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Polydine

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Everything posted by Polydine

  1. In response to post #36105510. #36107130, #36108145, #36111230, #36111695, #36111880, #36112075, #36112165, #36112205, #36114300, #36114565 are all replies on the same post. makes sense, unlike other patches they need to check game balance as well as bugs.
  2. thought about the floor switches and to set them up in my home entrance so that they would light up the house. then i thought of how silly and fun if a computer would say welcome home or something like that. but all we have are the useless tonal speakers to "create music" if you set up an array of a 100 power and too many of them. well, so this is my silly request for today. adding synthetic voice to the speaker. just "welcome" and "home" please
  3. I was looking at the current mods to fix scrounger and i got to the conclusion that these perks need a different type of fix then the ones currently available. the perks are not broken, just not completed in my opinion. So, what is it that i think this mods should do? looking at scrounger - 4 ranks, one of them not showing the rank true effect and three of them only increase the chances and the amount with many ammo type missing. i think the first rank should be as is, but the 2nd should add not only to those chances and amount but also rarer ammo types with the 3rd adding the rarest (like the cryolater ammo). that got me thinking maybe fortune finder should work similarly with bottle caps on the first rank, pre-war money and trinket (watches, lockets, flip-lighters etc') on the 2nd and ingots (copper\silver\gold) on the 3rd. thank you for reading
  4. so, as the title says, i would really love the weapons perks to bonus each other. i think it's kind of silly the way you master pistols but have no bonus what so ever to other guns for it. so what i was thinking is this: changing the Gunslinger, Commando and Rifleman perks to 1. 20 2. 10 3. 10 4. 10 5. 10 but in addition to that, the first rank also adds a 10% bonus for the other two. that would give you an 80% out of the 100% possible. the rest is divided 5% for each rank in Gun nut. so someone who is all about the pistols and modding them would still have 30% bonus in automatic weapons and rifles. and if he wishes to truelly master the pistols he would have to learn a bit more about them as well. i would greatly appreciate it, if it is even possible yet, if someone could try and do this.
  5. ok, this is, i think, an interesting one. what i wish is to change the legendary system a bit. removing the legendary status from the armor\weapon and placing it on the mods. that means that when encountering a legendary enemie he won't drop a weapon but a mod for a weapon or armor, that has the legendary bonus. each mod type can house diffrent legendaries and is restricted to those. for exemple, you can get the Incendiary bonus only on magazine or the Quickdraw only on stock\grip. offcorse this can make a weapon with more then one mod very op. but it would make the hunt for this mods much more exciting. and maybe balancing them, weakening the diffrent legendaries in the future can solve that.
  6. close but not exactly from what i understand the mod you pointed out to would write to me after i travel. it will indeed give more sence of how much time is passing but this is only a side effect my thought would achieve. i'm thinking of somthing much simpler (on paper, it could be very complex but i just don't realize it). i'm thinking of a very simple mod the when you open the map it will calculate the distance and time towards anywere. so that when you hover the mouse over a location it won't only enlarge the icon a bit but will allso write beneath it in a small font how much time away is it.
  7. i just want to know how long it would take, or more preciacly at what time will i get to my destination. as someone who is playing a vampire it is crucial for me to know if i get to my destination during the day or night. as someone who has dawngaurd it is important if some time passed since the last vampire city attack. for anyone who just want to have a better understanding of how much time is passing when he is jumping from one location to the next, so he can get prepared for the three days mark of the next dragon attack. sadly this would require scripting, and i really have no idea how to make this myself. if anyone would be willing to try and do this, i would greatly aprreciate it.
  8. for picking up books http://www.nexusmods.com/skyrim/mods/32592/? about your other request i don't know if it was ever made
  9. let's think of a guitar teacher, just doing it as a part time job while paying for school. you go to this guy, lets name him joe, and you ask for lessons. the only relevance to how much you know is to if he can teach you or not. how much you know will not change the price tag of an hour of his life. same thing will be with master alejandro who is the best guitar teacher in all of spain (don't really know if there is a guy like that). alejandro won't care that you are a novice and will charge you less to go from point 15 to 16 he will charge you the same as if he tought you 75 to 76. so... this is my request if anyone would be so amazing to do it. static cost for trainers - 500, 2000, 5000. the only reason for a change in cost would be friendship (20% discount), beeing his guild master (40% discount) or a spouse trainer which will make the training for free. greatly appreciate anyone picking up this gauntlet (is that an expression in english? i have no idea)
  10. well, the thing i like least is the companions quest line after that comes the unbalanced "why are vampires so weak?" so i would love to see a mod (using vampire overhaul - http://skyrim.nexusmods.com/downloads/file.php?id=11487) that would make a new faction of vampires and quest line near whiterun that would involve destroying the companions. they would send you a latter when you change from being a newborn to neonate through this questline you would get new vampire abilities or buffing to the existing ones the ending of this questline would end with the companions destroyed, vampires taking over and the skyforge tainted
  11. that is actually the main reason i dropped vampirism. a really good idea
  12. I didn't find this mod and i don't know if it was already requested it's maybe a bit evil or heartless but i use human hearts and flesh for many poisons. but those are really hard to find even thou half of the enemies you kill carry them :) a small simple mod to make them harvestble from human corpses would be great thanks
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