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JaxFirehart

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  1. Sorry to necro this, but I made this mod, it's here.
  2. In response to post #11027690. #11028600, #11028893 are all replies on the same post. As the lead dev for TTW, I recently suffered lots of problems and caught lots of flack regarding my decision to make the TTW installer created an NMM compatible FOMOD (with manual install directions). A lot of people had better luck using FOMM or MO and wondered why I was building with NMM in mind rather than a "better" Mod Manager. My reasoning is and will remain that NMM is in active development whereas FOMM is not. MO still has some compatibility issues, especially with Fallout UI mods that need to edit XML files. TLDR; Thanks for the insight, I hope things on the NMM side progress more rapidly now that the site is of less concern.
  3. In response to post #9023993. #9024005, #9024017 are all replies on the same post. I like the idea of gradually shutting down features. Would engender lots of hatred, but, honestly, we hate Microsoft and still run Windows, hate EA but still buy the hell out of FIFA clone 77. A little hate wouldn't mean much.
  4. I am attempting to learn what the FNVEdit function: "Apply scripts into..." does. If anyone can explain it or point to something that explains I would appreciate. The FNVEdit manual available on this site skips that function.
  5. Appreciate the heads-up, thanks. I'm wondering about that myself. As a test, I'm playing through oblivion from the very beginning with the mod, to see what it comes out looking like and I'll adjust the ratio then. I might have to make it user adjustable through a scripted menu. I agree with ub3rman though, ultra powerful stuff like that should be fairly rare and would probably best be used as an actual item rather than be consumed, unless, that is, you have two of them. Now that's a great idea. Make the Consume ability available at Apprentice Level Mysticism and have a failure rate based on mysticism skill and player level.
  6. I have created a mod Consume Enchantments that allows you to gain various effects by destroying (Consuming) enchanted items. Constant effect/apparel enchantments, when consumed, are destroyed forever and their enchantments are transferred to the player at a 3 to 1 ratio. So if you consume a Ring that gives resist fire 25%, you lose that ring forever, and gain a permanent resist fire 8% ability. If you consume another ring, this one with resist fire 50%, your resist fire ability will increase to 25%. This applies to negative effects as well, including drain ability, drain skill and even sun damage. Effects that might not be helpful all of the time (Night Eye, Light, Detect Life, Feather, Water Walking) can be toggled on and off at will through the use of free lesser powers. I have recently added a new mechanic that allows you to "Consume" scrolls and gain magicka points in exchange for destroying the scroll. This basically allows you to use scrolls as Restore Magicka potions. The player, currently, does not gain the ability to consume enchantments until they achieve expert level in Mysticism. If people find this to be too high of a requirement I may include an option to reduce it to journeyman or apprentice level in mysticism. I am attempting to allow the player to also consume weapons and staves in exchange for spells. I cannot decide which would be best of the following: 1) The spell is free but the ratio is high. The ratio also varies depending on the spell effect (Paralyze may be a 20 to 1 ratio while Fire Damage is a 5 to 1). 2) The spell is not free, but instead is much less costly than an equivalent spell created at a spellmaking altar. The ratio is 3 to 1 across the board for any spell. The cost will be half that of an equivalent spell (give or take, depending on balance). 3) The spells are free greater powers, usable only once per day, the ratio is one to one I am willing to consider other alternatives, what do you guys think? I am currently on break from college and will have plenty of time and motivation to mod for the next 4 weeks.
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