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Author Topic: The Elder Scrolls V: Skyrim  (Read 1624515 times)

Teneb

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Re: The Elder Scrolls V: Skyrim
« Reply #11205 on: October 06, 2014, 01:38:46 pm »

The gradual spread of Tiberium and change of landscapes would probably be difficult if not impossible.. Because of CK limits.. I think?
Actually, I think it may be possible. It would be kind of "hacky" and would probably require a fake terrain be triggered to appear on top of the real terrain. It might also cause tons of lag, since it'd need to spawn a lot of stuff.
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Re: The Elder Scrolls V: Skyrim
« Reply #11206 on: October 06, 2014, 02:25:11 pm »

The gradual spread of Tiberium and change of landscapes would probably be difficult if not impossible.. Because of CK limits.. I think?
Actually, I think it may be possible. It would be kind of "hacky" and would probably require a fake terrain be triggered to appear on top of the real terrain. It might also cause tons of lag, since it'd need to spawn a lot of stuff.

It WOULD cause a lot of lag...so many scripts would be needed for that, that it probably completely break most if not all skyrim setups. Except maybe pure vanilla and only that mod added onto it...

Also, it is 100% my video card not having enough Vram for my overhaul. It hits 2gb cap pretty quick (which is normal in a heavy load setup), then goes to my system ram due to running out of vram...and bam...crash. All the mods play fine as far as I can tell...but...yeah...hope I can upgrade to the 4gb 970 gtx at some point soon. Its a tad out of my budget sadly, which sucks cause it is actually a pretty good price for a great card.

In any case, I'll have to have a warning when I upload it (whenever I upgrade my video card) that it isn't playable on anything less than 4gb video card. And probably need the 700 or new 900 series (or titan...) for it to be playable at all. My 660 GTX barely stays at 30 fps average and not enough vram. So guess the overhaul is more higher end than I intended...even without ENB...ah well...
« Last Edit: October 06, 2014, 02:26:53 pm by Vendayn »
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Ultimuh

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Re: The Elder Scrolls V: Skyrim
« Reply #11207 on: October 06, 2014, 04:13:51 pm »

The gradual spread of Tiberium and change of landscapes would probably be difficult if not impossible.. Because of CK limits.. I think?
Actually, I think it may be possible. It would be kind of "hacky" and would probably require a fake terrain be triggered to appear on top of the real terrain. It might also cause tons of lag, since it'd need to spawn a lot of stuff.
We will probably be better off with an already Tiberiumized world then.
So, who here knows a decent modder who is willing to make this post-apocalyptic Tiberium-infested Skyrim?
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Bauglir

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Re: The Elder Scrolls V: Skyrim
« Reply #11208 on: October 06, 2014, 04:17:00 pm »

If you want it to spread, you might consider tying the progression to quest progression? Have assets replaced every time a quest gets completed, main or no. Won't be dynamic, but it may achieve a similar effect.
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Ultimuh

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Re: The Elder Scrolls V: Skyrim
« Reply #11209 on: October 06, 2014, 04:23:26 pm »

Hmm.. maybe give the crystals some color as well as another name.. As to prevent possible narrow-minded overly zealous lawsuits.
How about red and call it Oblivium or Daedrum? Daedrium?
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Putnam

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Re: The Elder Scrolls V: Skyrim
« Reply #11210 on: October 06, 2014, 04:35:03 pm »

Hey speaking of mods Trainwiz released another one

Flying Dice

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Re: The Elder Scrolls V: Skyrim
« Reply #11211 on: October 06, 2014, 04:38:02 pm »

If you want it to spread, you might consider tying the progression to quest progression? Have assets replaced every time a quest gets completed, main or no. Won't be dynamic, but it may achieve a similar effect.
This is pretty much what I was going to suggest. If it's possible, have the "spread" trigger if a quest isn't completed within a certain timespan of it being activated OR on successful completion, depending on whether you're going to be the Dovahkane.
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WillowLuman

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Re: The Elder Scrolls V: Skyrim
« Reply #11212 on: October 06, 2014, 04:40:03 pm »

Hey speaking of mods Trainwiz released another one
That sounds pretty cool. In that video, though, the part leading to the main attraction, as it were, reminds me a lot of the opening of Nehrim.
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Re: The Elder Scrolls V: Skyrim
« Reply #11213 on: October 06, 2014, 06:47:57 pm »

Hmm.. maybe give the crystals some color as well as another name.. As to prevent possible narrow-minded overly zealous lawsuits.
How about red and call it Oblivium or Daedrum? Daedrium?
I like Rubiconium, myself, especially if it's red.  Maybe Adigium?  Volturnium?  Poium?
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Zanzetkuken The Great

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Re: The Elder Scrolls V: Skyrim
« Reply #11214 on: October 06, 2014, 09:34:35 pm »

Avoidlawsuitium?

Totallynottiberiumium?
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Xantalos

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Re: The Elder Scrolls V: Skyrim
« Reply #11215 on: October 06, 2014, 11:41:43 pm »

Crystalium!
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Re: The Elder Scrolls V: Skyrim
« Reply #11216 on: October 07, 2014, 01:24:52 am »

Ytterbium.

Naming fantastic materials after unrelated real-life materials is an Elder Scrolls staple.

Orange Wizard

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Re: The Elder Scrolls V: Skyrim
« Reply #11217 on: October 07, 2014, 01:51:14 am »

Ununquadium, perhaps?
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Vendayn

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Re: The Elder Scrolls V: Skyrim
« Reply #11218 on: October 07, 2014, 02:11:25 am »

In any case...I think some kind of alien or whatever it ends up being, slowly taking things over would be cool. To spruce it up, their own buildings would show up amongst cities/villages they take over.

Or robots...robots take over Skyrim...that is still in right? Or have people moved on to other things?
« Last Edit: October 07, 2014, 02:18:36 am by Vendayn »
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Sappho

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Re: The Elder Scrolls V: Skyrim
« Reply #11219 on: October 07, 2014, 03:13:11 am »

Aw shit yeah. I'm a WEREWOLF.

This game is so much fun.

I don't want to take either side of the civil war, though. There should be a middle ground one where you bitch-slap both sides until they stop fighting. I suppose there is probably a mod for that, but I was hoping to play through the game in vanilla at least once before I go down that road.
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