant stop, which is just silly).

    4. Fix overwhelming imbalance of top-level units in parties for both the player and NPCs. There's frankly just WAY too many powerful units and not enough of the cannon-fodder levy that made up the majority of real medieval armies. Not sure if this can be done with the existing troop tree models or not, been thinking of different ideas on how modified trees can be arranged.

    5. Some Cheat commands available when Cheats are turned off

    6. Dialog to issue a command appears as a cheat, when in 1.5 it didn't.

    7. Reputation with the Imperial faction is buggy ("joining" drops rep with Imperials to -100 and increases Ardulians to 0)

    8. In 1.6 cannot order vassals to attack an enemy party (error TODO: No way!). Worked in 1.5

    Also, think it might be possible to activate the capture of enemy NPCs? I thought I saw another mod somewhere that made this work. It'd sure make conquest easier if you could lock those enemy commanders up so they can't keep respawning with another massive army. :wink:

    Awesome ideas. I hope theres a patch soon, cuz I dont want to play it as is. Whats the fun if the vassals dont respond? I also found it extremely difficult to defeat what should be an inferior troop.
  19. Melkor

    SP Fantasy Warrior of Eternity Mod - First Post Updated

    I want to comment something on the muskets. Very simple argument first: there are firearms in Warcraft. So Warcraft is not fantasy?

    I am a fantasy writer, and I have argued a bit about this. My point is this:

    I think its completely ridiculous and just an incorrect use of logic to say firearms dont fit in with fantasy. First of all, fantasy is not confined to the popular medieval/epic fantasy we all like so much. Secondly, even with that, whats  fantasy and what isnt is not something discussed lightly.

    Guns are not THAT farfetched for them to be completely alien in sword warfare (nothing actually is, if you think about it philosophically. Most of what we use today depends on very simple discoveries made in the 17th century onwards. And the fact that it was the 17th century and not before its completely historically circumstantial. It has nothing to do with people in the 17th being smarter or whatever). It depends on WHERE, it depends on context, to say if its possible to create a firearm. Dwarves are perfect archetypes in fantasy where such a thing as a musket could appear, because dwarves always put scientific and industrial development over everything else (the friggin heathens lol).

    Lets just say this. If you are going to base fantasy on the Middle-Age time frame, then Im going to use this logic against the argument of firearms not fitting fantasy. In case you didn't know, the Chinese used muskets as early as the 14th century, and have been using gun powder since much earlier. !4th century = middle ages.

    There's no magical portal humanity goes through in history that says : "You cant use swords anymore, cuz they dont fit in" Its a false logic that saying "firearms dont fit in with fantasy" suggests.
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