

Then, depending on your rig's performance capabilities, you could increase the distance range in increments, with the lowest enabled being only characters within say 80 yards of your character getting physics enabled, then larger ranges for beefier rigs. Off would obviously just display these default models all the time. I would then create a Settings option much like with AO or other graphical options with multiple levels for physics/quality. Low-profile simple capes with nice textures and basic rigging/painting so they move with animations but have no physics, and sit low enough to be below shields and weapons (which "float" a couple fists from your character's back as it is anyway, so plenty of room). If I were to approach the challenge I would probably start with something like this: There are probably games out there for the wanna-be caped crusader, try-hard swashbuckling rogue, and impractical thief willing to snag a cloak on walls, woodwork, drag it through puddles, and strangle themselves riding under tree branches, but it doesn't need to ruin everyone's game. The Breton Hero costume had a lot of anticipation built because it has a cape/cloak then it released, and people saw how much it did not work, and stayed stapled to your butt no matter what, and the ranting started. Beta capes/cloaks went away when it was seen how much they didn't work.

HeroEngine was our whiteboard: a great tool to put our ideas in the game and seeing them while the production engine was in development.Īs for capes and cloaks.By the Divines, the clipping for any character with hair, two handed weapons, staffs, bows, shields.the horrific clipping. We used it as a tool for things like area prototypes and design concepts so that we could begin honing the art style. When we began development for ESO, we licensed the HeroEngine so that we could hit the ground running. Just like how you could do underwater in Skyrim, but it's not possible in ESO. Skyrim is a SPG and uses a different engine. I don't really see this as a reason not to do anything.

Also, a lot of the costumes ZOS sells on the crown store have clipping issues out of the gate, be it different races with head shape issues on helms or whatnot. If everything becomes too formula-driven, and people give up on innovation, that is the moment a game begins to die.ĮDIT: Also who honestly cares about a little clipping? Half the outfit combinations you can make have clipping issues, and I don't hear people asking for the outfit system to be removed. Passion projects are what keep a project alive. I am not inclined to accept "devs said no lol" posts without at least an effort made to post an actual link to substantiate such a claim.įurthermore I don't understand how anyone who actually invests money in this game would NOT want to see more development and new things added to the game. Surely Zenimax can do better than a bunch of freelancers working for, well, free?īut here's the thing. It isn't just industry standard, it is TES standard at this point, at least among the modding community.
#Skyrim se cloaks and capes mods#
And yet, capes and cloaks with physics remains one of the most popular Skyrim mods of all time, and virtually every modern title includes these by default.
