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PertiProfa

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  1. There's indeed a lack of diversity, slaying dragons becomes a way to pass time between exploring instead of discovering new terrors lurking in the wild. As for the AI changes, most of it I approve with altho I doubt it would be possible, besides the Fear effect which should be rather simple considering there is already a magical effect to make creatures flee. But the thing that bugs me the most about the dragons isn't their AI or that they all are genetical twins, but rather the flight patterns they tend to use. Dragons should be indeed agile as they are in game, but the animations seem a bit off, a dragon suddenly taking a 75 degree turn in 0.00002 seconds seem kind of sluggish. Bigger areas of patrol and agro range on dragons, making them able to patrol around with in a larger area and presents more ways of approaching the player, being it swooping down from above for a single precisive fireball strike upon the player, a long and carefully coordinated strafe ravaging the landscape with frost and fire or a simple head on approach from afar, scorching the land with every step it takes and mauling everything out of its way with talons and teeth to you would be more enjoyable. Long story short, more diverse/realistic flight patterns/attack formations, which provides dynamic and unpredictable combat.
  2. I might have an idea for a visual cue for mana usage. Character is at 100% mana, blue particle effects fly around the arms and mana infusion (basically tribal tatoes representing magical symbols) on the arms light up with a blueish glow. Character is at 50% mana, blue particle effects dim out, mana infusion tatoes still visible but don't give that much light Character is at 0% mana, blue particle effects completly fade out, same goes for the tatoes, blueish glow fades out and tatoes become simple scarring (still representing magical symbols tho, only not charged) on the arms. This could work for first person view if the upper arms are still visible, combine it with a sleevles shirt/robe/armor mod for mage items and it might work. An example of the particle effects of the mana infusion could be something similar to the vindictus character Evie when wielding a staff and performing a power attack as seen below (I know it doesn't show clearly but can't seem to find a decent picture/movie) http://www.gamersdailynews.com/userfiles/image/vindictus-Evie1.JPG Example of possible tribal look (there are many options). http://www.mana-tattoo.com/tribal/tribal-67.jpg For the scarring/tatoes something similar as the symbols used on the body of the dragon age 2 character named Fenris could do the trick (white glow on the back of the arms). http://th06.deviantart.net/fs70/PRE/i/2011/103/4/f/da2___fenris_by_jaybirdy-d3dxy5e.jpg As for audio clues, a slight hum when charged or charging a spell and no sound or the sound of extinghuising a fire when the mana pool depletes or is empty.
  3. Took a look at the curse site because of this post, and frankly, it's just another modding site. Haven't noticed anything of the advertising except the usual premium members/add banners and what some seem to say about them being all about the money, ofcourse they are about the money, everybody is. But keep in mind, they are giving away prize money, doesn't seem like a bad way of luring new people in and modders get an extra benefit. For all I care, I'll be using both sites, nexus seems to have more mods overal but curse has it's advantages as well. Just saying, don't lock the one thing out because you like something else, it's like having vanilla but not tasting chocolate icecream.
  4. Character building and immersion for me in Skyrim is close to nihil, I'll spare you the life story and get down to business. * character defining; none of this is present, at level 35 I was a jack of all trades and seemingly master of all, limited by nothing * leveling speed of skill trees; too fast in general * character level; too fast and intertwined with leveling of skill trees * skill point distribution; no impact at all, save for unlocking new forging options/damage output What I propose and ask if possible, and if so how to, is the following: * more skills to choose from * slower leveling of skill trees * main character level; now depends on quest completion, no longer on leveling skill trees * skill point distribution now carries more weight; unlocking new skills/items I'm not asking if someone will make me this mod but rather asking if this would be possible to change and how to do so. Cheers in advance.
  5. You don't want steam? But you do want to play the game? Well for someone who states that he is in the IT business you should already be aware of the fact that something called pirates exist. People who make it possible to play games without third party programs and services like steam/origin/etc. You bought the game so you already supported the company who made it, if you don't want steam, it's your decission, now go crack that stuff.
  6. Hye, first of all I'm inexperienced in modding so my attempts at doing this myself have failed. The request is to imply the changes found in the description of this mod in to Fallout New Vegas or describe how I could do this (list of tools/tutorial links). Much appreciated if you took the time to read and/or create this. -Fluffz Edit: Perks changes aren't to be included, just the S.P.E.C.I.A.L. and skill points distribution changes found below. You get 3 skill points on every level. Tag skills develop 2 times faster � 1 points invested results in 2 point increase. STRENGHT. Each point strength of strength gives 30 carry weight. (Now is 30*STR, was 150+10*STR) There is a version present with old formula. Skills of melee now have a bonus for 5 points of every point of strength. PERCEPTION Each point of perception gives a 5 bonus to Energy Weapons, Explosives, Lockpick. ENDURANCE Each point of Endurance gives 5 points to Heavy Weapons, Hand2Hand. Each point of Endurance gives 20 health points to every one.. Now HP=100+20*Endurance+0*Level. Was HP=100+20*Endurance+10*Level. CHARISMA Each point of Charisma gives a 5 bonus to Barter, Speech. INTELIGENCE Each point of Intelligence gives a 5 bonus to Medicine, Repair, Science. AGILITY Each point of agility gives a 5 bonus to Sneak and Light Weapons Each point of agility gives 5 action points. Now 40+5*agility. Was 65+2*agility LUCK Each point of luck gives a +1% to score a critical strike. Also luck>2 gives a +1 bonus for skills for every 2 points of luck
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