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AllenMaruchi

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About AllenMaruchi

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    Korea, South
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    Many games.
  • Favourite Game
    The Elder Scrolls V - Skyrim

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  1. it is down right now. public message about data leak. hope to see it get back up ASAP.
  2. The low damage of the MIRV modification is due to how the game calculates the damage based on the bullet itself. That is, if some bullet has some special effect(like a magic effect in Elder Scrolls Series), it doesn't add up to the total damage of the certain weapon that uses said ammunition you can see in the inventory, it only adds the damage of the bullet itself, as all the ammunition have certain amount of damage. At least, that how FALLOUT 3 bullet damage was calculated. Same would probably go to Creation Kit for Fallout 4, cause it is based on the same ol' Gamebryo(TES 3,4 and Fallout 3 Engine). Way i see it, MIRV projectile is somewhat unique to normal mini nuke. First projectile flies first and it drops down the second projectiles(real damage it causes) vertically, scatter around the target and BOOM, first projectile just disappears afterwards. I experimented fully with Fat Man MIRV, and the damage was far superior to normal Fat Man. And it uses only one ammo when firing, despite the fact it launches 8 or 9(way I see it) projectiles at once. But the range of the MIRV is quite short, compared to normal Fat Man. So I think MIRV is quite useful when firing at the top of the area.
  3. I kinda like the new changes. it is not about a file handling itself, the file installation got faster than before. I dunno if it is just me, but it really got faster. maybe it's because I download the mods manually and install them through NMM after? all the mods are in the Unassigned category, so...... and for the file handling, I see that you guys added some more options(functions) there. it looks cool and all. but most of them I don't use, or "do(positively)" use seperately. like, 1. installing all the mods properly 2. run LOOT to arrange load order with no hiss. 3. run NMM and activate all mods. 4. run TES5Edit and Wrye Bash to make compatibility patch myself. 5. run NMM again finalize the load order and export them, and reset the archive invalidation. 6. play the game! you see, Im already accustomed to use various tools seperately. so, it is just my hope for NMM, which is 'eliminate some functions that may serve same thing as other tools, and redound to core function of NMM itself, Mod Manager, literally.' I can see you guys are dedicating yourselves to make the most of your abilities, which I find it very grateful. Keep up the great work as always. :) p.s. forgive my English. im trying better and better. *shy face*
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