Jump to content

Simonus18

Members
  • Posts

    25
  • Joined

  • Last visited

Everything posted by Simonus18

  1. Alright, I managed to setup my system for modding, and downloaded the modding tools. Now I'm learning to use the Cryengine Editor. We will see...
  2. Yo everybody. Had a lengthy thinking about start modding for Kingdom as the world is really captivating to explore, but most of the times the whole exploration part feels pseudo-ish/pointless without reward of any sorts. Ideas: (1) want to add extra pickables to the world with visual representation if possible (for example if I want to add food like bread somewhere then I want it to appear with its model) (2) want to add extra lootable item containers (like chests, pile etc.) - I don't know what models can be used for these, but would love to add many small items in the woods, items that were dropped by others during combats, hidden "treasures" etc., or even at some "accident" locations. (3) want to add extra nests that can be shot down by arrows - It's really fun to search for these nests even in vanilla, so I figured maybe some more could be added, but these wouldn't be shown with any icon, these would be hardcore nests; these would be placed on much higher distance - high chance they consist items that worth really-really much, or items that give extra stats, sometimes they don't consist anything, but every one of these would give higher XP to archery/precision whatever if you hit them, so at least you could get much more XP than normally would. This would be my first ever modding, so I just want to ask for tips,hints, anything that could help me make this mod. I'm eager to learn anything for this, so hit me. For starters I have found these in modding guide Wiki, but hit me with anything you know about that could help me: https://wiki.nexusmods.com/index.php/Pickable_Items_Documentation https://wiki.nexusmods.com/index.php/Stash_Documentation
  3. Hello there everybody, I need help to check whether I have made the right Mod Load Order for my mods. This is my first time doing this, but I decided to do it finally as I was having a crash trouble with the game whenever I approached Sanctuary Hills through the bridge, always at the same location (Everything was fine for 6-7 hours of gameplay). So I was thinking maybe it would be the best to finally check that my mods are well intact. I have been checking out different forums, but what really helped me see it through was this video LINK I had been sorting/ordering for several hours and now I feel like I have finally finished it (in my own way). I need help from you people, but if I may ask, I need help only from those who are well experienced in mod management. Please comment me if you see anything stupid and help me put anything to its place if its on the wrong one. So, here is my list: Master Files ArmorKeywords.esm SettlementKeywords.esm HUDFramwork.esm Knockout Framework.esm WorkshipFramework.esm JonsMod.esm XDI.esm Homemaker.esm SimSettlements.esm Wasteland Illumination.esl tooun_animationpack.esl cclub – modular military backpack.esl MODbloatfly.esp Fixes Wetness Shader Fix nogodrays2.esp Settlement Building Mods SettlementMenuManager.esp LongerPowerLines3x.esp Scrapping Mods Scrap Everything – Core.esp ScrapDeadThings.esp Gameplay Mods W.A.T.Minutemen.esp D.E.C.A.Y.esp Immersive HUD.esp ImmersiveVendors.esp crowdedcommonwealth.esp RailroadPerksCut.esp ImmersiveLoversEmbraceRemastered.esp ImmersiveLoversEmbraceMagnolia.esp Swinging Meat Bags.esp Immersive Fallout – Movement Immersive Fallout – Real Recoil WiredReflexes.esp morebobbleheads.esp FeralGhoulMeat.esp SafeTrunkContentsReworked conquest.esp More Where That Came From Diamond City.esp OWR.esp OWR_CraftableDecor.esp OWR_CraftableDecor_SKPatch.esp gamma radio swingonthevine atomicradio wastelandwailersradio westvaultradio oldiesnew atomcatsradio buckinbrahminradio 3dnpc_fo4 /Tales from the commonwealth library.esp OutcastsAndRemnants.esp ProjectValkyrie.esp nvvault1080.esp ConcordMusuemRestoration.esp plenty ’o’ exploration.esp Sanctuary Terminals.esp Follower Mods: More smarter companions mod.esp AmazingFollowerTweak.esp VisibleCompanionAffinity.esp Companion Infinite Ammo.esp EveryonesBestFriend.esp Fathercompanion.esp Aesthetic mods: Vivid Weathers DarkerNights.esp DarkerNightsDetection.esp Combatmusicoutrofix faded glory FAR.esp dD-Enhanced Blood Basic.esp Pip-Boy Flashlight.esp Settlement mods: Solarpower.esp AllSetsExtended.esp SSEX.esp Item Sorting mods: Valdacilsitemsorting-00- Crafting mods: Vanillacraftingexpansion.esp GlovesOfTheCommonwealth.esp EferasShoulderBag.esp CraftableAmmo.esp CraftableAmmo_plus.esp LegendaryModification LegendaryModification2LM.esp LegendaryModificationMisc.esp Extended weapon mods.esp rechamber.esp macgyver weapon dismantle.esp Craftable Armor Size – Fix Material Requirements.esp Craftable Armor Size.esp skillzerkweapons.esp 3dscopes.esp AnS Wearable Backpacks and Pouches.esp azarholsteredweapons.esp VisibleWeaponsOnPacks.esp armorsmith extended.esp So, that's my list with me trying my best. I think I have ordering every mod I have and I could put in any cathegory. Write me please if you find anything. Thanks in advance!
  4. You suppose to press "X" for mount, "E" only shows the stats of the horse
  5. Alright, so I also realized Prior and Lucas are stuck in the church, they are praying 0-24 and never move from their place. This must be a glitch.
  6. So I have the quest of killing or getting out Pious out of the Monastery, but the whole mission is so messed up with all its glitches that it's unplayable. - I get penalty for being in the wrong place the moment we progress to the next daily schedule point. - Some old fart Monk randomly stops me and accuse me of being a liar and such, confiscate every item I had on me AFTER I finally managed to rob pretty much all the food I could find in the Monastery without witnesses to FINALLY be able to sell enough in order to get ONE lockpick from that whatever name ex-thief monk. This episode is so TERRIBLE that I'm nearly giving up on this game even though I loved every other things about it and played more than 50 hours now. BUT this f-ing Monastery part is a pain in the a$$ not because it's hard, because of the discrepancy of game mechanics that just don't add up and thus making the game unreasonably hard. How did you manage to get through this quest? I'm kinda fed up with it. What tips can you give me?
  7. Or just use Sim camping mod, you will have a book on you with which you can set up a camp with food, sleeping bag, and a diary book that saves your game: https://www.nexusmods.com/kingdomcomedeliverance/mods/881
  8. Lay a brick mod idea Seeing all the outdoor toilets in the game wouldn't it be funny if you had to defecate sometimes to relieve yourself? IF you don’t do it you will poop your pants and your visibility factor (or whichever makes you easier to be revealed for nearby enemies/NPCs) would get onto 100% so your enemies would easily notice you even when you “sneak”. So you would have to take it to the laundry ASAP. Not to mention every NPC would react negatively “Oh my god, you reek!” I mean… it’s the medieval times, if anything then from history they always mention the hygiene issues about these ages how smelly and dirty times were… it would totally fit to the whole gameplay that wants to represent the relatively realistic medievalish experience. And by the way not many games feature pooping, am I right? Mechanic : would be the same buff icon system; there is the bricklaying icon with the cooldown timer, if the circle runs full you will reach the point of pooping yourself, if you relieve sooner the circle gets full you are good then, you will be fine for a day, or even more… based on how frequently you eat, or how frequently you get full: for example if you get the pig icon the pooping rate gets higher, there is a higher chance you will have to go to do your thing man. At the ¾ of the circle-timer you would be forced to walk in order to keep everything intact, because as soon as you start running the stamina would drain much faster than usually, and if you ran out of it totally… the smelly bomb accident would happen. Sitting on a horse also wouldn’t help that much, to be honest, it would be even worse if you started to run/gallop with it. The longer you resist though with the soon explosive state (¾) the more your total stamina meter would decrease, in a slow manner, so after a while you would run out of total stamina, and the accident will happen. [iMAGE] BRICKLAYING ICON [iMAGE] BUFF MENU ILLUSTRATION • You can sit on the toilets already now, it would be the best solution for doing number 2, but actually you could do it anywhere, however, logically, out of sight of NPCs. IF you are doing it without toilet it’s less hygienic (pants gets dirtier sooner). • If you go to sleep for some hours, and the defecating meter would get nearly full/half during sleeping you would wake up to decide whether you want to go or let fate decide about what’s gonna happen. Actually it would be more logical if you couldn’t sleep ‘till you are not done with it. So it would be recommended to check whether you need to defecate before you go to sleep. • If you decide to try to defecate midgame and your character isn’t near to defecating state, then the game would simply write a text on the screen like “you don’t need to defecate yet” or “you feel alright” or something. Animation: None needed actually (could work without it, so), only a defecate sound would be heard, the screen would go black as usually do for some actions in the game, in the next scene you are done with it. Perks: It would be in the Vitality section.You could get Perks for having lesser need for defecating but also get some negative effect with it.Herbs could also help in this matter; for example having adequate amount of herbs would push back the smell after a number 2 accident by 20% or so.If you are brave enough to poop in your pants, and not make any fuss about it, then you can get a perk for having higher chance making nearby enemies run away in fear from the smell you make.Another perk would be about this: If you do it in the forest – there are herbs/leaves everywhere around you – you would get -20/30% less smelly temporarily. But, higher chance of animals attacking you (if there are those violent kinds of animals in game).Eating specific types of food would decrease the need of defecating.Different kinds of perks for the different types of toilets: The Forest - Toilets in town – Toilets in Castles, Keeps (so three types of toilets) . Example: Royale waste – Laying brick in a Castle would give absolutely no effect to your pants, stays the same as it was before, but using town toilets you will get 15% dirtier than normally would.And so on, you get the idea… More lootable sacks/boxes etc. Many objects/bags/sacks/boxes are just cosmetics, can’t be done anything to them. Would be nice to make more objects interactive, openable, lootable. For example bandit camps only consist one or two lootable chest and that’s it, while many places, like at mines there are sacks, boxes, many other objects that would be good to have an option to loot them. Pouch mechanic In the 2014 trailer there was this scene with cutting off a pouch from a random guy in the crowd. I’m not saying we should replace the current stealing system, I would say we could add to that this exact mechanic that was shown in the trailer. (probably a late, end-game thief perk) [iMAGE] 2014 Trailer image More herbs/flowers to collect; special/rare herbs/flowers Not necessary to have more kinds of herbs as there are quite a lot to use at the alchemy lab, but there could be really rare flowers/herbs that could worth many coins. For example you find a book that consists details about these rare herbs/flowers and with that the game would load these flowers to the world and you could find them.
  9. That is actually a perfect idea for the future of Kingdom Come, they will surely be underwhelmed by the development of the sequel soon, and they are most probably done with the DLCs also, so no other chance but to give modders the best advantage from this, as later probably only the modder community will update the game with new contents. It would be cool to have anyone of them communicate with the modding community frequently, here or anywhere
  10. Apparently Warhouse has eyes on Nexus from day one as they mentioned the site in their videos as well... so they probably gather infos frequently from these forums/comments.
  11. Whoever makes mod for any of these ideas I will donate to that project
  12. Yes, indeed, having absolutely no physical effect with a horse against any NPC - let it be ally, or en enemy - is also concerning. All they do is shout something random scripted text and move on. A mod to that would also freshen up the whole realistic gameplay, I don't even get it how they could not develop that part. A simple dodge move would be a good start for ally NPCs, but against enemies more animations would be needed; falling on the ground, jump away, dodge, being stomped by the horse while on the ground etc. If we are at it, crippled state would also give layers to the whole combat experience. Like being attacked by a bear or bitten by a snake would definitely affect your movement and your limbs. Ran by a horse would also make really lots of damage to your body, or at least break your legs or something. Being hit by an arrow to the leg would also cripple you etc. So many posibilities to improve the gameplay
  13. These would be fantastic additions! Hard to get foxes to have tricky and tiring hunts but probably you would have higher chance to improve your vitality/agility, sneaky adders in the nights so you wouldn't be so careless walking in the deep forests, pigs that could actually defend themselves and elks for more special hunts and antlers. And special, really rare version of these that could drop special remains which as you wear them (or any other way) you get extra stats. It's just really apparent that they kinda ran out of time, and even though they had some chance to implement something with DLCs it doesn't seem like they will ever add extras to the whole wildlife yet it feels plain from many aspects. I would even donate to the person/team that will make any mod around this topic.
  14. Oh so these boars won't attack you that we have now in any way? That's a shame. Then we definitely need some wild ones. Well I hope that there will be a pro-modder, a team even who can add wolves and bears sometime in the future.
  15. I have been playing Kingdom Come for a week now and my main complaint about it is that even if I hear wolves from afar there aren't any. Originally the devs wanted them in the game in early developments, but later they decided to cancel these. Is there anyone working on anykind of mod in this theme? Wolves would be amazing to fight against, and bears appearing in the world would also fit to the whole forest adventures. I don't mind if there were stray dogs also, violent dog-packs or anything. Birds? How about birds?
  16. Is it now? I don't know thought, I never played 76, just saw some videos about items having CND, and since FO4 and FO76 have almost the same version of the engine, it would be more easily modable. Before 75 there was New Vegas.... and I advise you to play it to see what is RPG game is all about. Ehm, not trying to be a smarta$$, but let's just leave the RPG title to the FO 1 and 2 shall we... NV had the same CND system as FO3 didn't it? And that's all we are talking about, or at least that's all I wanted to start the topic about.
  17. Is it now? I don't know thought, I never played 76, just saw some videos about items having CND, and since FO4 and FO76 have almost the same version of the engine, it would be more easily modable.
  18. This seems interesting, thanks. It's a shame that it wasn't updated long time ago though. Probably he is ain't working on it anymore.
  19. Yes, that what I meant. I see. So it's only a matter of permissions and such, and not the quality of the mod that is questionable.
  20. So, I guess it's selfexplanatory. And maybe someone already did a post about it, but anyone knows if someone working on this? I think it could work and would spice up FO4 bringing the FO3 feeling to the game.
  21. Anyone downloaded that FO4 unofficial vanilla patch yesterday? I did, and I really hoped for having a real patch mod for vanilla, but now I have no idea what happened to it. Where did it go? Why was it deleted? What happened?
  22. I am quite shocked how people don't miss Weapon/Armor degredation. It's like not many people feel why FO was that great back in the days and so authentic. I like the idea creating something similar to "isoku's" mod. That would be a huge step forward.
  23. Yo guys, There is a "Weapon and Armor Durability Mod" which is a good thought, but not good excecution, because my armor breaks even outside battle, when nothing happens, and it is ridiculous I have to pick up new armor parts from others after every encounter. It's just need many many polishing, and better ways to work. My request would be: A mod similar to FO3 system, but of course, more complex. Like for advanced, special tools the durability percent wouldn't be that high, or could be at some really special weapons. And if you have to repair it, then either you have similar weapon on you, and you could repair it with its parts, of course, percentwise: The more similar the weapon is (as special weapons are always different from normal weapons) the more percent you can repair. Also, of course, it's a question of your repairing perk (if there is any, even close to that), the higher you have this perk, or talent upgraded, the more sufficient your repair is. And, also, if you are adventouring, meaning, you are not close to weapon/armor workbench, your repairing percent ain't that good, also, the total durability capacity would decrease with most of the repairing you have done on that weapon without workbench. If you do it on workbench, the total durability capacity loss wouldn't be that frequent (Similar to Diablo repair system with Paladin). Similar can be done on armors. Explanation: The whole Skyrimish feel to FO4 would be lost, and we could finally have a classic Fallout feel to it. It's the world of materialism, in a post-apocalyptic world. Where people have to survive. The need for tools, items, better weapons, armors on daily basis should be a must in a game like this. That's how did it work in previous Fallout, then why couldn't be like it here either?
  24. Yo guys, I have been searching for Item Degradation mods for giving some old-school Fallout/RPG quality to FO4 as I kinda miss the "weapon going to break I need reapiring it with other weapon similar to it" system like it was in FO3. And I didn't find much, only a "Weapon and Armor Durability Mod" which is a good thought, but not good excecution, because my armor breaks even outside battle, when nothing happens, and it is ridiculous I have to pick up new armor parts from others after every encounter. My request would be: A mod similar to FO3 system, but of course, more complex. Like for advanced, special tools the durability percent wouldn't be that high, or could be at some really special weapons. And if you have to repair it, then either you have similar weapon on you, and you could repair it with its parts, of course, percentwise: The more similar the weapon is (as special weapons are always different from normal weapons) the more percent you can repair. Also, of course, it's a question of your repairing perk (if there is any, even close to that), the higher you have this perk, or talent upgraded, the more sufficient your repair is. And, also, if you are adventouring, meaning, you are not close to weapon/armor workbench, your repairing percent ain't that good, also, the total durability capacity would decrease with most of the repairing you have done on that weapon without workbench. If you do it on workbench, the total durability capacity loss wouldn't be that frequent (Similar to Diablo repair system with Paladin). Similar can be done on armors. Explanation: The whole Skyrimish feel to FO4 would be lost, and we could finally have a classic Fallout feel to it. It's the world of materialism, in a post-apocalyptic world. Where people have to survive. The need for tools, items, better weapons, armors on daily basis should be a must in a game like this. That's how did it work in previous Fallout, then why couldn't be like it here either? Do we know about any other similar mod that it is there somewhere, or a mod that is being made for this?
×
×
  • Create New...