• Category Archives Video Game Related
  • Skyrim Modding – Dynamic Loot

    I find myself in a curious predicament. Basically, I find myself in the role of the “idea guy”. I have what seems like a rock-solid idea, yet am not able to personally implement it… it’s a somewhat distressing situation.

    The issue is this:

    Normally if I get a modding idea I simply fire up the relevant modding utility and make it. In this particular instance though I seem to be totally disinclined to learn how Skyrim’s scripting language differs from Oblivion’s (never even mind the fact that I haven’t dealt with Oblivion in what feels like decades). Even if I were interested in figuring it out, it would require using a Toolset and I pathologically avoid Bethesda-made Toolsets because they tend to be clunky messes for the most part. So I’m doubly stuck and it’s eating at me something fierce.

    What’s the idea? The idea is simplicity itself:

    Quite some time ago someone made a Dynamic Loot Mod for Skyrim that created dynamically enchanted weapons/armor on enemies. They did this by making a ton of pre-enchanted ‘blueprints’. That method is incredibly inefficient and introduces all sorts of continuity issues if used with any sort of weapon/armor rebalancing Mod. What I want to do is use a method similar to that used over in the Dynamic Weapon Speed Mod, switching out the ‘change the speed’ bit for ‘add enchantment x’. That way anytime the base unenchanted version of an item is spawned it would get dynamically enchanted (all the default generically enchanted weapons would be replaced by the unenchanted version through TES5Edit’s “Change FormID” functionality).

    This should not require much effort, which raises the question of why hasn’t it been done yet (though perhaps it has, as I’ve only checked Google and Nexus). Can you not add enchantments to weapons via quest or item-based scripts? The default enchanter obviously uses a script to add them and the Enchantment Shouts Mod appears to add enchantments on the fly… so that doesn’t seem to be the case.

    Maybe it’ll eventually bug me enough that I’ll actually investigate some day. It’s more likely I’ll just fix the bugs in the existing Dynamic Loot Mod (such as its Orcish Shield templates using the Draugr Boots item values) and then forget about it though, as Skyrim angers me to the point that I have little desire to actually play it.

    —————-
    UPDATE
    —————-

    So yeah, I made that patch for Dynamic Loot after all. Not going to bother uploading it to Nexus because I’m lazy.


  • Baldur’s Gate 2: ToB Ascension

    I only, just now after years of having it installed, got around to playing through Throne of Bhaal with the BP Version of the Ascension Mod. It was not worth the effort.

    The default final battle is a slog, there’s no denying that. The Ascension final battle? Even more of a slog. Not only does it double down on the cheap plot-invincibility bullshit… it adds an extra battle. The default has you facing off against the various Elemental Princes interspersed with mini-fights against the Final Boss. The Ascension version has you facing off against a bunch of demon groupings (in place of the elementals) followed by a fight against the five earlier bosses plus Gromnir/Sarevok. When you kill some of them the Final Boss makes their appearance and starts attacking as well.

    Now if it just ended there it could definitely be seen as an improvement as the whole ‘repeated end boss fights’ bit in the default is beyond annoying. Unfortunately, once you get the Final Boss down to ‘near death’ they get scripted invincibility and do that whole default “recharging” bit, being instantly restored to full health. They do this twice… same as the default. So not only do you still have to face them repeatedly you have to do it with no rest breaks in-between while also re-defeating those five bosses from earlier. Total bullshit.

    What about the ‘improved’ boss battles though? Improved Yaga Shura is dumb. Having to sit around twiddling your thumbs for minutes on end waiting for plot invincibility to slowly wear off is not fun, it’s just a waste of time. Sendai suffers from the same issue; now you have to hack at her for 5+ minutes to finally whittle down her ludicrous plot-granted health buffer while she teleports between three locations. How is this fun or ‘tactical’? It’s just pointless busywork. The Gromnir, Abazigal, & Illasera fights seemed pretty much the same as I remembered them (perhaps they were overridden by SCSII?) while the Balthazar sequence was skipped due to talking him out of the fight (huge improvement).

    So yeah, one of two things is going to happen now:

    1) Uninstall Ascension and forget it exists.
    2) Edit the script so that the first ‘death’ kills the final boss, skipping the recharging bit.


  • Xenoblade – Dolphin Setup

    Here are some things related to running Xenoblade on Dolphin since it took me a disturbingly long time to work them out.

    First off, you need a high base-speed processor. The number of cores is mostly irrelevant since Dolphin can only use two of them; meaning a 4-gig two-core will run it better than a 3-gig 8-core. Second of all… you need to not screw up your settings. The settings I finally ended up settling on that give only slight slowdown in some areas/battles (with an AMD FX-6100, GeForce GTX 460, and 8GB RAM) are:

    – OpenGL, 1920×1080, Auto, Use Fullscreen, Hide Mouse Curser, Render to main Window
    – 2x Native Resolution, No AA or Filtering, Scaled EFB Copy
    – Skip EFB Access, Texture, Fast, Disable, Fast Mipmaps, Disable Per-Pixel Depth, OpenMP Decoder
    – Load Custom Textures

    – Enable Dual Core, Enable Idle Skipping, Auto, JIT Recompiler
    – Use Panic Handlers
    – DSP HLE Emulation, DSound, 48000 Hz

    After you get things set-up so that you can actually play the game at higher-than-base resolution, you’ll want to go over here and grab some hi-res textures. The packs pretty much only cover the interface, but something is better than nothing.

    Also, here’s an altered version of the PS3 button pack from the first link made to fit my custom control scheme:

    ——————————————————————
    Button Setup – Wiimote Classic Extension
    ——————————————————————

    D-Pad Up = D-Pad Up
    D-Pad Down = D-Pad Down
    D-Pad Left = L1
    D-Pad Right = R1

    Left Stick = Left Stick
    Right Stick = Right Stick

    A = Square
    B = X
    X = Circle
    Y = R-Stick Button
    + = Triangle
    – = L-Stick Button

    L = L2
    R = R2
    ZL = Select
    ZR = Start