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Anduran19

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  1. you could try ReBallistic. It does increase the Damage of Weapons, so combined with Arbitration Multipliers, its quite a good amount of damage. What i did: Arbitration - 6x Damage on me / 0.5x Damage i do ReBallistic - Modded the Damage of Guns to be even higher, also added massive amount of Damage for Mines, Missiles and such. Basically, you get hit by a Missile, you are dead. You didnt spot that Mine? You are dead. I think the "Standard" Damage of a Pipe Pistol is 13? in the game files, i changed that to 36 and other Weapons accordingly to what i think would be a quite realistic Numbers. Buffed Miniguns and Gatling Lasers to high amounts, so if you see a Mutant with a Minigun firing at you, you are already dead. So if you combine 6x Damage and 3x increased Weapon Damage, you really have to watch out. Still, there are Areas where its just too easy, but thats because of the way the Enemies do not level above a certain threshold.
  2. Hey! I'd like to add some Effects to the SPECIAL Stats, because if you don't use VATS, some of them are quite useless (except for the Perks). For me, Perception always was the typical Ranged Weapons Stat, but it only does help while in VATS. So i was wondering if it would be possible to add an Effect to Perception that increases the Range or Accuracy of your Weapons by X% per Point in Perception, making the Stat itself useful, even if you do not use VATS. I do know how to mod a Gun Range / Cone of Fire Mult in a Perk, but i have no clue where to start when changing a SPECIAL Stat. Does anybody know and can give me a hint?
  3. Hello! I'd like to request someone to make a Mod that enables real Enemy Level Scaling. Meaning, Enemies are always around your Level (maybe +/- 5) no matter where you are (Concord, Glowing Sea, etc.). I really do enjoy playing the Game, but having Enemies that are just Cannon Fodder is terrible. I am sure that i'm not the only one that always want interesting fights instead of the System Bethesda did implement. Please, if someone does have the skill to do that, i'd really appreciate it.
  4. it certainly wouldnt be a problem for Bethesda, but i doubt they will start modding. ;) I hope someone will do a mod like this eventually.
  5. Anyone planing to do a Auto Scaling Mod when GECK is released? Would that be possible to do? I really don't like the new System. I'd rather have Enemies that are always a challenge, instead of walking through Concord and Co. without any concern of dying. Hope i am not the only Player bothered by this.
  6. i was looking for a mod like this. Here is my bump and a big "Pleeaaaseee!".
  7. Hey! Posted this in the Mod Talk Forum, but figured it might be better to post it here: I am quite new to Modding, and i basically just started doing a bit of Stuff a few Weeks ago. So first of all: Thank you, to all the Modders that made Skyrim an incredible Experience for me and everyone else! You got me into Modding. :smile: What i wanted to do: I just made my own Food and Recipe for it, with the Creation Kit. Everything works fine, but obviously, iNeed doesnt recognize my selfmade Food. I want to change that, but i dont know how. Maybe someone of you can help me a bit. What i tried: Loaded iNeed and my Cooking.esp into TES5. Opened the iNeed FormID List and tried to add my Food to the _SNFood_HeavyList. Got the Message: FormID references a master which is not available in File iNeed.esp. Then i added my cooking.esp in the iNeed File Header as a Master and restarted TES5 Edit. Again, i tried to add my food into the HeavyList. No Error Message this time, but instead of adding my food, all i got was: _SNQuest [QUST:05000D62] This is the right Number, but of course no the right name. Started the Game, checked iNeed. It was disabled. I enabled it, but at this point, it didnt recognize any food or drink. it was broken. So, thats where i am at the Moment. I have no clue what to do and how to implement my food into iNeed. Can anyone help me, please? After trying some more, i found the Problem in regards to the _SNQuest. The FormID of the Meal and the FormID of the iNeed Quest Script were the same. I changed the FormID of the Meal, and it didnt happen again. But adding my "cooking.esp" into iNeed as a Master will brake iNeed, and it stops working correctly. I really need some help here, guys.
  8. After trying some more, i found the Problem in regards to the _SNQuest. The FormID of the Meal and the FormID of the iNeed Quest Script were the same. I changed the FormID of the Meal, and it didnt happen again. But adding my "cooking.esp" into iNeed as a Master will brake iNeed, and it stops working correctly. I really need some help here, guys.
  9. Hey everyone! I am quite new to Modding, and i basically just started doing a bit of Stuff a few Weeks ago. So first of all: Thank you, to all the Modders that made Skyrim an incredible Experience for me and everyone else! You got me into Modding. :smile: What i wanted to do: I just made my own Food and Recipe for it, with the Creation Kit. Everything works fine, but obviously, iNeed doesnt recognize my selfmade Food. I want to change that, but i dont know how. Maybe someone of you can help me a bit. What i tried: Loaded iNeed and my Cooking.esp into TES5. Opened the iNeed FormID List and tried to add my Food to the _SNFood_HeavyList. Got the Message: FormID references a master which is not available in File iNeed.esp. Then i added my cooking.esp in the iNeed File Header as a Master and restarted TES5 Edit. Again, i tried to add my food into the HeavyList. No Error Message this time, but instead of adding my food, all i got was: _SNQuest [QUST:05000D62] This is the right Number, but of course no the right name. Started the Game, checked iNeed. It was disabled. I enabled it, but at this point, it didnt recognize any food or drink. it was broken. So, thats where i am at the Moment. I have no clue what to do and how to implement my food into iNeed. Can anyone help me, please?
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