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Toffer90

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About Toffer90

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    Norway
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    Fallout 2/Arcanum, The Witcher, Civilization IV & Vampire Bloodlines the masquerade.

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  1. Here's the formulas for anyone that would be interested. DamageReduction = WeaponDamage x [ (AR/100) + (AR/100)3 ] + DT Damage = WeaponDamage x [ (AR/100) - (AR/100)3 ] - DT Easy piecie lemon squeezie.
  2. I too would like to know this. Having only 10 post per thread page is killing my patience.
  3. Explain more Do you want more examples, or didn't you understand the concept? I'll try both then. A mod that adds more content to the already existing trait Wild Wasteland. e.g. If you don't kill Malcolm Holmes the first time you meet him you'll be ambushed by him and his mercenaries perhaps someplace outside the sarparilla factory if, and only if, you have the wild wasteland trait. (Maybe you'll need to have 44 sunset sarparilla star bottle caps for the ambush to happen as well, indicating that Holmes has been following you since you first met him.)
  4. Expanded "wild wasteland trait" Put in some lore friendly black humor and other provocative situations. This could range from random encounters witch could be tied up to the story of a finished or active quest, to immersion details such as a crazy redneck running around shooting ants (perhaps at nothing or at the player if the ants are dead) with revolver/cowboy repeater and dynamite in one of the dried lakes. It would be cool with the old man who guards the rusty hanging bridge (not for cars) who asks you questions, if you answer wrong you will die, right and you can cross. (treasure or a bad joke on the other side) (originates from monthy python: the holy grail) If someone would be interested, I could contribute ideas, I have played trough fallout 1 & 2 several times and once trough tactics, 3 and new vegas.
  5. What about a mod that makes the player, if addicted, automatically use the drug needed from the inventory when withdrawal appears. It would add a layer of realism to drugs since addiction often is out of someones control. An extra feature would be that withdrawal actually goes away after e.g, 1 week (game time) without taking the drug needed; this would require that you don't have the drug in your inventory for 1 week. Hope someone will appreciate my idea.
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