Jump to content

crawler3

Supporter
  • Posts

    47
  • Joined

  • Last visited

Nexus Mods Profile

About crawler3

crawler3's Achievements

Enthusiast

Enthusiast (6/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. simply put, let you equip a melee weapon the same way you would for a grenade or mine... then melee attack lowers your primary weapon and swings said melee or fist weapon simple, right?
  2. So at the moment on survival, aside from draining thirst, chems have no other properties. And its nearly all combat oriented. Id like a few more. For example, Jet and Psycho are a kick the your adrenaline, so have them decrease your need for Sleep for a time. The same way Nuka-Cola caffinates. Med-X Can make you more tired, as its a numbing agent. Buffout can decrease your hunger.
  3. Willow and Niner Nuff said
  4. Im looking for a similar mod to Basement Living, except the doors to internal cells can be placed anywhere. I know similar feat can be achieved through a round-about way by using any "Build Anywhere" mod, like Conquest. Ideally (over even simpler), have the internal cell very large and completely open while allowing for external workshop building pieces, that way we can use the snapping templates to create our own isolated cell home from scratch.
  5. Set to allow outdoor resources. Why? So i can build an underground home. Slash bunker. Slash vault.
  6. Survived a fight with a deathclaw?? Show off that brand spanking new gash on your eye!! Went twelve rounds with Cait? Enjoy that new shiner! Get set on fire? Youre one step closer to ghoul life! Basically... if youre fighitng with too low DR, you are vulnerble to damage and have to show the hurt. getting knocked below a certain HP threshold will give you a scar of variable degree of severity. It will heal overtime, but will never fully go away. a reminder to buckle up... kinda Bruises will go away but a scar is forever (unless it surgically removed) This is purely cosmetic and in no way affects gameplay.
  7. Remove "Local Leader" Perk requirement from crafting stations. For shops, this makes sense as they require people to use but for something that literally only the PC can make use of is a bit ridiculous. Removing this would make making solo camps/outposts/workshops more feasible, rather than forcing 6 CHR and 2 Perks into your stats.
  8. Resto could temporarily cure yourself or hide/reduce side effects and increase enemy side effects
  9. Be it vanilla or modded, diseases are nothing but a hassle meant to be cured at the earliest convenience. It is nothin but a stubbed toe on the path of your adventure, adding nothing but a trip to a shrine or an alchemist for a cure. But there are those brave (or foolish) enough to see that curse as a blessing, treating their affliction not as a illness, but a means to a weapon. Plague-Bringers take these diseases and inflict them upon their enemies, summon contagious rats and insects to infect the masses, cripple foes with nausea and vomiting, contaminate an area or target to spead the sickness and make cities panic in fear and despiration. A Plague-Bringer delights in watching the slow and agonizing death of the infected, speeding up a sickness that takes days to mere seconds. He blends into the crowd, hiding his disfigurement with Illusion magic, creates festering boils and contagious sores with Alteration and infected rats and swarms of insects with Conjuration, using his own body as a focus. The number and type of disease a Plague-Bringer has changes what effects each of his skills do. IE, On its own casting INFECT with no diseases would do nothing, but having Ataxia would cause your target to catch Ataxia and then be affected by the enemy specific properties of Ataxia. Having both Ataxia AND Rock Joint would cause your target to contract both diseases and the subseqent effects. Some enemy specific diseases are static stat debuffs or drains, deal damage over time, slow stun or incapacitate, create an infectious aura around self or target. Here are some examples. Alteration -Infect (Melee), target is immediatly afflicted with hall current diseases -Plague Wind, temporarily turns all negative bonuses diseases apply and turns the into positive bonuses as well as creating an aura which infects all around the carrier. -Necrosis, when targeted enemy dies, he releases a contagious wave that infects all enemies around him -Virus, sets a delayed infection on a target, after a delay the target spews toxic bile all around him, infecting all within range. Conjuration -Summon Blight Carrier, creates an undead corpse that infects anyone who it attacks -Summon Plague Rats, creates a number of infected rats with apply a disease on each attacks -Summon Plague Swarm, creates a nest of infected insects which burst and swarm the first enemy that steps over the "rune". applies a disease for every second the target is staggered. -Outbreak, creates festering boils and sores on a target, causing him to panic and attack any one insight, enemies around him will flees, if the target melee attacks another, the effect is transfered to that enemy Illusion -Typhoid (Other), An unaware Target is surrounded with a contagious plauge , any enemy he passes is also infected, once the aura ends, all of the infected enemies are afflicted with all current diseases.
  10. WHY IS THIS NOT A THING Its nice being a savage man beast, but youd think, you know, that the supreme predator would HUNT, not just run room to room claws blazing its be nice to prowl through the darkness using only your senses to find prey THEN LASH OUT and instantly kill your target
  11. Asked and answered. see this as more of a work-around than a solution. But not a solution
  12. Even when im running vanilla skyrim?
  13. This includes: -all Main Hand and 2 handed weapons -Main hand Spells, both charged and sustained -Bows and crossbows Solutions ive found were -use "enableplayercontrols" in the console. ~Didnt work -revert/update SKSE ~Didnt work -disable Dawnguard ~Fixes the issues, but only after disabling the 60% of my mods which require it. I see this as more of a work-around than a solution. i do run a lot of mods, 141 by NMM count, but most are added weapons, armor, ect. more info can be given on request
×
×
  • Create New...