It's brilliant. There are some little things wrong, such as, well you know when Snake's standing still, you turn around, he kinda goes a small semi circle rather than just clipping round? You can feel that; the camera moves as he would, but because of this, it's nice that you can do the Arma esque thing and run one direction while looking another, like neck movement. Not being able to see what's round corners makes things much more tense, and you've gotta be really careful and try and get a good view on things beforehand. You've got to rely on your senses a lot more, and it's obvious I wasn't [For example not hearing a truck coming at one point.] One last thing, as noted, is that you can't see character models if you're right next to them; as with the third person camera, things disappear when you get too close. Of course it makes picking up items a little awkward, but altogether it's nowhere near enough to turn me off of the mod.Oh and certain weapons look funny. ;)
If you've already had 1.0.11, please redownload the patch.
You can download the game fresh from the "cores" section, or a patch to update your older copy of the game.
If you want to patch, here's what you have to do, download the patch for your version in this thread. Inside the zip there are instructions on how to patch your game (it's not too difficult- you're literally just dragging a file or two).
Hello, I'm so glad you could join us today. Today we're going to be present my first custom follower, Bob Ross. Bob is fully voiced with soundclips from episodes of The Joy of Painting, and the number of custom comments will grow in each version. First off, though, I'd like to introduce one of my little friends, Bob's custom summon, a lore-friendly creature not seen since Oblivion:
There's a spell tome somewhere that will teach this spell to you, but it's location is just going to be our little secret.
Bob has stats equivalent to Teldryn Sero, except Bob focuses on ice magic rather than fire. Bob resides in the Eldergleam Sanctuary, and this mod should be compatible with just about anything else you'd like to use.
Now, some folks like to use Extensible Follower Framework, but in order to get Bob to work with it, you'll have to use the EFF Mind Control spell. To get this, just press the ~ key to bring up your little console, and type player.addspell xx01C81A, where xx is the load order of XFLMain.esm. Just use that spell on Bob, or any NPC you like, and you'll have them in the EFF Framework, just like that.
Well, that's all the time we have today, and I'd like to wish you happy modding, and God bless.
Perkus Maximus (PerMa) is a large scale perk, skill and gameplay overhaul. I implemented new gameplay mechanics, enhanced existing ones, and rebuilt all perk trees from scratch to support the rebuilt mechanics. The result is something that will completely change the way you approach the character building process, and thus the entire game.
When working on PerMa, I used all the experience and feedback I collected during the creation of my other large mod, Skyrim Redone (SkyRe). Today, SkyRe is the most well-known and popular gameplay overhaul for Skyrim, and to be frank, I think PerMa is _a lot_ better in most ways. If you know SkyRe already and would like a list of the most important differences, go skip to the FAQ section of this page.
If not, keep reading. I will only post very rough goals and a few selected details for what I did which each skill, because the full descriptions just don't fit in the space I have on this page, but a detailed documentation, including perk tree images and perk descriptions, is available for download from the "Optional Downloads" section of the "Downloads" tab.
Changes are incredibly numerous, so you will want to review the changelog. Please let me know if I made a boneheaded error anywhere so I can fix it in an incremental. Everything should be fine though.
Awake: the Rise of Mannimarco news:
Development has had its ups and downs, but we are roughly 60% through the asset creation process. This puts us roughly 4 months behind the original timescale for rollout. I order to help make up for lost time, WE ARE CURRENTLY RECRUITING FOR TWO POSITIONS.
Now all those lucky enough to have a Nintendo 3DS running v4.5 firmware, can enjoy using the very first 'custom firmware' on their 3DS without the need of buying any 'flashcart'.
A few days ago, the 7.x keys for encryption on the Nintendo 3DS console was released, and now a complete working 3DS CFW has been released, that allows you to soft-mod your handheld, for backup ROMs (but you have to convert them first, not as easy as it sounds) and homebrew using nothing more then your normal 3DS with its SD Card and full backup of your NAND, without the need of owning any 'flashcart' anymore as long as have a 3DS running v4.5!
As several people have asked for it, here's a visual-only offshoot of my "Trade Routes Rebalanced" mod. Modifies the "Previous Route" text in the trade screen to be an eye-catching bright red rather than the easy-to-overlook samey grey of vanilla
A generator made by Thought Process (aka Gibbed) that can create importable Dragon Age: Origins for Dragon Age 2 with user-specified options for plot, characters, So you dont have to play through 30+ hours of dragon age.
In order to run the save generator, you need to have .NET 4.0 installed:
Cipscis' Automatic Save Manager, or CASM for short, replaces Fallout 3's saving system so that you no longer have to rely on only a single autosave or quicksave to fall back on.
This is achieved by cycling through a certain number of saves, so that older saves are still overridden but there are also always previous saves available if you need to reload a save earlier than your last one.
CASM creates saves in three ways: - Automatically after a certain length of time - Automatically after certain events - Manually with the F4 key
You can quickly load your last CASM save with the F8 key
Makes the workers sound like Wheatley from Portal 2. It affects the Worker Select sound, the Worker Birth sounds and the Worker Idle sounds.
Note, if you only want to hear Wheatly when selecting him and don't want to hear the idle sounds, I believe that going into the mod folder and deleting and files with the word idle in it will do the trick. I haven't tested it though.
Video demonstration included. Sound effects from Portal 2 and Civilization Beyond Earth.
It annoyed me that every unit in the game has the same red colouring, so I made this mod which applies a sponsor's national color onto its units, so it is easier to tell which civilization owns which unit.
The following units (for all civs) have been given dynamic coloring; Soldier Marine Ranger Gunner Combat Rover Armor Explorer Colonist Worker Embarked Ship
The ultimate goal of this mod is to eventually give dynamic colouring to all units in the game. So far this is proving pretty difficult to test with the later units, as it is not easy to spawn them to test.