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jimmybob

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Everything posted by jimmybob

  1. There is a smith that eventually shows up in the priory of the nine. A dialog option with him to swap found pieces from light to heavy and back again might be good. Elven labs some short dialog options about adding and removing plating, and throw in some slight changes to the armor appearance.
  2. For me, Its always an entertaining distraction to hunt while I'm slow travelling somewhere and I happen to come across deer. It's the same little hit of dopamine you get when gathering plant alchemical ingredients. But, if I play on master difficulty, it can take a half dozen arrows or more starting out to take down a deer. they run away, I have to chase them, after a while it's just not worth the effort. This is makes hunting on higher difficulties significantly less fun than adept, and artificially inflates skills. I think it would be best if they were exempted somehow. I am aware that there is game dialog saying to use poison, but that only helps so much and eventually wouldn't be needed on adept, and it isn't helpful to mages who can't apply poison to their fireballs. I imagine the simplest way would be to apply a large percentage weakness to magicka and normal weapons to deer with multipliers to match the difficulty setting, to cancel the damage nerf to the player. If this method was used, multiple versions would be needed to cover the various difficulties above adept and the common modded difficulty multipliers
  3. Seeing as how the the steam community is currently a cesspool of morons posting garbage every 3 seconds, I figured I'd post here instead. I have noticed that oblivion gates in the wild appearing before they are meant to, even before turning in the amulet of kings to Jauffre. The few that I have found have additionally not spawned correctly - there are no daedra around them, and in the pictured case clipped inside a rock that is meant to be disabled when the gate spawns. Additionally map markers appear before the gates open as well. This is 100% vanilla behavior. Has any one else noticed this? can this be fixed?
  4. CDPR has packaged it's Cyberpunk 2077 preload data files into archives. This is a bit different from what I read was done for preloading The Witcher 3. I'm not certain if CDPR intends to extract these archives on launch, or if they will keep these archives and have the game access them directly. I am thinking the ladder. From some simple viewing of one of the archives in hex it looks like the references in the archive are in English. But comparing the archive contents to Witcher 3's install, I doubt that modding knowledge from that game will be applicable to Cyberpunk 2077. I suspect that modding Cyberpunk will not be possible until the compression method used in these archives is figured out. However, I am not a talented data miner, or modder for that matter. I haven't really touched Witcher 3 modding either. But I do see some patterns in the data, specifically the RDAR in the beginning of each of the archive files. The reoccurring KARK and CR2WA (the "A" has a ~ on top of it, I can't seem to use the correct character on these forums - it's C3 in hex.) I however wasn't able to determine the compression method with this information, and my hex editor keeps crashing, and I am tired and need to go to bed. Hopefully someone more knowledgeable than I can get to the bottom of this, and make modding possible. Side note: I tried changing system time to the 10th and disabling internet, and still got the message from Johnny to go back to sleep. Ref: https://www.nexusmods.com/witcher3/images/25121 https://www.nexusmods.com/witcher3/images/25122
  5. I have a problem with certain fire sources with ENB enabled (its fine with ENB disabled): http://skyrim.nexusm...images/325301/? http://skyrim.nexusm...images/325305/? http://skyrim.nexusm...images/325307/? http://skyrim.nexusm...images/325310/? http://skyrim.nexusm...images/325317/? Any idea how to fix this? Which settings in the enb inis would effect this? I tried changing AdditiveBlending=true to false under the [FIRE] section, but the problem remained.
  6. Perhaps ragdolling the player and playing the human>werewolf transformation in reverse? (arms shrinking back to their normal length, fur receding) I imagine the player falling down, and getting back up as human
  7. It always bugged me how quickly the dead despawn during any of the civil war battles, I always wanted to survey the battlefield afterwards, to get a feel for the scale of the battle, but since they despawn as you are still fighting, this cannot be done accurately. I'm sure this was done to help out performance on Xboxs, PS3s, and low end PCs, but I am sure plenty of people have powerful enough PCs that the extra dead will not affect them. I would prefer these dead to cleanup normally. I expect that making the mod would require making changes to the civil war scripts. On a side note, I noticed that regardless of which side you choose, and how the battle seems to go that Severio Pelagia always dies in the battle of Whiterun Perhaps a line can be added to the script to set him as essential, then remove essential at the end of the quest. And I realize such changes would likely conflict with changing the despawns.
  8. lorecraft helps reduce the clutter, but it unfortunately it hasn't been updated in a long time.
  9. seems to have been made by a german modder named "Snusmumriken" who never uploaded this to nexus, and is not a member (at least not under that name)
  10. Sick of all your mods adding configuration spells, books, powers, and other items for in-game configuration of the mods? Wouldn't it be better to have a centralized location in the menu for configuring them? Like we did in FONV with MCM? http://newvegas.nexusmods.com/mods/42507
  11. I figured it was just the huge influx of people with dawnguard's release. Myself included. But this sounds like a perfect storm. NMM doesn't appear to be able to download atm, but can download the files manually and add them to NMM.
  12. This would be good, can only guess beth left it out to keep animations smooth.
  13. the problem with dropping what you took is that sometimes you don't always realize what it was that you took because as said being off by 1 or 2 pixels, and since it's not there anymore, depending on your mods, and your inventory, it may as well be "good luck finding it"
  14. There are numerous voice options available in skyrim, but the player character is always stuck with one voiceset. I have seen mods that individually replace the PC's Voice set with a specific other set by race, but a mod that would simply let you choose any on the fly would be nice. (with an item)
  15. I have been running with a low modset since dawnguard's release, and found the old bug of having used vanilla food that offers 1 stamina regen/sec where your character continually sounds out of breath until you sprint again, or stamina fills completely after sprinting and draining your stamina completely with the food affects active. I Then started mining a node, and the actual "panting" seemed to make it more immersive in that situation. Since the sounds are already ingame, i wouldn't think it would be that difficult to add them in a mod.
  16. I'm sure its just a matter of time before someone does this... Bet someone is already working on it.
  17. A mod that scripted the use of the tc command to make it more complete would be nice. TC doesn't accurately update stats, skills, level, perks, spells etc, and then the original player character just stands there, without loading any AI package. Then if the new character could use the face sculptor (dawnguard) too, that would be interesting. It would be good to then be able to switch back to the original player character if wanted, (or have them as a follower) without having their stats affected. IE why have the dovahkiin do all the adventuring? why not have lydia or someone else clear a dungeon on their own?
  18. I'm not normally one for large ambitious mods, but I had an Idea for one that might be pretty good if well executed. Make it so members of the potential follower and potential marriage factions can be recruited, all to live (say a fort the player has to clear) Potential marriage members would open shops if not followers (IE Muiri could open an alchemy shop in the base, and have a stall setup to have such furnishing enabled after she has been recruited as such) Once recruited in such a way you could purchase horses for them, give them equipment etc. In the fortress you could get an item, that would allow you to order them to attack a location en mass. And perhaps bring back all the loot. (This may be more difficult to accomplish with dungeons, getting the AI to go thru it.)
  19. they had a similar mod to this for oblivion, so it should be doable. http://oblivion.nexusmods.com/mods/24589/
  20. My current character only has the house in riften right now, and I was thinking of heading to solitude... and I don't use fast travel, so its gonna take a while, and I'm going to pick up a lot of stuff along the way, and be too loaded down to do much of anything there. So I thought, why can't I hire a courier to ship the stuff I got back to riften? All that would need to be done, is add an NPC to each city that is capable of shipping items to the other cities. It could use a script similar to a bookshelf to charge gold by item. And I thought well a single helpless courier with all this valueable loot, would be a pretty nice mark, so perhaps by random chance your shipment could get robbed, and you have to collect it yourself from a radiant bandit lair.
  21. It bugs me the way the vanilla stealth animation dislocates character's necks. Any animators willing to fix this?
  22. I think what SinderionsBones meany by is that the animation probably would not work in first person. This is because the arms you have in first person are actually completely different meshes from those in third, as which is why some mods have problems in first person because the modders forget to include meshes for them. A good way to see how it works is to use the console command s1st
  23. Went back to playing NWN a few months ago, since I can actually run it on my netbook. Was sad to see that some of the offlicial Modules are already no longer available for the game (IE Kingmaker), because the site has already fallen such disarray. This is welcome news.
  24. This was also put up recently: http://skyrim.nexusmods.com/downloads/file.php?id=12711
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