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trainwiz

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    Freelancer

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  1. ^This. This is why nobody has, nor will ever use Trainwiz' file. He is extremely rude, and childish. I certainly hope he's grown up since then, otherwise that would be pretty sad. I certainly could care less with that attitude. No, most people tend to use and edit my files. Morrowloot gets a lot of attention for example. It's just a big endeavor to undertake, since the dreams requires you to make a lot of levels. I've had a few people approach and try to finish it.
  2. My TRAIN POWER ARMOR mod needs testers. It's a pretty simple mod: It adds a new quest that rewards you with a new power armor with a new mechanic. http://i.imgur.com/TZwsALG.png http://i.imgur.com/icWsri1.png If you're interested, simply send me a PM.
  3. My TRAIN POWER ARMOR mod is almost complete. It grants the player a new type of power armor and a new quest to get it, but I've run into a roadblock. The armor comes with a unique ability: it can build up steam under conditions, which can be used in place of AP and used for other actions (blasting enemies with a whistle, steam bombs, etc). I want a new UI element that displays the user's steam. I HAVE that element scripted and working, but here's the issue: it uses the HUDFramework example widget. So while it displays steam, the label is wrong. See this example. My skill at flash and that stuff is zero. Less than zero, negative in fact. I'm looking for someone to simply change that element to read "Steam" instead of "Kill Count"
  4. Heyo, I'm currently in the final stages of a fairly extensive new power armor: TRAIN POWER ARMOR It adds a quest and, obviously, a new type of armor with a completely new mechanic. But I've run into two roadblocks that are beyond my skillset. The first is that the TRAIN POWER ARMOR doesn't have any sort of light. I want the chest part of it to light up (seeing as there's where the train's headlights normally light up), but I've not been able to get it to work. I'm looking for a modeler who has experience with custom headlamps who would be able to light up said chestpiece. Second, the power armor's main mechanic is that it builds "steam", which is a new stat. Steam can be expended under different circumstances (usually in place of AP). The problem is that the player's current system for seeing their steam is a lot of message boxes that get spammed. It's inconvenient. Instead, I want there to be a UI element, a simple bar that fills based on how much steam you have, most likely using HUDFramework as a base. But... I've no idea how flash works. I'm looking for a UI modder to help me implement a basic stat bar. If anyone is capable, I would greatly appreciate the help. You'd be given full access to the mod and full credit.
  5. Technically correct. Melee weapons don't scale, but magic-based attacks do hit the larger monster accurately. This is why in Wheels of Lull and Blackreach Railroad the mechanics could work like they did. At least they did in oldrim, newrim... well that doesn't work anymore. OP, if you're looking to solve this so that the player is able to swing and hit the monster, you're out of luck. For SSE each instance of those larger creatures were puzzle bosses (normally spells would hit them doing damage), I just changed it so that the puzzles directly did scripted damage to the creatures, rather than fired a projectile that would, obviously, miss.
  6. Unfortunately, we've run into two MAJOR issues while testing, which are so gamebreaking that it would be impossible to release without solving them. https://community.bethesda.net/thread/82143 https://community.bethesda.net/thread/82144 If you really do know what causes these two issues, please, we need your help.
  7. Maxwell's World is officially done! http://i.imgur.com/BnCQHzi.png http://i.imgur.com/h3ExOaN.png Sort of. What we're missing now is a lot of bugtesting, which means testing is officially open for those who apply!Keep in mind, you need to be on PC, and have at least a passing knowledge of how to use the console to get yourself out of situations. It's a bugtest after all! You can PM me if you want in.
  8. We'll be releasing October 1st http://i.imgur.com/Zdf3C6n.jpghttp://i.imgur.com/cCHi7cT.pnghttp://i.imgur.com/eKCuNXs.jpghttp://i.imgur.com/GNDjD4H.pnghttp://i.imgur.com/q6zI1cU.pnghttp://i.imgur.com/WLkC6dW.pnghttp://i.imgur.com/BgwGBK6.pnghttp://i.imgur.com/V7Oimqe.png
  9. The character you think is Sotha Sil is not Sotha Sil, or any incarnation of him (and none of the clues he gives would make sense for Sotha Sil anyway). Sotha Sil is dead.
  10. Not dead! In fact, close to being done. We even got some textures for monsters. And some images of the monsters, like the Vault Coaster and the killer teacups.
  11. The assets Nuka-World would provide are not the ones we need. Seeing as it doesn't have malicious giant animated evil merry-go-rounds with horrifying faces, there's not much we can do there.
  12. Unfortunately, things are going to be rather delayed. Our texturer is now MIA and our modeler has run into some real life stuff. Most of the detail and quest work is done, but without those models we can't really proceed to the next stage, and without textures we can't release.
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