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scientision

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Everything posted by scientision

  1. I got about ~60% done with a mod that along those lines. Basically you could create special martial plots that would host a 4-6 person squad that would attempt to do appropriate Minuteman radiant quests. There were different kinds of squads that covered different enemy types (heavy's for super mutant/gunners, exterminators for ghouls/bugs, stealth for hostages). It did Pen and paper style combat simulations against the enemy types at the locations. They would recover power armor, retreat when heavy damaged or members were killed and looted rare components and combat armor. Which then would be used to upgrade their equipment. They started as level 1-3 with simple armor and pipe/improvised weapons and would level up. (And they very much could die, which would disable the squad until they recruited a replacement) I think the last thing I was worked on was allowing combat armor mods to the generals uniform (which provided a boost to the squads when worn). Ultimately I stopped working on it as when I realized that it may not be interesting to play. Essentially your exchanging a bunch of low level stuff like stims, basic materials like steel and fertilizer (they could craft some supplies like ammo), and food/water to bypass the radiant quests. If there was enough interest maybe it could be reworked and salvaged.
  2. I was toying with some similar ideas for one of my mods. Your heavy lifting for the dressing mechanics would be done by a perk. Add a perk entry, with a Activate entry point, function Add Activate choice. (Button label is the text for the tooltip) Then the script fragment needs to first display the message box then if approved, mark the body as harvested Fade to black Pass time Add the harvested materials to the player
  3. Was it Usable Vending Machine? I remember installing a working vending machine mod, and finding it supplied food/water resources. But I've deleted it since then so I cant be sure.
  4. The purpose of this mod will be to add mostly small detail to the current marriage system. I think this will help increase immersion (and be doable in a reasonable timeframe). I am looking for suggestions for things to include or dialog for the ones I have now. Current Ideas: She always sleeps on right side of bed Takes use of closest nightstand/dresser/container (moves existing contents to other side Changes clothes before bed and in morning (will swap clothing with contents of dresser) Small additions/changes to the house she is in, like some flowers or cleaning up an area slightly. A short fetch quest – She asks for missing ingredient for new stew recipe Small scenes: Short (<15 second) little scripted events, will probably randomly fired. -Remove Heavy Gear -Bandages wound* -Serve dinner (Add to schedule, add callout on entry if close to time) -Eat together** -Serve drink -Drink together** -Tell a story** -A Fade to black? *Would need new animation (Will probably be a while) ** Maybe doable with existing idles/behaviors
  5. I’m working on a fetch quest, how do I get an alias to be randomly selected from off of a linked list?
  6. Yolsolda's Day - I hope I got this right, I re-added a copy of her original behavioral packages into the breazehome spouse/home template (running with a condition of ysolda being the spouse). I guess I should do something similar for the other houses too.
  7. Should have looked deeper into the tutorials first. 1 BSA Opt - Unpack “Skyrim – Voices.bsa” 2 Skyrim Audio Converter - Covert fuz to mp3/wav Luckily it looks like the performances for the voice type I want to use are similar enough to pass for each other. Hopefully that means some lines could be edited together from the existing recordings.
  8. Can this be done and would it be worth the effort? I’m planning to use TTS (with some post processing) to generate some temp tracks for new lines. And it would be helpful to have a good base of sound clips to try to match.
  9. Would you agree with these descriptors/keywords? Nord -Strong -Pragmatic -Practical -Magic Shy -Genuine Kind Independent Young & Bright -Energetic/Enthusiastic -Optimistic -Social Romantic - both in the more literal sense and more in a sense of keeping alive ideals like nobility, and chivalry
  10. Marrying a character basically robotizes them. I’ve been thinking about ways to undo that. Although I will be starting with one character, it would be preferable to design a more abstracted framework. That way it could be applied to other characters, mostly only changing data. There is a whole shopping list of features that could be included in a mod, but my focus here is gathering ideas and opinions on personality. Mechanically speaking I’ll be starting with preferences, what things she does and doesn’t like. These numbers can then inform and influence all sorts of decisions and behaviors. For smaller things like does she prefer horker meat over say venison can probably be simply rolled. But for the larger things she seems like she would have at least a few strong opinions. Some of which would likely cross paths with some decisions the character makes in game. The biggest example is which side does she favor in the civil war? I have yet to comb though the data to ferret out all her lines but I don’t recall that being a subject specify mentioned. She obviously has a strong Nordic identity, but so do the people fighting on both sides. Does she sympathize more with the stormcloaks, follow the leaning of the yarl or is she more ambulant wishing for it to be resolved quickly to reduce the bloodshed? In short I would like to know what or who you think she would like/dislike and why. Be they Quests, characters, items, locations or whatever.
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