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HoleyGrail

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  1. Thanks for the suggestions. I had heard of most of those but they just didn't quite fir the bill. The only one I hadn't heard of is Personal Pack Brahmin which is probably closest to what I am after and I will give it a shot. In my original suggestion, I just liked the idea of making scavenging stations and settlers assigned to them more viable from an immersion standpoint, I would feel more invested in making sure a human settler didn't get taken out by raiders as opposed to a brahmin... when I can just whip up another one. The loss of the materials on the beast does add some risk/reward aspect to it, though. I'll give that one a shot, and thanks again for the suggestions/links.
  2. Gratuitous bump... haven't lost hope someone can implement a mod like this.
  3. I have been trying to think of an immersive way to improve scavenging for materials to build settlements in Survival Mode, and this is what I have come up with. A mod that allows the ability to draft settlers from an owned settlement into a scavenging party. There would need to be two dialogue options: 1) "I need you to join my scavenging party." option to enlist a settler into the party, and 2) "Head for home." option to send the settler back to the settlement where they live. To tie it into the game and keep immersion intact, the option to join a scavenging party should only be available to settlers that are assigned to a scavenging station. Any player can add one scavenger to a party, and each rank in the Local Leader perk adds the ability to increase the party size by one (with the max party size being 3 - excluding the player and vanilla companion.) Then, as you scout around, you can add junk items to the scav party members inventories (which is already possible), then use the dialogue option to get them to "Head for home." when their inventory is full. When you issue that command, they leave the party and head for their assigned settlement. They then deposit their junk items into the settlement's workshop and go back to their regular duties tied to the scav station. To balance the risk/reward there should be the possibility of random encounters while in a scavenging party, which scale to the party size. Scav party members should also be mortal. Does anyone out there think this might be a possibly good idea, and have the ability to do it?
  4. Would it be possible to create an MCM-menu oriented mod that could dynamically alter imagespace modifiers in game, so that you could: - make nights darker/lighter - make days darker/lighter No need to alter physical light sources... just an overall brightness setting that can be configured to be different depending on whether it is night or day. That way you could use it to fine tune your lighting regardless of ENB configuration or lighting mods. I am endlessly tweaking my lighting, but can never seem to get that balance to satisfy my tastes. Night is either too dark, or day is over bright. This is the only way I can think of to fix the situation... I just don't know if it's possible to do.
  5. ...not sure why the formatting is showing up in the final draft of this post... I'll repost here to see if that fixes it... I realize this may take a lot of work, but I think it would be pretty cool. Make a mod that allows the player to alter their player home's decor depending on milestones they have reached in the game. Ultimately, this would be accessed through MCM. If the player has reached any of these milestones: - Leader of the Thieve's, Mage's or Companion's Guild- Completed the Civil War Questline for Stormcloaks or the Empire- Completed the Main Questline- Chose and completed the Vampire or Dawnguard side of the DLC Questline- Completed Dragonborn When each of these milestones are achieved, the option to alter the appearance of your player homes to reflect your choice is made available. This would affect all owned player homes from the Vanilla game and DLC at the same time. So, the player would feel like their personality and choices are affecting their environment. Most changes wouldn't have to be too intrusive... models wouldn't have to be moved or removed, just re-skinned. Like, changing the bedspreads to reflect a faction logo, hanging banners, The changes could be subtle, or grander depending on the investment the person putting this together would want to make. The addition of a Guard relative to the chosen decor choice to the front door would also be a cool touch. Also, you could add smaller achievement additions to singular homes, like a Stones of Berenziah statue in one home when the quest is completed. etc... Ideally, the mod would support plug-ins so that people who make custom homes can make their own milestone influenced versions to be handled by the MCM menu for this mod.
  6. I have tried the wearable lanterns mod, and its great. I just sneak a lot and want the ability to douse my light source in a moment's notice... without having to cruise through the favourites menu if possible.
  7. A spell that creates an articulated version of the mannequin model bound to the area that it is cast. Through dialogue, the player can either hang an outfit on it, and let it "relax" in the area, or assign tasks to it, such as chop wood, harvest alchemy ingredients, smelt ore, etc. This way the player can display armour sets in a more creative way, or actually have basic needs around their homes taken care of.
  8. A unique color/graphic for any locations that are "Cleared" so that the player can see this when looking at the whole map, instead of having to mouse over each location one by one.
  9. While in a merchant's dialogue and looking through an available list of spells, it would be handy if spells already known by the player were either greyed out, or stricken from the list.
  10. SImple. A unique shield with a continuous light spell attached to it. I hate breaking the game's immersion, so I open up the favourites menu as little as possible. So, before a dungeon run, or whatevert excursion I have planned, I set up my 8 hotkeys with the skills/gear I will probably need for the trip. Combing those two things would free up a hotkey so that I can add one extra can of whoop-ass to the mix. Brightness/radius options would be useful so that people can fine-tune the effectiveness to match their ENB/lighting mods.
  11. I was trying to come up with a funky new shout and this came to me. I have no modding skills at all though, so I'll leave it here if anyone wants to flesh it out. Ideally, all three parts of the shout would be obtained from three different unique dragons. I have no idea if the dragon speak used in the game could be translated, but the first syllable would be for "Hands and Feet", the second for "Chest and Legs" and the third for "Head" The idea is that the death of the three dragons confers certain pyro-based skills to the player., but these abilities are only triggered at the conclusion of the shout if the affected body parts are unclothed/unarmed. This way, the player can mix and match the effects to create different and specific dynamics: Hands - the player gains concussive punching power with unarmed attacks, doing bonus fire damage and knockback Feet - the player gains the ability to jump great distances (steerable with the camera if possible) Chest - the body becomes awash in flame and gets a percentage based change to reflect melee and ranged damage as a retaliatory fireball strike Legs - the player's movement speed is greatly increased Head - Two part effect. One, any received magic damage has a % chance to be converted to a small health gain, and two, the other body part effects are intensified and altered: - Hands - the intensity of the fire damage is increased as well as knockback strength - Feet - the player's jump is increased even slightly farther and upon landing the player does aoe explosive damage - Chest - the % chance to reflect damage is increased - Legs - the movement speed is increased even further, possibly leaving a trail of fire in their wake that can damage enemies Care should be made not to make this too god-like though, and the recharge time should be fairly lengthy so it can't be used too often. Thoughts?
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