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Everything posted by liquoredupchimp
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Concentration is a good mechanic but a bit too limiting. Mods that remove concentration go too far though, removing a fun mechanic. So, the choice is less spells or less mechanics. I propose an alternative: Feats or class level progression that increases the number of spells one can concentrate on simultaneously. If a level-1 Sorc can focus on one spell and cast others, why couldn't a level-12 focus on 2-to-3 simultaneously? Unfortunately I don't have time to mod investigate and mod this game. If anyone makes a mod based like this, I would be very grateful.
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I forget how the levelling in Skyrim works exactly, but my concept follows the "level from doing things" as in Skyrim. Right now there are 82 skills, each with 4 subskills - That means one would need to level 328 times to complete out a character. The simplest solution would be to apply all four levels each time you level a skill. Or give 4-skill points per level. However, since the challenges are already there, why not have it so when a skill point is invested in a skill, it opens up the rest of the subskills to be automatically unlocked whenever the challenge is completed? That means max level takes 82 skill points. The ultimate would be to have the game level very similarly to Skyrim, eliminating the challenges in place of performing a specific action. Of course, this option would be the most difficult to implement, but would be best in my opinion.
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I have already endorsed this mod... Shame it will be so far out.
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Add sensible logic to auto placed colonists
liquoredupchimp replied to lvlnd's topic in Starfield's Mod Ideas
I second this because I came across a freaking vege garden in vacuum, with veges growing in it! This needs to apply to Londinium also - 1/2 km from the city had a civilian building operation. Even mercs and varuun would need to be rare due to the UC presence. I almost wish they didn't do procedural generation. Talk about distracting. -
Well I'm glad that worked! Normally such a simple issue can be hard to find, especially if you have to go through unchecking mods! Though I suppose that technically makes it not simple, lol. And yea the collectibles were really cool but there was waaay too many things going on wrong with that mod. You should be able reinstall those mods you removed and be alright, but I'm not certain with NMM as it's a bit shitty. If you have the time and/or patience, then I would recommend uninstalling all your mods, uninstall NMM, check there isn't any stragglers in your data folder, verify game cache, and start over with Mod Organizer 2. I know it's a lot of work and does require a little bit of re-learning (not much compared to NMM the first time you used that), but it is a million times better. You can reorganize mods when you need to (not just the plugins) so it doesn't matter when you installed them, it keeps your Data directory clean (by using a virtual directory), it has lots of other nifty tools and makes using things like bodyslide and xedit a whole lot easier too. But like I said, it is a pain to go through and reinstall everything. Either way, it's something to think about. Good luck!
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As far as the game-pause option goes there's a new mod called Fallsouls which does exactly that. Combine that with any smartphone pip boys (which i think there's only Pip-Pad at the moment), and you're golden. That said, it would be nice to have a pip boy with an Android UI or something, but I imagine that would be a lot of work.
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I forget how to look at the logs but that kind of crash sounds familiar. Are you using Functional Displays by chance? I ask because I know some people have it on STEP despite it being dated and buggy, and that means a lot of people are using it accidentally. Well, I did anyway. :whistling:
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Need someone to help build a Mod with me
liquoredupchimp replied to stevefiggy's topic in Fallout 4's Discussion
You could start the quest by finding out that the settlers paid a pair of raiders called Whitey and Fish to fix the infrastructure, and you need to go waste their cheating asses to get the caps and gear back! -
DDS format, cannot open
liquoredupchimp replied to mancika's topic in Fallout 4's Creation Kit and Modders
I don't mean to necro this thread but I have been doing some investigating because I was experiencing a similar issue, and I believe that I have some info that can help: Extracting these textures with BAE (ver .04 and .10) will leave the diffuse textures unopenable with both the intel plugin and blacked out with the Nvidia plug. They seem to be older textures for the most part so something's going on there, but I'm not knowledgeable enough to explain why. If you don't already have creation kit for FO4, download that and use the Archive2 extractor found in Fallout 4/Tools folder. This will at least allow you to open the textures with the Intel Texture Works plugin for Photoshop. I hope this helps you or anyone else that comes along with the same problem! :sick: thread zombie! -
Dogmeat not being infront all the time.
liquoredupchimp replied to ravayen's topic in Fallout 4's Mod Ideas
Sorry for reviving an old thread but I felt compelled to say thank you! Often people will not report their findings once they have found a solution, but not you. I was so close to murdering Dogmeat but you have spared him. Thanks again! -
Oh, you beauty! Thanks for the solution!
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Marked men not hostile
liquoredupchimp replied to AngrypastySOB's topic in Fallout New Vegas's Mod Troubleshooting
Two years on, never too early either! Thanks from the future. Well not really the future but thanks either way.