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About DarkPurity

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The first is simple. There used to be a mod for Oldrim that increased the volume of all shouts. Did you know the dragons actually shout? Did you know you can listen to their shouts to know exactly what they're going to cast if they're from a mod that adds dragons? With that, you could, but it never got updated. My guess is that it probably changed a little in SE, so if someone could make that change it'd be awesome. Second is less simple, but honestly, kinda needed. There's long been a debate over the fate of the Dragonborn once they've dealt with all the DLC and the MQ, plus promised their soul to the entire daedric pantheon and possibly even restored Talos worship. How about a mod that resolves this untied loose end? My idea for this is that once the player has promised their soul to at least two or three things by action or implication, they find themselves invited to a seemingly innocuous location only to find that Akatosh himself, as an avatar (read, retext huge dragon in reflective gold), presiding over a courtroom. There are opposition plaintiffs each with claim to the Dragonborn's soul upon death. The locale exists outside of time, and it's made clear that by their dying day the DB will be promised to all of these plaintiffs, but they will not be aware of the findings of the court when the DB returns to Skyrim until the time of this trial. So a given array might be: Molag Bal's Vampire Attorney (Mace of Molag Baal or Vampire) Any legendary Nordic hero : MQ/Sovngaarde A werewolf attorney - Hircine A Seeker with the ability to speak normally - Herma Mora A Spectral Black Hand - Sithis/Padomay An Ebony-clad warrior - Boethiah (maybe use the Boethiah's Armor mod as a resource) A Dunmer Lawyer - Azura (maybe) A Dremora Churl Lawyer - Mehrunes Dagon A hugely fat lawyer - Namira A Nightingale - Nocturnal How the story plays out is up to the mod author, but the general idea is that each has an argument heard by Akatosh, and that the DB is given a challenge that is meant to test their allegiance. Use of the gifts of any of the above automatically scores points toward that claim. Use of the Shout leans to Akatosh himself and his afterlife, as well. However, if the DB keeps it entirely balanced or flatly goes through without using a single gift, piece of armor, or special power conferred by their bargains, they are granted a shrine on Nirn to house their soul, in a great cathedral for the Last Dragonborn. This serves as an elegant player home and an anchor that ensures as long as Nirn exists, so shall the LDB, and they remain free to travel to other realms as they choose. Season other afterlife rewards to preference. I just wanted to get that out there as an idea to resolve it all, because it would be a great way to end the debate that has raged since anyone set eyes on Sovngaarde.
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I always thought it odd that children were invincible and in a fixed amount, so I added mods which made their faces diverse, made them vulnerable to attack, and added them as potential settlers. I also have Raider Children in my game, as if anyone is breeding like bunnies, it'd be the Raiders (otherwise there wouldn't be so many to kill in *every single game*). Something has been missing, though, and I lack the time to develop the Mod myself to fix it. I apparently have the time to brainstorm it, however. If someone else can swing this and just credit me as initial concept, I'd appreciate it. After thinking out the basics, I started coming up with ideas to make it the kind of dark humor that is so inherent to Fallout, and these are my notes. Someone make this, pleeeeassssssee! BABIES OF THE COMMONWEALTH * Would introduce Shaun-copy babies in some of the placed cribs, child beds, and sleeping bags. These would appear where Raiders spawn or where there are settlements, adding a degree of responsibility to deal with the consequences of turning their parents into a fine paste. *Babies would be collectable as an item, probably just as MISC (a la The Pitt) but possibly as a scripted, force-worn armor so you have to carry it (but maxes your Charisma). They should weight about 8-10 lbs and (if possible) decay in your inventory, to limit your options. *Two new NPCs would be introduced: -a Missionary (similar to the one you meet in FO3: Point Lookout) who accepts Baby items and gives rewards. She sends the babies to developed areas like the Capital Wasteland or even to local cities. Completion of her quest gives a perk, but requires killing "Big Mac", a Super Mutant who cooks babies and sells them to Super Mutants and cannibals. I'd name her Sophia, after the associated Saint of orphans, or Jerome, for the male version if the Missionary is male. -a Super Mutant named "Big Mac" who was once a human named "Jim MacDonald". Chefs hat. Gives ammo or cash for babies and sells Baby Burger and Baby Back Rib as cooking items. Completion of his quest gives the recipe to make these yourself, but involves killing the Missionary and turning her Mission into a front to supply his restaurant, "Mac's". Bonus points for an appropriate sign with the given parody made out of scrap. *New locations: - Convert a normal diner to "Big Mac's". Probably replacing the diner spawn on top of the hospital-parking garage combo (where the maze and the Super Mutants are). - Convert or add an abandoned house near the coast to be the Mission. Alternatively, a pier with a small house and a boat anywhere along the coast would do. *New Items: - "Baby Burger" - Food Item. Medium usefulness in survival mode, and gives a decent bump to HP in vanilla. - "Baby Back Ribs" - Food Item. Very useful in survival mode. Gives a damage bonus. *New Perk: "Ragamuffin Rescuer" : Could also be used to reintroduce "Child at Heart". Effect is to greatly increase the chances of persuasion checks when talking to children, and possibly a side bonus. Reward for siding with the Mission. *New Perk: "Ragamuffin Roaster": Gives recipes for the aforementioned food items, and a bonus to damage with Flamers. Reward for siding with Big Mac. *Optional: Personally, I think the Missionary should drop a Synth component and a note about an Institute-run satellite program, so that even a character choosing the intentionally most evil route can't be sure if they've done so or not upon killing the Missionary. I will happily voice act any of this.
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After taking a couple of quests that come somewhat early, I got my hands on a second set of power armor. I had been holding on to raider power armor parts in case this came up, but the new gear was much better so I just use it. On a whim, I pointed at my old PA while Piper was selected and sure enough, she started using my PA. I have a full set of Raider parts. If sharing extra PA was intended, why can't I build an expensive PA skeleton? Dismissing a companion in PA makes for a fantastic settlement police force. Even if not sharing, I'd like to build with all the parts I have stored up.
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Undo the "Blind Betrayal" quest effects
DarkPurity replied to Gatortribe's topic in Fallout 4's Mod Ideas
Well at least there was plenty of warning about the spoiler....oh wait... -
You just addressed a worry of mine. I have no idea how we will add new perks now...
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Number one mod that needs to happen
DarkPurity replied to Exibitions's topic in Fallout 4's Mod Ideas
Will clean floors for weed...oh wait, I misread... One of them should be a mod to what you can scrap from workbenches. The other should be a thin flat surface you can make at a workbench. -
Simple Mods for now that people wanna see.
DarkPurity replied to Slider6996's topic in Fallout 4's Discussion
No more slow motion seconds if you shoot a limb off of a ghoul. -
The new perk menu seems very fixed in nature. Some of the best mods use unique perks in other games (RobCo Certified comes to mind). Any thoughts on how to get around the restrictive perk menu?
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Higher Damage Mod? Kinda possible in theory
DarkPurity replied to Grasmann's topic in Fallout 4's Discussion
I hate things like this. Survival mode just cheats in favor of the CPU. It really could have been so much more. -
Also get the dialogue in the old AI so we can't tell by looking at the direction in which the dialogue option sits what our outcome will be.
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Agreed. This is necessary. It's like, 2 minutes. It needs to be hours or until cell reset.
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I'd be all for being able to take personal journal notes on a hold tape and store them. Also, a PipCam that let us store screen shots we can later craft into wall deco would be cool.
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I'd say that Hardcore Mode is consistently on lists of must have mods, so what do you want out of your survival mod? My list: 1. Eat, drink, sleep (basic needs) 2. Skyrim style illnesses and medicine 3. Temperature and wetness susceptibility (making shelter more important) 4. No stimpak regeneration of crippled parts. Use wood and rubber to make a splint or cloth to make bandages and sutures. 5. Remove healing values from most foods 6. Stronger radiation in storms or near radioactive source material 7. Build vehicles that use fusion cells to fast travel 8. Bring back condition of weapons and armor 9. Increase weapon damage 10. Drug and alcohol visuals and side effects.
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BUILD Anywhere + No building Limits
DarkPurity replied to shakyshawn8151's topic in Fallout 4's Mod Ideas
I'm good with scrap everywhere but settlement ranges keep players from mucking up spawn locations for beasties. Trust me, screwing with the spawns in Bethesda games is the fastest path to crash city. -
Simple RP request - merge wedding rings
DarkPurity replied to flyingcows1007's topic in Fallout 4's Mod Ideas
I could see it as craftable apparel pretty easily. Two wedding rings and 1 unit adhesive. I've not gone through the whole game though so two might be relevant. Plus it's sorta immersion to look at it and almost sell it to get ammo....then not.