Jump to content

MLeonhardt

Premium Member
  • Posts

    383
  • Joined

  • Last visited

Everything posted by MLeonhardt

  1. An idea for a massively customizable melee weapon system in the vein of the Pipe guns, to be used primarily by Raiders and Settlers, with the same Junk/wasteland aesthetic. I'll just outline some ideas for weapon Mods to get the point across. Similar to the Pipe Weapons Overhaul mod, or the Extended Weapon Mods mod, some weapon mods will be hidden unless you pick a specific hilt. Would add two weapons, for 1 handed and 2 handed use. Junk Blade - 1 handed melee weapon base Blade - Determines the base Damage and attack speed, as well as offers other damage effects like Bleeding Knife Blade - Short knife blade, fastest and lightest. Similar to the Disciples Knife. Fast attack speed. Low base damage.Serrated Knife Blade - Does slightly more damage while adding Bleeding damage. Fast attack speed.Short Blade - Common, straight sword blade, resembles a roman Gladius. Fast attack speed. Average base damage.Serrated Short Blade - Serrated blade, adds bleeding damage. Fast attack speed.Long Blade - Long, straight tapered blade. Medium attack speed. Higher base damage.Serrated Long Blade - Adds bleeding damageHeated Long Blade - Glowing orange blade with a battery and wire going up the blade. Adds Burning/Energy damage.Cutlass Blade - Long, curved pirate style Cutlass blade, found in coastal areas like Libertalia. Higher Critical damage. Medium attack speed. Higher base damage.Serrated Cutlass Blade - Adds bleeding damage.Katana Blade - Long, thin blade. Average damage, Fast attack speed.Heated Katana Blade - Glowing orange blade, deals extra burning/energy damage.Electrified Katana Blade - Electrically charged blade, deals electric damage, has a chance to stun.Hook Blade - Long, hooked blade. Average damage. Medium attack speed. Has a chance to disarm.Rapier Blade - Long, extremely thin blade. Low damage, fast attack speed. Ignores armor.Chainblade - Long, heavy chainsaw blade. Turns sword into a Ripper. Adds Bleeding damage.Guard - Determines blocking effectiveness and AP usage. No Guard - No benefit to blocking, but has lower AP use. Default on knives and shortswordsSmall Guard - Katana style crossguard. Improves block speed, but lowers blocking time. Standard AP use. Default on katanas and hook blades.Thin Guard - Simple metal hand guard. Default blocking. Standard AP use. Default on Cutlasses and Rapiers.Medium Guard - Longsword style "Y" crossguard. Has a longer time window to stagger melee attackers when blocking. Standard AP use. Default on Longswords.Basket Guard - Round, cutlass style hand guard. Low AP use when using Power attacks. Found on higher level cutlasses and rapiers.Spiked Thin Guard - Simple metal hand guard with spikes. Deals reflects 30% of incoming damage on blocking.Spiked Basket Guard - Ornate cutlass style hand guard with spikes. Low AP use when using power attacks. Reflects 30% of incoming damage.Shield Guard - Small buckler shield attached from the sword hilt to the forearm of the user. Lowers blocking speed, but greatly increases block time. Increases AP usage.Spiked Shield Guard - Buckler shield with large spikes to reflect 50% of incoming damage on blocking.Electro Guard - Integrated stun pack guard has a 25% chance to stun attackers on blocking.Grip - Adds bonuses to damage and blocking, and AP use. No Grip - Raw metal handle. No bonuses.Duct Tape Grip - Rough handle, +1 to damageCloth Wrapped Grip - Cloth wrapped handle, +1 to damage, -5% AP useGrooved Wooden Grip - Wooden grip with grooved design, +2 to damage, -7% AP useContoured Grip - Smooth Contoured wooden grip, +3 to damage, -5% AP use, +5% blocked damageOrnate Grip - Fancy golden carved grip, +4 Damage, -5% AP use, +5% blocked damagePommel - Balances the weight of the weapon affecting damage and AP use No Pommel - No bonus, default on Knives, Katanas, Cutlasses, and Chainswords.Weight Pommel - Basic metal weight, -5% AP use, +3 Damage, +2 Weight. Default on Longswords and Shortswords.Ornate Pommel - Stylish metal pommel, -8% AP use, +2 Damage, +3 WeightSpike Pommel - Sharp spike pommel, -5% AP use, +15 Damage, +5 WeightBlade Pommel - Knife length blade pommel, -4% AP use, +10 Damage, +5% Counter Damage, +5 Weight Junk Sword - Large, 2 handed melee weapon base Blade Long Blade - Long, straight tapered blade. Medium attack speed. Higher base damage.Serrated Long Blade - Adds bleeding damageHeated Long Blade - Glowing orange blade with a battery and wire going up the blade. Adds Burning/Energy damage.Dai-Katana Blade - Longer, thin blade. Average damage, Fast attack speed.Heated Dai-Katana Blade - Glowing orange blade, deals extra burning/energy damage.Electrified Dai-Katana Blade - Electrically charged blade, deals electric damage, has a chance to stun.Single Axe - Large battleaxe with single blade.Double Axe - Large battleaxe with 2 blades.Great Hammer - Large, axe-shaped hammer that easily cripples limbs.Drill Hammer - Large hammer with drill head. Ignores armor. Automatic like the Mr. Handy Buzz Blade.Break Blade - Large, long blade with integrated rockets to greatly increase power and swing speed. Deals heavy knockback and can knock enemies away similar to the Home Run perk.Guard No Guard - No guard, no blocking or AP bonusDai-Katana Guard - Improves block speed, but lowers blocking time. Standard AP use.Thin Guard - Simple metal hand guard. Default blocking. Standard AP use.Medium Guard - Longsword style "Y" crossguard. Has a longer time window to stagger melee attackers when blocking. Standard AP use.Break Blade Guard - Extension of the Break Blade to add a large blade guard over the hands. Reflects 50% of blocked damage. +10% AP use.Grip No Grip - Raw metal handle. No bonuses.Duct Tape Grip - Rough handle, +1 to damageCloth Wrapped Grip - Cloth wrapped handle, +1 to damage, -5% AP useGrooved Wooden Grip - Wooden grip with grooved design, +2 to damage, -7% AP useContoured Grip - Smooth Contoured wooden grip, +3 to damage, -5% AP use, +5% blocked damageOrnate Grip - Fancy golden carved grip, +4 Damage, -5% AP use, +5% blocked damagePommel - Balances the weight of the weapon affecting damage and AP use No Pommel - No bonusWeight Pommel - Basic metal weight, -5% AP use, +3 Damage, +2 Weight.Ornate Pommel - Stylish metal pommel, -8% AP use, +2 Damage, +3 WeightSpike Pommel - Sharp spike pommel, -5% AP use, +15 Damage, +5 WeightBlade Pommel - Knife length blade pommel, -4% AP use, +10 Damage, +5% Counter Damage, +5 Weight The idea is to have a melee weapon with a vast array of different combinations, like the original Pipe guns.
  2. We seriously just need more robot parts to begin with. Spider legs, reverse joints, wheel legs, legs with rocket jets in them so the robot can sprint boost. HANDS for the robots to use non-integrated weapons
  3. Something I feel is sorely lacking from the whole Settlement building aspect of the game is the lack of giving a single damn about my Settlers. The reason being is because they don't even have names. If someone is joining my new civilization I make from scratch, I'd like to at least know their names. I suppose this would be a script or something, that applies a name modifier to a Settlement Settler, using two random words (first and last name) pulled from a list. Would automatically assign them a random name when they join a Settlement. Alternatively, an option to name them yourself as you would weapons/armor/robots would also be nice, probably through the Workshop menu. (Go up to a settler and hit F or something to open up a name window.) No other functionality, purely for immersion, affects nothing in the game side from what you see when you look at/trade with them.
  4. An idea I've had and have been searching for for a while. I've always wanted to have my custom robots carry around normal weapons I feel this could be done simply by using the PA's default hand model holding a variety of different guns. >Pistols of all kinds (10mm, .44, Laser, Plasma, Deliverer) >Rifle/Long Pistol type weapons with short/removed stocks (Laser, Combat, Assault, Double Barrel Shotgun, Hunting etc) >Missile Launcher (Hand turned sideways holding handle so the launcher is on the outside of the wrist, Tallgeese style) The idea is to get a more "Armored Core" kinda feel from the robots with various weapons, while also expanding their attack capabilities. All Robot PA hands would wield any weapon 1-handed, so there's no need for extra animations, as it would just point its arm at the target and fire like they do now. Also dual wielding. Perfect example:
  5. A two fold request 1. Heavy Assault Synth A retextured, lightly edited Super Mutant model to resemble a large, heavily armored Synth. Heavy Assault Synths would spawn with regular Synth patrols at higher levels, usually carrying Institute lasers, or 2. Institute Gatling Laser A modified Gatling Laser model to fit with the Institute weapon design, for use by Synths and Coursers. Could use the Institute Automatic Barrel model in place of the spinning laser barrels.
  6. And the grave of course would be marked on your map :laugh: And you would still hear his ghostly voice say "There's another settlement that needs our help"
  7. How about instead of impressions of real world celebrities, we get new and unique voices that fit within the universe? I was actually thinking of proposing a mod like this today. I'd love to do a Knight type robot voice.
  8. A simple mod to allow robots to to equip Power Armor hands in place of claws or laser guns, so that they may hold standard human firearms. They could also still punch with the power armor hands. For example, an Assaultron wielding a Combat Rifle A Mr. Handy Wielding a 10mm auto pistol A Junkbot wielding 2 pipe guns A Sentry carrying a pair of Assault Rifles Firing/melee animations would be the same.
  9. This is a complex mod design, adding a whole new Village, a Cave and Dungeon, several new characters, and a new Perk for Swords and Greatswords. Skygeirr Village is a small hamlet up in the mountains of the Reach, along the Cyrodiil border, just southeast of Arkngthamz. It is close to Bruma and Cloud Ruler Temple, stronghold of the Blades. Due to its difficult to reach location, Skygeirr Village is a safe haven from the perils of the world, a veritable oasis in a desert of strife. As such, its inhabitants don't take too kindly to visitors that might bring conflict with them. The Village can only be reached through the perilous Skygate Cavern, which is chock full of booby traps to dissuade visitors. After making it through the cave, you will be greeted by the leader of Skygeirr Village a retired Blade, who will tell you to f*** off. You can tell him that you're there to help, trade, just exploring, or tell him to go f*** himself. Either way, he lets you stay with no fight, though you will have to earn the trust of the townspeople in order to utilize their services. The Town Skygeirr Village is comprised of several small houses, with a blacksmith, apothecary, and general store. A local Wizard also sells a few spellbooks. Beautiful trees and vegetation fill the town. Most of the people are easygoing, but generally distrustful of outsiders. There are no guards, leaving the townspeople to defend themselves, and they are more than capable of doing so. The Leader of the Village is an Ex-Blades member who retired from Cloud Ruler Temple and founded the village. A master Swordsman, he can grant the player a a perk that can negate all damage if a block is timed right while wielding a sword or Greatsword, as well as a perk to increase Sword/Greatsword swing speed. Other exciting aspects are the full blacksmith suite, a small, cozy player home, access to a great number of various alchemy ingredients growing around the town, as well as a few skill trainers for archery and hand to hand. There is also a Fighting Circle where players would be able to partake in fist fights for money. Where? http://imgur.com/a/yJOl8 There is ample room for a small village up in the hills there. I understand this is a pretty ambitious plan, and would require a whole team in order to get off of the ground, but I wouldn't be posting here if I didn't think it could be done.
  10. Preeeeeeetty sure that image isn't kosher with the site rules
  11. Midas Magic is good one. Adds a lot of new spells. Wintermyst adds several new enchantments to weapons and armor, like being able to teleport short distances, or have an enchanted ring that casts a permanent Magelight. Imbued Weapons lets you use the Bloodskaal Blade "Energy wave" enchantment on any weapon The Animated Enchantments Overhaul makes enchanted weapons look better I recommend the Crimson Twilight and Scarlet Dawn armor mods, they look good on mages. And CBBE + Bodyslide will let you customize your character's body completely, from hip width to boob gravity to nipple sharpness.
  12. Can't remember if I posted this here before, but chucking my voice into the pot. Age: 23 Race: Murican Gender: Hot-Blooded All-American Man Playable Races: Anything with a deep, masculine, slightly gravelly voice. Humans, Orcs, Argonians, Khajiits, Dwemer Robots, Giants, Dragons. I've also been told that my laughter heals minor wounds. Experience: Did a brief stint at a marketing company doing voice overs for commercial websites, but was pretty small-time and could never get enough gigs to really make the 2 hour drive to the studio worth it. Really want to get into Radio. Equipment: Yeti Blue mic, homemade portable recording booth, Audacity. About Me: A Hot blooded American Man, I work 45 hours a week usually, so my recording time is limited, but I have the skill and passion for what I do to contribute to any project. Though potential problems are still the work hours I have, plus it's hotter than everloving f*#@ so if I turn my 6 fans off for more than an hour or so I start audibly sweating. Samples: https://soundcloud.com/michaelleonhardt I'll be putting up some new s#*! in the next few days. If you wanna see how I sound doing some specific lines or characters, send me a PM here.
  13. Have you considered adding Liberty Prime parts? We need some big heavyweight biped legs. Garbage can body and TV head are also a must. And a big cardboard box body with "Gundam" written on it.
  14. Doesn't it also affect the impact sound when you smack it into stuff?
  15. From another Voice actor, posting a sample of your voice is usually the best way to get work.
  16. If only the mutant horses had 8 legs.
  17. Why on earth would you think you could ride a motorcycle while in power armor? "Yes I want to drive a car while inside another car" You get mobility with the motorbike, or defense with the power armor. Can't use both at the same time. Alternatively, I'd be entirely 100% for Power Armor that transforms into a motorcycle a la Mospeada http://members.optusnet.com.au/~cyc01/images/f-type-armor-mode.jpg
  18. That, unfortunately, is not allowed under the Nexus ToS. Motorcycle
  19. Unfortunately porting the actual model from New Vegas is illegal under the Nexus ToS But the Laser RCW and the Submachine gun are both based on the Thompson SMG. So it'd be a simple matter to just change the projectile and ammo type for the SMG and duplicate the weapon, possibly with a modified skin.
×
×
  • Create New...