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TheBlueDeath1000

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  1. I am using Deadly Combat and feel that the overall global damage modifier causes the gap between one handed, specifically daggers, and two handed weapons to be too wide. Two handers have high damage so the % boost causes the gap to widen far too much. I want to keep the high damage nature of this mod but want to improve daggers by 20% and one handed types by 15%. (Test values off the top of my head). I want to implement this in a way that will work with all modded in weapons. This issue has irked me for a very long time but my modding ability is very limited outside of troubleshooting so I request the help of any kind hearted person to supply this desperately needed modification.
  2. My load list is http://postimage.org/image/3x94hwfs5/ I'm using ACE at the moment for its module ability and it working well with other mods. Can you tell me what I could get to work with SkyRe? or rather, what wouldn't? I've heard it's pretty rough trying to load many mods with it and I'd rather avoid a reinstall due to me messing up. If not, what have you managed to get it to work with well? etc Any information is appreciated.
  3. My GOD. I do not want to use FWE. I want to use the Mod Alternate Starts THAT FWE USES. The original Mod Alternate Starts is NO WHERE NEAR as good as the one FWE uses and I am asking if someone can either use the GECK to rip that from FWE and make it stand alone or teach me how as the author said I could. Its that simple. I want FWE's Alternate Start as a stand alone as it surpasses the original, not rocket surgery.
  4. Didn't you read? I just said the FWE's version of the original (Meaning Alternate starts) is MUCH better than the original. Meaning FWE's version is more updated, concise and has more options. I want to get that version as a stand alone. It surpasses the original mod in every way.
  5. The alternate starts mod that FWE is using is way ahead of the original, I want to know if anyone will make it a stand alone for me as the author gave permission OR teach me how to do so.
  6. All right, first things first. I am running MMM and Classic Fallout Weapons Revived with several small tweak mods as well as my overall balancer. I haven't made any adjusts to the towns of the game. I had my game very stable, patched to 1.7 and running with all the DLC. I get a crash maybe once every 5 hours of gameplay and I haven't found a crash that I can replicate yet. Based on how stable my game is and your past experience, which town expansion mods would be a smart choice? I really don't want to take a step back and end up with something very unstable, like my past experiences.
  7. I used Fdamagemulti and Fdamagebase to buff up all the damages in game but melee needs another slight boost, how can I achieve this? I want to effect vanilla weapons as well as modded new ones.
  8. I am trying to create a few boss type characters that will roam the wasteland with very good weaponry and items. I don't really know how to go about programing them to move about or if I am doing this right. I'm also trying to set them only to appear once the player has reached at least level 15.
  9. I've downloaded the arc blade, I really think the melee enclave members needed to be fearful. I want to specifically add the arc blade to the members of the enclave wearing telsa armor, can someone walk one through this? I've got the GECK downloaded and messed around but I can't quite do it.
  10. I already have a mod that increases the damage of all weaponry but I want to increase just melee weapons for a small bit. around 20% more damage for more balance towards guns. What values do I change in the GECK?
  11. I made a Global damage increaser mod and worked it well but I feel slightly broken as I can drop NPCs easily due to well placed headshots while they don't hurt me as bad so I want to give them around a 25% increase in health value, same as monsters to keep as consistency. the global increaser simply made guns do their full damage without skill modifications, so they only improve in accuracy.
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