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Meuhoua

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  1. I understand why CDP set a cooldown system for those tools (less management = more fun, i guess), but i'm a bit sad they choose to remove them from real items (aviable to find or buy). Is there any mod to make the best of both world (with "cooldown" to avoid exploits + as "real item" to give importance to preparation) ?
  2. Hello there, Here is a suggestion about economy in the game that could enhance the spaceship progression : be more expensive. Actually spaceship and its mods are really cheap, destroying interest of capture/steal ship (to use or sell them) but also to "tie" player to it (being restricted to use a ship and progresively upgrade it to your taste instead of just going to the spaceport with you 100k credit and buy one after un bunch of hours of gameplay). Dont know if thats possible actually (without the SDK), there is some variable about vendors dont seems possible to affect only spaceship building parts and spaceship value.
  3. Indeed, that would be could to spare parts between ships and so be able capturing others to dismantle parts and custom yours ; but also that should come with a rework of ship economy (something huge enough, at least a x5 to x10), actually thats a bit ridiculous that a bunch of armor and guns allow to buy/fully mod a spaceship.
  4. Hello there, I would do a little mod affecting Achilles mood on battle but i dont know where to begin, so may be someone could help me (my total war mod skills are kind of low, i've just tweaked some existing mod for now on 3K and TWW but more on visual things than scripts and datas). So here is what i would do : add to Achilles a stat boost and malus depending on his mood, with something like that : - On Offended : Big bonus on Damage Bonus on heroes +50% Bonus on Melee Defense +25% Malus on Charge -50% >So the idea is to have more self preservation and aim on heroes as Achilles is more vainglorious then ever. - On Depressed : Big bonus on Melee Attack +50% Bonus on Raw Damages +25% Malus on Speed -25% Malus on Fatigue -25% >Here the idea is a more fatalist Achilles, downcast but expeditive. - On Furious : Big bonus on Attack Rate +50% Bonus on Charge +25% Malus on Melee Defense -50% >Is there a need to explain this one ? :smile: I have located the script (troy_achilles_hot_blooded.lua) and i think to know where to add some lines to trigger things, but i dont really know where to locate and how to create new perks and variables to make this happen.
  5. Hello there... well, this forum seems to not be alive but i try. Is there a way to remove the shockwave splash VFX from the game ? (presents in giants attack for exemple, but some other units got it too)
  6. Hello there, i was wondering if there a mod (or if someone already tried) to mod the rocket punch control, i think something like revert vertical axis (to control it like a "real" flying object) or add a cancel button (to permit to exit it withouth having to crash it or wait for gauge).
  7. Is someone know where are stored vehicle parameters ? I dont know if thats possible, but i would adjust the "sneak parameter" to make them a little more realistic (using IH with 200% sight on ennemies, being spotted hidden inside an armored truck or a tank is a bit annoying).
  8. Hello there, As in title,I'm looking for a mod (or a way to do it myself if not too complicated) to remove HoS quest attribution at the arrival in Velen (thats really disturbing for me to get it at this moment of the game, you did not even start and you got an entrie for something you should not do before hours and in a place you never visited). So I would like to have something as give the quest logically when you interact with the Seven Cat questboart, after the cinematic. I know, thats a trivial detail, but if someone can help me or know a mod doing that, you're welcome.
  9. I dont think that so complicated, but for that kind of game (AAA for a large audience) 90% of the public dont expect something engaging but just something fun, so devs dont work for engaging balance (and for this game thats really strange, all intentions are for some kind a "soft immersive simulation",but those intentions are nearly broken by this casual friendly balance ; so schizophrenic). At the launch of Sekiro there was a debate promoting easy mode to games, but the truth is games are tending to be easiest to easiest since more than 15 years with the growing of consumer base, and big studios seems no more to want spend time and money to concretise strong intentions with the risks to lose sales.
  10. Well, after several hours of gameplay, my suggest for progression/difficulty : - reduce drastically ammo - reduce pistol/revolver/rifle/repeater ammo capacity to 20. - reduce shotgun ammo to 10. - reduce .22 to 30. - reduce arrow to 7. - reduce throwable (dynamite/molotov) to 3. - reduce throwing knifes to 6. - reduce tomahawk to 1. - reduce max consommable/usable in the inventory (exception for hunt/fish tool and gomina that could stay as actual) : - item with cap 20 to 10. - item with cap 10 to 5. - item with cap 5 to 3. - item with cap 3 to 1. (note : ammo and item capacity special equipment bonuses should also need a rebalance) - increase bountie values (redemption should not be cheap) : - upgrade x3. - increase camp upgrade cost (so no more maximize easily at chapter 2) : - ammo/food/med cart upgrade cost x5 (exept the lvl1 upgrade for foodcart should stay as actual, to not break Strauss 1st debt mission) - rework XP gain by specializing activity gain and reduce gain values to not be maxed too fast : - HP gain only by lifting (camp activities and carry animals or bodies) and brawling. - Stamina gain only by running (but with a reduce gain than actual cause the stat that gain really fast, so devide by 3). - Dead eye only by shooting (hunt or gunfight). - Also reduce horse affinity XP gain (keep the 1st lvl as actual, but x3 for the next ones). - ajust morality system because thats really easy to have a "paladin" standing, so : - +1 for a good action, -10 for a bad (will be harder to maintain a good standing when being a bandit). - for the last, reduce max HP by 2 (but may be with the xp gain reduction, that could not be necessary). So here are my suggestion for a more engaging gameplay, not necessarily an hardcore or realistic balance, but surely more meaningful (you will still have plenty of ammo and items, but in the heart of action or wilderness you will have to loot and swap weapon, and a regular shop travel could be needed), i dont know if that could be realisable (on the paper thats just number variance, but i dont know how the game is coded), especially if this kind of modding impact on the online part of the game.
  11. Yup a really needed mod, just a little change on ammo and item capacity (divided by 5 for exemple) and the game could be more engaging.
  12. I think this is really needed in an openworld RPG like this, but to not break the game with god weapon, crafting and weapon value and cost should be more expensive (in gold or crafting items).
  13. Thanks a lot, that's working in offline mode.
  14. Hi, i was trying some rebalance mods before starting a new campaign with one of them and i have a problem : mods seems to be working but not entierly : for exemple, with the mod X-Perience : Rational Warfare that i chose to use, i can see the mod is working (interceptors are listed in the workshop list or 3 HP on thinmans) BUT arcthrower are not considered as a pistol. Any clue to correct that ?
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