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TETRISOID

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    Starbound

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  1. Request to make "Exp booster" for all skills. x2 \ x5 \ x10 .. x1000 (value of wich will be modified in SkyUI mod settings) It is very strange that such a mod does not exist. It's been 8 years since the release of the game. Is it because it's too hard to do? Or just nobody thought about it before?
  2. Ok i'll try.Just wanted to be sure, if there something else to it.Like some form or approval from admin before it.
  3. So. If this faq topic. I want to ask. Is it possible to add new game to list of 684 moddable games? There is interesting game Keplerth (https://store.steampowered.com/app/747200/Keplerth/) Is there some form for it? If yes - please give me link to it.
  4. There are too many mods. And some mods using same file (like rpg_param.xml). But there are no mods, what uses all this values from that file. For example, "archery mod" uses only 1 param "AimSpreadMax". Or "herbalism mod" uses other 1 param "HerbGatherSkillToRadius". My request is to develop and create lua-script for xml files, that will use only that few param you need. And wont interfering with other mods uses same file but different param. Maybe something, like that, what was used in (Factorio) : data:extend({ { type = "bool-setting", name = "test", setting_type = "test", default_value = true, order = "ad-a", }, })
  5. Is there a way to create buff that will active permanent, without perk. For example it will just hangin in buff list.
  6. Try look here (nexusmods/topic/6409661). More specific this place : RepairKitItemHealthBestLimit # With high skill/quality repairkit can repauir items until this health limit RepairKitMaxSkillCapacityCoef # Max skill coef for repair kit total capacity RepairKitCapacity # Repair kit capacity to repair RepairKitItemPerkBuffHealthThreshold # Buffs added by repair kit perks wont be functional under this item health RepairKitItemHealthDefaultLimit # Default repairkit item helth limit SharpeningFullNegativeHealthXP
  7. Like to edit source code of games and creating own mods.
  8. There is a chance that you using another mod, that have using other settings from "rpg_param.xml". And that mod, is loaded after my mod. Sort your files by order in name. Try remove all mod's and left just my (for test).
  9. Here you go. Link to file http://disk.karelia.pro/3B1LxqZ/
  10. Right now there is few mods that use Localization (text and description).Mods like "Perkaholic" or "Unleveled Perks"But in future, i sure, there will be new categories for "quest mods" and "item mods".They will need to have they own description, and that description will lie at Localization folder.And for everyone to not just add their content to default files of description "text_ui_*.xml", i suggest to use one file.Or create lua-scrypt to read adition files from Localization / {your_language}_xml.pak / *.xml. Like it was used for mods files.
  11. I want to create rule/hint to those who creating mods and uses localization for it. First : there is "GameData.pak \ Libs \ Localization \ localization.xml" file where you need to add "<entry>zzz_mods.xml</entry>". Second : When you will create your mod, you just place translation in this file : "Localization / {your_language}_xml.pak / zzz_mods.xml" Benefits : Easy to take and translate to another language. No need to search difference in all database of this text.
  12. (1) Add menu when you try open door but already have key => menu to choice Try to Pick-lock or Open with Key [Give you chance to improve your pick-lock skill instead from waist it] (2) Add menu when you Crafting, Creating potions or using Grindstone, Workbench, Forge or Anvil to create/upgrade/smelt more than one item at once => menu like trade to choice how much to craft (add menu to view how match resource is needed) [Very useful when there is stack of item to improve or create like 40 potions or 20 daggers at once] (3) Create Mod - That will be read books and don't open it (when you take them from shelf or from dead body) [used for lesser time to waist on useless things] (4) Mod to change - Enchanting than increase other skill level instead increase status directly => like if you Enchanting ring with "Smithing bonus" it rise your level and then you can create more powerful items, same with Enchanting for "Armor", but for "Archery" it do that it have to done (Increase Damage without rise level of Archery Skill) ==>> Change Enchanting for all skills-up enchants for those like Archery (with don't Rise level and Rise Effect) [Give you more time to improve you skill without level up] (5) Create Mod - After using full soul gem - it just become Empty and not Disappear (Like mod for Empty Bottles from used potions) [this can set game easier] Interesting (6) Mod to make your companion can mine ore and chop logs from your order on place (they need to have Woodcutter's axe / Pick-axe in inventory) P.S. If there already created any mod exactly or look-like for one of my request please post link to them.
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