Jump to content

xyks

Members
  • Posts

    150
  • Joined

  • Last visited

Nexus Mods Profile

About xyks

xyks's Achievements

Collaborator

Collaborator (7/14)

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

Recent Badges

0

Reputation

  1. Love the ability, jsut wish wings would pop if you use it. In general there are so many fantastic wing models in this game, both white and black angelic wings, devil wings. Wouldn't mind a pack with equipable wings that grant the drconic bloodline flight ability either with endless uses
  2. So we got dynamic Hoods and scarfs using exisitng ingame resocures. Which tells me this should be possible: We also got both model resources for the Zoul helmet with opened and closed visor. Is anybody more intelligent than me capable of writing a script that will equip the closed visor model when the weapon is unsheathed and the opened model when the weapon is sheathed? Please, somebody, this helmet un- and re-euipping for cutscenes and dialogues is so freakin immersion breaking. It would be great if at least the top tier helmet would be dynamic. I can't possibly be the only on longing for this!
  3. There is several mods out for archery and I think we should try to bring them in an immersive way. Also "Bow" has no perks yet, which seems ridicoulous to me. So I'd suggest some perks for Bow: Level 5 Perk - Reduce Sway Level 7 Perk - Make Arrows Faster Level 10 Perk - Reduce Sway even more (I'm against completely removing it, but thats just my taste) Level 15 Perk - Aiming Recticle Level 20 perk - Draw faster I don't even think this is too complicated to do, unfortunately I lack time at the moment, so I can't dig into this. Food for thought for potential modders ;)
  4. So we have several helmets with visors that supposedly can be lifted. We get the changes for first person, but in dialogues the visors always hide Henrys face. Would be great to have models wirh actual lifted visors :)
  5. Hi everybody, I want to modify where the vertibrd can land. Specifically, I want Vertibirds to travel to custom markers and undiscovered locations. To be honest I'm completely overwhelmed by all the Quest and script files as of now. Has anybody found the according variables? To me it looks like the VFT Quest contains what I'm looking for, but I cant find the variables which determine which markers you can travel to. Did anybody find yanything yet?
  6. Could somebody please please please add beds to crafting that are owned by the player? Its getting tiresome throwing settls out of your bed...
  7. So I opened the Fallout4.esm with TESVSnip. I found "sNoFastTravelUndiscovered" and several Vertibird Fasttravel Form IDs (Keys, Sounds, NPCs). From my (Skyrim) experience Bethesda packs player-triggered events into quests, so I guess the quest "BoSVertibirdFastTravelNode" might be what I'm looking for. However, I cant find any references to "sNoFastTravelUndiscovered" and I have to admit that all the strings and Hex Codes aren't my strong suit. Any idea how to procede?
  8. I was hoping with the BAE extractor you could get the scripts, but can find any. The scripts will be released with GECK I guess?
  9. The Vertibird system reminds me a lot of the dragon-riding from Skyrim. As far as I know for Skyrim the mod that allowed to travel to undiscovered locations and map markers on draognback was added by simply editing a script. Any idea if there exists a similar script for the Vertibirds in Fallout4 ?
  10. Thanks for the replies guys. Taking my first babysteps on XCom-Modding here. So I'm afrad you will have to go a little more into detail for me. In which config do I have to look it up? The only mention of XGUnit I found was in XComGame.cfg with this: [XComGame.XGUnitFlyingRing] m_fSweepDistancePerSecond=300.0f m_fTimeToDelay=4.0f Thatsa good start already thanks :smile:
  11. Hi guys, I had a comparable post a while back, but I couldnt find it anymor. Ayway here's the deal: I love the Archangel armor, I just wish the flight would be a little more useful in terms of mobility. I mean even with the grapnel hook can sometimes cover travel bigger distances than a jetpack action. So what I would like to do is to increase the movement during flight mode (not a general movement bonus) and possibly add two more fuel cells. Is that possible by now?
  12. Yeah, I know Quen was overpowered, especially on launch. The EE's nerf on it was too hard though, in my opinion. So I was wondering if somebody could make a mod, where Quen's stats and the increase from level 2 and level 3 would be like it was in version 2.0 again. Shouldnt be much work, I guess it only requires som xml editing. I dont know how to do that myself unfortunately , so i was wondering if someone might help me. Cheers, xyks
  13. Well, some time has passed an I jsut started a new X-Com Playthrough? Any news on thuis topic? Is it possible to change the flight travel distance by now?
  14. I just came to the board to request the exact same hing. Id say it would be already enough if you could simply have a jetpack or something that would give you a limited boost while hitting sprint. Something that charges you where your mosue is pointing, potentially with a cooldown. You could nicely pair that with the the gliding mechanics. Maybe something like a rocket pack with a fixed fuel tank which governs how far you charge and refills over time. I wouldnt need any fancy effects or animations for that though.... To make it clear what I mean, just like the thruster from JK 2: ">" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="295">
×
×
  • Create New...