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DoritoMan

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Everything posted by DoritoMan

  1. Yeah I understand what you mean. The things I listed are the things I believe I will be able to do with my current knowledge in CK and coding. It's just that time is something difficult for me to come by.
  2. That's a lot of suggestions, and I like a lot of them. The only problem is, there is already a lot of stuff that will be added as is. While they're not all super hard to program, it'll still take time to do, especially since I am between other projects. I still do plan on adding a lot of the suggestions that have been posted, I'm just warning saying the more stuff that will be added, the more time it'll take for me to release something. I actually recently came up with the idea for immersive warnings. I'm hoping, to make it more immersive, I can find some audio files in the game that will allow the character to state to themselves that they are hungry. The same would apply to other effects.
  3. Once I make a main release of the mod, there's going to be a mod installer in NMM. Here, you will be able to select which features you do and do not want. Including things like broken bones healing. Giving companions radiation sickness is something I do plan on doing.
  4. I like this idea, though I would recommend getting a higher quality mic.
  5. I don't think I'll add the breaking locks feature, unless a lot of people want it Destruction of doors will (at first) only apply to the doors in your settlement, may expand to other types of doors outside your settlement later in development Don't think I'd be able to do custom names for legendaries, seeing how they spawn randomly, but it's a cool idea. I considered the 'speed based on weight' feature, but I thought it would hinder gameplay TOO much. If anything, it will be an optional feature. There's already mods that have craftable ammo. See this one, I'm hoping to make the mod (settlement wise) very compatable with this one, since it adds a lot of things that should be in the game anyway. Interesting idea, shouldn't be too hard to do either. The only problem with that, is I don't know how fallout works when your settlement is under attack and you're not there. I don't know if it just waits for you to get there or not, but once I know I will try to make it how you suggested. Also your settlements can be sieged while you're not there, giving you an opportunity to attack them from behind, where they'll have no defenses.
  6. Well the reason legendary enemies are still going to take several hits to kill is because they would be too easy to fight with realistic weapon damages. This only really applies to the big, tougher enemies in the wasteland. Legendary enemies like raiders will still take real weapon damage, because they can (likely) shoot back at you and don't have to engage in melee. When it comes to SPECIAL, I was planning on tweaking them so they fit better with the new/changed features. For example: Higher agility will reduce the amount of AP drained while running, so you can run longer as someone with high agility.
  7. I will probably make a lot of them optional. I'm hoping there's another feature like MCM in skyrim, will make it much easier.
  8. Description As the title dictates, this is a realism mod I plan on making once the modding tools are released. This mod aims to add a much more challenging and realistic set of gameplay features and changes. Below is a list of all the currently planned features (NOTE: All of these features are subject to change as we learn more about Fallout 4 and its capabilities. I do not want to add anything that it potentially game breaking.) General Gameplay Basic needs Food, water, sleep No fast traveling Revamping of S.P.E.C.I.A.L. And some perks (will be expanded on at a later date) Realistic Carry weight “Pocketed” armors will still increase carry weight Followers will have carry weight Running drains AP Will be dependent on revamped S.P.E.C.I.A.L. Radiation sickness Being exposed to large amounts of radiation will effect your character in various ways Dizziness and disorientation Aiming penalties Vision will blur in and out Weakness and fatigue Melee damage will be reduced Decrease base damage resistance Total AP will drop AP will drain faster Limbs will break easier Heal for less All healing effects will be reduced drastically Being exposed to extreme amounts of radiation will drain your health Limbs stay broken until fixed Followers stay downed until stimpaked Combat Realistic damage values Dependent on type of enemy Legendary enemies will still take a lot of damage and deal a lot of damage Things like supermutants and deathclaws will still take a lot of hits to kill Realistic locational damage values Shots in the leg will not kill instantly while being shot in the head will Armor will still effect your damage resistance Wearing a combat helmet can protect you from a headshot kill while not wearing a helmet won't protect you, same applies to all parts of the body Power armor will still significantly protect you Kinetic weapons will have a higher chance of breaking limbs than energy weapons No more grenade spam NPC's will carry less grenades (and will be less accurate) Grenades will weigh more so you can't grenade spam either Add bleeding values When being shot with a kinetic weapon, you will run the chance of bleeding when bleeding you will slowly drain health Won't stop bleeding till you bandage the wound or die bleeding in certain areas will effect that area, similar to having a broken limb but less extreme Followers and enemies will be effected as well Bleeding will decrease your ability to sneak (enemies will “see” the blood trails) Add burn values When shot with an energy weapon, you will run the chance of burning When burning your base damage resistance will decrease Burning in certain areas will effect that area, similar to having a broken limb but less extreme Your aim and melee damage will decrease Followers and enemies will be effected as well Burning, unlike bleeding, cannot be “patched up”, and you will suffer the penalties until the effect wares off, or you see a doctor. Duration of the effect is dependent on the base damage of the weapon Duration of the effect stacks (not the penalties) Add bandages (see above) Add Suppression Weapons will “suppress” you if you're in a weapons “cone of fire” Vision will blur Aim will decrease AP bar will slightly decrease with each nearby round Being hit by a round will apply all effects immediately AP bar will suffer a large blow Vision will blur to a larger amount than the vanilla game Aim will decrease by a large amount for a very short amount of time NPC's will be “suppressed” if in your weapons “cone of fire” NPC's aim will decrease NPC's will have a morale system Total amount of morale dependent on type of npc Humans will have a base of 100 Supermutants will have base of 200 Total morale will increase/decrease based on how many allies/enemies nearby This will be more effective with a increased followers limit mod Being shot at will slightly drain an npc's morale Being hit will heavily drain an npc's morale The lower morale an npc has, the more likely they are to get in cover/stay in cover If an npc's morale is completely drained, they will stay in cover until their morale bar is ¼'s full npc's will have a chance of falling back if their morale is completely drained npc's are very unlikely to fire back while having no morale Amount of suppression is dependent on weapon type/class and round (will add a list of all the weapon/bullet/class at a later time; there's a lot to list) Will add a suppression value that can be seen when modding a weapon Settlements Increase the effectiveness of raids The higher a settlements defense, the more enemies per raid Enemies will be able to destroy turrets, guard posts, and fences Add more jobs for settlers and more buildings (possibly more to come) Doctor Can go to if you need healing Will double as a field medic during raids, and go heal you and other settlers Armorer Adds new “trade-post” like structure Having it assigned will increase the defense and offense of your settlers, equipping guards with better gear Radioman Recruitment beacon will require a settler assigned to it Gunner Will add guard posts with mounted machine guns Will not require power to operate requires a settler to be assigned to it Add sieges (will very likely interfere with any mod that expands the boundaries of a settlement) A siege is very different from a raid During a raid, enemies will just charge at your settlement During a siege, enemies will actually lay siege to your settlements Will create an instance where enemies will have guard posts and wire fences going around the settlement Sieges will be prolonged engagements Enemies will take out all your outer turrets and parts of your walls before actually going in If the enemy cannot take out all of your turrets and walls, you can still lose by being starved out You can deal enough damage to the enemy siege and force them to retreat This feature will likely be optional Hopefully add more things to construct for settlements Please add any feedback you might have about this mod and its features, and any features you'd like to see added. Please not again that these are all subject to change. If you want to help out with this mod (I could surely use it), just send me a PM.
  9. Oh yeah I forgot about that, I hate how the weapons disappear when you holster them. What I can't wait for is some to make all of your favorite weapons to show up on your model. There was a mod like it for skyrim, but I can't remember what it was called.
  10. One thing that keeps me from playing in 3rd person right now, is the fact that your character does not aim down the sights with a rife. As far as I've seen, they will only do it with a pistol. Can someone, in the future, make a mod that does this?
  11. These mods are inevitable, just be patient. They will likely be done after a body mod is released.
  12. Any way to access Fallout 4's scripts? I have a mod that I have planned that involves calling functions from already existing scripts, but I don't know how/where to access them. So do I need to wait for the mod tools or can I do it already?
  13. Don't worry, I've been blessed with much time so the project will soon be reignited! I've also been granted by the gods of modding 3ds max 2014, which is much easier to use in my opinion than blender. I'll be uploding some progress images within the next few weeks.
  14. [uPDATE] For anyone still interested in this mod, good news! I have finally coughed up enough money to buy a new computer! This means I can finally resume this project, thought it will take some time getting used to blender again, it's been a while. I'll make another post once I begin working on the project again, and I stress once more, I could really use some help on this project! I apologize once more to those who have, if any, waited patiently for this mod.
  15. [uPDATE] I know it's been a really long time since I've done anything with this mod but I haven't given up on it yet. Due to hardware complications with my computer, I have been unable to progress any further on what I already lost. Also, doing this mod completely by myself with the amount of scripting and meshing etc. it will require, is nearly impossible with my experience. So, once again, any and all help is greatly appreciated.
  16. Umm No it is not. Witchblade is an American comic book series published by Top Cow Productions. The anime came more than 10 years later when they got rights to use the name and theme. Original series official comic website: http://www.topcow.com/comics-menu/top-cow-universe/witchblade-menu EST 1995. Wikipedia says the anime was started in 2006. i know its a bad source but I dont follow anime. The TV series which i used to watch was in 2001 - 2002. Anyway Just thought you might like to know that according to the series Joan of Arc and Cleopatra had it so it is not too far fetched to fit it into Tamriel rather than anime especialy if you design it off the one from the TV series. *edit, Also in production for a movie: http://www.imdb.com/title/tt0494292/ Yes I know this, it was mentioned later in the comments. I was basing what I was saying off the Anime version.
  17. Well, the most I can currently say is that there has been a major drawback in the production for three reasons. 1- I am the only one working on this huge mod (since no one has come forward to provide assistance) 2- I was without internet for quite a while so I was unable to provide any updates 3- Unfortunately I got a virus on my computer that cause many of my files (including the majority of the meshes made) so all of that has to be remade. Sorry for the inconvenience.
  18. Looks really good so far! Hope to see some more details in the future, keep up the good work!
  19. This looks like it would be very helpful with the mod I am currently working on, thank you for providing this. +1 Kudo
  20. Well, my mod is based off the anime version, so there will be no need to read. There shouldn't be too many voices implemented into the quest characters. The only ones I will really need voiced are the main characters in the quest. Thanks again!
  21. This is absolutely wonderful! Thank you so much for providing this! [WIP] Witchblade I don't need any help (if you will help with this) right now, due to the fact that the mod is at its beginning stages, but once I get to the CK part of the mod, I will IM or email you about it.
  22. Is there a specific time you want these by? It will be a couple days til I can get a screen shot of my character.
  23. Its supposed to open a nif file, but for whatever reason it doesn't work correctly on some people's computers, such as mine. It took me a couple days to find out how to use it.
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