Jump to content

raney

Members
  • Posts

    34
  • Joined

  • Last visited

Everything posted by raney

  1. tl;dr version - Is it possible to change the sell value of items on a case-by-case basis? Elden Ring feels far more grindy than its Souls brethren. It encourages you to specialize a build, but simultaneously asks that you pour your hard-earned runes into Vitality if you're not a professional at not getting hit. But on top of the fact that you're splitting rune levels between Vitality and probably two other stats, you reach a point early on, when the amount of runes awarded for overcoming a difficult challenge can be pitiful (i.e." I *FINALLY* beat the Crucible Knight in the evergaol. If I could do that twelve more times, I'd have enough runes for a whole level!"). Maybe the leveling curve is too steep, or the rewards are too little... but what if there were a way to alleviate some of the grind without touching either of these? The aim of this mod is to provide an additional avenue for earning runes, that 1) rewards you more when specializing your build, and 2) gives a bigger payoff those times when you find yourself hitting your head against a wall over and over, only to realize that all of that effort was for some summoning ash you'll never use (Or ash of war, weapon, armor, spell, crafting material, etc). I propose an economic overhaul that basically makes everything more valuable across the board, but also uses more nuance determining the value of specific items. Valuing weapons, armor sets and shields would be pretty straightforward. For commonly dropped equipment, maybe the selling value could be 500 runes instead of 100 (Or have it be a set amount proportional to the runes earned from killing the enemy). The things that you can only acquire from treasure chests or finishing a major quest would have a more dramatic increase based on how much trouble you have to go through to get it. Spirit Ashes, Ashes of War, Spells and Incantations, I see being treated the same way. If you can only find it at a mid to late-game area, I should be able to get a decent fraction of a level's worth of runes when selling it. Consumables and ammunition would take a little more effort to price. Arrows, for example, have the standard vs. crafted to take into consideration, as well as if they're fletched (which by all measures should increase the sale value). The pricing would be something like: Bone < Bone Fletched < Standard < Standard Fletched < Fire, Lightning, Ice, Magic, Poison, Holy, Bleed (all bone) < ditto (all bone + fletched) < ditto (all standard) < ditto (all standard fletched) < Special arrows like Trina's, rot, and the ones that can't be purchased. Golden Seeds: Just realized that I can't sell these, even though I should be able to. Can't upgrade the flask anymore, so every time I find one it feels pointless. 10k a pop would be a good start. Conclusion: Right now it's just an idea, and I'm more interested in if it can be done rather than asking someone to go and do it. Personally, I think a change like this would improve the feeling of adventure in the game, while trimming down the time normally spent grinding. But it could also backfire and make people want to grind more. On the other hand, it would improve the prospects of exploring dangerous areas very early on in the game, adding some extra opportunities to get stronger, faster (for those feeling particularly adventurous).
  2. Hello All, I have a strange eye condition that has me legally blind in both eyes, but I can still play through most games (if my face is hovering like 4 inches away from the monitor). I gave Sekiro a try, and putting aside the fact that I sucked horribly at it, I had a pretty miserable time with certain visual aspects. I want to sit down and struggle with this game for hours until I git gud, but there are a lot of little things that strain my eyes that I don't remember having a problem with in any of the Souls games, which I was able to successfully fumble my way through. So here's a list of mod requests - or to better put it, some things I wonder whether or not they can be changed. Biggest Beef: The text in item descriptions (and some menus?) The one thing that got to me right away was that the text was white, over a tan background. Trying to read these, even with my special computer shades, gave me a headache from eye-strain. I'm perfectly fine with white text over a dark background, like what the Souls games did. Black text over a light background is harder for me, but manageable. I'd love a mod that makes that tan background a very dark brown, but since there are some instances of black text over the tan background (IIRC), it would require changing the color of said text as well. Confirmation during the interruption popups when you pick up an item I don't have a cursor in my game, and never will, so long as I use an external program to bind magnification to my side mouse buttons. So, when I pick up an item with the 'Action' key (Yeah, I do mouse+keyboard), it becomes a real nuisance to close every single game-interrupting popup. Wouldn't it be great if I could just go (Action key to pick up item) -> (Action key to immediately close window), instead of having to remove my hand from mouse to press Enter, the only key that functions as confirm, and then reach for the mouse again? This one I could do on my own with AutoHotkey, but it's the kind of thing I think would benefit other mouse+keyboard players who don't have a cursor. Those tiny button-prompts I only knew which keys to press because I spent a long time wrestling with the options menu. (And btw, figuring out how to unbind specific keys while the menu shows you which controller button to press was a real pain, but I eventually figured out how to switch to key displays!) But those little notifications have really tiny text, which makes me have to stop and squint for longer than I'd want to in a game like this. I don't remember seeing any options to make the text larger in the options menu, so...any chance that a mod could be made to insert larger text? Just for the little tips that appear on the left, and the descriptions that appear underneath the button prompts in the center of the screen. I love From games. I want to love this one too, but my eyes were hurting after around 1.5 hours. Because of Steam's whole 2-hour rule, I felt like I needed to refund, in the event that I went further in and still had these problems. I'll gladly purchase it again if these little things can be addressed. (I've never refunded a game before, which might be indicative of the existential crisis I was going through during the game's opening.)
  3. Right now the button designated to shooting is also used for skipping lines of dialogue. This works fine in fixed conversations, but has led to many a tragic incident when trying to skip past the mundane banter of merchants, which prevents me from exchanging goods as quickly as possible. "I can rest easy knowing that Wolfgang is--*BLAM*" whoops! It seems like a no brainer. Use the same button/key/mouse click to speed along a conversation as the one used to initiate it--but for some reason, Bethesda thought otherwise. Anyway, I'm wondering if it'd be possible to do this with the script extenders. You could pull off additional key functionality with FOSE and NVSE, so is it possible to give the Use key the additional function of skipping ahead when you're talking to someone?
  4. So even though I'm really swamped with life and have no time for developing something like a big total conversion...this is the kind of thing I think would work great in a big total conversion. There'd be no need to worry about lore conflict if you're set in a separate universe, and I'm a huge fan of mashing post-modern-world-apocalypse with fantasy and feudalism. Fantasy games love to have ancient civilizations that were far advanced in technology, only to fall due to hubris, some kind of giant disaster or war. Let's say you were making a fantasy game like Elder Scrolls, but you made that ancient civilization the pre-war world of Fallout...ooh, my head is spinning with ideas. Sorry for going off on a tangent. What was this again? Oh yeah, spells. I'm all for them.
  5. Self-aware, overly exaggerated grumpiness is a type of humor that doesn't always catch. Because tone is such a hard thing to convey in written text, it can come off as being whiny or "self-entitled." It's the same tone I use whenever I rant on and on about Destiny, and it's not meant to be 100% serious. But of course, people who really like Destiny see it as nothing more than mean-spirited vitriol that does not belong. It could be that I'm just totally misinterpreting the post and he's a horrible troll as all of you say, but come on. The part about the bridge made me chuckle.
  6. Really? Posts like these make me smile.
  7. Modularity is key. Don't know if there's going to be anything along the lines of an MCM for FO4, but a mod like this would definitely have a high level of options to choose from. Hm...good point about not having need-based perks for Endurance. That does mean we'd have to come up with a whole bunch of other perks to take their place. THe intelligence thing is mostly my criticism of modern narratives. I'd love to see this kind of consideration given in the game, but FO4 is what it is. I'd never go through the trouble of changing the base game for something like this, but hopefully this kind of feature gets used in say, other games/big mods developed with the FO4 engine. Pretty much anything that's made with more than 4 dialogue options in mind.
  8. Made a bunch of changes today. Took a few things out that just don't sit right, now that I've played the game for an extended time. New things: Medical system overhaul, enemy behavior adjustments, some perception perks, one strength perk, one charisma perk. Expanded on: Equipment Repair, Radiation Sickness. Newer ideas are italicized.
  9. And by linking to it, you save people the trouble of having to guess what the file might be called. http://www.nexusmods.com/fallout4/mods/3456/?tab=11&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Ffeedsmod%2F%3Fid%3D3456&pUp=1 You also might notice that the mod was uploaded sometime after this topic was first created, so maybe take that into consideration. Just giving you some netiquette pointers.
  10. I'm working at a crafting bench. That means I'm trying to do something that's not engaging you in small talk. So during the many, many times that Sturges has gotten stuck in the doorway next to the weapon crafting bench, I don't want to hear "I can fix just about anything" over and over and over. Based purely on wild speculation, I suspect that NPC code goes something like "if timerFromLastThingISaid == 0 and PlayerIsClose { SAY SOMETHING }" (Pardon the pseudocode, I've not touched any of Bethesda's tools). What we need here is an additional condition check tacked on, like "and NOT(PlayerIsAtWorkBench)" Another solution might be to significantly reduce the amount of space required to meet the PlayerIsClose condition. I think there was one that did this for Skyrim so that you didn't hear "I WORK WITH MY MOTHER" every time you paid visit to Whiterun. It'd have the added bonus of having other characters not make stupid comments to me during important dialogue scenes.
  11. Yeah, a new interface is almost necessary for this sort of thing. Something like, when you opt to equip a certain item, instead of auto-equipping, the existing interface goes into a state where it's checking to see where the mouse is. If the mouse is over either of the appropriate limbs for that particular piece, then the limb on the vaultboy picture does the flashing thing (and clicking assigns the item to that limb). There'd also have to be a way to opt out. As far as items go, it would also only be applicable to any armor sets that are symmetrical. So for example, if Raider set has a right arm that's not a simple mirror image of the left arm piece (Don't know this off the top of my head), then all bets are off. Someone would have to go through and make left/right variations for all of those, and then call them something like "Raider Arm A/B". Probably a lot more I'm missing as well.
  12. (I *swear* I edited my last post, but apparently I made a new one instad. My bad!) Some other ideas I've had since then (Some might be repeats!) COMPANIONS: -Additional followers can travel with you (Based on charisma or charisma perk). - You can specifically tell a follower to take items back to a settlement of your choosing. This isn't kind of like dismissing them, but giving them a separate role. After sending them off using this new method, they'll leave, and all of the items they have (that aren't equipped) will go into that settlement's workbench. What would make this even better is if they come back to you afterwards. (So maybe a Charisma perk could be done relating to this). MEDICINE: New types of healing items in the game, and changes to existing: Stimpak: Much less common now. Does not heal injuries (Unless you want to rig up a system like Fallout New Vegas's). Takes longer to heal over time (modifiable with perk). Lite Stimpak: Where you would normally find regular stimpaks, you now find these. Functions as fast as a vanilla stimpak, but only for a tiny bit of health. Using too much at once can make you sick (but not in a way that makes combat impossible). Super Stimpak: Must be very rare. Making these would require a combination of very rare materials as well. Basically acts like a Stimpak would in Vanilla. Doctor's Bag: Less common than lite stimpaks, but not quite as rare as the new stimpaks. Functions only to restore broken limbs (Reverts limb health to maybe 1 or so, the rest you have to get from sleeping or using a stimpak on limb New Vegas style). Maybe medicine perk will allow to also heal limb damage to a certain extent. Refreshing Beverage: Same effect, but maybe longer time for recovery. Requires the regular (now rare) Stimpak instead of Lite Stimpak to create. Without a medicine perk, you can't use a Doctor's Bag to restore limb condition on your own. If you go to a doctor, they can restore your limbs for a price--but if you have a doctor's bag, they'll do it for free (Either way, they'll completely or significantly restore limb health). That way, there's still a benefit to going to them (You don't have to waste additional healing items to restore your limb condition to full). If I get more ideas I'll share them. If you want to incorporate any of my other ideas go ahead, since I was always planning for someone else to utilize these anyway.
  13. I don't have time to work on mods at the moment, but here are some ideas I jotted down a bit ago (Before I had a real understanding of how the perk system felt in-game). http://forums.nexusmods.com/index.php?/topic/3381275-fallout-4-overhaul-planning-stages/
  14. Don't really feel like this is a request, since I know it can't be done just yet. Again, I'm just tossing the idea out there so people more talented than myself can plan ahead. I find it a little strange that equipment that is essentially elbow and knee pads are specific to one particular side of the body. It does make collecting and equipping sets of legendary armor a bit more challenging through restriction, but as long as the armor piece doesn't have a glove or boots attached, it doesn't make sense that it'd be prohibited to a single side. Making this right now would be nigh impossible I think, but once the tools do become available, here's what would need to be done: For all appropriate equipment, either Left or Right version of the arm or leg pieces would be renamed to just _______ Arm / Leg (Other version would be removed?). When you select the item in inventory, it would prompt you to which side you wish to equip it to--maybe in a popup menu, or once we get more tools, it'll let you just press an arrow (or A / D) to assign it. It then removes whatever is already there, replaces it with the piece, and all is good. Make sure it's done in a way that doesn't allow duplication exploits/ The foreseeable problem with this is when you have equipment that stacks. You have two leather arm pieces, which show up as "Leather Arm (2)". When you select that, one has to be equipped, while the other one stays behind as if a separate item. In other words, it acts like it creates an entirely new item that only exists when you have it equipped, so that the other is also available. This might not be an issue though, since I don't know how these things work behind the scenes. Thoughts?
  15. Would be interesting for sure. For games like Skyrim, I always preferred that mod that automatically changed your view to 1st person when pulling the bowstring. The transition when ironsighting might be a bit jarring, but there's no point in not giving this one a shot.
  16. I've found that progression feels really slow on a level-to-level basis. "I WANT to level up in Locksmith, but I find myself dangerously underpowered every time I go on one of those raider-camp clearing missions and need to be able to deal more damage with my sniper. Or have higher defense. Guess I'll have to wait another hour for the next level. =(" Breaking up everything so that you have two separate perks per attribute point might just make the game feel even less progressive (i.e. you're accomplishing far less with every level up, making things all the more frustrating). The immediate remedies I can think of are controversial: faster leveling, or letting you choose two perks at every level. The former would introducve some problems with the game's scaling (you'd start seeing some higher-leveled creatures earlier, though their appearance levels could undoubtedly be edited). The latter would introduce a bunch of problems. Off the top of my head, "I want to level up Strength TWICE in this level!" I'm going to keep this post around for anyone who'd like to collaborate on such a project, or just wants some ideas. Maybe a good solutionl occur to me in the upcoming months before the creation tools become available.
  17. Not sure if possible, but in the overhaul I've been planning, I wanted to change it so that each attribute level would give you two perks side-by-side to choose from--would probably require a fresh new UI that makes the board function more like a perk tree. I'm sure someone will be doing that in the coming months. The other minor issue is that custom perks will need extra work to be animated, though I'd much rather just have a mod that freezes all animations so that new perks don't look out of place.
  18. >Int has nothing to do with moral, but risks and rewards. I made a big post about this awhile ago. Moral dilemas presented in games are often contrved scenarios that succumb to the either/or fallacy. "Either you save this one guy and kill a bunch of people, or kill a bunch of people but save this one guy, nothing else!" It bugs me when I, the player, can think of a much better solution that doesn't involve going down that road. My argument is that, if my character is smart enough, he/she should be able to come up with alternative solutions to certain problems. I'm not saying get rid of moral ambiguity, just those really cheap moments that fail to make me feel any remorse at all, because of how the game forces them on you. >A guy walking to you with a big hammer and getting close should make you scared and run away for example, disarm guns when attacked with a melee weapon, break limps faster ( it makes sense.) or a slow effect with blunt weapons to make fighting ghouls easier, maybe guarding with a weapon will block ammo better. I like this. I think the disarm feature is already in the game, but not increased limb damage (with melee anyway).
  19. Jus tso this doesn't become a sea of quoteboxes, here are the ones I think would be applicable to the project: >Tweaking loot levels to make healing items rare, ammo less and junk items offer little scarps while buildings more. Yes. >Optional weights for caps, ammo and other items.Yes! >Tweak damage to be more realistic.Maybe! >Tweak melee combat so it will help with combat more in ways gun can't.Not sure what this entails. Elaborate a bit? Maybe it could be worked into a Strength perk? >We really need an enhanced dialogue, and thus it means no voice since it crazy to voice them all.I agree with this completely, but I think it goes beyond what this gameplay overhaul could accomplish. My 'Think Outside The Box' perk would have offered additional dialogue choices to sitautions that let you resolve quests in a non-violent way. The point behind it is that you put so many points into Intelligence that you SHOULD be able to think of more solutions than the binary choices Bethesda often gives you in these contrived 'moral dilema' situations--and because you've spent so many points there, the other lower attributes come back to bite you in the ass. Maybe you do have all the answers, but now you're not good at combat or surviving on your own. Anyway, this one requires you to tackle completely different aspects of the game, so I don't think it'd be feasible to incorporate into this kind of project.
  20. I originally posted this in Mod Suggestions, but I feel this should be more of a collaborative effort. We're nowhere near the point where a system like this could be implemented, but I'd like to lay out the groundwork for such a project ahead of time. When the necessary tools are available, we can have a running start. Here are the ideas I've had. Bear in mind, a lot of these are solely to make you feel less empowered from the start. I want to have to work really hard to become King or Queen of the Wasteland, which entails more reward for having high attributes, and penalty for having low. Having an attribute at 10 should mean more than just "Now you can pick a perk that maybe you didn't even care about." --------------------------------------------------------------------------------------- Perks aren't available until you have (at least) two points invested in an attribute. I don't like the fact that the current system pretty much gives you a trophy just for showing up. By that, I mean I can have a 1 in Luck and can obtain and rank up Fortune Finder, to the point where enemies explode bottlecaps upon defeat. I like the idea of being penalized for not investing in certain skills--if I have 1 in strength, I should be weak (i.e. no bonus to unarmed combat available). Alternative Proposal: You start with seven additional SPECIAL points to spend, but attributes now go from 0 to 10. Note that as this idea evolves, it may become necessary to start the player with a few additional points for balancing. Perk ranks can't be increased unless you meet SPECIAL requirements. So let's say I have 2 in strength. Eventually, I'll be capable of dealing twice as much melee damage and knocking enemies' heads off once that perk hits max rank. And remember, a 2 in strength was considered a 'Wet Noodle' in New Vegas. Perhaps instead of solely having level requirements, the ability to rank up a perk should also depend on how many points are in your SPECIAL (So maybe I'm not able to knock off someone's head until my Strength is 10--so that having a strength of 10 is actually more meaningful). Perk benefits scale with the amount of SPECIAL points in each attribute. This is sort of an alternative to the last point. Maybe I can rank up my Big Leagues perk to maximum with only 2 in Strength, but the attack bonus I'm given is 'some value multiplied by Strength': A +20% bonus to melee or unarmed damage is the maximum value you can achieve at rank 1, assuming you have a 10 in Strength, whereas a 5 in Strength might get you only a +10% bonus (Doesn't have to be linear scaling). SPECIAL training becomes harder the higher you go. Using strength training as an example yet again. It would work like this: when I choose to level up my Strength, it counts as choosing one perk. But as strength gets higher, you have to dedicate more and more in order to increase. Maybe by 6 or 7, it takes two levels to get your Strength to 1, and maybe 3 by the time you hit 9. You'd go from 'Strength Training 1/3' to 'Strength Training 2/3', and then you get your full point the next time you choose it. Based on current speed of leveling, this kind of system may be too tedious. I think getting multiple perk points to spend per level might be in order... Medicine Overhaul New types of healing items in the game, and changes to existing. (NEW) Stimpak: Much less common now. Does not heal injuries (Unless you have proper medicine trainig/perk). Takes longer to heal over time (modifiable with perk). Lite Stimpak: Where you would normally find regular stimpaks, you now find these. Functions as fast as a vanilla stimpak, but only for a tiny bit of health. Using too much at once can make your vision blurry for a short period of time. Super Stimpak: Must be very rare. Making these would require a combination of very rare materials as well. Basically acts like a Stimpak would in Vanilla. Doctor's Bag: Less common than lite stimpaks, but not quite as rare as the new stimpaks. Functions only to restore broken limbs, and not even completely. (Reverts limb health to maybe 1-10%, the rest you have to get from sleeping or using a stimpak on limb New Vegas style). Medicine perk might allow better limb healing. Refreshing Beverage: Same effect as in vanilla, but a longer time for recovery. Requires the regular (now rare) Stimpak instead of Lite Stimpak to create. Or could go one further and require super stimpak. Without a medicine perk, you can't use a Doctor's Bag to restore limb condition on your own. If you go to a doctor, they can restore your limbs for a price--but if you have a doctor's bag, they'll do it for free (Either way, they'll completely or significantly restore limb health). That way, there's still a benefit to going to them (You don't have to waste additional healing items to restore your limb condition to full). Strength Requirement for Weapons. Just one of those things that makes Strength feel more meaningful. If I'm not a strong guy, the only way I can use a minigun is through power armor. If I have low strength and try to use a heavy-class weapon, it'll slow down my movement speed. The stronger I am, the faster I can move with the weapons. Equipment Degradation. If weapon condition is low, damage and accuracy will suffer (And value). Unlike New Vegas, you'll still be able to use weapons that have condition of 0%, but some other effects will come into play to make it undesirable to use. Firing rate plummets, accuracy is 60-75% of pristine condition value, etc. Armor will just have a penalty to damage reduction. Like with weapons, this equipment will still be usable, just not as convenient as when it's at 100%. The degradation rate would perhaps be slower than in New Vegas. The frequency of getting worn out equipment would be high, so that running around with guns that are at 50% or so feels like the norm, and having equipment at 100% is the exception. Equipment can be repaired at workbenches, or with Weapon Repair Kits. At a workbench, you will need to have the necessary materials for the weapon or armor you're repairing, but condition will revert to 100%. Some rare material might be necessary, in order to make it feel as though repair is not just something you can do whenever you want, to get the most excellent version of the gear. Not sure if Weapon Repair Kits should be craftable--I feel the materials needed to create one are pretty common, and would make the whole system redundant. Enemies will mostly drop equipment that is in poor to fair condition. Weapons in special crates will range from good to pristine. It's a nice touch that diversifies the loot mechanic, to make scavenging feel more rewarding. Eat/Drink/Sleep Other hardcore mods I've played always make it a point to penalize immediately after hunger reaches a certain point. Sure, there's a warning stage, and when you hear it you think "Oh great, I'm hungry again. Time to eat, again. I'd like to handle it in a way that's more subtle. First and foremost, the time it takes for these effects to set in is longer. Long enough that you can feel safe exploring around for an hour at a time without having to worry. However, the state change when you go from hungry to starved will be invisible: no notification that pops up telling you 'it's time to eat so you can have this status penalty immediately removed!' No, I want it to be so unnoticeable that you don't realize you're hungry until you find that you're underperforming in certain situations. Then you check your PipB oy and see, "Oh, looks like I haven't been eating. Better do something about that." Finally, the negative status effect of your malnutrition will remain even after you eat, until you've gotten a good night's sleep. Not eating will negatively affect Strength, Endurance and Perception (Only minor Perception). Overeating lowers Agility and Endurance. Dehydration lowers your Agility, Strength and Perception. If you have severe dehydration, sprinting shouldn't even be an option. Overhydration would also affect your ability to sprint, by increasing the action point cost to the point where you can only sprint for 2-3 seconds. AP recovery would also be lowered. Sleep deprivation impacts Perception and Intelligence, then Strength and Endurance. Radiation Sickness Max HP reduction is a cool continuous effect, but I still want penalties for prolonged exposure that don't go away so quickly. An idea I had would be to have it not function solely on your current rad level , but rather on how much you've accumulated throughout the game. Radaway cures the health penalty, but a behind-the-scenes variable that builds up regardless of whether or not you use Radaway. If in the course of the game, you've accumulated a health bar's worth of radiation, the sickness will set in the next time you visit a radioactive area. Eventually, you *have* to see a doctor in order to revert this value back to 0. Companions can die.... Companions who fall in battle won't get back up once the battle is over. You HAVE to heal them. If you don't heal them within a certain amount of time after they've fallen (Let's be lenient and say 5 minutes), then they die for good. Ideally this would be universal, but there are some points in the main story that require certain characters to be alive. Haven't thought too much about how to deal with this, other than having characters be essential up until that point. Or we could just have the player fail all of the main story and let them reload. Critical Hits are random again. I don't like that currently the only way to score a critical is to use VATS (meaning no criticals for playing like a shooter). This would change up the mechanics a bit. The Vanilla critical system would be redubbed the "Focus System," and is not available until you have a specific perk. Critical shots can now happen at any time based on luck. Critical chance should probably never exceed 5-7.5%. Enemy behavior overhaul There's a lot of room for improvement in enemy/NPC combat behavior. I don't know how much of this will be feasible, but here's what I propose. Enemies can run away I always wondered why killing just one raider in an area could qualify as "taking care of the problem" for those radiant quests. So to emphasize this, I think raiders should fear you if you kill their leader, and avoid combat from that point onward. Other instances when they might flee: when running out of ammo, or if watching you dispatch one of their pals in a less than a second. Enemies only use what they have This should put an end to the days of raiders throwing infinite grenades at you. If a raider runs out of ammo, they either resort to melee or run away. Luck affects enemy behavior Enemies will be able to get critical hits on you. If you're a lucky person, this won't happen very often at all. Also, their will be a luck calculation that takes place before certain behaviors such as tossing a grenade. Having high luck doesn't mean you won't get a grenade from time to time, just that it won't happen so frequently during fights. Enemies evaluate the situation MUCH easier said than done. Enemies take into consideration factors such as your current health, the DPS of the weapon you're using vs. theirs, and a bunch of other variables I'm not thinking of at this time, when deciding how to attack. If ammo is scarce in this world, maybe they want to conserve it more--meaning they'll only start shooting when the perceived threat level exceeds a certain threshold. If you're using melee, they'll lose melee, until they see you dominate them--then they switch to the guns. If their health is low, suddenly it becomes a fight for their lives, and they get more desperate. If they see you running in with your gun, they'll retaliate appropriately. This could lead to some neat gameplay opportunities such as tricking your enemy into using up their available ammo by coming in with a big gun, when you might in fact be empty. This would all be probability-based, so that you don't always get only melee attackers if you run in with a knife. More perks Remember how having a 1 in an Attribute = no perks? Having 2 perks become available one point higher might be jarring, if the rest of the time you only gain access to one perk. The obvious solution: more perks! Now every point in SPECIAL gives you access to two perks. Iron Fist and Big Leagues are now side by side in Level 2. Armorer and Blacksmith are now side-by-side at Level 3 or 4. The downside is, we'd have to come up with 70 additional perks to fill in the empty spaces. I suspect having a hardcore mode will pave the way for some obvious ones--but I doubt I'll be thinking up 70 on my own. Here's my attempt to come up with a few. Suggestions are welcome, and if this post gains any traction I'll be dading to the list. - Strength 1/10 - Level ?: (Heavy Wielder) Rank 1/2: Enables you to move faster when drawing and aiming heavy weaponry. Rank 3: Any weapon you have out does not contribute to your total carryweight. (A 30 lb. Missile launcher will no longer take up that weight in your inventory as long as you have it equipped). - Perception 3/10 - Level ?: (Trap Detection) Rank 1: Traps and feral ghouls pretending to be dead will now show up in VATs (meaning they won't without this perk). Rank 2: Mines and tripwires will glow. Rank 3: Light Step. No longer set off traps. Level 2: (Reaction Speed) VATS slows down time at different speeds depending on rank in this perk. This will have to be pretty subtle. I don't know to what extent Vanilla slows time, but it seems like one of those features where not having good perception should penalize you A BIT. The highest rank in this perk would be as close to stopping time as possible. Level ?: (Pack Rat) Rank 1: Items 3 lbs. or under now take up 1/2 weight. Rank 2: effect raised to 5 lbs. Level (?) Focus shot Basically takes the place of the critical hit system in Vanilla. - Endurance 5/10 - (Food Perk 1): Rank 1: Hunger builds down more slowly. Rank 2: Hunger builds more slowly. When fully satiated, you gain additional bonus to health restoration from stimpaks (They heal faster over time). Rank 3: No more penalty for overeating (Need endurance of 9 or 10). (Drinking perk 1): Rank 1: Thirst builds more slowly. Rank 2: Alcoholic beverages no longer dehydrate you (Well, they do in real life). Rank 3: Can sprint even when thirsty. (Body awareness): You're aware of what's going on in your body. Despite my wishes to make hunger and thirst effects set in without the player's knowledge, this one will inform you when you're getting hungry, thirsty or tired. (Sleeping Perk 1) Rank 1: Don't have to sleep as long to restore tired. Rank 2: No penalties for oversleeping. (END 5) Rank 3: Being in combat does not fatigue you. (END 6) Rank 4: Sleeping now heals you a bit. (END 7) Rank 5: Sleeping heals you more, recovers injuries. (END 8.) Charisma 1/10 Level 2 (Companion-allowable perk) Rank 1 (Charisma 2): You are allowed one companion. Rank 2: (Charisma 3): You are allowed one companion + one dog*. Rank 3: (Charisma 5): You are allowed two companions + one dog. Rank 4 (Charisma 10): You are allowed three companions + one dog. *Or any future animal companions. Level ?: (Carry this back for me) Can instruct a follower to return to a settlement and store all of his/her equipment in the workbench. It works kind of like when you dismiss them, the difference being that they'll add any junk or spare weapons (Anything they don't have ammor for) to that settlement, and then return to you. They physically go back to the location, so it should take some time for them to get back. Oh well, you were just using them for extra carrying space anyway. Rank 2: You're so charismatic that your companion is eager to get the job done. They will leave and return much faster (When no longer visible to player, movement speed increases?) - Intelligence 1/10 - (Scrapper 2?): Read this one from a post: someone wanted to overhaul the scrapping system when building settlements so that you'd get more materials from cars and things. So for this one, you get different kinds of metals when scrapping big items, and nuclear materials from cars at a higher rank). Some tweaks to the medic perk are ni order regarding the new healing system. Will outline th4ese later. We REALLY need a second level 10 perk that isn't Nerd Rage. I dislike the fact that the only thing you get from having 10 in Intelligence is a combat skill--the very thing I'm trying to avoid, when building a character who's supposed to solve problems with their brain and not their brawn. I originally had a 'think outside the box' perk in mind, but it goes far beyond the scope of this project. Agility 1/10 (Melee Perk) Something that makes your melee attacks swing N% faster. Probably a haard cap on 15 or 20% (Fastest should require very high agility) Luck 0/10 This area for rent. --------------------------------------------------------------------------------------- This is all open for suggestions and feedback. I don't see myself taking on such a beast of a project by myself--in fact, I've never even modded. Consider this a jumpstart, or a preliminary design document that someone much more talented than myself (or preferably a team) could take and run with.
  21. We're nowhere near the point where a system like this can be implemented, but I'd like lay out the groundwork for a system I have in mind. Mostly so that when the necessary tools are available, we can have a running start. Also, I'd like to get a sense of which of these features are desirable, and which should be avoided or tweaked. Here are the ideas I've had. Bear in mind, a lot of these are solely to make you feel less empowered from the start. I want to have to work really hard to become King or Queen of the Wasteland, which entails more reward for having high attributes, and penalty for having low. Having an attribute at 10 should mean more than just "Now you can pick a perk that maybe you didn't even care about." --------------------------------------------------------------------------------------- Perks aren't available until you have (at least) two points invested in an attribute. I don't like the fact that the current system pretty much gives you a trophy just for showing up. By that, I mean I can have a 1 in Luck and can obtain and rank up Fortune Finder, to the point where enemies explode bottlecaps upon defeat. I like the idea of being penalized for not investing in certain skills--if I have 1 in strength, I should be weak (i.e. no bonus to unarmed combat available). Perks don't increase in rank unless you meet attribute requirements. So let's say I have 2 in strength. Eventually, I'll be capable of dealing twice as much melee damage and knocking enemies' heads off once that perk hits max rank. And remember, a 2 in strength was considered a 'Wet Noodle' in New Vegas. Perhaps instead of solely having level requirements, the ability to rank up a perk should also depend on how many points are in your SPECIAL (So maybe I'm not able to knock off someone's head until my Strength is 10--so that having a strength of 10 is actually more meaningful). Perk benefits scale with the amount of points in each attribute. This is sort of an alternative to the last point. Maybe I can rank up my Big Leagues perk to maximum with only 2 in Strength, but the attack bonus I'm given is 'some value multiplied by Strength': A +20% bonus to melee or unarmed damage is the maximum value you can achieve at rank 1, assuming you have a 10 in Strength, whereas a 5 in Strength might get you only a +10% bonus (Doesn't have to be linear scaling). SPECIAL training becomes harder the higher you go. Using strength training as an example yet again. It would work like this: when I choose to level up my Strength, it counts as choosing one perk. But as strength gets higher, you have to dedicate more and more in order to increase. Maybe by 6 or 7, it takes two levels to get your Strength to 1, and maybe 3 by the time you hit 9. You'd go from 'Strength Training 1/3' to 'Strength Training 2/3', and then you get your full point the next time you choose it. You have to earn your SPECIAL. This one goes a bit off the deep end, and is not recommended for the feint of heart. The way I rationalize it is: you've just been unfrozen after having not used your body in over 200 years--you don't have all of your faculties. You start the game out with 1 in every stat, after leaving the vault. Vault Tec Guy never makes you assign all your points at once. Instead, for the next 21 levels, you are rewarded with one SPECIAL point. To go even further in the direction of immersion, I'd make it so you have to get a full night's sleep before you can claim your SPECIAL reward. With this one, there almost has to be a rebalance in how much EXP you need in order to level up early on in the game. Perception slows time. If there's any possible way to implement this, I'd change the speed at which VATS slows time to be dependent on your Perception. This would have to be done in a way that isn't too dramatic, but can make a difference the higher you go. Maybe a 1 in Perception would correspond to 1/4 time, a 5 or 6 would be as fast as it is in Vanilla, and a 10 would be as close to freezing time as you can get. Let's add some things from New Vegas. Strength requirement for certain weapons. I'd also like to see a return of equipment degredation. It doesn't have to be as extreme as it was in New Vegas, where it breaks completely and can't be used anymore--but I'd like to see something like accuracy and damage penalties at low condition. A hardcore mode is almost a given. Other hardcore mods I've played always make it a point to penalize immediately after hunger reaches a certain point. Sure, there's a warning stage, and when you hear it you think "Oh great, I'm hungry again. Time to eat, again. I'd like to handle it in a way that's more subtle. First and foremost, the time it takes for these effects to set in is longer. Long enough that you can feel safe exploring around for an hour at a time without having to worry. However, the state change when you go from hungry to starved will be invisible: no notification that pops up telling you 'it's time to eat so you can have this status penalty immediately removed!' No, I want it to be so unnoticeable that you don't realize you're hungry until you find that you're underperforming in certain situations. Then you check your PipB oy and see, "Oh, looks like I haven't been eating. Better do something about that." Finally, the negative status effect of your undereating will stay even after you consume a food item, until you've gotten a good night's sleep. Sleeping won't heal you if you don't eat, but it's necessary to reset the penalty to 0. Not eating will negatively affect Strength, Endurance and Perception (Only minor Perception). Overeating lowers Agility and Endurance. Dehydration lowers your Agility, Strength and Perception. If you have severe dehydration, sprinting shouldn't even be an option--maybe it should drain health. Overhydration would also negatively impact you while sprinting. Sleep deprivation impacts Perception and Intelligence, then Strength and Endurance. MAYBE Charisma. Oversleeping just makes you tired the next day. Let's also bring back radiation sickness, because Max HP just doesn't feel like enough of a penalty. Future plans: Remember how having 1 in an Attribute = no perks? Suddenly having 2 perks available when one point higher is a little jarring, if the rest of the time you only gain access to one perk. The obvious solution is: more perks! Iron Fist and Big Leagues are now side by side in Level 2. Armorer and Blacksmith are now side-by-side at Level 3 or 4. The downside is, we'd have to come up with some 70 filler perks to make every attribute equal, but with the introduction of a hardcore mode, there are bound to be some 'features' that could be withheld (Say resting doesn't normally restore your health in hardcore, but there could be a high level perk in Endurance or something that brings it back--and now you have ranks! The higher it's ranked, the more health you can regain from resting). I fear there aren't enough features in the game that could take advantage of something like Intelligence...but that's why I'm pitching this idea out there. --------------------------------------------------------------------------------------- This is all open for suggestions and feedback. I am not the person who is going to implement this kind of system into the game, but someone out there has the skill and the endurance to see a project like this through. I just want my ideas to influence that kind of project, somewhere down the line.
  22. Made a thread about this in mod talk, but no responses so far. My request is for something like the MoMod with a little more customizability--like allowing you to choose what creatures you want to include, whether to use the default health or toned-down versions (Some of them are quite figuratively bullet sponges), etc. Am willing to pay with custom composed music of pretty high quality!
  23. ..but not necessarily THE Monster Mod. I like the idea of being able to add some custom creatures into the world for my next playthrough--but not so many that they overpower all of the vanilla spawns and I'm stuck fighting spiders and weird things that soak up more bullets than I plan on having available in my next run. So I'm wondering, are there any good individual creature mods out there rather than a large compilation? Like maybe something that just focuses on adding variants to certain monster families, but not of the super-boss variety. (I've already looked through the ones that come up just from searching for "Monster"--mostly just MoMod tweaks and patches)
  24. Was experiencing the exact same thing, and google led me to this topic. So glad to see that there's a solution that doesn't require me to start a new game after so many hours put into this run. For me, I had to disable and re-enable animations, then talk to the offending NPC / use the object that didn't work, prior to disabling again. If I just did disable-enable-disable without talking to the NPC, they'd remain "unusable".
  25. The character creation in Dragon's Dogma is very intriguing to me. it's one of the few games I know where the choices you make when designing a character affect the gameplay. For instance, heavier characters won't get picked up by enemies as easily and have stronger resistance to wind, but move slower and lose stamina faster when running/climbing. Skinny characters can move around more quickly and don't lose stamina as fast, but can be snatched up by flying enemies and blown around in areas with heavy wind. Arm length affects the range of swinging a weapon. Then there are the weird features, like how ogres go berserk when seeing female characters. Sadly, the character creation in Skyrim is not so extensive. When it comes to body types, you can go from "Scrawny but with muscle tone" to "bulky." Even though it's limited, I could still see some functional purposes coming out of it. Perhaps a skinnier character could have a slightly increased movement speed, while bulkier characters could hit harder with melee weapons and while brawling (The immenseley bulky character would probably have more benefit with two-handed weapons, as one-handed weapon efficiency does not depend on strength alone). Perhaps a muscular character would have a slightly increased chance of success when threatening an NPC; though I'm not sure if skinny characters would have a means to compensate for this. Skinny does not necessarily mean persuasive. I could see something like this having cross-functional features with other mods to improve immersion. i.e. in Frostfall, more muscular characters could have slightly improved resistance to the cold, while skinny and female characters would lose heat more quickly. In some of the basic needs mods, a muscular character would grow hungry quicker, have to eat more to become satiated, and would require extra hydration. So far, I haven't seen anything like this done on the Nexus. I got the idea after looking at Pumping Iron, a cool little mod that adds some aesthetic immersion, but nothing functional to the gameplay. If anyone wants to take this idea and run with it, feel free to do so.
×
×
  • Create New...