Jump to content

Silentdagger

Members
  • Posts

    125
  • Joined

  • Last visited

Nexus Mods Profile

About Silentdagger

Profile Fields

  • Country
    United States

Silentdagger's Achievements

Collaborator

Collaborator (7/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. You have to deconstruct junk (or guns) that you find. Every once and a while, you can buy a shipment of 25 from a trader.
  2. If I were a betting man, I would bet that trainwiz is going to make a mod that does that very thing. Heck, he did it in Skyrim.
  3. I am sure someone will add something like this to the game. Really, the only question is how long it will take before it is out..
  4. It couldn't hurt to clarify the OP. It is an interesting idea. I think I like your idea of the "deck" the best, as it would make it feel less like you are just jumping through hoops to get a prize and more like doing a mission (of course that is just how I feel about it). It would also allow more variety in the radiant quests as you only use one of the maps. Of course this makes the time it takes to complete the quest a lot shorter. I like the second idea if you manage to get a bunch of maps (approx. ten) and only use a few (approx. three) per "run"; that way it will seem less like you are recycling maps, even though you are. Of course, that is just how I think it should be done. The idea to "funnel" radiant quests through a framework would be interesting but I don't know how well it would work (I have never done work on radiant quests). I do like the idea, as it would limit the number of times you would "have" to go to the maps and would mitigate any chance of cross-quest bugs! Really, the only part where I see things "messing up" is any time someone adds a new radiant quest using the maps as a framework. Editing common cells/leveled lists is always a hassle with Bethesda's engine as any mod can change something and just start a whole slew of problems. Someone making a mod that uses the framework would have to make sure not to move/look at/touch anything in the framework maps. The best thing they could do to ensure compatibility with other mods (purely on an "editing the cell" level) is to just add new leveled creature/NPC lists that are only enabled if the radiant quest is enabled. This is especially the case as a framework, as many people are intended to use it. If they add their own maps, then nothing would be a problem and it would still be a useful way to get new content out there. Of course, I might be wrong on all accounts but I don't think I am (someone who is more experienced than I, PLEASE correct me if I am wrong). I hate to be a Negative Nancy again, but you also need to get people WANT to use the mod as a framework. Of course, you never really know which way that will go when you start out. As for your number three idea, more bases/settlements are always welcome. Again, I am all for this idea. More maps are always better. Edit: Fixed spelling mistake.
  5. I am a little confused by they way you word this. Are you saying there needs to be a basic framework mod that has multiple different locations off-map that can be used for radiant missions? If so, I am always for more places to explore. It also wouldn't be too hard to make a mod like that. The hardest part would be modding a lore-friendly way to get there, depending on the faction you chose. I, of-course, use the term "hardest" here relatively, as it seems that most people who mod don't know how to work with stuff like that. I don't think I would find it too hard (this, of course, also depends on how in-depth I would want to make it); modeling and texturing though? Count me out. A few noob modders like us could probably pull it off. If you are talking about something else, then you should restate yourself, as I didn't really get a clear picture of what you want.
  6. To work with leveled lists, it will probably just be easier to work with the CK, as it is relatively straight forward in the Skyrim CK. You are probably going to have to change a lot of leveled lists. Do you want to just add your clothes to the lists or replace them with the old ones? Replacing the old ones should require a bit less work.
  7. I was thinking very similar things. I saw the setup that Beth had in the stream they did, and I was like "This seems like a very bare-bones system". Heck, the raider/gunner/whatever they captured just attacked them after they let them out of their cage, instead of going through the death maze. The lackluster arena system is the main reason I haven't done anything with it. Don't get me wrong, though I like what they did and I LOVE the new concrete pieces, the arena needs a bit more work.
  8. Bumping is allowed, as long as you don't overdo it. I was also thinking that we need a double door. It would be super useful for a variety of reasons.
  9. I think this is a good idea. I was kind of hoping for more historical information on the Minute Men (Who says you can't learn history from video games?!). I was also thinking to add a legendary Laser musket (as there currently is none, not counting the auto one). I don't really know what else to add, as I don't know too much about the Minute Men.
  10. Going with what you said, it seems like you'll probably have to wait for the GECK to come out, mainly because you want to (I'm guessing) add dialog and/or scripts. If you have Skyrim, you can do what I am doing and learn how to work with papyrus (their scripting language) and learn how to work with dialog. That will be essential to making a mod like that.
  11. The best/safety way at this point is to wait for the GECK. If you are super determined to get it in the game via TESV Snip,you will have to wait for someone who knows more about it comes along.
×
×
  • Create New...