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Redoneter593

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  1. Stracker seems to be a genius (at least compared to me) and is a godsend for the MHW modding community. We would not be able to be to do hardly anything thanks to Capcom without their work. The only thing next for Stracker to do that I can think of is make his loader auto update itself when a new update comes out so they don't have to keep fixing it after every update. You're a blessing to this community and we hope you know it.
  2. It seems we have people working on an updated version but the comments section on the actual mod page isn't exactly the best place for people trying to tell how well progress is going due to how grouped replies keep changing based on the most recent comment overall. As a result I am suggesting using this thread on the forums that I've created specifically for such, so that the comment section on the mod's main page (aka non-forums) isn't so clustered or crowded to modders who are working with SmartHunter and made enough progress to communicate with each other, but not so much as to make a public release file on the actual mod page. That is all.
  3. This might have problems with dead monsters not "dissolving" , but otherwise, this could be good for a mod, even if it just extends the period before they leave by a large amount.
  4. I had something of the same idea with my request for an elemental overhaul, but instead of % chance it always healed you for just health and the exact amount of damage you would have taken from any specific type of damage (i.e. fire frost or shock). Would make for a nice D&D based elemental play-through, and maybe incorporate a bit with Frostfall so fire and ice atronachs could heal or take damage from their environment.
  5. A spell that homes in on a visible and unobstructed highlighted target or a perk that allows certain spells to do the same. Same mechanic could also be used as a sort of spell/arrow attractor field that draws in spells and arrows that come close enough to be redirected to hit the marked target. Would basically copy the bullet magnet ability from Warframe into Skyrim.
  6. And where exactly would those armors be? Cause they aren't on the anywhere on the nexus, at least not anymore.
  7. Sadly this has been overlooked by simply wearing all dwemer or cyborg armor armor.
  8. Gold is mana huh? Well, there is a mod on steam that causes you to bleed gold bars, and a different mod that allows you to turn people into gold.
  9. That sort of injury healing mechanic is in monster hunter 3, where if you took damage from any source a large portion (60-80%) of the damage taken could be healed naturally as long as you didn't take any more damage before you healed to the point that you had taken the minimal damage amount. This would be indicated by a red section of your health bar which as normally green. If you received damage before the red part had slowly but surely turned green the game would consider you to have only as much health as was green. This meant that if you were wounded you would want to wait for it to heal naturally before using a healing item or it would simply heal you from the green area and not the red. This would be for a bit more hardcore and bit less casual type of gameplay and would probably require at least some scripting.
  10. Suggest this to the ASIS mod as that improves npc AI to use potions and other stuff.
  11. As much as I like the concept of the Playable Atronachs mod and the Mistress Rings, it simply has you be immune to your related element instead of healing from it like elementals from Dungeons & Dragons (DnD or D&D) do, and I was hoping someone could make something that would replicate that effect from a magical and non-magical source damage of a specific type such as fire, frost. and shock so that for example when you are hit by a fireball or step in some burning oil that you would heal based on the amount of damage you would have taken and don't suffer any negative effects from the damage source due to such conversion. It doesn't have to be all types at once or work with melee, just something that can work alongside the Playable Atronachs mod and the Mistress Rings, and even have Frostfall's sources of heat and cold to allow realistic passive healing of health (for fire or ice atronachs) elementals can't do as they don't have a body made of flesh and blood, but can burn items and gain their effects (some effects would not affect you as you don't have a metabolisim) for some heat or drink from or wade in water to cool off and refreeze yourself. Water would be lethal for a fire or shock elemental unless you used a bridge, but would set it on fire (wouldn't if not made of something flammable) and may collapse if you aren't quick to "eat" the fire (more on that down below), but can be rebuilt by a blacksmith or some other NPC if they hear about a downed bridge. Elementals would also have a constant cloak effect related to their element as they do have a natural aura that as a result of energy naturally wanting to spread out. While in general elementals are quite resistant to physical damage as their body is mostly non physical unless they are made of something solid like ice, but I would balance this by having the less tangible ones be more vulnerable to specific materials if they are conduct heat or electricity well, and would work the same for armor causing those wearing it to take more or less damage of a specific type based on the material. The AI and spells of certain casters could be altered to attempt to ether banish or bind you to a spot via spells or instead capture and make a you a slave via soulstones or some other gem. There should also probably be some sort of firefighters with a vaccum spell that would remove the fire from an area, but also different version for fire elementals that would heal them when they remove some fire from an area. Should be compatible with Fire and Ice Overhaul to help make the fire, ice and water elementals more immersive and help with the literal burning of bridges. This is obviously a lot to do, and I don't expect it to be functional anytime soon but I hope someone can at least turn the fire and shock elemental ideas into (virtual) reality.
  12. So that would be a "no" when asked to overwrite when using via NMM?
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