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kivespussi

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  1. Well it would be relatively quick to change the effect name flare gun uses by default to what the artillery nade uses, but you didnt mention however if you want to keep the default script or replace it with the artillery one.
  2. Bit of testing and it might be that /Out/Data/Scripts/NightAggression/"Aggression.scr" also controls daytime agression as well. In the end there is soundtype parameters for each type of gunshots and for example i dropped down values a good bit of : SoundType("SHOT") { MaxLifeTime(10.0); //40 Radius(5.0); //6 MinAdd(1.0); //10 MaxAdd(2.0); //20 MaxPower(100.0); //400 ShownOnRadar(); } I then added this shot type to Pistols in "Inventory_gen.scr as there wasnt any type specified for pistols with line " NoiseType("SHOT"); " and Voila, can shoot much more without virals running in. anybody could use this to modify the gun sound agro with each class as they well please. hope this helps those few of us who wish there was silencers in game.....
  3. One possibility would be add levels to the bound weapons damage add perk and get raised dmg by laddering them as by default there's only single stage if someone might be able add stages which would get it equal to smithing enhanced daedric weapons.
  4. Might depend purely on how extensive the mod insides are and how closely the added / tweaked things are connected with the old & new .exe , dll tweaks are one's that can go bonkers with exe updates.
  5. Did digging myself with the fomm and tested a little and no suprise , skyrim has same game setting as fallout3 / new vegas for the levelling purpose : fXPLevelUpBase default xp gain % is 75 , raising this to example 225 slowed levelling vs skillpoint gain by 2-3 levels vs the normal curve and probably bit more actually as i had to use slightly levelled toon save. Now just have to figure out what prog to use to make and .esp file with the changes so the game will remember the setting after restart. also for companion limit ? there's setting called PlayerFollowerCount that might be able to use change to allow more companions maybe ..... for mages , setting called iMaxPlayerRunes sets the active limit of magic traps...... there was this beta form carryweight .esp in the nexus => the setting for that is fLevelUpCarryWeightMod what to change what amount players get when they invest to stamina at levelup ....... all these and others of Game settings can be tested ingame by using the SetGS xxxxxxxxxxxxxxx command and check the current values in use > GetGS xxxxxxxxxxxxx hopefullyt this helps others smaking modding with this game before the dev tools arrive...
  6. Would be nice if someone can come up with mod that reduces the speed of level gains , aka the required skill raise of 10 to 15 or even 20 skillpoints needed so the scaling would not be so drastic. For example after a test i did, before going for the first default cave for the first shout to unlock , grindind illusion and conjuration to 50-80ish for some summoning aide and had sneak skill of 40 = level was allready 20-22. Entered the cave = most undeads were third generation wrights ( takes good a while to kill), frost troll or 2 and the end chest spaned me a Draug Lord to fight with their own shout abilities, needless to say died handfull of times in 2 hits ( 240 hp myself) and had to resolve by backtrack over the small bridge and hopping to right side ledges and spend half hour sneak & sneak attacks with a 9 dmg bow ... Oh the joy.
  7. If there's any way in possible to increase the breakdown / ammo create amounts to atleast 1k from the basic 100, as it is more than tedious to make your own ammo from stockpile ammo 100 at the time. For example buying first stock of bulk ammo ( like 5.56 / 5mm bulk boxes quickly raises to thousands of ammo unloaded) then to need of spend couple hours of real time just to breakdown little by little. edit : can be removed , further edited succesfully recipe mod for 1k+ amounts of breakdown and create........
  8. would go nicely paired with light machinegun with dual drum clips which would be modelled after her breasts. *grin*
  9. As the new vegas companions will give temporary perk(s) to the player, would it be possible to modify some of the player's perks to do the same to companions aswell ? Mostly the perks that could used this manner are the few weapon perks ofc, but perks like Cannibal just for messing around ( evil player with rex & dinner time anyone? )
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