650ti vs 660

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hyperlite
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Re: 650ti vs 660

Post by hyperlite » Tue Feb 12, 2013 7:29 pm

The nexus sites were the reason I wanted a good computer. I am gonna mod skyrim, fallout 3 and NV like crazy.
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Re: 650ti vs 660

Post by Chairman_Tiel » Tue Feb 12, 2013 7:35 pm

hyperlite wrote:The nexus sites were the reason I wanted a good computer. I am gonna mod skyrim, fallout 3 and NV like crazy.
Famous last words.

Pessimism aside, I'd be more than happy to help you once you've started even though I have no experience with the TESV Creation Kit. My main PC's out of commission, but I have access to another one that should run it even better.
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Re: 650ti vs 660

Post by hyperlite » Tue Feb 12, 2013 7:49 pm

No, not create mods, put them in my game. Remember when I said I was gonna do the Flan's pack...

I have an idea! Now, where is prototype?
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Re: 650ti vs 660

Post by fr0stbyte124 » Tue Feb 12, 2013 9:06 pm

If your idea is to put Argonians in Minecraft, I wholeheartedly support this.

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Re: 650ti vs 660

Post by Iv121 » Tue Feb 12, 2013 11:48 pm

Tiel wrote:
hyperlite wrote:The nexus sites were the reason I wanted a good computer. I am gonna mod skyrim, fallout 3 and NV like crazy.
Famous last words.

Pessimism aside, I'd be more than happy to help you once you've started even though I have no experience with the TESV Creation Kit. My main PC's out of commission, but I have access to another one that should run it even better.
I have experience with those .Man it makes me want to open a little modding team inside a modding team :) ,though I guess it doesn't get rid of my arch nemesis - The lack of modellers :[ .
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Re: 650ti vs 660

Post by fr0stbyte124 » Wed Feb 13, 2013 12:30 am

Iv121 wrote:
Tiel wrote:
hyperlite wrote:The nexus sites were the reason I wanted a good computer. I am gonna mod skyrim, fallout 3 and NV like crazy.
Famous last words.

Pessimism aside, I'd be more than happy to help you once you've started even though I have no experience with the TESV Creation Kit. My main PC's out of commission, but I have access to another one that should run it even better.
I have experience with those .Man it makes me want to open a little modding team inside a modding team :) ,though I guess it doesn't get rid of my arch nemesis - The lack of modellers :[ .
Lack of modellers--how does one kill that which does not exisit?

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Re: 650ti vs 660

Post by Iv121 » Wed Feb 13, 2013 3:42 am

Wish the lack of modellers did not exist but yea its a thing :[ .
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Re: 650ti vs 660

Post by fr0stbyte124 » Wed Feb 13, 2013 3:50 am

This has become too complicated. Is the lack of modelers a thing or is the thing modelers which we lack? I, I don't even know anymore.

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Re: 650ti vs 660

Post by Prototype » Wed Feb 13, 2013 5:11 am

Did somebody say lack of modellers?

I have an old apache model lying around somewhere, i don't know if it is in a usable format, but I know hoe much I would want to fly round sky rim in an apache, shooting down dragons.
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Re: 650ti vs 660

Post by Iv121 » Wed Feb 13, 2013 6:58 am

It's in .nif format if you wonder, nif is not just a model you see - it is a combination of the model itself, it's texture, collision and data about it. It also stores the animations ...

And somewhy I don't think an apache will be that popular in Skyrim , it should be easier than making a real flying dragon though (I mean one that you can actually control, not the fake stuff in dragonborn DLC)
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Re: 650ti vs 660

Post by hyperlite » Wed Feb 13, 2013 12:58 pm

Anything ridable/drivable/flyable is popular. The user downloads it and installs it, then they get bored because there is nothing to do after the initial flying or riding.

Make a weapon mod with new stuff, that would be popular.
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Re: 650ti vs 660

Post by Chairman_Tiel » Wed Feb 13, 2013 1:04 pm

New weapons..?

That's pretty asinine, Skyrim's weapon system is good as it is.

Come to think of it, the game itself is practically a work of art save for the occasional glitch. With the Dragonborn DLC and all of the content leading up to it, is there really even a need for mods outside of anything that adds locations to the game? Of all the things I can think of, that'd be Skyrim's main problem; the terrain is beautiful but a lot of it is just open space. Some of the places already in vanilla could also use some fleshing out, too.
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Re: 650ti vs 660

Post by hyperlite » Wed Feb 13, 2013 1:10 pm

I agree with you there. New Vegas and Fallout 3 have overhaul mods, such as FOOK or FWE. Skyrim does have Skyrim redone, but it does not seem quite as extensive as the other two. Skyrim has unofficial patch mods with bug fixes. I like the open terrain that Skyirm has, it adds a nice feel to the game. In a game that kind of flopped (New Vegas) there was a lot of open land, but it was just desert with a sandstorm going. The map seemed small, everything was right next to each other. Skyrim is much more spread out, makes for a nice game.

Also, huge deserts with little in them does not make a good game. Big mountain valleys in Skyrim look amazing.
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Re: 650ti vs 660

Post by Prototype » Wed Feb 13, 2013 1:57 pm

I might get this mod making thingy, if I can work out what format the models are in, and how to Implement them , I could work wonders, I don't have sky rim, but I do have Fallout NV, but my PC is crap, so somebody else will have to do the testing.

And think an apache in skyrim would be awesome, provided it had working anti dragon missiles, so you can show them who's boss.
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Re: 650ti vs 660

Post by Iv121 » Wed Feb 13, 2013 2:30 pm

Tiel wrote:New weapons..?

That's pretty asinine, Skyrim's weapon system is good as it is.

Come to think of it, the game itself is practically a work of art save for the occasional glitch. With the Dragonborn DLC and all of the content leading up to it, is there really even a need for mods outside of anything that adds locations to the game? Of all the things I can think of, that'd be Skyrim's main problem; the terrain is beautiful but a lot of it is just open space. Some of the places already in vanilla could also use some fleshing out, too.
'
I highly disagree. The weapon system in skyrim (the melee one) remained untouched since 2002 ! It is quite outdated and simple - you just hit your left mouse button as much as possible , blocking occasionally. There were mods for oblivion that quite improved the combat system with more moves and stuff (kicks, punches, diff attacks, backstabbing and more). Skyrim could use such mod but it will probably require a work from modellers who specialize in animation aswell as of script writers who know how to use SKSE (Mainly for input handling and a better AI for NPCs). The spells could also use some work. Probably the only part that I can call good and satisfying is the archery system.

Besides bug fixes and such mods do much much more. If you notice most of the mods are new content - more fancy armor that looks good, more weapons that look cool (yea they are mainly there to look cool :) ), even too many of those ... The content I'm more existed about is new locations OFC - it can be a well made castle with custom meshes or even a whole new realm or piece of land. In my old oblivion save I have Cyrodil, Morrowind both wardenfell and the actual land, Elsweyr, The shivering islands, some smaller non cannon realms that look cool from a beautiful deserty eastern island (where the creator amusingly decorated the tombs with Hebrew mistaking it for some old hieroglyphs :) ) to a totally crazy dream world. All this land combined should be triple the size of the original map, filled with custom new content adding the much needed variety into the world.

Really the amount of things you can do with mods is crazy, I'm mostly giving examples from oblivion because it is modded for quite a while now and can present the things that can be achieved with mods. The highlights of my 18 GB library would be the Midas magic mod with 200+ unique and weird spells together with loads of new areas and content. It's not that easy to gain them BTW it needs special materials and knowladge making the process of the making really interesting. Next is my home - ancient towers mod with loads os scripted useful stuff ad a big display area where I built a museum with loads of artifacts on the shelves (Good for showing off with friends :tongue: ), also I have a vast network of castles, flying dwemer airships (moving BTW !) , a little city on a mountain, a spire, an astral plane house, some stuff I made myself and much more ! Next would be the lands - Morroblivion ,Elsweyr something that adds Elsweyr ofc :) ,beautiful place. I also have flyable dragons (Not the fake dragonborn DLC !), I can sail on my own ship in real time, a big collection of good armor and weapons, one of the more interesting sets is the thief set with smoke arrows, noise ones, water arrows to take out fire and darken the area, a vine arrow that grows fast vines on impact, allowing to climb up. I have my own prison where I can hold ppl and do what I want with them (even torture, I added some interesting instruments for that but I mostly use them as test subjects). Also I have the unique landscapes mod that turns the rather generic environment into something worth exploring like the new black marsh to the south, the elven ruins to the west (beautiful place really) , the deep immersive woods to the east, the really dark magical forest near the Upper Nibenay, the improved calovian highlands and many more. Talking about improving the cities were also improved for me , especially the imperial city. There is really so much stuff I can't remember it all, so much that if I go out and explore it again it will be a whole new experience for me even though I explored it all already :) .
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