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NovaPolaris

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Everything posted by NovaPolaris

  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.
  14. Okay, I tested it out. However, when I was looking in the GECK, what was listed as "Regeneration" is actually the regeneration effect for Solar Powered, which runs off a script that's conditional to being outdoors and under sunlight. There seems to be no other regen effect that I can find anywhere outside of scripts. I've since been trying to learn scripting so that I can actually make the effect I want myself. There's the passive regen, but there's also body part healing. Still not sure if I should just have crippled limbs heal automatically or after a period of time. Edit: Dang. Just noticed Operation Anchorage has a cut item which seems to do what I want. I'll take a peek at the script for it to see how it works so I can reverse-engineer it.
  15. Oh, okay. Thanks, I'll check that out. Sorry for the late reply. I'm still wondering how to handle the limb healing portion of the effect, though. I don't want crippled parts to be fixed instantly, but I do want the effect to fix them eventually.
  16. There's a regeration effect I'm trying to make for a mod I'm working on, but I'm new to scripting for Fallout 3 and would like some help or guidance. If anyone could help, I'd really appreciate it. What I'm trying to make is an effect (or effects) given by a perk that can be acquired in the mod, as part of the story for a location the mod will add. The effect provides a fair but improved regeneration effect compared to Solar Powered, which is active constantly and not time-dependent. It will slowly heal body parts, but will take longer to fix crippling. What should I be doing in the script editor (or elsewhere) to get these effects in a perk-based setup? Also, what would be fair values for the HP and body part regen rates? I won't exactly have it at Wolverine level, but I don't want it to be as miniscule as the effect from Solar Powered. Especially since the perk involves nanotechnology.
  17. What version of LOOT are you using? It looks to me like you might be using an older version that doesn't have updated mod information. Those mods shouldn't be sorted alphabetically, that might be your problem. That happened to me before, and I had to stop using LOOT to sort until I got it updated with better mod sorting info.
  18. Thanks. I'll see how well that works. I was thinking that it would be something configurable in-game, by telling the follower to "hold back" or "go all out" (not with those words), letting them know to not use transformations, to use them as soon as they enter combat, or other options. Yeah, that's one of the reasons I thought a dragon transform would be more complicated. Besides the script, it'd need whole new animations.
  19. While working on my current project, I was reminded that setting up a follower with a transformation ability - such as a werewolf - isn't necessarily as easy as it looks. I did a search for information that could help, but the best result I could find said to look at the creation kit files for actors who are known werewolves, such as the Companions' Circle members. I looked there, but couldn't find anything useful, such as powers or AI packages relating to the transformations. (Especially since they only use the forms during scripted events, so of course they wouldn't have that.) What I'm trying to do is set up specific potential follower actors with beastblood, vampirism, etc. so that they can actively use their transformations (although the player can tell them not to). I can imagine setting up an actor who can transform into a dragon might be more complicated than setting up a werewolf. My guess is that I should be looking in the scripting for events that use such transformations, but I'm not sure if I'm skilled enough yet to reverse-engineer the coding for the events so that it can be used for back-and-forth follower form powers. I also heard that some werewolf follower mods may be open source, but I'd rather make sure I have permission first if I take the route of sifting through how others' mods are rigged up.
  20. Thanks. Hopefully this won't screw things up if I use it with the Hearthfire lots.
  21. One of the mods I'm working on will allow the player to expand a location from a one-building homestead into a full town, with a change in the name of the map marker to match the transition. Is something like this possible to set up using tools in the creation kit, such as papyrus script and quests? I'm currently thinking of attempting to set it up so that players unlock the ability to turn the homestead into a town (built up building by building using Hearthfire tech), at which point (the initial unlock or first additional building started) the marker name changes to reflect the change in the location's status.
  22. Thank you very much. I think I'll do some practice mods first (even if they're nothing good enough to be released) first before getting to work on what I really want to use this for.
  23. Yeah... I'm definitely making sure to set that from now on. I don't want this to happen again the next time I play through the game.
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