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blacklimoband

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  1. I know there's a ton of mods that allow you to equip 1H swords/daggers etc on the back, but is there one that adds an additional animation set that can be applied to custom weapons in the creation kit? Example, I have a couple of 1H swords that would look better worn on the back (with accompanying draw/sheath animation), but I don't want the vanilla weapons to do that. Would also be cool to be able to put a custom 2H weapon on the hip (eg katana used with 2H grip), and possibly selected daggers on the back of the hip, again without changing existing gear. I am using XP32 skeleton mod and Dual Sheath Redux. Any advice would be welcome!
  2. After a bit of poking around I think I've worked out how this could be done, but I lack the scripting skills to do it. I'm thinking this kind of mod would not work without SKSE. - Override the fXPPerSkillRank variable - set to 0 - Create a set of variables to replace fXPPerSkillRank with an individaul one for each skill (eg fXPPerArcheryRank, fXPPer1HandRank etc) - Values configured through MCM This would allow the player to decide which skills effect character level
  3. Mind = blown.... unashamed Feist fan right here :dance:
  4. I'm attempting to create a new missile weapon based on the Dwarven Sphere Centurion's crossbow. I've looked closely at raden5's Dwarven Mechanical Equipment mod in attempt to work out how the animations etc work... maybe I'm just too dumb, or it might just be that I have no idea what I'm doing? What I am trying to make is a 1h crossbow gauntlet that can be worn on either arm (or dual wield) I've extracted the centurion model (including all asset files from models.bsa) - and modified the spherecenturion.nif asset file (removed everything except the left forearm and crossbow stuff) - but now I'm stuck, I have no idea what to do from here to make it a wearable/useable weapon. I would like to remove the forearm piece and add to an existing gauntlet type (such as the stormcloak officer gauntlet or something - perhaps make a few variants of it?) Can anyone assist with this project, either in the form of advice or working on the model with me? Thanks in advance
  5. Suggestion for the non combat skills (not sure if it's possible but worth a look)... in terms of realism it always bothered me that it's possible for your character to level up from non-combat skills (eg smithing, alchemy, lockpicking) which causes your enemies to become stronger while you remain (in combat terms) a starting character... Let's face it, having the ability to mix the most potent potions and poisons does not make you an uber dragon slayer... And just because a person can make the strongest weapons doesn't mean they know how to use them right? Would it would be possible to mod non-combat skills so they still require training, but don't have any effect on character level? Other things that would be cool: - Incorporate automatic perk allocation when those skills reach the appropriate levels - No perk points refunded if those skills are reset or made legendary (would be kinda pointless if there are no points invested or returned anyway)
  6. I had an idea for a new shout based on the "Call Dragon" shout. The idea behind this is to give the player the ability to call for assistance (in the Dovah tongue of course) earlier in the game. It would work like this: Level 1 - "Dov" (Dragonkind) - Call Firedrake Level 2 - "Mir" (Allegiance) - Call Wyvern Level 3 - "Sos" (Blood) - Call Adolescent Dragon "Dragonkind, I call upon your allegiance to one of the blood" The "called" creature would behave in much the same way as Odahviing, flies in from wherever it was hanging out (ie spawns off screen and makes a beeline for the player), assists in combat until there's nothing left to fight, flies off into the sunset The player would not be able to interact with the creature (similar to summoned creatures), so no riding, talking to it, rubbing it's belly or playing fetch.... oh, and also disable absorbing soul if it dies The words could be learned from one of the Greybeards after completing the "Horn of Jurgen Windcaller" quest, and based on character level (eg, first word is available to learn at lvl 20, 2nd word at 30, 3rd word at 40) and would still require dragon souls to unlock To avoid being too OP the shout would need a reasonably long cooldown, and the creatures would have the following attributes: Firedrake: About the size of a dog, based on basic dragon but only about 25% of the power, start at lvl 20, scaled to player as per other creatures Wyvern: Slightly larger than a horse, based on basic dragon but only about 50% of the power, start at lvl 30, scaled to player as per other creatures Adolescent Dragon: About 75% of a normal dragon's size, based on basic dragon but only about 75% of the power, start at lvl 40, scaled to player as per other creatures If possible the called creature would be picked randomly from these variants: Firedrake - Fire only - green or brown - 2 in total Wyvern - Fire only - green, brown or bronze - 3 in total Adolescent Dragon - Fire or Frost - green, brown, bronze or white - 8 in total First Question: Is this doable? Second Question: Is anyone willing to take this on? Third Question: Has anyone seen my coffee? It was here a minute ago.....
  7. @ Amineri... I believe I read in another thread that the Heavy class sacrifices the sidearm slot to gain a large slot for the rocket launcher, perhaps the Assault class could be modified to do something similar with the shotgun? Would also save the need for sacrificing an extra inventory slot... personally the only time I ever use pistols is in the early game trying to live capture aliens that are in that difficult place between having not enough HP to survive an assault rifle attack, but too much HP to successfully stun without chipping away at their health first... oh, and snipers that don't have snapshot :)
  8. Noob question.... I notice that all of the web tools have L8-11... does this mean we can add more ranks? How does one add the new ranks and required XP for leveling up to the game (as in does it require hex edits or can it be done through DGC) Awesome work btw, love these tools :)
  9. Completely off-topic, would it be possible (or even feasible) to add a scroll bar to the PSI Lab list? I've increased the number of slots to 6 in DGC, and it works with the XBOX controller (with the usual bug), but using mouse I can only access the first 4 slots
  10. Yeh, figured that'd be the case. Maybe I should send the idea to Firaxis, might get implemented in the next game :) lol
  11. There is a work around to this issue, as I have my game install to a different path than the default. Create the following folder structure under "C:\Program Files" (or "C:\Program Files (x86)" if you're running 64 bit) \Steam\SteamApps\common\XCom-Enemy-Unknown\Binaries\Win32 Then do the following steps: - Copy your XcomGame.exe to the Win32 folder - Install mod(s) - Rename or backup copy the Original XcomGame.exe (in my case that would be C:\Games\Steam\SteamApps\common\XCom-Enemy-Unknown\Binaries\Win32\XcomGame.exe) - Copy the NEW XcomGame.exe from C:\Program Files\Steam\SteamApps\common\XCom-Enemy-Unknown\Binaries\Win32 (or C:\Program Files (x86)\Steam\SteamApps\common\XCom-Enemy-Unknown\Binaries\Win32) over the original version in the folder the actual game is installed into (in my case again that's C:\Games\Steam\SteamApps\common\XCom-Enemy-Unknown\Binaries\Win32\XcomGame.exe) Basically all you are doing is tricking the mod installer into thinking you have Steam installed (or in my case the game installed to the default Steam path), as it doesn't allow you to specify the game path.
  12. Does the grapple option show up in game? I had a play with this myself a while back and everything bar the grapple worked fine.
  13. WARNING: Wall of text ensues..... Not sure if any of this is even possible, but I had a crazy idea for more realistic immersion, as it seems a bit of a stretch that you can have up to 99 Colonels in your barracks (yes it would take forever, but it is possible, especially if you hold off building the Hyperwave Decoder). It is pretty involved and some of it may not make sense until you've seen the whole picture. *********************************************************************** Firstly the perk tree ranks would be separated from the Military ranks (reason why will become apparent shortly). Instead of Military ranks the perk tree would still be tied to experience points earned through missions, but arranged by "Specialist" ranks (as in soldier class levels)... haven't thought of any ideas for rank names at this stage, but the idea is basically each class would have 7 (or more perhaps) "levels" that allow for perk selections. Instead of earning a "promotion" at each level, they would earn "specialist training". Alternatively, instead of specialist ranks these could be service commendations... *********************************************************************** Secondly the Military ranks would be more of a flavor thing, but also determine who will be assigned as squad leader, keeping the existing squad penalty upon their death, buit also provide some bonuses. Numbers are arbitrary at this point (as this is just an idea). Military Ranks would be: Enlisted and NCO: - Recruit - Private (Pvt.) - Lance Corporal (LCpl.) - Corporal (Cpl.) - Sergeant (Sgt.) - Sergeant Major (SgtMaj.) Company Grade Officer: - Lieutenant (Lt.) - Captain (Capt.) Field Officer: - Major (Maj.) - Lieutenant Colonel (LtCol.) - Colonel (Col.) Squad leader would be determined first by rank, then by experience, then by random selection (e.g. if the 2 highest ranking soldiers in the squad are of equal rank and experience then one of them will be selected at random). All squad leaders would get the following 2 abilities: - Rally Troops: Effects all squad members within visual range, bestows +20 Will and immunity to panic for 2 turns, removes panic status from effected troops. - Supporting Fire: Target Self or squad member within visual range, grants +20 to aim if firing upon an enemy that is suppressing another squad member. In addition to this Officer rank soldiers would also provide the following passive bonuses to all soldiers in that squad (this is to encourage promotion to officer ranks): Company Grade Officers (Lieutenant and Captain): - Leadership: All squad members receive a passive bonus to Defense and Will. Field Officers (Major, Lieutenant Colonel and Colonel): - Inspired Leadership: Same bonuses as "Leadership" but also provides a bonus to Aim and Critical Hit Chance. In order to give a more realistic feel to the military ranking system it would be necessary to limit the total number of promotion slots for each rank, and have slots unlock based on total number of troops. Obviously promotion to a higher rank would free up the previously occupied promotion slot. For example the following promotion slots would unlock when total troops reached the following numbers (note: number of Pvt. rank soldiers is unlimited): 8 soldiers: - LCpl: 2 - Cpl: 2 - Sgt: 1 16 soldiers: - LCpl: 4 - Cpl: 4 - Sgt: 2 - SgtMaj: 1 32 soldiers: - LCpl: 4 - Cpl: 4 - Sgt: 2 - SgtMaj: 1 - Lt: 4 - Capt: 2 - Maj: 2 - LtCol: 1 - Col: 1 64 soldiers: - LCpl: 8 - Cpl: 8 - Sgt: 4 - SgtMaj: 2 - Lt: 8 - Capt: 4 - Maj: 4 - LtCol: 2 - Col: 2 99 soldiers: - LCpl: 16 - Cpl: 16 - Sgt: 8 - SgtMaj: 4 - Lt: 12 - Capt: 6 - Maj: 6 - LtCol: 3 - Col: 3 Again numbers are arbitrary, but I feel well balanced. Promotions: Soldiers would become elligible for promotion if there is a slot available for the next rank and if they meet the pre-requisites. Additionally soldiers can only progress 1 rank per promotion, and only be elligible for promotion at the completion of a mission (same as with the Specialist Ranks). When a soldier becomes elligble for promotion they will display the promotion icon, same as with the existing rank system and PSI rank system. Promotion Pre-Requisites: All officer ranks require OTS before they become available - Destruction of OTS will result in no more officer promotions being available until it is rebuilt, but will not demote existing officers. To progress from SgtMaj. to Lt. a candidate must meet the pre-requisites for Lt. and pass the officer entrance exam (3 days). This is accessed through the OTS menu (similar to the PSI lab through the Barracks menu), and the chances of success would be increased by the candidates stats, maybe 5% per mission or even per kill (so minimum 50% or 60%) and no limit on number of attempts at sitting the exam. Enlisted and NCO Ranks: - Pvt: missions 1, kills 1 - LCpl: missions 2, kills 2 - Cpl: missions 4, kills 6 - Sgt: missions 6, kills 8 - SgtMaj: missions 8, kills 10 Company Grade Officer Ranks: - Lt: missions 10, kills 12 - Capt: missions 12, kills 14 Field Officer Ranks: - Maj: missions 14 - LtCol: missions 16 - Col: missions 20 *********************************************************************** Thirdly (and last) Increase maximum squad size to 8, keeping the default as 4, and either: - Add Squad Size III and IV upgrades to the OTS menu (7 and 8 soldiers per squad respectively) or - Change Squad Size I Upgrade to 6 soldiers and Squad Size II upgrade to 8 soldiers *********************************************************************** Thanks for reading :) It would be awesome if this idea could be implemented, but since I have no skillz with this level of modding I have no idea if any of it is even possible... still, one can dream ;)
  14. Sounds like a cool idea... the mind boggles :) I would guess it's possible to reskin, but as to inserting multiple textures for "upgraded aliens" I couldn't tell you, I'm not certain how the textures are applied to the models.. that's getting into the more technical side, and my brain runs away screaming like a little girl if I even begin to contemplate looking at that side of things :) It seems there's no easy way of identifying the rank icons used in the perk tree... *sadface* The texture files I extracted appear to be simply a black square with alpha channels of the icons... I can change the alpha channels to my icons and they display beautifully, unfortunately the default icons are still visible underneath... gah!!! Even overlaying my custom icons over the black square on these textures results in the same thing... my beautiful icons appearing with the default ones underneath. I might have to shelve this idea for now until I have more time to poke and prod...
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