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Daedalusapollo

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  1. there is a mod out right now, it's just got the Space Marine armors, and some bolt guns, it's also got a handful of color schemes. but I can't wait to see nightrifle's take with gothic architecture.
  2. Ok so, I'm going to be outright in this, I don't code, I don't Script, and I don't know the complexities of such a topic. BUT This isn't my doing, I was chosen as a proper third party (ironically the party which brought up the idea in the first place) to ask out into this specialized forum for the answer to this debate. For the last few days, a couple of friends, and I have been spitballing some ideas, we recently made friends with some people who can code and script. The Topic of dynamic infestations came about when we came into settlements ideas. My thought was having a single entity style of infestations (you select ghouls, mirelurks, supermutes,raiders, or miscelanious) wherein they'd spread from settlement to settlement while you go away, doing damage. we came up with this topic when we ran into the "how to make settlements interesting" field, while we loved to make forge settlements to produce all that we needed, we never found a good need to use them. So the idea came to the front, one side said it was impossible, the other said it's possible. the side which said it's not possible have mentioned nothing other than "limitations" in their reasons for it being impossible. but those who say it is possible cited something even I could understand. Basically it'd follow as such, the player would either set the intiial infestation point themselves, or have it randomized, once it is done, and the game has started, an in game time is saved, and from that point, a theoretical path is directed at the nearest other settlement, whenever you travel and affect time, or just let time pass, the theoretical path is extended towards the next settlement, if you affect time via sleep, or waiting, the game updates you automatically and updates the map with what settlement has been infected if the time has gone by enough. but if you don't affect time in such a manner, it will update you upon loading the area. the idea is, with every in game hour, the line gets further and futher, and orders an attack on that settlement, but will be affected based on the defenses and settlers. that's a very rough and short explanation as to what they told me, but I'm here to ask, is such a thing possible?
  3. dangit, I was hoping there was a way to just replace the power armors the agents of the brotherhood of steel use by just going through each BoS member which wears them, and select which ones they use, or at least Danse.
  4. I'm trying to replace the Brotherhood Power armor with a specific power armor mod, so as to fit a thematic world I created, is there a way to do that? I remember in the past it was easier to do it for normal armors, which I was able to do for their standard jumpsuits, but not for the PA.
  5. It's Back up thankfully. GLORY TO THE EMPEROR!!!
  6. it's apparently under review even though the audio was fixed. why would it be taking this long?
  7. exactly, to me, if I use mods with stolen assets, I'm participating in it somehow, I'm giving market to this kind of behavior. I know not everyone feels that way, but I like to at least do what I can to not partake in stolen assets.
  8. I save the mods regardless, but if it is found that they are using stolen assets, I won't use them in game, and will most likely delete them. but if they are just suspected, then I won't use them in game, and wait until they are either convicted of it, or absolved of it.
  9. someone tried to accuse the mod creator of porting models and textures from Eternal Crusade, but I along with others just dismissed that, as the models are not at all the same.
  10. they said they'd be uploading it again after they fix the audio.
  11. I FREAKING LOVED the models. I know the description hinted at using the original Space Marine game as a base for development in their bolter audio effects. but I hope it wasn't the reason for it's reviewing (I'd love to know the status btw), but I'm guessing it's also Games Workshop that might have a thing to do with this.
  12. Okie doke then, I'll start up a new thread later on, or possibly tomorrow.
  13. BUUUUUUUUUUUULLLLLLLLL SH*********T in his opening Forum Post on Bethesda.net, he literally said "I'm here to support my console fans against the PC elitists, I am here for you" and when he was asked why he left Bethesda.net. he said "I left because the nexus was too toxic, I am here only for my console fans now." and in one of his DEFINITELY stolen mods he posted. "PC Release 2017". that mod is now gone, as are the several other mods he was caught WITH EVIDENCE of theft. at this point, I'm positive you're another one of his sockpuppets, even if you werent. leo2link Left the nexus site in such a way, it was akin to going to someones house, being accused of stealing their neighbors, and their landlords stuff, then just proceeded to take a dump on the floor, while burning the stuff they stole and leaving. now he's coming back like NOTHING happened.
  14. what truth? leo2link admitted to leaving the nexus, because it was full of "pc elitists" who don't deserve his/her presence, so they could go pedal their (now proven to be mostly stolen) mods on the consoles. this was pretty much their frontline post, before they HEAVILY edited it on bethesda.net. at this point, I'm still not convinced they haven't stolen most of their work (i know they cite cadnav, but the things which were proven to not be cadnav they took down, and there's still questionable sources of their Thompson)
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