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Ralwor

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  1. This would be a great addition to Fo4. I use allot of mods between fallout and skyrim that do allot of the same things, like darker nights and dead body collision. This would work nicely in tandem with Skyrims Frostfall mod. Now I have to find!!!
  2. WARNING!! The Author of This Topic is a Dreamer.. A particularly detail oriented one... Please remember that the start of this idea is far more realistic in scope-of-work than going towards the end where the scope-of-work increases exponentially, and so The Author would be happy to even see just parts of his idea rendered. This is basically a daydream that I had right around 4:23pm a few days ago. I was Inspired by Power Rangers (Xyu Ranger) to go looking for a mod and found this https://bethesda.net/en/mods/fallout4/mod-detail/1863612 Which lead me to go public with the daydream that I had. It will be explained in parts, from what I would imagine to be the easiest to make to the more time-needed to make: 1- Summonable RangerArmor and Weapon: -Have a workshop object called "Power Centre" which automatically contains an unplayable outfit called "XyuArmorTemplate" (Armor=100 phys/enrg/rad, autoStimFX when playerHP=<25%, MoveSpeed+15%, JumpHeight+20pt) that can be modified at the Power Centre. -XyuArmorTemplate would have ONE 1 armor slot for color ( 7 Colors because SPECIAL is a 7-Letter-Word! Deterimes Color Bonus): -Red-> Str+2, mele/fist attacks always stagger -Yellow-> Per+2, TargetingVisorFX, TargetTrackingFX(Mark all nearby hostiles w/compasPip), HelmetHasHeadlamp. -Green-> End+2, Increase Armor Rating to 200 phys/enrg/rad. -Pink-> Chr+2, Humans Ghouls G3Synths and Supermutants hesitate for [between 0.1 - 1.0 sec] whenever they hit the player and have a 10% chance to automatically become passive when they spot you. -Blue-> Int+2, Lockpicking and Hacking are 50% Easier, Can hack robots, Crafting and repair requirements -49%. -Black-> Agi+2, MoveSpeed bonus is increased to +30% and JumpHeight bonus is increased to +50pt -White-> Lck+2, Taking damage restores AP, Action point cost -25% in VATS (And Maybe also in VAFS? http://www.nexusmods.com/fallout4/mods/15875/? ) -Color would determine the kind of weapon added by the Morper item. Maybe add options to mod the weapon after the color has been chosen. Perhaps a Companion Morpher and Companion ZyuArmor setup could also be arranged? 2-Is there a mod that lets you play as liberty prime? If thats the case then that would be a proof of concept that would allow for... ... Zords! Zords-1: Every non-humanoid enemy should have a 5% chance to grow HUGE with their stats and health multiplied by 50 when their hp is=<50% Zords-2: When the player uses the Morpher, they recieve a "Summon Zord" grenade class item in addition to the ZyuArmor and Weapon. which will spawn the Zord like how the virtibird smoke grenade spawns a distant vertibird and moves it to the closest virtibird landing marker; The Zord would fight its way in the air or on the ground towards the nearest virtibird landing marker and hold that position until the player approaches and assumes control. ZordNPC has SPECIAL of [4-4-4-4-4-4-4] +6 to whatever stat the color represents (so T-Rex would have 10-4-4-4-4-4-4) multiplied by 50. So that T-rex NPC would have a net SPECIAL of [500,200,200,200,200,200,200] to match up with that Giant Bloodbug with 750dr, 750er, 500perception, 6000 HP, dishing out 1250meleDmg and 750PoinsonDmg (Yes I looked it up and did the math http://fallout.wikia.com/wiki/Bloodbug ) Then the player enters it and gains the stats*50 bonus and yeah, that just sounds like so much fun OMG! Additional Transformations like combining the Players Zord and Followers zord might start getting WAY too on the complicated side and would only be made possible by a very dedicated modder who would be willing to map out a combination setup before creating an asset for each combination for there to be the illusion of there having been a merger between robots. Once again, This is just a big pipe-dream that I have, and I would be happy to see ANY part of this idea rendered.
  3. In response to post #49015162. #49016337, #49016562, #49019317, #49020807, #49022562, #49023832, #49024342, #49026332, #49027617, #49028217, #49028247, #49033977, #49041757, #49044022, #49055282, #49057587 are all replies on the same post. Agreement with statements about criticism here. Keep your criticisms constructive or keep thy cake-hole appropriately sealed.
  4. I know that this topic is really old, but I completely get what you mean. Im a big fan of properly thought through ARPG mechanics, and skyrim is okay, however the focus here is entirely on size and Immersion RPG mechanics. These make skyrim a great game but in being very action oriented, I believe that some old mechanics need to return: Why doesnt my character jump higher and run faster over-time? (Missing the accrobatics and athletics skills from the past. Back when you could have 7+ major skills, these were essential for any stealth class)? --We need to get these back, so modders can add a slight platform element that seems to have dissapeared. Why cant I sheathe, unsheathe, mele-attack, or cast spells while jumping? --This slows down gameplay to a high degree and it would also add a slight edge to gameplay if NPC's could execute these commands while airborn. Lets bring back some of the old athletics and accrobatics talents for use in skyrim!: --At certain ranks, favorers of accrobatics can unlock talents that allow them to execute 4 kinds of dodge moves by jumping whilest blocking and moving, talent that unlocks being able to power attack or shoot/draw bow while airborn, and masters have a chance to skip accross water when landing on its surface. --Athletics specialists were able to unlock talents aswell but I cannot remember. To speed the game up, I would love to see: -a not-too-advanced combo system with basic attacks, and perhaps with some that incorporate a power attack at the end of a combo, or even involve parry based combos, for example, if you release the block button at the exact moment the enemies weapon hits yours, you could gain chance to counter-attack by hitting the attack button when a rappid-responce prompt appears. -A 'quick-draw' slot for a mele weapon that weighs 5 or less. This slot could be assigned to a counter-attack move that involves use of a bow or crossbow where the player character draws his or her quick-draw weapon and uses that instead of bashing with the bow. -A JRPG mode for those who are not coordinated in fast-paced combat and just wish to see the fast-paced system play itsself out as it probably be far more entertaining to watch: --When enemies are within 40ft of the player character, set all actions to involve consumption of Stamina (player character will always sprint while in-combat, and all combat options consume 100% stamina) and convert stamina into an ATB like this: ---instruct all stamina regeneration to stop completely, and when stamina reaches 0->Stop all controlls and enable stamina regen. ---when stamina reaches 100->Enable all controlls and disable stamina regen, then initiate combat dialogue that builds an array of arrays for moves you can do based on your equipped weapon, talents for the class of your equipped weapon, and any items, potions, scrolls, spells, shouts, or powers. Once chosen vats will kick in and the player character will perform the instructed move as best as possible. ---Increase global stamina regeneration effect to X3 so that it doesnt take for f****** ever. Cool side effect: Allowing the player to still use the ARPG mechanics of skyrim while not in combat would allow players to properly hunt non-agro animals. If the first attack doesnt kill, the creature naturally change to hostile, even if its running away, your technically in combat. For example, if you chased a deer until its stamina was low before attacking it, it would have to wait until it was at full stamina to continue its attempt to flee. and if you used a stamina potion in persuit of this creature, than you may still have a chance to kill it while in JRPG mode. Got bored, googled "faster paced skyrim" and this was all that was there so yeah. Now my pipe-dream is out there! yay!
  5. Sorry for the double post. Honestly, I don't care to improve upon d2 but neither am I going to just slap this together like some stoner coasting through highschool on just bare minimum. If you are discouraged by the size of my idea, don't share your discouragement. If you have something to say that will aid me in my mission, than please feel free to say something, but please do not attempt to convince me to try something easier, as I will just get bored with it. Where the idea for this mod is concerned, I am all in, or nothing. I'll give you your 'descent into hell' mod if I am not successful, but I know that this is do-able, and I don't care how long it will take. For example: There was a campaign mod that was released for morrowind, just prior to the release of Oblivion, that added an entire storyline and campaign that rivaled the length and complexity of the games main story. Unfortunately I cannot remember what it was called. I DO know that it was made by 3 people: A scripter, a modeler, and the person who designed the leveles and set up all of the dialogue. None of them were proffesionals. They had been working on the mod since Morrowind was released. It took them 4 years to make. TES3 Construction set was buggy, and supposedly had a far more tedious set of creation methods than even tes4cs. And I know that skck will have a much more user friendly interface, and with enough research, determination, and help, this can be done, and it can be done well.
  6. ^this. Diablo2 would be a pain, take forever and the result would almost certainly be far far worse than the original. Diablo I on the other hand was an awesome game but the size is much smaller, number of interacting NPC is not big and most importantly; the age of the game means you now might be able to do one or two things better than the original. I have my mind made up. I want to do something that covers more features than just enemy spawns and dungeon tile assembaly. BOOORIIIING!
  7. make the cube unlock the shout :| so it dont take up inv space. Don't worry about it taking up inventory space. If I know my friend, he'll likely make it a portable container with its own limited storage space. When CS comes out today I'll personally take a look at how the atronach forge works, as I believe that parts of its script information will be useful with creating the horodric cube. I tried getting permissions to use the resources from the Elsweyr the Deserts of Anequina mod for Oblivion, though the user is unable to recieve messages. Again, if anybody has modeling experience, and is interested in making resources for my mod, please give me a shout. I have refferences that I have taken directly from d2 that I can send.
  8. Yes, I have ideas that I haven't even talked about on here yet. Essentially, what I wan't to do is get nearly every area of sactuary (but just the areas where d2 takes place in) and then begin working on gear, abilities, etc.. while re-creating the d2 questline. I think that once I've amassed the resources I need, this mod will take a long time to make, but will be fairly easy to do. My number one cry for help is the need for resources. I have experience in level design, and I will probably be able to add dilogue sequences for the questline and scale the mobs properly, and my friend will most likely be able to read and write scripts for skyrim like its english, once he takes a look at it as he is a TES newbie, and has so far, only played skyrim, tho I have shown him what morrowind looks like with MGE and improved meshes (/drool), and now he really wants to play it. lol. if anyone has any ideas about who to ask on nexus about helping me with creating the needed resources, please feel free to inform him or her, or let me know. my primary need (for now) is for resources for objects and buildings. If someone does make a d2 weapon mod, please let me know so I can ask for permission to use its resources.
  9. Haha, thanks for letting me know that nexus doesnt support mods that use resources from other games, I may have to see about voice talent, in that case. I will use the data and voice files I extract from diablo II as refference. It will be a big help when it comes time to add the quests. I'll be focused mostly on re-creating the parts of sanctuary that d2 featured. There is aboslutely nothing wrong at all with Diablo II, I simply want to pay a little tribute by re-creating the game with the help of bethesda's software and the excellent modding community based around it. I don't think i will make a new shout to open the cow portal. A good friend of mine will be working on script for a working horodric cube. He was quite enthusiastic about that particular challenge.
  10. Very useful, thank u! I'll download and extract after I finish the day's business and see what kindof refference and usable data I can get my paws on!
  11. Okay, so the plan is to create a TESV take on Diablo 2. Plain and simple. There is not yet any progress, and I haven't even barely scratched the surface of preparing to create this mod. I am simply expressing that I would like to do this, but I WILL NEED HELP and LOTS OF IT!! Simply put, At this point its just a really big idea. I am a rookie modder who is really just looking to make this mod, or to help make this mod. Your input is 100% appreciated, even if u tell me to go suck a nut, I will consider it before deciding not to do it. :P The vanilla resources already cover a decent portion of what will be needed. However, resources WILL be needed for most of the enemies, for many areas outside hell and the Khanduras area. Now, before you ask, yes, we will be attempting a secret cow level. Don't worry. I hope that it will be very funny. Things we will need FOR SURE are as follows: 1- We need to find a way to extract audio files from the original Diablo II game: we don't want to make a mod this big without recorded dialogue do we? 2- Resources Resources Resources!: -Possibly ports of the models from the Elleswyrr mod from Oblivion for the Aranoch and Kehjistan areas. -Interior and exterior structures that emulate the look and feel of many of the temples in the Aranoch area. -Interior and exterior structures for the settlement of kurast. -Floating alge for the waters of the Kehjistan area. That place is disgusting, and we will need it to look that way. (we may be able to just re-purpose the hanging moss vanilla resources, so this one isn't a biggie) -New traps for many of the dungeons. -Snakes and troppical birds for the Aranoch and Kehjistan areas. -Models with animations for many of the enemies that we will have to make from scratch (ie-Specters, spine beasts, those little goblin demon things, etc..) I will work on a bestiary list for us to cover. If anyone knows where I can find a .pdf of the d2 strategy guide, this will help the cause quite a bit. -Kick ass models with animations for diablo baal mephisto and andariel. -Flails (with physics so that the ball/chains may dangle properly if possible) -Boiling/bubbling blood for hell and similar areas. If you have ideas advice or resources or know where to find resources, feel free to make them known. I have never made a mod of this size before, mostly just custom items and stuff to change my personal game experiences a bit. I have been doing that since TES3.
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