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CaesarInvictus

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  1. Hey everyone. The title all but spells this out. I guess I'll add some detail context: BUILD: Half/Half Magicka/Health, no Stam. Nord or Breton, male. Armor: Heavy Craft perks: Enchanting, Smithing. Preferred combat style: 2h greatsword, 1h sword and spell offhand, Mage combos. Magic specialization: Conjuration (for zombies), Restoration (?), Destruction (?) Probably siding with stormcloaks, albeit as a low priority. Perk focus: Will be on a custom necromancy tree for long-term minions that require resources. Otherwise, focus on personal survival first, smithing second, then magic, then enchanting. Ideal playstyle: Eliminate high-threat foes while disposable minions swarm less relevant targets. Somewhat tanky/survivable so I can afford to shrug off damage and watch my troops work. I'm presently using Ordinator and would like to change. I particularly dislike ordinator's conjure system for undead minions- which is why im quite happy with replacing that with a more focused overhaul. It's been years since I have looked into perk overhauls, so i don't know what should go for here. Thanks in advance!
  2. Open Inventories' Readme was the key here. For any users who encounter this in the future, ensure someones (anyones) companion share mod loads AFTER any merged plugins you may have. I'm loading Open Inventories after my merge, but it fixes every other mod's companion share system. This thread can be closed.
  3. I was originally under the assumption that i had somehow stumbled into a compatability issue between Friends and Foes Companions and Vampire Embrace- but now its apparent that every single companion share mod that i try to use fails in exactly the same way. Either they actually do work and the menu just isnt displaying, or ive somehow managed to break something like 4 mods and I dont even know how I did so. Anyway, the mods in question are: Vampire Embrace and Open Inventories These mods give me companion share topics to various NPCs under mod specified conditions. I click those topics, a script plays which undressed the NPC (or makes then invisible in OI's case- intended behavior) but no inventory screen opens after this. I'm returned to the dialogue menu with no chance to actually manipulate inventory. It's very upsetting as I had this working and good-to-go previously. As fast as I can tell the issues began when updating to a new version of Friends and Foes, but that could be a complete red herring. My warnings.log hasnt helped me and I'm at my wits end. Randomly disabling plugins will likely just cause instailities with my savegame due to heavy mod load, so im posting this topic here. I posted a comment on VE that got no reply (understandable given that mods age) and on F&F's page- but that comment was deleted with no explanation. Please help. I don't know whats doing this. Below is my mod load order according to Mlox. General Specs: Win 10, 64 bit. GTX 970 graphics card, Intel 4 core processor (its an aging laptop, basically) Running the morrowind code patch, MGE, and MWSE.
  4. Alright, implementing these will unfortunately not be possible for a public release. Please close this thread.
  5. Many thanks, ashtonlp101. Less work for me to do. I'll probably release an optional file that cosmetically replaces those perks. Mods, you can close/archive this thread.
  6. Hello everyone. I'm presently trying to set up some custom reputation-based perks for Caesars Legion. Two are meant to emulate Mysterious Stranger/Miss Fortune; in that when you enter vats, some crazy legionnaire helps you out then is gone. I've got most of the bells and whistles good to go, but I don't know how the 'entry point: Mysterious Stranger' line works. Can I make my own entry point that works the same as Mysterious Stranger with my own actors? I know the easy way of doing this would just be to alter the mysterious stranger perk/actor, but i wanted this to not touch original perk files.
  7. Maybe a nice level 50 capstone perk that improves several of these, like replaces the recruits you get in 10 with Veterans, boosts 1/7 by granting your help better weapons and a different appearance, while also giving them a slight boost to the chances of showing up. Maybe a chance for interacting with anyone in the legion faction to give you some small boon, like 1x healing powder, a combat knife, or a spear. - representing the common troops of the legion venerating you as the second coming of Lanius. Still not sure about idea no.2. Its hard to come up with ideas that dont just involve direct stat boosts to things though. Maybe instead of 2, a perk that improves the damage and grants a knock-back chance to Throwing Spears, perhaps called 'Velites' or something.
  8. Hey everyone. I was thinking about maybe making a perk pack, but its been years since ive touched the GECK, and I wanted to ask experienced modders about how hard this might be. I've worked with the geck for F:NV before, but never for perks. I'm an old guard, so im not up to speed on F:NVedit and such either- or mod cleaning. Here's a basic rundown of what I'd be looking to add, perk wise, in no particular order. 1. Trusted Decanus: You're trailed by a trusty warrior of the legion, shadowing your movements and granting you his blade when the essential moment arises, before dipping back into the shadows; this should also benefit from Friendly Help. [Mysterious Stranger but with a machete, Decanus outfit] 2. Legion Houndmaster: Rex moves faster, in addition, once per day a Legion Mongrel may spawn on your person to aid you in battle. [this personally feels like my weakest idea] 3. Legion Minting: Find more legion coins in containers ala Fortune Finder, same requirements. 4. Hidden Caches: Find legion military gear; melee weapons and spears in random containers. 5: Grinder: Melee attacks do much more damage to body parts. (10%?) 6: Blessings of Mars: Each melee strike you land grants you a small amount of health. 7. Old Comrade: Same as trusted Decanus, but with a veteran- uses a ranged weapon. Should benefit from Friendly Help. 8. Arizona Connections: The traders in the Fort have much more stock and caps, all other traders in the world carry more legion coins (useful for large trades) 9. Hammer of Vulcan: Player can create Machetes, Bumper Swords, and Javelins out of metal scrap at any crafting station. In addition, player can now forge existing Legion armor sets via pelts and scrap at any crafting bench. 10. Look out, Centenarius!: When the player drops to 20% health, spawns a friendly Recruit Legionary to aid the player in his moment of need. This recruit is (hopefully) set to be cleaned up shortly after his death to prevent performance issues. 3 minute real life cool-down to prevent abuse. Recruits spawned in this way are loyal to the player, and are fearless. They are exclusively armed with melee machetes. If people manage to cheese the game by spawning many recruits in this way, perhaps a hard cap of 1 recruit at any time is best. The recruit is disabled after several real life minutes. (3? 5?) 11. Tribal Secrets: Tribal/survival healing items, like healing powder, are 20% more effective. 12. One with the Land: once per day gives the player unique weightless aid items; 1x Foraged Healing Powder, 1x Foraged Meal, 1x Rainwater - these may be consumed to sustain players on hardcore who refuse to collaborate with legion-hating settlements. They are not as good as their normal weighted counterparts, and have a caps value of zero. Do these sound fun? Useful? I'll hash out what their requirements should be when (if) I actually get this assembled right. Most of these would lean on Endurance/Strength for attributes, and skills like Melee Weapons and Survival. If possible, I'd really want to tie certain perks to standing in the legion; especially 10, 1, and 7. The goal was to be able to get a general feeling of being an important figure in the legion, constantly supported by a small conterbernium even while in far-flung DLC's or new worldspaces- while still respecting the limits of the NV game engine and not using a bunch of really ugly placeatme commands- assuming those still cause memory bloat.
  9. Sweet and simple. The only power armor vendor I know is Teagan (I think) aboard the Prydwen, and he ONLY sells T-60 armor pieces. Other wasteland merchants sell frames, but wont sell armor components. I would love to be able to buy T45 and T51 armor pieces from teagan and others. Surely this should be possible with some careful fiddling? My personal goal is to be able to custom mix and match PA armors for my settler guards to create some cool looks! Edit: Atom cats sells t60 as well, but still. More vendors, who sell things other than t60! (obviously not x-01, im talking t45 and t51 here)
  10. Thanks! I think I may end up scrapping the entire thing though. It uses placeatme and tests ive run with as few as four npcs are really disconcerting. Thanks though!
  11. I'm doing an unofficial edit of a mod for my own personal benefit, and one of the big issues im having is that in order for things to be balanced I need to un-level my NPCs from the main charachter, to prevent exploits and more importantly make higher level battles more challenging. I need suggestions for NPC levels, since I cannot reference most of oblivions levelled npcs. Help?
  12. Finally got around to updating the main file. Its not the fully-fledged EW release everyone wanted, but it has some meat to it. Helmet/hat textures are the most problematic thus far. I'm also inclined to believe I may have forgotten a normalmap or two here or there. If you spot issues to that extent let me know. In the service of transparency what originally took me out of the creative process was a number of real life things, combined with a couple dead-ends regarding the texturing process. For instance, unlike what we had before EW has only one armor texture for both genders. This.... was problematic. Thankfully the change meant that the male texture files would still work and theoretically my job going forward to change all the other armors got a lot simpler, but it also means a lot of textures I put dozens of hours into for the EU release are now no longer functional. (the female kevlar armor, is a good example of this. Carapace too to a lesser extent) But those misgivings aside what I've uploaded works out to be most of my original work safely transferred to the new game. I really want to hear opinions on how the new helmets look. Texturing them was a real pain, because they used data I had previously modified. The result was somewhat frustrating, since I had to make a miniscule bundle of pixels look good for multiple helmets (The biggest change you can see here is with the 'glow-helms') So! What's the agenda going forward? -Carapace and skeleton armors will come out next release, whenever that is. -I'm thinking about changing the deco armors to be 'generic, but better': I'll be taking a lot of my inspiration from matte-black tactical aesthetics; Camo, if present, will probably be fairly exaggerated and hopefully colour mapped. Deco's happen later, though. -I still want to mess around with EXALT troops. I still lack their texture files, though. Hard to find the time to play the game long enough to get nice on-screen shots of them. Infact, one way you guys could help there is, if possible, by uploading a save file during a mission with them in it. Then I could just load it. rip the files I need and be good to go. -I did some work on the basic un-upgraded shiv. I have mixed feelings about it. Hopefully made it look more military and less like a construction vehicle. I havent tested it ingame yet.
  13. Because of how the new enemy within glow helms work, and because they do, in fact, all use the exact same textures, I've had to change a couple of basic things in my replacer work. Here are the new EW 'glow helms' http://steamcommunity.com/sharedfiles/filedetails/?id=198797679 http://steamcommunity.com/sharedfiles/filedetails/?id=198797527 http://steamcommunity.com/sharedfiles/filedetails/?id=198797509 http://steamcommunity.com/sharedfiles/filedetails/?id=198797476 Generic, pretty, no artificial ridiculous glare... Yep, I think I managed to get something worthwhile here. These also give you a good impression of how far I've come in porting EU textures over. Not much time left now.
  14. Update: Texture replacement method is working well. I had a few stupid hiccups adjusting to EW but now Im all set up and ready to go. I should have pictures and some kind of upload ready to go by tomorrow if all goes well. This will only include my enemy within textures ported to EW, and will not contain shivs. I had to remove the Team colouring from several guns in order to avoid doing substantial revisions of the textures. In time, I may revisit them. For now though, they look good without the team colour. One change you may notice is my rocket launcher WILL be using EW team colouring. Its a much, much more elegant solution than the one I had used, and I love how it looks. It also means the rocket launcher texture is now mostly out-dated, but I'll include it anyway. In addition for simplicity's sake I'm going to include an optional bundle of all of the EW retextures in a nice singular .tpf, for convenience. This will NOT include the 'russian' deco or the red beret. Im debating porting those at all actually. See you all then. EDIT: Wonderful news! EW has actually apparently removed the previously mentioned texture filtering by-distance. Now, on high textures, you see the same max quality textures as you would zoomed in. Im not sure if this is true for terrain as well, or how comprehensive it is. For soldiers however it would appear to be the case. EDIT2: Sadly it still applies to helmets. Damn. I need to do some leg work again to get those working right. However the bad news: my textures will be for "HIGH" texture qualities only. That means that in order for everything to work properly texture filtering and texture quality need to be set to High, or you'll have pop-ins, or the textures wont work at all. In the future I may be able to do low-res packs, but honestly Ive done some rudimentary testing and the quality drop is atrocious. Its honestly not worth it it at that point.
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