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About Matt1713

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Skyrim, Team Fortress 2
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Skyrim
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Item Modifiers are woefully underrated in their usage/effectiveness. Issues: 1) Their effectiveness doesn't really affect anything other than price 2) Good modifiers are all but impossible to attain and again; seems to just affect the price 3) No current (1.5.9) mods have been made to address this The only mod I've ever found to actually make item modifiers useful and prominent (good and bad) is a mod called Power Up <https://www.nexusmods.com/mountandblade2bannerlord/mods/1899>. However, this mod has been abandoned since 1.5.4 and has not been able to work since. I am submitting this request for any modders to update or recreate this mod so we can get that Warband gleefulness when we finally get that legendary armor, masterwork weapon, or purebred mount.
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SSE Craft all armor/weapon designs with all metals
Matt1713 replied to Matt1713's topic in Skyrim's Mod Ideas
FANTASTIC; I can't express how awesome this is. Thanks for letting me know, and sorry for the late reply; it's been a crazy month. -
There was an old mod in the Skyrim Nexus (just spent over an hour looking for it but couldn't find it) that essentially made it so you could craft any style weapon with any ingot and it would scale (and change texture) according to the ingot used. The reason behind it was that It never made sense that you always had to use 1 specific kind of ore for a weapon or armor when in reality you could use any ore and smith it to whatever design you want. For example, let's say you unlocked orc crafting, but absolutely hate their weapon designs. With the mod, you could use the Nordic (steel) sword design, and use orichalcum ingots to craft it. The Nordic sword texture would be appropriate green to show it was made out of orichalcum instead of steel; and it's stats were the same as the orcish sword. Another example would be that you love the steel plate armor design. However you are now in the late game and the armor has completely fallen off in scalability. With this mod, the steel plate armor set is renamed to Nordic Plate. You can use the Nordic Plate design and craft it with ebony ingots instead of steel. The armor texture changes to the correct black and has the appropriate ebony armor stats. Another immersive idea on this mod might be that dragonbone/scales are incredibly hard to shape -even to a master smith- and therefore cannot be used on any style of armor/weapon except the existing dragon designs. I was hoping if someone familiar with altering weapon and armor colors/designs can make this mod so that crafting weapons and armors can be more immersive. Thank you, Matt1713
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Did it say it on the page itself or on the actual tab? Here's a snapshot of my tab, notice it says Fallout 3 even though I'm on a Fallout 2 page (it's circled in red).http://i.imgur.com/p1wjXXs.png
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When you open up the Fallout 2 nexus in a browser (I was using Google Chrome); the browser's tab says it's the Fallout 3 Nexus. Not such a big deal, but just thought the admin's would like to know about it. Thanks, Matt1713
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LE Items Dynamically Level Up With You
Matt1713 replied to Matt1713's topic in Skyrim's Creation Kit and Modders
/wave Yes, it's been some time, for sure! Sorry, don't have any suggestions for any tutorials for that, might try asking around the folks who have written SKSE modules. What you describe here is one of the things the evolving attribute on DA2 items does, but it is only one of a few components to make the whole item grow with the user (and a rather minor component at that for melee weapons since the majority of their damage is from base melee damage modified by skill level and perks). @both In all honesty, an evolving system in TES would really need to depend on the skill level in the skill tree that governs the use of the item, which already sort of happens with certain perks in certain trees. I'm not sure a system based off of "player level" would work without completely screwing up the skill system. hmmm, well from what I can tell then, the base damage should be left alone then. However, I am interested in getting the enchantments to still level up with you. This has been a problem from the beginning as people always regret doing some quests early on (like the Thieve's Guild Quest where you get Chillrend) due to the enchantments being very poor as you level up around 5-10 levels. -
LE Items Dynamically Level Up With You
Matt1713 replied to Matt1713's topic in Skyrim's Creation Kit and Modders
Sigh...I figured as much, but still kept my hopes up. Thanks for clearing that up; however it seems to still be doable. I'm a Computer Scientist, so I do have some coding background and could at least start the code necessary, but I would need to know where to begin. Like which files I would need to alter using SKSE, and a coding tutorial for Skyrim script would probably be terrific. If you happen to know where I can find a good one, please let me know. P.S. Hey Sunnie, it's been a while. Haven't discussed mods with you ever since DAII. -
OK, so anyone who has played Dragon Age games knows there is an "enchantment" for weapons where they level up along with you. This includes (if I remember correctly) the enchantments for with them. I wish to make this so for Skyrim. This will put an end to the problem of finding good items (like chillrend or nightengale blade) early on and having their base damage and enchantments on par with the low level you got them in the game. Wouldn't be nice if you could keep using them as they get better as you level up? I'm hoping I could get some help with this mod as I don't even know where I would begin. Otherwise any suggestions or advice would be more than welcome. If anyone thinks they have the time and experience needed to can actually accomplish this mod; by all means let me know so I might not start making the same thing. Things to still keep in mind: 1) The materials should still matter (iron obviously should still have lower base stats than dragonbone/scales) 2) Enchantments should properly scale and not become game breaking when you reach upper levels. A cap might have to be made for enchantments leveling. 3) Basically the same as 2 but regarding the base stats. Weapon damage should not exceed past a certain point or else you'll have 1 hit kills all the time or your armor will make you pretty much invincible when you reach upper levels.
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I hoping this could be done by script instead of manually creating many different enchantments and then assigning them to different armors/weapons and then creating a leveled list for EVERY darn item with the new enchantment assigned to it. This is a very needless and time consuming method. I'm hoping someone might have an alternate solution like a script or something that activates every time you enter a new cell. For instance you enter a new cave and the script kicks in and assigns random enchantments towards a bandit's gear. Let's say it gives 3 random armor enchantments to whatever chest armor they are given. I understand if I'll still have to create each random enchantment; like I'll create custom enchantments that have 3 parts to it (like a sword that does shock and frost damage AND absorbs health); but I'm hoping there's a work-around for the item assigning and/or leveled list. I could also create enchantments for armor that you normally can't do (like the fortify weight enchantment for the Thieve's Guild chest armor; for whatever reason you normally can't apply that enchantment to chest armor). If anyone has any suggestions or solutions towards this problem, please let me know.
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LE Giving items towards specific factions.
Matt1713 posted a topic in Skyrim's Creation Kit and Modders
Hello I've been trying to find out how to do this (hopefully doable in the Creation Kit). I know about leveled lists, but let's say I made or downloaded an armor and/or weapon mod and I want some items to be factionable (I.E. bandits would have higher chances for these items while mages would have higher chance of having other items (like staffs), etc.). I cannot find any tutorial that explains specifically how to make certain weapons available towards specific factions. Any help into this matter would be greatly appreciated. -
This idea came to mind during a very boring class and made me laugh at the thought (almost got kicked out, ha!); hopefully this is possible and someone can make this mod. The idea revolves around creating a unique video (with sound) on broken terminals/computer screens OR when you fail a hack. This video is the "virus" from Jurassic Park (the first one). If anyone saw this movie (or remembers watching it); when the IT guy (the black guy) tried to initially start back up the computer system that ran the security for the park; the "fat guy's" (can't remember actual character's name from movie) virus started up with a video of him with his hand's index finger waving back and forth saying "nah uh uh, you didn't say the magic word, nah uh uh" in an infinite loop. I was hoping someone might be able to: 1) find this video/gif/whatever of the video (including the sound, obviously) 2) Incorporate this into the game to display on computer screens after a failed hacking attempt or broken computers/terminal screens.
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Seriously, no one thinks this is a good idea?
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So I'm thinking that there are a great many ideas or mod requests out there that have real potential but are never viewed because other ideas keep pouring in so only a small handful of people ever see it. My proposal is that you can rate; or like youtube, "like" the idea. These can be viewed on the homepage as well in different sections like "Ideas of the month", "new mod suggestions/ideas", "top rated ideas", etc. This way, those with the time and talent to make these proposals possible can actually be aware of them and work on them. Another possibility is that people may be able to combine them with a mod being developed or already made.
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Seriously, no one thinks having this game implemented with a Kinect System would be awesome?
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Well I'm sure even the greenest newbies on the site have figured out that endorsing a mod is like "liking" a comment on youtube where the file gets listed/shown more often in sections like the homepage, files of the month, most downloaded, etc. My suggestion is that we apply the same concept to mod requests/ideas. I can only imagine the great ideas floating around on the site that no one has seen or thought of searching for. Great mod ideas should be on the homepage or on the top of the Mod Request sections so people who may have the know-how and/or skill (and of course time) to do these mods can see the idea and implement the mod instead of the idea vanishing in the bottomless ocean of other ideas constantly pouring into the site.