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PlausibleSarge

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  1. I am currently working on a mod to do exactly this (and a lot more), for OpenMW. It DOES take into account the starting bonus and only adds it to determine the initial health, then uses the correct formula to determine the bonus health on top of the initial, so it should be perfectly predictable at higher levels - if you have 100 Endurance and had equal starting Strength with 2 characters, you'll have exactly the same health, regardless of when you levelled up your Endurance, and the numbers are very similar to vanilla (usually within about 5 total HP). This does constitute a nerf to The Lady birthsign, which isn't so insanely broken anymore. Obviously having 125 Endurance instead of 100 Endurance will give you more health, so it's still a useful buff throughout the whole game, but doesn't give permanent health boosts anymore. Instead, it's just like any other Fortify enchantment. Good, but not godlike. This system currently works fine, but can't account for custom classes. There is an existing PR for OpenMW to add support for reading data from NPC classes, which should let me read their Attribute Bonuses and correctly calculate the players starting health bonus. When that's merged, I will be ready to release this. Feel free to PM me if you want to follow progress with this.
  2. Yeah I agree with a lot of the points raised - bullet time would be pretty amazing. I was actually personally thinking of replacing VATS with a kind of spotter thing, which would for example send out a pulse (with a standard AP cost per burst) which would reveal all enemies in the immediate area with bright red outlines, possibly even through walls (although could be a tad OP).
  3. I just hope we get a Fallout 4 version of Mod Organiser
  4. So it seems that many of the SPECIAL stats, as well as a lot of the perks and gameplay elements (criticals) revolve around VATS. I really despise VATS, I have always hated it ever since Fallout 3. It sounds like it's going to be a pain to rebalance everything around non-VATS play. Shame really. anyone got any ideas that could make things a bit easier on this front effort wise or for how they would re-do some of the gameplay around non-VATS users?
  5. I would love a backpack mod, plus a mod that adds pouches similar to the bandolier mod for Skyrim. Also remember we already have storate in the arm/leg pad things you can get in fo4, although a proper standard backpack would be nice too.
  6. I do really like the power armor system, although I think it could do with some major overhauls to be truly useful. At the moment its just armor++ as long as you have juice. Kinda wish it was a bit more customisable to someone's gameplay.
  7. I always thought that there was a button inside the suit that would automatically inject the player That's why there's no animation
  8. Firstly, you dont have to use the mod or talk to the mod author. Sure, the Nexus has rules for which content it deems appropriate for legal reasons (no child sex mods etc) but has shown in the past that it really does not care about peoples sensibilities (and this is a good thing - more freedom means more open mod development), which is why it allows adult only content whereas the majority of game file sites on the internet atleast try to be kid friendly to an extent. If you really dont want to be offended you could always tick the "Only for females" search filter when looking for some cool armor to wear. Just dont select "only for make characters" as that is obviously the sexism button. Secondly, there are literally hundreds of female-only armor mods on the nexus. I don't know what you are complaining about. TL;DR why does this thread even exist?
  9. Hi. I don't post much on the forums, so I apologize if this is the wrong section. Does anyone know of a way (either officially or as a workaround) to make a reference alias script not listen to the events on the object reference they are attached to. For example, if I make a mod which restricts the ability to pick locks based on level, and I attach it to a reference alias so that I do not have to modify any container or door forms, when the alias runs, It is able to tell me whether or not I can lockpick an object, but the lockpicking UI always pops up regardless and there is nothing I can do to stop it. I know similar functionality can be achieved using a perk, but perks cause other problems I am not prepared to deal with. Help would be greatly appreciated.
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