Jump to content

Apexace2050

Premium Member
  • Posts

    6
  • Joined

  • Last visited

Nexus Mods Profile

About Apexace2050

Profile Fields

  • Country
    Canada

Apexace2050's Achievements

Rookie

Rookie (2/14)

0

Reputation

  1. I'm not going to beat around the bush: the hunts in world are FAR easier than they have been in any of the prior games. And while I totally get Capcom for wanting to make the game more accessible to a new audience of western players, those who have played the prior games all tell me how lackluster the monsters are. Tempered monsters can be a challenge if you aren't prepared, but that's only due to being HUGE and landing hits on them being a pain. It's a cheap way for difficulty to be increased, scaling up the models making them faster and more arduous to damage... However, what I'm hoping for is a veteran player of the franchise who has the know-how to make monsters harder to go ahead and do so. ; Making monsters reuse their more aggressive moves (such as Barroth's quick charge) ; Re-implementing roars doing slight chip damage ; Perhaps recycle Enmity from the Behemoth and apply it to Monsters in general? No longer would they have ADHD and would have more focus! ; Make monsters, in general, maybe 15-25% faster outside of Rage mode (so 115-125% speed) and then 10% faster in Rage mode (126.5-137.5% speed) ; Make monsters harder to tire out Things such as this to make the game overall harder would be much appreciated! This might be asking a lot, but IK a lot of people who would love to see something like this. Cheers to anyone who decides to try this out!
  2. PLEASE someone do this, perhaps going a step further and disabling them except if you are out on an Expedition, where it makes sense? Less clutter, the better!
  3. This may come off as odd(afaik few people are requesting brand spiffin' new content on SE) but I have an idea for a mod. Basically, it would revolve around porting the mesh/skeleton/anims/textures of the Deathclaw from Fallout 4 into Skryim: Special Edition(and maybe even standard as well!). I have no idea if this would be nigh impossible or a cakewalk as my experience with the CK is very, very limited. I would presume the Script Extender would not really be required to accomplish this. The idea revolves around being able to gain access to a power similar to Lycanthropy or Vampire Lords. Maybe it would require finding a secret shrine in the workers area of the Winterhold Docks(where the Argonian dock workers sleep) and after doing so the courier would contact you and deliver a note and a book. The note would tell you to meet up with an Argonian at Darkwater Pass. He will be an essential NPC than when spoken to can infect you with the power or cure you. The Book would be a config menu that would allow you to chose things like if there is a daily cooldown or not and optional things like being able to interact with bodies and chests, if NPCs are hostile when transformed and how long your form lasts(up to indefinetly). There would be 2 different options of the mod, 1 that would be balanced in mind of vanilla Werewolves and Vampire Lords, one with things like Sacrosanct and Moonlight Tales and Ordinator.
  4. As many have probably heard, one of the most useful mods of all time, Ingame ESP Explorer, had been made hidden by the author. It causes CTDs when used with more recent F4SE builds and requires F4SE to run. I am not criticising the mod author for having made it hidden nor updating people on progress, as I have no clue to the personal situation they may be living through or they could have simply lost interest in the game. What I am wondering is why no one has made an attempt at making such a mod since it has been made hidden quite some time ago. It is a super useful mod and something that not even Skyrim had, and you normally need to search the id for each and every freaking item and add them in, which can make installing many mods pointless if you want to have a ton of unique armors or weapons, as many have no crafting stations/recipes or are only available as loot. The mod was such an amazing concept, it was possibly the most convenient mod out there and I certainly can't think of a single mod that is more revolutionary, excluding CBBE's Bodyslide. I know some may be worried that they'd be called out for copying the author's idea/get s#*! on if the author does bring the mod back. But this would be for the good of the majority, at least imo. The mod is extremely useful and saves loads of time and you can access the IDs of any item you want, easily instead of possibly going through a massive list just to find the singular ID. SKSE is currently on a stable version and Bethesda has released their final DLC. We don't need to wait for the source code or anything of the sort, as the mod author was fully able to accomplish the mod without the game's source code. Now is a perfect time to make such a mod. Maybe for this interpretation of the idea, you'd need to obtain a Garden of Eden Creation Kit(GECK), sorta like in the old fallouts. This powerful tool would require loads of resources to craft to make it somewhat balanced and if you want to get one free without spending absurd amounts of resources you'd need to beat the main story with one of the factions and you'd maybe get a key to unlock a chest in a rather accessible area.(or of course use dev commands to spawn one in). This would be balanced as you'd be able to obtain all the mod items without needing to make any crafting stations or additional resources. Just my thoughts on the matter. I would be amazed if there would be a modder who is up to the challenge.
  5. Really excited to see this mod finished! I loved the first two alien films(Alien/Aliens) and found the third one decent enough. The first movie played more on a horror aspect but the 2nd obviously took an approach closer to the Predator franchise, and for that it has my preference. After you get this mod done do you have plans to do the other gun used by the colonial marines(can't remember the name)? Either way keep up the good work, the model is amazing!
  6. I have been testing around with it for a few days and have mustered a few ideas for mods. Currently working on one modifying the Far Harbor weapons, but I've come to a bit of a snag. Nowhere online have I been able to find out exactly how to add a new directory to the object menu. I can see every of the default options fine, but for the mod I am trying to do some ammo-type conversions for the Lever action. Thing is, I assumed that I'd be able to add a directory to ObjectMod/AttachPoint/Gun that was not one of the pre-existing Barrel, Bolt, Grip, Mag, Muzzle, Receiver, Scope and Sight so I could for example use the advanced receiver with choices of different ammunition types such as .44 to be optional rather then change the ammunition type of the Lever Action to use said rounds obligatory. A swift response would be appreciated. Thanks in advance!
×
×
  • Create New...