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Everything posted by the_senator90
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Hey Johnny, I just wanted to ask how I could edit the .ini to make a few changes. Chiefly 1.) Changing the interceptor rearm times to 2 days instead of 7 (Having been in the military, mechanics in both flight crews and motor pools are quite skilled; I suspect that they're well acquainted with rapid changing of armaments on interceptor hard points) 2.) Changing the fatigue to three days instead of 5 by default (I like the fatigue system, its just that 5 days can really knock out a roster of people, particularly when you factor in gene mods and psi, leaving you vulnerable when the council demands missions (like gangplank) or suprise UFO landings) 3.)Changing the reaper pack to reaper ammo so that all weapon tiers can have access to it (Overwatch troopers are great, but once inbuilt defense hits the scene, they lose their usefulness, except with Beam and Pulse, which the reaper pack gives them near automatic critical hits most of the time with the right items present. I'd like to be able to keep using them, rather than having them become MEC's.)
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Ok, I posted a thread here: http://forums.nexusmods.com/index.php?/topic/3009919-new-and-improved-grenades-foundry-projects/ But I think I was asking the wrong question(s). I want to make a long war compatible foundry project, or modify an existing one. Something simple, nothing fancy. So a few questions: 1.) Where would I refer to in the .ini for long war foundry projects? 1.A.) How would I access this? 2.) What values in hex would I have to edit in order to for it work? 3.) What are the tools necessary for editing these features in? 4.) How can I add an image associated with it?
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New and Improved Grenades (Foundry Projects)
the_senator90 replied to the_senator90's topic in XCOM's Enemy Unknown
I had the idea, and I want to make it work, and do it my self, but the amount of work involved is really staggering. I'm asking for help/referral to modding resources, if that's at all possible. But is there a resource for compiled data/hex values, and tutorials for what I would need to get started? -
And how would I access this, precisely?
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Is there anyway I can change the properties of a perk or ability on an item or soldier? If so, how?
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New and Improved Grenades (Foundry Projects)
the_senator90 replied to the_senator90's topic in XCOM's Enemy Unknown
Ok, I guess I'm asking the wrong question. Is creating an electropulse grenade even possible? Torch does not seem to be editable, and hence, its kind of useless as a grenade idea. -
Hey, I want to mod in a foundry project which improves grenades and makes new ones. Specifically, I want to make a project which increases acid per turn damage, disorient duration for flash bangs, adds shredder effect to AP grenades and increases base damage to AP, Alien and Frag, and increases radius of smoke grenades. I also want to make a new grenade; the incendiary grenade which acts like psychokinesis/flame thrower and an EMP Grenade. I suspect that the foundry projects could be balanced as such: Improved Grenades: 500 spacebucks (375 with Asia Bonus) 150 Elerium 150 Alloys 15 Thin Man Corpses 15 Sectoids 15 Chrysalids 15 Drones 45 Meld New grenades: Incendiary grenades Prerequisites: New Warfare systems, 40 engineers Cost Normal (Build Quickly): $120(180) 40(30) Elerium 0(5) Meld (unlocked with New Warfare systems, base damage and panic chance increased with jellied elerium, radius increased with improved Grenades project) : Launches flame at a target location like psychokinesis/flamethrower EMP Grenade Prerequisites: EMP Weapons, 85 Engineers Cost; Build Normal(Build Quickly): $180($270) 30(45)Alloys; 50(75)Elerium; 50(56) Meld; 1 Arc Thrower Unlocked at EMP Weapons Stuns robotic enemies, damages others like MEC based EMP Base Damage improved with improved grenades, stun duration lengthened by Improved Arc throwers But the problem is that I don't know how to do this, let alone edit the ini. Can someone help me with this?
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XCOM EU New and Improved Grenades (Foundry Projects)
the_senator90 posted a topic in XCOM's Mod Ideas
Hey, I want to mod in a foundry project which improves grenades and makes new ones. Specifically, I want to make a project which increases acid per turn damage, disorient duration for flash bangs, adds shredder effect to AP grenades and increases base damage to AP, Alien and Frag, and increases radius of smoke grenades. I also want to make a new grenade; the incendiary grenade which acts like psychokinesis/flame thrower and an EMP Grenade. I suspect that the foundry projects could be balanced as such: Improved Grenades: 500 spacebucks (375 with Asia Bonus) 150 Elerium 150 Alloys 15 Thin Man Corpses 15 Sectoids 15 Chrysalids 15 Drones 45 Meld New grenades: Incendiary grenades Prerequisites: New Warfare systems, 40 engineers Cost Normal (Build Quickly): $120(180) 40(30) Elerium 0(5) Meld (unlocked with New Warfare systems, base damage and panic chance increased with jellied elerium, radius increased with improved Grenades project) : Launches flame at a target location like psychokinesis/flamethrower EMP Grenade Prerequisites: EMP Weapons, 85 Engineers Cost; Build Normal(Build Quickly): $180($270) 30(45)Alloys; 50(75)Elerium; 50(56) Meld; 1 Arc Thrower Unlocked at EMP Weapons Stuns robotic enemies, damages others like MEC based EMP Base Damage improved with improved grenades, stun duration lengthened by Improved Arc throwers But the problem is that I don't know how to do this, let alone edit the ini. Can someone help me with this? -
Bump, Comon, I need some help here with the scripting syntax.
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I need some help with a weapon replacement script. In this particular case, I want to create a perk that allows a certain set of weapons to be wielded either two handed or one handed. Now the only feasible way to do this is to replace the weapon, as changing the weapon type won't work. It has to be hard swapped with an entirely different item (same model, different stats and mesh) in order for it to work. One particular method is creating a script which creates conditions for the replacement on the basis of what is equipped in the off-hand (i.e Spell, weapon, shield, torch). For example, when a shield is equipped in the offhand, the default two handed weapon is replaced by a one handed version of the model (or vice versa, depending if it is unequipped). Can someone help me out with this?
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I didn't see a getkeypress script anywhere in the creation kit's available scripts. Is there a script extender that does? And how would I incorporate it into my mod?
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if i understood correctly that would create a "copy" of a weapon using it model and stats without having to manually create a 1 handed/ 2 handed version of each weapon? if yes that would be awesome! and and also ensure compatibility with almost any custom weapons right? (like armory of tamriel 300) hopefully this mod will become true :D Well, with vanguard armor- http://skyrim.nexusmods.com/mods/16238 It has a script which opens and closes your visor depending or not if you are in battle. I can see implementing such a solution. The solution is using a script extender which when a certain key is pressed, it removes the item (let's say, a 2 handed version) from your inventory and replaces it with another (a one hander), and equips it, with an entirely different set of stats. The weapon itself, weighs the same in whatever configuration you choose to use it in, so it spares you from carrying two versions of the weapon around. However, I'm only learning to script now. I was wondering if a more talented scripter might help me out.
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You mean like a hot key swap? That might actually work! I'm liking this idea!
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Bump, I just need some discussion. with this mod, guys. It's not a mod suggestion.
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Well, I was going through some of the mods here at the nexus in order to get a good idea of what I could use to create this mod. First off, there's Tytanis: http://skyrim.nexusmods.com/mods/20372 Which have a special category of weapons after taking the "Warmaster" perk, (i.e Warmaster Weapons) that allow you to use two handed weapons in one hand. Then there is this mod: http://skyrim.nexusmods.com/mods/20372 Which allows you to wield all two handed weapons as if they are one handed, with a spell, shield or another weapon in the off-hand. I was wondering if I could create a compromise mod with a special category of weapons, in this case, "Versatile Weapons" which would allow you to wield such a weapon either in one hand or two hands after taking a specific perk. Versatile weapons include: Bastard swords Battle-hammers (1-handed war-hammer) War-axes Katanas Versatile weapons have several characteristics which make them interesting: When wielded in one hand, they have a slower attack speed, but longer reach and higher damage than a regular one handed weapon, and do lower criticals. When wielded in two hands, they have a faster attack speed, but have a shorter reach and and lower damage with higher criticals. However, without taking the specific perk which requires both a sufficient one and two handed weapon skill, you would only be able to use it in a two handed configuration. However, when the perk is taken, you can use it in either two handed configuration (provided that the other hand is empty) or one handed configuration (depending on what you have equipped in your offhand.) One of the major pitfalls I could see with this mod is the animations and animation scripts and the meshes associated with it. How would you transition from one handed animations/meshes to two handed animations/meshes when you equip/unequip? Where would the weapon be sheathed? I have the 3d models already prepared, however, the scripting is what is becoming a thorn in my side. I could see using a script extender for this, but I have no idea where to start. Can someone please help me out?
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It's very annoying. But what I'm asking is whether we can edit the scripts in a way so as to have your character in a two handed idle position while using the one handed weapon weapon animations while mounted. What scripts would be required in order to properly play casting and two handed weapon attacks while mounted?
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Also, I just wanted to suggest edits the blackguard and general perks. For Blackguard, enemies flee below a certain level before you in mounted combat. General works as it's intended for those who want more of a leadership role in battle.
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Ok, there are some great mods out there for augmenting your mounted combat experience. First, there's this: Riding Dirty: Which adds some great perks to supplement your mounted combat experience http://skyrim.nexusmods.com/mods/19867/ And Mounted Casting: Which does exactly what it says on the tin. http://skyrim.nexusmods.com/mods/17703 The real problems I have though with mounted combat in general is that two handed melee weapons use the same animation set as one handed weapons. This bugs me. Is there a way I can edit the animation for mounted combat while using a two-handed weapon or add another one? What would be that series of scripts required to do so? Another big problem with the mounted casting mod is that the spell delivery and equip type are totally wonky; concentration doesn't work like it's supposed to, and aimed, target location and target actor spells only work while you are directly faced towards the target in question. I want these particular spells to work as firing a bow from horseback would. I know that this might have something to do with the animation involved in spell casting; but is there something that we can do to fix this? What would be the scripts to add new or edited animations? Please, discuss. Get as technical as you want. This is in desperate need of fixing.
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If you're a warrior who is both skilled at One handed weapons and Two handed weapons, having to carry around two weapons can be a bit of drag. Or, if you want to drop your weapon and do more damage, you have to go into your inventory or que your favorite weapon/spell via the Q key. It's really obnoxious. I was wondering if there is a script that allows you to hot swap your weapons at the press of a key. Not only would this enable faster and more efficient combat, but it would allow modders to switch between a one handed version of a weapon and it's corresponding two handed version, allowing you to lighten up your inventory space. Does such a script exist by any chance?
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Breaching Slugs and charges Concept
the_senator90 replied to the_senator90's topic in Fallout New Vegas's Mod Ideas
Yes, but none of them are actually real time. But I suppose it works! -
Breaching Slugs and charges Concept
the_senator90 replied to the_senator90's topic in Fallout New Vegas's Mod Ideas
Well, I found a mod called "Explosive Entry" which does exactly as it says, by allowing you entry into places by blowing up locks. http://www.fallout3nexus.com/downloads/file.php?id=2917 I was hoping for something a little more direct, but it seems that this will have to do. -
Thanks! This is a great reference. I think all I would have to do is to add the action point mechanic in there and you'd have a perfectly balanced mod!
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Well, according the GECK Wiki, what causes the gun to sway while scoped in is called "Wobble". This value can be disabled, but it does not effect weapon spread, which is dependent on skill modifiers, whether you are walking, running, sneaking, or crippled, and weapon condition. So technically, you could disable the wobble, but it does not ensure 100% accuracy do the spread. http://geck.bethsoft.com/index.php/Gun_Spread_Formula
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I was recently looking over the guns skill and wondered, "Gee, even the best marksman have to deal with drift on their rifles when scoped in, wouldn't it be more realistic if they could steady their scope at the cost of action points?" So here is the concept that I have planned: Design a script which when a certain key is pressed while scoped in, it steadies the scop taking action points away for as long as the key is held in place or action points are completely drained. I thought that it could work that when the key is pressed, it disables gun drift for a certain duration (i.e. when action points run out, or when the key is released.) The more skill points you have in guns, the less action points are drained when the key is pressed. The one problem I'm having is actually writing the script so as to get it working, and another problem is that if guns are already at 100, gun drift is no longer present, as you are already at maximum skill level. Can anybody help me out with this?
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I was wondering if it was possible to create a custom shotgun ammo and explosive charge which when aimed and fired upon at locked chests and doors, it unlocks them. Depending upon the character's skill with guns or security, the things inside a chest, for example, might be damaged as a result of being fired at. I know that in real life, many soldiers carry shotguns with specially designed breaching slugs so as to break locks and doors. I also know that they carry specially designed explosives so as to blow open doors and locks as well. Is it possible to create such a thing, and if so, how would I script it? What are some good mods to reference?