Jump to content
⚠ Known Issue: Media on User Profiles ×

NovaPolaris

Members
  • Posts

    27
  • Joined

  • Last visited

Nexus Mods Profile

About NovaPolaris

Profile Fields

  • Country
    Canada

Recent Profile Visitors

3243 profile views

NovaPolaris's Achievements

Explorer

Explorer (4/14)

0

Reputation

  1. I'd love to see this too. Especially in a mod that doesn't include races from outside D&D as an unavoidable part of the mix just to access it.
  2. Ah. I didn't know people had tried working on it in early access. I hope that can happen for release. Also thanks for the link, although I'm not sure if it's exactly what I'm looking for. (I'll still keep the link in case, though!) I just wanted the feat/ASI pick to be decoupled from class level (possibly excepting Fighter).
  3. Is it mechanically possible for something like this to be done? Separate Feat/ASI choices from class level, and tie it to every 4th character level? If so, I'm unsure how it should be handled with Fighter, which gets them more often as its special thing. While I'm very unsure how the last bit should be handled, I dearly long for a mod like this, since it'd allow for multiclassing to not be left behind in stats and feats compared to single classes, especially with the level cap of 12. (Unless using a level 20 cap mod.)
  4. I'd love to see Owlin in the game. Seconding this.
  5. A mod like this might be a lot of work, but I would dearly love to see it happen eventually.
  6. I was hoping for new classes/subclasses and races, at least.
  7. This is a favorite class of mine too, and the class/occupation is mentioned in the game at least. I really hope it can make it into the game either via a mod or via DLC.
  8. This is something I'm requesting because I'm unsure if anyone is already working on it. What I'd like is something that ties ASI/feat picks to character level, instead of individual class level, although I'm unsure how it should work regarding Fighter, as one of the "things" of the class is that it gets more ASI/feat picks. (I'd appreciate suggestions there. >_<) It's bugged me since starting playing D&D 5E how ASI/feat picks are tied to class level, so if you multiclass you can get left behind if you don't put more points into a class than you might intend to. I'd love if there was a mod that makes ASI/feat picks tied to character level (since I think the game does already track it for other things like cantrips as far as I know), so I hope it's possible. (And yes, I know the argument of "multiclass OP, this is to deincentivize multiclassing", but it feels like it punishes it a bit TOO much IMO, when not everyone would use the OP builds or know how. Additionally, losing higher level class features feels like enough of a tradeoff already.)
  9. I'd like to second this request. A mod for this would probably require a lot of work to set up, however. The drake companion starts as a small, wingless drake, then grows to medium with wings at 7th level. The drake grows to full large size at 15th level, which isn't possible in BG3 without level uncapper mods. However, the drake companion has a customizable appearance (not just red), and you can pick resistance/breath weapon on each summon. The change at higher level I hope is possible, considering things like spirit weapon changes and adds more options when cast at a higher spell level. And I hope the resistance/breath weapon choice is possible, considering things like chromatic orb.
  10. While working on my current project, I decided to try making some of the NPCs again. Then I came to realize why I'd held off on that before when every single one that's a human or ghoul came out with mismatched (or weird) skin tone between the head and body. (Head is lighter tone.) The weird thing is, I've already got the proper fix that *should* work, over in Fallout 3's ini file. The characters that were officially made don't have the problem, only the ones I make myself. And I can't figure out for the life of me why this problem is occurring in this way, and how I can fix it since the usual methods don't seem to work. I've got the v1.5 GECK, and Fallout 3 GOTY Edition. Anyone have any ideas what could be causing this, and how I can fix it? Update: Okay, this is just plain weird. It's not just the head skin tone bug. The body skin tone is remaining the same (Asian I think?) no matter what race for either gender, at least for humans. And the head skin tone bug only appears to be happening with female characters. (Anything but African turns bleached white, while African turns... blue.) I might need to try the esm conversion fix for the mod file as well. Edit: I probably worded the title unfortunately or something. Now I can't edit it.
  11. Isn't that the type used for the Atom Cats paintjob?
  12. Yeah. (Even though the rain thing is really annoying here and in Skyrim.) Especially after the first time you really get to use one when they explicitly say that they can't stay, due to risking the vertibird and they need to pull out. I would have thought they'd... you know, continue using that philosophy, instead of lore breaking themselves the other 99% of the time and dying. Explosively. Hmm. That's a thought, but their AI would still tell them to seek out new, nearby engagements. So they'd still be suicidal and blow up, it'd just take a lot longer.
  13. As I've been playing Fallout 4 in a Brotherhood alied run, I've discovered much to my dismay that Brotherhood vertibird pilots appear to be suicidal. They will keep pursuing and attacking enemies, including chasing down new targets in nearby locations, even when their vertibirds near destruction. So when I encounter a vertibird, it's nearly guaranteed that the pilots will keep pushing it until they blow up and everyone aboard dies. What would it take to make a mod which tweaks vertibird AI so they actually pull back and retreat if they start taking too much damage, if it's possible without the GECK? Unless it changes with difficulty, but I doubt it. Getting kinda sick of seeing them blow up all the time. Something like this could also make things a little more challenging for people who side against the Brotherhood, as well, as their targets can end up retreating. If this is something that can only be done with the GECK, I can wait until it's released for Fallout 4, and I might even be able to pull it off myself in that case.
×
×
  • Create New...