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Nawm

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  1. Right now you can shootout spot lights but why can you not shoot out other lights? Or blow the flame out of candles. A mod that lets me shoot out all lights to make things darker for stealthily going through environments.
  2. Can we get a mod to remove the night-vision radial blur?
  3. I think this would go good with a mod, or include, prevent fast travel. And make it so you can buy a caravan brahmin that has a really high weight limit so it can carry everything of yours as you explore. Make is so the brahmin can die, have its health based on yours, if your brahmin dies it does not reset until the entire contents are removed, and make it so you have to buy / get a new brahmin. Have it so if you have brahmin in your settlement you can make a brahmin pack and apply it to a free brahmin and have it become a caravan follower. Make it so you can tell it to stop and wait, have a way point marker for it like your power armor does. Replace the strength perk where you can fast travel while over-encumbered to something beneficial for the caravan. Be able to make armor for your brahmin for survive-ability, upgrade the pack for more weight, etc.
  4. I would like a more classic leveling system like that in Fallout New Vegas. Where when you level you get 10 or 15 points to put into skills like barter, science, guns, etc. and every 5 or 10 levels you get an attribute point to put into S.P.E.C.I.A.L. Where perks are actually unique, like jury-rig from NV, mysterious stranger, and bloody mess. Not like Daddy's Boy from FO3 where it just raises your science and medicine skill. Make is so you can attempt to pick any level lock, like a master lock (hacking terminals as well), but make it so your chances of success is based directly on your lockpicking skill, (science skill for hacking). Bring back weapon durability, where you need the same weapon to repair it. pipe-weapon is needed to repair pipe-weapon. And have a jury-rig perk, like that in NV, where you can use a similar weapon instead of exact same, also make a jury-rig level two where you can use scrap to repair. Bring back S.P.E.C.I.A.L. and skill dialogue to the game, for example, a high intelligence will give unique dialogue options with the institute, proving your smart enough for them, or a really low intelligence and they not-so-subtlety mock you. I would like a more RPG-like equipment screen, kinda like what they have now for each of armor slots, but I would like to see icons for rings, glasses, masks, etc.
  5. I dont have any perks that help with radiation apart from 1 book I got that does +5% to rad resistance. The power armor when I go into a high-rad area with 1050 resistence, my radiation will jump to 10 at times, and average at 4-5. In contrast when I have the hazmat suit on 1000 resistence I constantly get <1 rads.
  6. It seems even though my set has a combined radiation protection of 1050, I still lose HP to radiation in the glowing sea. My hazmat suit does 1000 radiation protection and I do not have this issue. Some sort of bug with power armor?
  7. Settlements: - Remove object limit - Building boundries: - Remove height limit - Expand some boundries: for example, hangman's vally, why not be able to build on the roofs of the buildings? - Settlement/settlers management - Add small markers on supply line paths to know where the settlers are - Need to know what settlers are doing and manage them - Building objects - Additional building objects - 30, 45, 60 degree floors, angle walls for this (snaping) - 1/2 size walls (vertical, horizontal) - 1/2 size roofs, 1/4 size roofs - ramps, ramp walls, ramp roofs, - 1/2 doorway's - ladders? - Better snap management - objects currently hit the ground, should also stop from phasing through other objects, such as walls - hotkey to disable snap temporarily - hotkey to disable collision when building temporary so objects can intersect - hotkey to recalculate navmesh so NPC's can properly use the builds, sometimes they do not properly work Companions: - Power armor: Either power armor does not break, or they repair their own armor, without wasting junk Dialogue: - More than 4 options - Bring back S.P.E.C.I.A.L. unique dialogue options - Body language, and facial language. There are times when the characters do not emote enough, such as when you find Shaun, etc. - Physical interaction cutscenes, such as hugging Shaun, etc.
  8. I developet this custom armour model using UNP female body, and blender, Im s*** at doing textures. Anyone want to help and do textures? https://drive.google.com/file/d/0B5d57T6Kq54pc3dHdmIteGVhMjA/view?usp=sharing, you can get it from my google drive.
  9. I found the mod that was conflicting with Upgrade it was "The Aviary.esp" Fixed thanks for help, didnt know SkyUI let me see what mods did what with console
  10. I switched the Skyrim Optimization that fixed the cell loading FOV problem, but I still have that shelf placed.
  11. Here is my complete skyrim mod list (generated by BOSS) I got some 200+ mods But when I loaded the Breezehome mod in creationkit to edit it I still saw the bookshelf in front on the fireplace, it seems there is no mod conflict.
  12. Im using http://www.nexusmods.com/skyrim/mods/11158/? this mod to have a better Breezehome but have a small problem. I have my house fully upgraded from the mod and there is a bookshelf in front of my fireplace clipping into the table next to it, this is not inteded by the mod. I tried to fix this via the creationKit but the changed I do do not take. I also noticed that some cells are unloaded when going into the basement, this isprobably because the cells used to despawn things out of view to save on number of objects being loaded. These cells need to be changed so that things dont despawn in view of the player.
  13. Nawm

    UFO

    I switched to using EFF I cant use AFT as it conflicts with Natalie mod. I got most everything with EFF working.
  14. Nawm

    UFO

    I have 3 fallowers using UFO and want to setup there roles in my party, I have aela as my archer, lydia as a shield front line, and a mod fallower Natalie, whom is suppose to by my healer, she does heal when not in combat. The problem is they all want to run in and melee everything in combat, I want to make aela use a bow and keep her distance, and Natalie to fire with magic and heal us as needed. any solutions known?
  15. any one working on making a mod that has more pieces for building new areas, I have no skill with any 3D design, and only have made one mod (a house) I have a great Idea for a new area too play in a whole new setting, a Tropical Island(s) area, with white sand, palm trees, and new building types, new dungeons, weapons ect, Id like to work with someone who is working on such a mod, or has the skill with the program that I don't, the most I know how to do is assemble pieces to make a new place. I've been messing around in blender but don't have the know how to really build anything.
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