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SignedName

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  1. See title. Is it possible to have multiple different reload animations, especially tied to the Guns/Energy Weapons skill?
  2. Would it be possible to script DT modifiers to simulate armor damage? Maybe even taking armors' max condition into account, though if that variable isn't found in GECK, a more straightforward formula could be used? Like for every 100 damage blocked, DT goes down by 1, up to a maximum of the DT provided by the armor being worn.
  3. Hopefully this isn't too hard to do for someone who knows how to script, but I'd like to request an armor degradation system that works more logically- the damage to the armor being a function of damage blocked by armor DT (so, ignoring non-armor DT bonuses) divided by the DT of the armor, allowing for a max condition damage of 1 per shot, plus a small base amount of damage (0.1?), so clothes and other such 0 DT armors also degrade). This would make it so you could actually wear down heavily-armored enemies even if your individual shots don't break through DT, but attack damage would still matter (shooting away at a Power-Armored opponent with a BB gun would take quite a long time to break their armor). Additional requests, if possible- critical hits deal a much higher amount of armor damage (x10?), Miss Fortune will deal catastrophic armor damage, armor-piercing (anything that has -DT) and explosive rounds deal more condition damage, hollow point (DT multiplier) rounds do less, and pulse/EMP rounds/weapons do major damage to Power Armor condition, rather than extra damage to the wearer.
  4. Currently the Hematophage perk in TTW only boosts the HP healed from Blood Packs. I think it'd be thematic to allow you to drink the blood of people who are knocked out or sleeping as well by pressing the use button while crouched (fade to black for a couple of seconds while playing the drinking sound effect). An additional perk to drain people's blood using a syringe+surgical tubing to obtain Blood Packs would also be nice. Each time draining blood/feeding would drain 25% of a target's health (~a pint of blood). I know there are other vampire mods with similar features, but they're standalone non-TTW versions that work differently from what I'm describing here, and add a bunch of other stuff I don't want.
  5. The rate at which sleep increases is not within the scope of the mod. The point is that realistically a human cannot keep awake to the point where they die through natural means. The only cases where people have died from insomnia appear to be a fatal prion disease for which sleep deprivation is only one symptom among many. And the point of the mod isn't to make sleep into something you don't need to do, it's to make it so you're punished for it in a more sensible way (losing items/caps, getting attacked while you're vulnerable).
  6. In vanilla, reaching the final level of sleep deprivation kills you. Rather than that, I want it to be changed so that it knocks you out so you collapse where you're standing and lose a few hours (and restore the appropriate sleep value). Appreciated but not necessary would be random events during your sleep, such as being looted and losing caps/nonessential items, or being attacked by wild animals/ghouls (chance of these events influenced by Luck?).
  7. Basically what I'm requesting is night vision similar to that found in Amnesia: The Dark Descent for use with mods that make nights darker. Basically, a weak night vision effect that fades in the longer one is away from an active light source, and which weakens the longer one is near a light source, so that pitch black nights will mean bad things if you're stepping out of a brightly-lit room into the wastes, but will be less of a problem if you take a few minutes to attenuate yourself to the darkness.
  8. I'm talking about gunshots themselves, not combat- these NPCs wouldn't be aggro'd. And flinching/cowering animations already exist in the game, I'm not asking for someone to make animations.
  9. I always found it kind of funny how firing a gun right next to someone's face in New Vegas didn't prompt much of a reaction from NPCs. I would like it if anyone were willing to make a mod that makes Cowardly NPCs flee when they hear gunshots. If it's possible, make it so NPCs that aren't Foolhardy also briefly take cover and draw weapons when hearing a gunshot from an undetected source (Foolhardy NPCs simply drawing weapons). And finally, a flinch animation if you fire a gun right next to a non-hostile NPC (perhaps with Foolhardy NPCs being immune once again).
  10. There are many mods that get rid of the healing effects of food, but with that it makes food seem somewhat superfluous outside of not dying from hunger. It'd be nice if having a full stomach would confer a weak regeneration effect (i.e.1 HP/10 seconds, similar to the Monocyte Breeder), which would get stronger/weaker the depending on hunger levels (suffering from Minor Starvation or above causing no health regen at all*). It would also be nice if non-crippled limbs were also healed at a slower rate as well. Additionally, the Fast Metabolism perk should logically increase the rate of healing as well. *suffering from dehydration and sleep deprivation should also stop health regen
  11. The idea is simple- some actions are so vile that they will permanently change your karma no matter how many raiders you kill to atone for them. I'm thinking of big decisions where you kill hundreds or thousands of people like deciding to nuke NCR or Legion, or in TTW, blowing up Megaton. I'm assuming the simplest way to do this is by adding perks after doing each associated action. Perhaps -500 max karma per perk?
  12. Doesn't currency have an absolute exchange rate with caps, unaffected by barter? It's functionally the same as carrying around caps.
  13. Found this mod. It has an outfit with cutoff jeans, so hopefully it works for your purposes.
  14. If you want to create a custom radio station with your own sound files, you should use the R.A.C.E. mod. For personal use only, obviously.
  15. So I'm a total noob at scripting, but I want to script an effect so that a piece of armor (CassHair) will be equipped/unequipped along with another piece of armor (CassHat). How do I go about this? This is what I tried, but the script doesn't save. What am I doing wrong here? scn CassHatScript Begin OnEquip RoseofSharonCassidy RoseofSharonCassidy.EquipItem CassHair end Begin OnUnequip RoseofSharonCassidy RoseofSharonCassidy.UnequipItem CassHair endEdit: Okay, so I found out the problem (had to stick REF at the end of Cassidy), but the CassHair doesn't unequip when I take her hat away. Any ideas as to that?
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