Jump to content

Nenquel

Members
  • Posts

    34
  • Joined

  • Last visited

Everything posted by Nenquel

  1. so, let me see if I understand this correctly: Depending on how much stuff you are carrying depends on how much stamina you use up while either sprinting or attacking? Basically yes, but not only when sprinting or attacking. But also when running (the standard movement in skyrim, which is disabled as soon as you are overencumbered). And you could connect this to jumping or any other actions as well. Just to make myself more clear: Walking < Running < Sprinting - these are the three different movement speeds in vanilla skyrim.
  2. I posted a request recently and I think it had a few ideas that could be used in this mod as well. My request was to have a mod that does a major rework of the importance and effect of stamina in combat, have a look. I can't wait to see this mod!
  3. You may be right about the screen tint/shake, but I don't see any other way to remove the HUD but still show your low stamina.. ideas? But the carry capacity really has to go down! You are probably carriny a Bow, a weapon, a set of armor, loot of the same kind, tons of ingredients and potions, plus maybe a few dragon bones? that's ridiculous!
  4. I also had ideas for a survivalism mod - but with more respect to the combat factor. Take a look Here's also a new idea to solve the Carry Weight Dilemma: Depending on the amount of stuff you carry there is a passive negative stamina regeneration, while running (like the stamina used up while sprinting). This means you can always walk (>), only run (>>) if you have stamina to be used up by the negative stamina regeneration and only sprint(>>>) when you have a lot of stamina to spend (vanilla). This would mean there is no need for a maximum value of stuff you can carry, as nobody will just walk 2 realtime hours to get some stupid stuff to their house. With respect to my combat enhancement idea, this would also make combat really hard for you, when carrying too much, as attacks cost stamina as well. I would really like to see this happen!
  5. Enhanced Combat Difficulty/Realism As I lack the skills to create this mod by myself (I tried and failed), I am posting this request here: I think Skyrim is pretty easy, even on Master Difficulty. I long for a "Hardcore" Mode and this is what I think it should look like: (sorted by importance) *** - Stamina Cost for more actions (normal attack, successful block, jumping and taking damage - each of these would exhaust you in real life) - Chance to Miss an Attack with low skill (I don't think you would hit with every strike when you see a sword for the first time) ** - No passive health regen, Potions/Food heal over time (i dont regenerate just like that... at least not in a few minutes or hours...) - Greater Differences between armor classes (you should feel in combat, that you can take more damage with heavy armor, and move/attack faster with light armor!) - AI improvement: No shouts or drawing bows in close combat (nothing but free blows for player), enemies should bash with weapons as well, not only with shields! - Carry Capacity Rework: Passiva Stamina Consumption when running [>>] (like vanilla when sprinting[>>>]) dependent on the weight of your inventory. (example: As soon as you carry more the 50 lbs you lose stamina when running, effect doubled when 100 lbs, exponential growth of consumption) * - A succesful Block makes you lose NO health but stamina instead. - Greater speed penalty for carrying a lot / using heavy armor (that stuff is heavy!) - Chance of being disarmed when blocking without a shield (there is some real power acting when two swords hit!) - Hunger & Sleep (12+ hours of fighting are exhausting!) - Weapons Speed and Range adjustments (greater penalty for wielding slow and/or short weapons!) - No HUD, low health indicated by reddish vision, low stamina by blurry vision/uncrontrolled shaking of camera - Melee Hits Should Interrupt an Archer's Bow Drawing (C'mon, do you still hold that arrow, when a sword hits your shoulder?!) - Dual Weapon Speed Fixing, Faster alternating blows (left right left right dead), allow movement when using both weapons simultaneously (why would you stay still doing that? stupid vanilla..) - Skill Tree Rework: make "Blocking Slows Time" master-perk, weapons cannot paralyse but instead disarm or knock down, no sprinting attacks, armor cannot weigh nothing (min 50%), not all dual cast destruction spells should stagger (max 50%). PLEASE make this happen! If nobody is willing to do it, please refer tutorials to me, so I can learn to do it myself, all of it! Feedback is welcome! Thanks! EDIT 14.02: Grammar & Carry Capacity Rework
  6. Hi, this mod should be pretty straight forward: There are some windows that open up ingame (examples: "Do you really want to quit Alchemy?" "Weapon has been enchanted") that have to be clicked away with the mouse. Usually they even have but one possible answer: "OK" ... It would be great to see a mod that simply adds the possibility to press E or Tab to get rid of those notifications faster. Thanks!
  7. Hi there, Probably someone already thought about this, but I'll just talk about it again. As the Title says I would like to make F:NV more of a FPS game. This means I don't want to look for the strongest weapon and skill my "Guns" skill to kill the stonrgest deathclaws. It means I want the 9mm pistol to be similar to the 10mm pistol, I want that headshots deal a lot of damage and I want to be able to kill someone with my 9mm pistol (even if he has a All-American) just by being "skilled" enough. So here are my ideas what I'd like to change, but I have no idea if this would work at all and if I'm missing something. Here it is: - Change weapon's damage to make every weapon deal similar damage (example: 9mm pistol is weak (19dmg) but fast, and 12.7mm pistol is strong (35dmg) but slow). - remove VATS - reduce health of all creatures/humans etc (but make them similar as well, a deathclaw is supposed to be deadly but not immortal..) - increase the effect of armors (helmets protecting from headshots etc..) - increase movement speed when using ironsights (just a little) - "Guns" skill ONLY affects accuracy NOT damage - remove visible enemy health bars (you don't need to know how much it is, cause you shouldn't need more then 10 shots for every enemy in the game..) Basically I'm trying to make the gameplay more like in Wolfenstein: Enemy Territory (I hope some guys remember..) I love the RPG part of F:NV, but being playable in first person it lacks the gameplay of a FPS... I hope you give me some ideas, what to do and probably also how! Regards Nenquel
  8. Hey, I really like this work, but I actually have some critique: About that piece of leather at the lower back - it looks an awful lot like a skirt to me.. at least a hint of a skirt. Especially now that you made me think about a female version of it. Personally I'd change/remove that in the male version and use it in the female version. Keep up the work! Regards Nenquel
  9. Did you create this mod alone? And how long have been working on it yet? And I would like to know how long your quests are. 5+ Quests sounds nice, but not if it takes only 10 min for each... Moreover: Are there any new meshes for the weapons/armors etc. or are you only using vanilla stuff? As you see I'm interested, and I would like to see more!
  10. Hi there, I found this tes IV tutorial for creating my own armor in blender. There is a section that explains what the necessary body parts are in oblivion, but how is it new vegas? I think it's still the skeleton.nif, but i have no idea about the rest.. (chest, arms, hands, feet..) And moreover what am I supposed to do with the meatcaps? do they need to be a part of the armor? I would really appreciate it if some one could upload .blend templates for a male and female body! But I would be happy with a simple answer as well. Regards Nenquel
  11. Hello! I've drawn myself a Protectron that I'd like to have to use in a mod of mine. Whoever is going to make this for me is of course given kudos and mentioned in the readme of the mod! If you don't know anything about texturing I would be happy about the mesh alone too, and would look for another guy to make the textures later. Here's my drawings (i know i lack of drawing skill a little): I hope the picture explains itself... This robot is supposed to be the same size as a protectron from the game, but not so fat from side view. As you see I also want only the main body to be changed, the legs and arms from the game may be kept the same or altered as well. The textures of the robot are supposed to be similar to a Standard Protectron, but possibly with a hint of rust here and there. Well, I need a full implementation in the game and... Important! : Moreover I would like the one that makes this for me to document as many steps as possible of what he is doing! I want this, so that I could learn from his process of creating this new robot and maybe be able to do this kind of things myself in future! Regards Nenquel
  12. Thank you for your quick reply! I know svn a little, but does it work properly with .esp files? I thinking of this scenario: Person 1 is working on xyz.esp and created a new interior cell. Simultaneously Person 2 edits some other cell in the same xyz.esp. Now Person 1 saves his xyz.esp on the svn server. After that Person 2 saves his xyz.esp as well on the server. - Is svn able to merge it to a working xyz.esp with both the edited cell and the new interior cell? Or is there the alternative to work on different esp files and merge them together on one computer when finished?
  13. Hey there! I was wondering: How do you coordinate a group of lets say 6 guys that work on the same mod (incl. new towns,characters,quests,items,meshes, etc) ? I mean of course you give them different tasks to do, but they'd have a different .esp on every computer. how would can you make them work together? I'm interested because I would like to work on such a project, but as I can't find anyone able to manage it, I want to know how to lead one myself.. It would be nice if some one experienced would share his knowledge! Regards Nenquel
  14. Initiation by "OnEquip" shouldn't work in my opinion. As it only checks once when being equipped (at least I think so). Which means: Hey I got this damaged armor, let's see is it repaired itself, - No it didn't. Done. But indeed you can simply use GetEquipped instead of toggle, but it's no such a big of a difference.
  15. I'm not sure about it, but here's what I think is correct: float ARSHealth int Toggle ; if wearing damaged version = 1, if not = 0 Begin GameMode set ARSHealth to player.GetEquippedCurrentHealth 2 If ARSHealth <= 0.5 && Toggle == 0 player.RemoveItem SamPowerArmor 1 1 player.AddItemHealthPercent SamPowerArmorDam 1 ARSHealth 1 player.EquipItem SamPowerArmorDam 0 1 set Toggle to 1 EndIf If ARSHealth > 0.5 && Toggle == 1 player.RemoveItem SamPowerArmorDam 1 1 player.AddItemHealthPercent SamPowerArmor 1 ARSHealth 1 player.EquipItem SamPowerArmor 0 1 set Toggle to 0 EndIf End As you see, I changed the function of your int Toggle a little (see comment). I never tried anything like this, but maybe you can try it out and post your result.
  16. First: I'm happy to hear that everything worked. Second: I'm sorry I don't know what to do about the trajectory. Does it hit above the crosshair, or above the iron sights? If it's the iron sights, you might have moved the whole pistol a little (happend to me once just by importing/exporting nif with blender). In this case the pistol should NOT be correct in the hand as well.
  17. Wow, that was a far more detailed answer than I had expected! Thank you a lot!
  18. the nif with the "go" is the world model shown if it is NOT equipped. the other one is the model you see when equipped. Then to your real problem, this is what I would do: - Get Blender (for 3D Modelling) with .nif plug-in (see google..) - open the 127mm mesh you took the silencer from - move (only) the silencer in the position you would like to have it on the thatgun (*) - save the edited 127mm mesh as nif again - copy branch to thatgun - save, have fun! If you didn't get the silencer on the right position at (*), just try again, it may take a number of tries.. I can not guarantee this, because I didn't try and don't have the time to. But as I said, it's what would do. So you basically got the right idea, but you probalby just need to move the silencer with 3D Modelling. Good Luck!
  19. What about paralysing or sedative ammunition? It would be fun to take out enemies for a few seconds/minutes (depending on what the enemy is, 5sec for deathclaws maybe 60sec for flies?). Then they wake up and have no idea what happened.. ^^
  20. Hey there, I have a suggestion for this forum: As I have been talking with others about scripts lately and everyone posted his own script, it got this idea. The pages with only a few posts full of codes get awful long. Could anyone think of implementing the possibility to "hide" a block of code. I know there is a function like this CODE but in my opinion you should be able to open and close this code box. And it should be initially close to shorten posts and forum pages. I hope you like this idea and implement it soon! Regards Nenquel
  21. Thank your for your quick replys! I have been looking at this script for days now as well. Could anyone tell me what int Button int ScreenNumber and GetButtonPressed are? I understand most of this rhonda script (Kudos, Interfer0 for commenting it!), but I don't know how and where the player is able to alter Button or ScreenNumber.
  22. Hey there, the problem is: I want to create a robot that work a little similar to rhonda from black mountain. - It's broken at first - When "looted/activated" a message says: "it's broken, wanna repair?" - When repaired the robots supposed to stand up (its lying broken on the floor yet) and start a conversation. I've been trying to understand the rhondaScript for days now, but I simply dont get it. I got the robot with 0 health in the world dropped on the floor. When activated I can loot it, but I want to have the "wanna repair?" message instead.. PLEASE help me! Kudos waiting!
  23. GIMP and Photoshop are good.. but there's also a "starter's alternative": It's free, less complicated and easy to use: Paint.Net. No .dds addon needed! Have Fun!
×
×
  • Create New...