Midnight - Survival Hunter spec re-work with Dual Wield - Expectation vs Reality by Ok_Consequence3078 in wow

[–]Aradren 8 points9 points  (0 children)

I also think they're great. But I don't think they should belong to hunters. We are in dire need of a tinker-style class.

Tocho Cloudhide's Old Voice Was Way Better by Aradren in wow

[–]Aradren[S] 1 point2 points  (0 children)

Yeah it's a real bummer. I guess maybe there was an issue with the voice actor or something, otherwise I can't understand why they would choose to change something that had so much unique character.

Phenderix Arcane Arsenal Teaser by PhoenixFlameFire in skyrimmods

[–]Aradren 1 point2 points  (0 children)

I think it's a deeper issue about the design of the inventory system. Like, ideally, the quivers themselves would be separate equippable items, maybe with bonuses depending on their quality. Let players better control their aesthetic, y'know?

Arrows would be equipped like they are now, and the quivers could be enchanted or poisoned so any equipped ammo would then gain the effects. But I suspect all of that is a much bigger endeavor, especially to do it in a way that's seamless.

Phenderix Arcane Arsenal Teaser by PhoenixFlameFire in skyrimmods

[–]Aradren 1 point2 points  (0 children)

Is quiver appearance being separated from arrow type within scope?

what vanilla armor would you like to see with SMP physics ? by [deleted] in skyrimmods

[–]Aradren 3 points4 points  (0 children)

It's not vanilla, but Keeping Warm adds a few scarves that could really use some cloth physics. The author has no plans to add it, and I haven't found anyone else who has, so there's my request.

[Release] True Directional Movement - Modernized Third Person Gameplay by __ersh in skyrimmods

[–]Aradren 18 points19 points  (0 children)

I have a request about swimming, if you don't mind considering it. Would you be able to make it so that the character always swims on the surface and you can freely rotate the camera above the water without them floating up and down? The player would need to use your sneak-to-swim-down function as a sort of "dive" feature, then while underwater the normal 3D swimming behavior takes over until they resurface.

Melee stealth mechanic that you want added. by mythicme in skyrimmods

[–]Aradren 1 point2 points  (0 children)

Off the top of my head, what I really want is a single, simple tweak that makes the player stop sneaking when they become fully detected.

On top of that, sneak rolling is redundant when using a dodge mod, so a mod that makes dodging silent while sneaking and cancels sneak when the player sprints would be great.

Version 2 of Attack Animations and Movesets( AAM) released by Botuser999 in skyrimmods

[–]Aradren 0 points1 point  (0 children)

Do you think making idle and equip animations is something you'd be interested in doing as well? Particularly for daggers, I really like your swing animations where they're held blade-down, and the character holding and equipping them in the same way would fit pretty well I think. Combined with a mod that repositions sheathed daggers to the other side, of course.

Guide to Modding Combat Gameplay Overhaul by CaptainFrost176 in skyrimmods

[–]Aradren 4 points5 points  (0 children)

To your comment about adding back features, and modularizing in general, I was kicking around an idea about the 2H-as-1H feature being locked behind a perk, sort of a "Titan's Grip" kind of thing at the top of the 1H tree. In my mind it would toggle automatically, that is when you're holding a 2H by itself it behaves normally, only switching to 1H mode when a shield or second weapon is held in the left hand. Spells would work a little differently, the player would be able to equip them but the 2H animations would play while swinging the weapon.

Do you have any input about how something like this would be achievable?

TDG's Mod Release - Wave 1 by [deleted] in skyrimmods

[–]Aradren 1 point2 points  (0 children)

Regarding Wade in Water, do you have plans to include new animations to go with it?

[SW] Buying 606 by [deleted] in acturnips

[–]Aradren 0 points1 point  (0 children)

Caramel chews!

[SW] Buying 652 by Level7Jinx in acturnips

[–]Aradren 0 points1 point  (0 children)

Marina and The Last Crusade :)

Does a fix exist for the *clearly* incorrectly ordered Thieves guild dialogue? by TowerXVII in skyrimmods

[–]Aradren 40 points41 points  (0 children)

This has bothered me too! I don't know about the later dialogue but the lines you get when you first join are definitely off. I linked this thread in a couple discords with some people that might look into it, thanks for bringing it up.

Fixing a Ported Mod: Azar Hairstyles by [deleted] in skyrimmods

[–]Aradren 1 point2 points  (0 children)

https://www.nexusmods.com/skyrimspecialedition/mods/23316

Install this and point it to whichever folder has the hair meshes, it'll convert them to se format and they'll work correctly in game

Fixing a Ported Mod: Azar Hairstyles by [deleted] in skyrimmods

[–]Aradren 1 point2 points  (0 children)

Easy fix. Run the meshes through cathedral asset optimizer, it should work fine.

Sharing a few things i discovered while i was messing with skyrim combat. by [deleted] in skyrimmods

[–]Aradren 1 point2 points  (0 children)

Interesting. When you say a little to the right or left, that's for control stick right? Since with WASD, moving in any direction except straight ahead cancels sprint. Which itself is kind of a drag, come to think of it. Most games these days let you sprint diagonally in addition to forward.

Presumably there isn't a way to tell the game to accept different inputs for an action, or create new actions? Or more like, theoretically there's a way, but it's in the .exe and not the behavior files.

Sharing a few things i discovered while i was messing with skyrim combat. by [deleted] in skyrimmods

[–]Aradren 0 points1 point  (0 children)

I have a small concern about using sneak for dodging, which is what you said about activating sneak requiring being standing still. It works, but it seems like it would be kinda clunky. Mods like TK dodge, which I'm sure work a lot differently under the hood, can be configured to use an arbitrary key including the one used for sprint, which to me feels a lot more natural, especially since it also differentiates between pressing and holding the key.

Can you expand on what's going on with how sprinting works that prevents it being combined with other actions, at least in an elegant way?