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RetroNutcase

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  1. The word you're looking for is "Revive" not "Review." Asking to review him makes no sense.
  2. I'd be fine with a mod that disables the kanji entirely while keeping the audio warning, to be honest. The kanji itself is a major distraction, the audio cue alone is fine and would work better.
  3. The reason I ask about this as a possible mod is because frankly, level ups in Fallout 4 feel so unrewarding compared to 3/NV. In those, we had a dual layer to level ups. You spent skill points, then got a perk. Because they got merged into a single system, level ups feel very unsatisfying as you have to pick one or the other now: Do you want to get a new perk like better crafting? Or do you want to do more damage with one of your guns? Since there's already level requirements for most perks, it would still be fairly balanced even if you got more than one perk point per level, as you couldn't instantly get Rifleman 5 after a couple levels. It would however give a better sense of character progression. A little lockpicking here and a little rifleman there in a single level up? Yes please.
  4. So yeah, I'm one of those people that has ideas, but often lacks the ability to implement them. I figure at the least, if I share them...Who knows? Maybe someone will do something with the ideas. I'll try to break them down as best I can. While most are immersion based, there's a few balance ideas I've had as well. -Balance Changes- -How about redoing how the Radio Towers work? The game dialogue initially suggests you're doing this to make weapons available to buy. So why not make it like this? Rather than having all guns unlocked at the start to buy, or making it so you get them for free based on towers...How about having a limited inventory of buyable weapons that expands as you activate more radio towers, but they still have to be bought as you unlock them? It would give more incentive to explore and activate the towers. -Costs. Everyone does it, my two cents on it are as follows: Weapons are too cheap, maps are too expensive. The maps should be cheaper, the guns should cost more. Why on earth should I buy a map when I can make the money without it? The entire system is backwards and really needs to be changed. -Immersion ideas- -Darker, longer nights. Nights are not very impressive in Far Cry 3. They're short, and they're still deceptively well lit. If there's a good example of a game series that benefited from darker nights being modded in, it was STALKER, where the nights being darker made it scarier, more atmosphere, and a more tactical choice. Less visibility applied to both you and your enemies, so a night raid could actually be to your advantage if you knew how to operate in the dark. Toggleable Flashlight-If darker nights were done, this would be all but mandatory. You'd need a flashlight to see in the dark, and at the same time, it would be great if there was a way to turn it on/off for detection purposes. IE, keep it off when sticking to the shadows, so you can sneak effectively. Of course, this would be even better if enemies could also use their lights. Food, Sleep, Drink-This would be tougher, I admit, but it's one thing that really bugged me about Far Cry 3. You hunt for pelts. You never hunt for food. You never really hunt to survive, just to get by and improve your gear. An incentive to hunt for food would be an amazing game changer. Having to sleep and keep hydrated would only make things even more interesting. Admittedly, this would probably be a lot harder to implement.
  5. If there's one thing I hated about Dark Souls, it was the Hollow Form. From a gameplay perspective I didn't mind it, but appearance wise, it looks ugly as sin. At least with Soul Form in Demon's Souls you still looked like yourself, just...A soul instead of a physical body. With Dark Souls, you look like an ugly, shriveled corpse. I could care less about the gameplay mechanics of Human vs Hollow. If anything I wouldn't want to change those, as it would ruin the game. However, a way to look human while Hollow would be nice, for those of us who like looking at our characters, but stay out of Human form to avoid invasions.
  6. So yeah, most third person games these days, at least ones that rely on precise shooting mechanics, have this wonderful little feature. The idea is simple: Tap a button, and the view switches from over the right shoulder to over the left, and back when pressed again. Why is this nice? Because it lets you deal with the annoying blind spot issues one suffers when locked to a specific shoulder. It also keeps what's directly in front of you in view and unobscured, an issue that plagues having a centered third person view. The problem? I've seen no mods that do this. Dynamicamera comes close, but only lets you switch views based on your weapon/holster state. I basically just want to be able to change which shoulder I'm looking over at the touch of a button to make things like shooting and sneaking in third person easier. I've debated trying to make such a mod myself, but I'd need to figure how things like camera control via a hotkey work first.
  7. I'm not sure how much it helps, but on occasion, changing my equipment generates a C++ Runtime Error before the usual CTD. This has, lately, been the primary cause of my crashes (And probably the most annoying, any time I change equipment I risk it!). Can anyone think of anything that might be causing this? I would assume that this means there's some kind of inventory/item conflict somewhere, but I can't really narrow it down...
  8. Well, the culprit was Max Tael's weather mod. Taking it out and replacing it with All Natural fixed THAT problem, but now I have a new problem. CTDs occuring under the following conditions: -On fast travel -On removing equipped armor -On enchanting an item with a Sigil Stone while it's equipped -On loading a save after I've resumed my game (Never had a crash when loading a save from main menu) All of these are random, I've found no way to 100% re-create the crashes like with the Oblivion Plane crash. My revised load order is below. Oh yeah, something that has confused the heck out of me...The whole "Don't use UOP and such if you use OMOBS" thing. Are the UOP patches bundled with OMOBS? Or just MOBS? And what's this I hear about updated supplementals? Google has done nothing to help me in finding these, so I'm wanting to be sure I'm up to date on my unofficial patches. But more importantly, I also want these random crashes to go away. Whenever I'm travelling through a large dungeon, I seem to be fine. Towns...usually fine. The majority of the crashes are on the situations described above.
  9. Well, topic says it all. I dunno what's causing it, but whenever I get a "Loading Area" message in an Oblivion Plane (the Kvatch one to be specific), CTD. It's basically gotten to the point I can't play, because if I take any number of steps in an Oblivion plane...CRASH. I can't get out, much less get further in. Here's my load order, and I'm running OBSE v20. If anyone can help, I'd appreciate it. I want to actually finish this game ONCE before Skyrim comes out. Oh yeah, I've removed a few files since I posted this as I found they were redundant and might have been causing problems. Unfortunately, the issue remains.
  10. So yeah, I've been trying to get all these mods to play nice together, I've made a bashed patch and such, but I still can't seem to get the effects I want. What I'm basically trying to get is: -The rebalances of Supreme Magicka -The less annoying aspect of LAME (Not having to constantly re-cast buffs, your summons won't turn on you because of friendly fire, etc) -The new spells of both mods -A sense of balance (I'm told LAME makes spells too expensive to cast, while SM makes them too cheap) in magic cost if possible. -All of this playing nice with OOO Load order as of now is... So yeah, any help that could be offered would be appreciated.
  11. Giving this a bump, I really need some second opinions on this idea, and possible help in making it happen if it gets enough support.
  12. Well, it's a funny story. I played a game recently called Dead Island. My first thought was "Wow, Oblivion melee would be fun if it was this fast paced." Then it hit me: Why not try to do so? Admittedly, my experience with TES CS is limited, but I do have some, and I'm willing to learn...So what I'm basically here for is to ask for help, input, and soforth as I see if I can't turn a concept into reality. The concept? Twitch Combat. The goal? Bring fun into Oblivion's melee and make it a desirable combat type vs magic or archery, without making it overpower them. Unlike some of the mods out there however like Deadly Reflex and Duke Patrick's Combat Melee, this would attempt to change combat without straying excessively from Vanilla. This means no new attack functions/keys, no focus on making the combat system incredibly complicated and harder to learn, although it will change how melee works so some re-learning will be needed. Below is the concept document (incomplete) that I've been drafting up for this mod, and I'm looking for input on it, as well as possible help in making it possible through TES CS and OBSE. Tentative Mod Name: Twitch Combat. Terms to note: Player Skill means skill of the player at the controls, whereas Avatar Skill means the skill of the ingame character. -Blocking Mechanics- Blocking will now be an emphasis of both player and avatar skill. Blocking will use a timing system, where the longer you block, the less effective your block is. Your block's effectiveness will deteriorate in effectiveness to a minimal amount of 50% as you keep your guard up, and will return to full when you lower and re-raise your guard. Higher levels of Block will allow you to maintain a fully effective block for longer periods before deterioration kicks in. In addition, Block Recoil will now be a rare occurance, related to new systems being implemented with blocking. Timed Block: Similar to Doc Block's timed block mechanic. A Timed Block is a block that will use 100% of your Block stat. With a shield, the window is longer. The window also gets a bonus based on your Block skill. A Master will have a larger window to perform a Timed Block compared to a Novice. The most notable benefits of a timed Block are that you will have full Block effectiveness, and if your stats outperform the attacker's, you will have a chance to recoil them, or prevent being staggered if using a small shield/weapon to block a considerably stronger attack. However, a Timed Block is not a 100% ensured way to avoid being staggered or inflicting recoil, it merely provides better odds. A timed block using a Dagger to try and stop a powerful Orc with a Warhammer will still be likely to result in the blocker being staggered, unless the numbers end up being in their favor. Perfect Block: A second type of Timed Block with an even tighter window, a Perfect Block occurs when blocking within the moment of impact or close to it. The result of a Perfect Block is that all damage will be nullified, regardless of the means of blocking used, and the weapon blocked. In addition, the attacker will always be recoiled by a Perfect Block. Like Timed Blocks, higher mastery levels will increase the window, but it will always be a small fraction of the Timed Block window. Note that if the calculation for a Perfect Block window is less than 0.1 seconds (Due to penalties from not using a shield and having a low block skill simultaneously) it will not be possible to perform a Perfect Block until you either equip a shield or improve your block skill to compensate for penalties from not using a shield. Fatigue Loss: Fatigue will always be lost on Block now, even if you are at a higher Avatar Skill level. Instead, those with an experienced Block skill will have reduced Fatigue loss on block. This is to balance out other aspects of the new system. The amount of Fatigue lost is based on the defender's means of protection (Shield or weapon, and how effective said shield/weapon is) and the attacker's means of inflicting damage. A stronger defense will result in less fatigue lost per block, whereas a stronger offense will result in more fatigue lost per block. This basically means that a defender with a small weapon will not be able to effectively defend against a heavy weapon, but by the same token, a powerful shield will be more effective against most weapons. The reasoning behind this is that it is a bit immersion breaking to have a Mage deflect your Claymore using a dagger. Recoil: As stated before, Recoil will not be as common anymore. Recoil on Block will only occur under certain conditions. The first condition under which Recoil can occur is when there is a superior defense score vs the attack score (IE, a heavy shield blocking a small dagger with a Timed Block). Under most conditions, even a Timed Block will not cause recoil in normal fights, unless the difference in attack/defense is that large. The second condition is a Perfect Block, which will always cause recoil, but the conditions for a Perfect Block are much stricter. Guard Crush: A Guard Crush is when a defender is overwhelmed by the strength of the attacker, and the defender is forced into a stagger. Guard Crushes occur when attempting to guard an attack and not having the fatigue needed to do so. Guard Crushes are a much bigger danger when facing a heavier weapon that can drain more fatigue from a defender such as a Warhammer, whereas lighter, faster weapons like daggers drain far less per blocked hit. In addition, stronger shields can absorb more impact from weapons to lessen fatigue loss from blocking. The only way to avoid a Guard Crush while blocking is to use a Perfect Block, as even a Timed Block can be Guard Crushed if attempted with low Fatigue. Shields vs Parry Weapons: Shields will be the superior means of blocking, with one handed weapons having only a quarter of the effectiveness of a shield, and two handed having half the effectiveness. This means that using a dagger or shortsword to block against a heavier weapon class will not be as effective as using a matching weapon, or better yet, a shield. The penalties however can be offset by having a higher Block Skill, and using Timed/Perfect Blocks. -Weapon Mechanics- Heavy Weapons: This will play a much larger role than it did in Vanilla. Heavy Weapons will be slower, and have a much higher Fatigue cost than before, but in exchange they will hit hard, especially against blocks (Unless they have an exceptionally powerful means of blocking, such as a good shield and timed block.) Light Weapons: Light Weapons will be faster and use less Fatigue, though they will also be less effective at chipping away at an enemy's defense. In addition, using them against a means of defense that outclasses them will be more likely to result in a recoil on the attacker's part if the opponent performs a timed block and heavily outclasses the attacker. -Fatigue Mechanics- Fatigue will be a much more important factor in combat than it was before, and actions will for the most part, have a higher fatigue cost than they did in the past. However, to offset this, Fatigue will also regenerate faster, and get regen bonuses from Athletics/Endurance, but you will have to avoid spending any fatigue for a brief period (1 to 2 seconds) before any regen kicks in. In addition, Fatigue will have a chance to be damaged by normal attacks if they hit hard enough. Having a lower Fatigue makes it more likely to be staggered by taking damage, and if your Fatigue is critically low or empty, you will more than likely be knocked down from taking a hit. The idea here? Fatigue is being tweaked to increase the pace of combat, and also to offer advantages to those who can exploit weaknesses by lowering opponent fatigue. It also means heavier, slower types who focus more on their Endurance will be a much bigger threat than lightweights when it comes to their Fatigue totals. -The fun part: Math Formulas and Skill Level effects- Block Formula: Gonna probably need help coming up with this one. Basically, the idea is take the defender's attributes (Skills/stats) vs the attacker's. If the results are even or near even, there is a successful block but no recoil. If the results heavily favor the defender, they will deflect the blow and recoil the attacker. If the attacker is favored, they will likely cause a mild stagger on the defender, or a severe one if their Fatigue is low enough. Stagger Formula: This one also needs work, but the idea will be that if damage inflicted by an attacker exceeds a defender's threshhold, and they are not blocking, they can be staggered by being hit, or even knocked down if their Fatigue is low enough. Being Staggered would also inflict a Fatigue loss, so good evasion and defense becomes more important than ever against a heavy hitter. However, I need some input on what an ideal formula/stats for such a system would be. Timed Block and Perfect Block Windows: Base (Novice) windows are as follows (These assume you are using a shield). Timed Block: 0.25 Seconds Perfect Block: 0.1 Seconds 2 Handed Penalty: Divide by 2. Timed/Perfect Block is not possible if result < 0.1 1 Handed Penalty: Divide by 4. Timed/Perfect block is not possible if result < 0.1 Skill Level Bonus: +0.25 to Timed Window for each stage of mastery (Apprentice, Journeyman, etc...) and +0.1 to Perfect Window for each stage of mastery. This means the final windows for a Master w/Shield are Timed Block: 1.25 seconds Perfect Block: 0.5 Seconds -Adjusted Block Perks- With the way things change in this mod, so too will the perks one gets for Block. The new system works as such: A Novice is fatigued normally by blocking, and hand-to-hand blocking against weapons has no effect. A Timed or Perfect Block can be performed only with a Shield. An Apprentice is now fatigued less by blocking. It is now possible for them to perform a Timed/Perfect Block with weapons, though it is incredibly difficult. A Journeyman's shield or weapon is no longer damaged when he/she blocks, timing window for Timed/Perfect Blocks is improved, and it is now possible to use Unarmed Timed/Perfect Blocks, though they have the same penalty as a one handed weapon for calculation purposes. An Expert gets an even better timing window than before for the purpose of Timed/Perfect Blocks. Perfect Blocks now have a 5% chance to disarm opponents on top of the existing perks for a successful Perfect Block. A Master has an incredibly large window for Timed Blocks and Perfect Blocks, and now has a 10% chance to disarm opponents on a successful Perfect Block. So, that's the idea and what I've got down so far, how does it sound? Fair? Fun? Or broken and in need of changes? Again, I'm basically looking to make melee faster, and more fun, as well as rebalance a few aspects I found broken (Like a weak shield being able to recoil even the heaviest of weapons, or for that matter, a mage with a dagger deflecting a claymore).
  13. I'm about at the end of my rope here. Something in the new patch for NV has apparently broken the game for me, as I cannot play for anything beyond an hour before the game will decide to completely freeze up at a loading screen (The kind you get when you fast travel or enter a new cell). I'm running a 3ghz dualcore, 4 gigs of DDR2 ram, and a GeForce 8800GTS, so hardware is not the issue. I'm also on the latest drivers, so that's not an issue. And I'm not using any mods, so that is certainly not the issue. That said, I can't figure out what's causing this, but it's like clockwork. After any extended play in New Vegas, the game will just decide to up and stop responding in the middle of a load screen, leaving me no choice but to kill the process via Task Manager. On top of this, even when it's NOT freezing up, it'll briefly go into periods of 'Not Responding' before finishing the load of a new cell/area. I'm almost certain I did not have this before the 1.4 patch. All I'm running is the vanilla version of FNV with the DLCs...So what on earth is making it so I can't play any more than an hour before a freeze? What am I missing? As far as specs go, here's a list of all the important stuff, hopefully. Nothing is overclocked either, for reference. -Win7 Professional 64-bit -AMD Althon X2 Dualcore clocked at 3ghz -G.Skill DDR2 SDRAM, 4 gigs -GeForce 8800 GTS -onboard Realtek HD Audio -Using Steam version (Kinda redundant I suppose, DOES the retail version use steam as well? I bought it when it was on sale Via steam...) -Currently using NO mods -Using latest patch and all DLCs -Currently NOT running NVSE (No reason to with Vanilla) Since the issue occurs even in a clean install, I'm certain it's an issue I need to fix before I go modding the game heavily again. I've noticed a lot of other people reporting that they've had issues since 1.4 came out...Could it be the patch broke more than it fixed?
  14. Well, now I can't re-create the bug after redoing a BOSS, bash patch rebuild, and removing the Black Screen ESP in exchange for the built in Wryebash fog fix. ...Bizarre. Will have to see if it resurfaces at this point or not, but thanks for mentioning that more up to date mod to replace IWR! :)
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