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Haluesen

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Everything posted by Haluesen

  1. I highly encourage you to make those changes. ^_^ I will just likely end up having nightmares from seeing them. But you know, I'll probably download the mod anyway.
  2. Wow the reaches of modding really does impress me. :laugh: That sounds like it works. Should be challenging enough with tough traps and not knowing where they might be. Hehe well cool! What other unique weapons were you making again? And glad I could help come up with an idea. :happy: That would probably be the best idea. It would be both a danger and sometimes a help to the player. Of course! I only found your mod fairly recently, I'd say just a couple months ago. But I love the challenge it brings and actually needing to worry about my character's needs. Although I do avoid using the Super Stim. The one time I needed it in a desperate boss fight, it killed me somehow. Either my needs went up too much (though they were all below 200 when I took it), or my low health and END penalties didn't work together well. I kinda agree with the idea of it attacking and fleeing, if that's doable. A lot of people would try to just end it there. Maybe there's some way to give it some temporary invincibility as it flees to discourage that. Whenever this mod is made, I'll probably make a new character for it. I do need to see how some other mods I have going will interact with that place. And I'm eager to go back to the Madre again, with a more pragmatic and ruthless character than I normally play.
  3. Sorry for the late response. Good deal, tonight I'll write up some info and links for a very minimal LR post (so I don't flood this thread with irrelevant info related to LR) with links to other threads with on going discussions re: LR. In ref to DM; I think (although not original) a holo companion (backpack projector) is a popular idea. It has some support via a cut ending (making a deal with Elijah which resulted in an expansion of the cloud and holograms into the fringes of the Mojave). I was previously working with another author on a pre-DM mod (The Legend Of The Sierra Madre) that allowed the player to experience the Sierria Madre as a private detective (pitched as a noir style story line) before the nukes fell. The projects in hibernation while I'm trying to get back up to speed on modding again. Although the thread is bare, we have about 140 pages of PMs with ideas. There are numerous areas of expansion that carry over to the current DM in our post apocalyptic world. We planned on releasing the new areas as expansions that were unlocked based on actions the player performed in the past. I think we could share some resources in that area as well (if nothing more than ideas/concepts). I'll expand and detail some of the info later this evening. Just want to say, that whole Legend of the Sierra Madre thing sounds amazing. I would love to play through something like that! And while the ideas of a holo companion and cloud grenades are cool, and my current character would adore those grenades, I'm mostly looking for things to up the challenge in the DLC, while those would make it easier. I do encourage the creation of those mods and would at least download the cloud grenades, but for now I'm looking for ways to raise difficulty. I still don't know the actual limits of modding, so I don't know how hard that robot hologram emitter would be to make. But so far it is the most interesting enemy idea. I feel like the holograms really needed more representation in there. Yay for the traps! I could imagine getting hit by something like those would seriously mess with an unwary Courier. I love it. :laugh: I think that those would probably be right, Strength for the axe and repair for the spear trap. I would imagine it would be disarmed at the trigger? Or would the Courier have to avoid the trigger somehow, and go to the trap itself to disarm it? Unarmed players will love that. The bear trap fist was one of my favorite things about Dead Money. No game ever game me the chance to punch someone with a bear claw before. :happy: I have considered IMCN before, I just worry that it will be too complex for me. :sweat: I'm all for things to ramp up survival aspects, but if I can't understand how to play with them right then that takes something away from it. I may still give it another shot, but not currently when in the process of playing a long-standing character that still has a lot to do. Hmm good point. A well done look and maybe that thing for no compass ticks if you could. I agree, random spawns do make things more fun. :yes: And mantises in general are pretty interesting enemies. Though I wonder about the making them hostile towards the Ghost People...I guess it would depend on whether that adds anything to the situation. I don't think you could intentionally lead one group into fighting the other once you have their attention. It would mostly just mean that at some random time you might stumble upon a fight. Which would at least be kinda funny. I dunno really, hostile to each other or not both have interesting uses. I remember there was a mod for Skyrim that made all traps much deadlier. There might be something similar for NV I think. I mostly just focus on wanting DM harder because it feels like it should be that special challenge. It's advertised as something almost like a survival horror after all. I have other things to raise the difficulty in the main game. But I do think that deadlier traps is at least an idea that could be fun to many others. :happy: Funny thing with the Dean example though, I was thinking about that earlier. My character has a lot of focus on explosives and fairly good defenses, including that one that gives 25 DT against all explosions. In a fight where I was surrounded, I literally just dropped a plasma grenade at my feet and then walked away from the blast surrounded by bodies. It was certainly interesting, and makes me want to laugh at Dean's little shaped charge. :cool: This character is pretty vicious, darkly pragmatic, and in general enjoys chems. I always try to deal with the addictions though as soon as I can. So I imagine I may have a similar problem with DM. Except that even if enemies are made tougher and challenging (which isn't so hard to do), the other "threats" in DM really aren't. I can disarm every trap, deal with every speaker or radio easily until the end, and the pockets of Cloud only make it harder to explore this place more fully. Those are what I want changed more importantly. I just don't know how. :unsure: I use that mod! I haven't tried it in DM yet but it certainly has changed my experience with this character. I use cover much more often. :tongue: And run a lot too. And made survival important. Hasn't stopped me from occasionally needing to use a stim though, and then after those fights scarfing down food and water and atomic cocktails. So it has changed my gaming experience for the better.
  4. Hah now that would make me afraid of the holorgrams! XD This is a great idea. Absolutely awesome. Oh I get it now! Okay more interesting than normal hacking at least. I played a quest mod recently that had a similar sort of thing for one of the puzzles, I thought it went well. I leave it to you if you think an antitoxin is needed. I guess it would be fair, but I just in general love the idea of the lethality of a poison effect from the Cloud. There's already the gas mask for preventing poison, so an antitoxin would just be another way, something instead of the gas mask to use maybe. Though iwould suggest that the craft skill for that (Medicine or Science?) be fairly high at least, considering how unique the Cloud is. That spear idea sounds like it could work. Probably the baseball machine idea more than the hole in the wall of Skyrim. Also I don't remember, but do the characters take damage from falling objects, like rocks from the Elder Scrolls games? Because that might be another trap idea, something on the ceiling or in an archway that the Ghost People set up to drop heavy things. And the cleaner, stronger bear traps might not work for the Ghosts, that's true. But there could maybe be a recipe for a clean bear-trap fist, since the PC would potentially be smart enough to do that. It would make sense if you plan for a trap like that in future DLC. My main thing with the chips is that even when there is rarer loot in the DLC, I usually can easily get enough chips to handle food, medicine, and weapon repair extremely easily. So for a survival thing, less money until the end might help out. Other than that though rarer loot should be enough to make things tougher. I don't know why I'm so interested in Dead Money being so tough. :sweat: But you're also adding things to help too, so I think the limited loot chances would be balanced out. I certainly will! There are some amazing mods out there and a lot of people have enjoyed them. I'd like to be able to take the strange little ideas I come up with and show them to others. Like I said, a lot to learn, but I will learn it. :happy: Ooh very interesting. :yes: I think that would work nicely. All beware the Legendary Ghost! Those would definitely help, nothing to ramp up terror like sudden enemy attacks. The second idea may work better. My experience is that it was harder to see the camouflaged spore carriers than it was to locate a stealthed nightkin. Well I am glad to help you think things through. :happy: I really appreciate the work people like you put into these mods to make them great and fun. I'm glad to help with something.
  5. Yeah exactly. 2 of the main threats in this DLC just aren't very threatening. I do like your more player-friendly ideas to deal with those though. :smile: As far as a starter box, I love the idea of having some choice in those starter items. So a huge thumbs up here! This hacking sounds very complex, I have no clue how that would work. But that's fine, I'm eager to try to learn for this. I admit, I have no experience with modding like that, so I don't know how difficult it might be. If I'm asking crazy things, I apologize. But both of those do sound like good ideas. I feel like there is too much loot for a survival adventure. Is there any way that isn't too difficult to reduce how many casino chips there are, like would that loot-reducing mod work on those? Poison damage from the Cloud would certainly make it more of an interesting threat. If that's possible I think that would be a wonderful idea. :yes: And of course the gas mask keeps that fair. Hmm types of traps. Well a lot of them are big on those spears, maybe a trap that could shoot a spear, or if possible a volley of them, when triggered? Or how about a gas bomb trap, instead of just the grenade bouquets? Again though, I don't know what the extents of modding are, so if I am suggesting anything too out there then I apologize. :blush: A fireaxe trap of some sort would be cool, maybe tied to a door so when it's opened the axe swings at the character's face, something of that nature. Ah so this mod will have bases? Heh interesting. Maybe I shouldn't download that other home mod yet. :laugh: But this all sounds so cool that I'm glad I haven't done a lot of the DLCs with this character. Oh dear a Legendary Ghost? :ohmy: That's terrifying. Can it be done? There isn't a lot of area to the Sierra Madre, so wherever you put it, it likely would have to be encountered. Random spawn may work better, if it's possible to make sure that not a ton of them spawn at once or something like that. But it's like the idea of a vicious, powerful predator appearing out of nowhere in a place like this. The variant Ghosts and the cloud hound :laugh: sound like nice additions. Certainly gonna keep people like me on their toes. As for something new...well OWB changed up radscorpions, maybe there's another insect sorta thing you could alter? Cloud-based ant, mantis, radroach...any kind of bug can be creepy, and then made tougher and creepier. All of this seems really exciting and cool, and that's just discussing things from one DLC. I wish I could offer to help with this, seriously, but I gotta learn quite a bit before I'd be useful. Maybe in a while when I learn more I'll be able to offer some assistance. This seems to be a mod that's worth all the attention and effort it can be given. I'd say I hope the sleeping goes well, but it's now 12 hours since then. Doesn't really apply anymore. :sweat:
  6. Woah, how the heck did I miss seeing this?? I need to hop onto these forums more often! I haven't played through all of your quest mods but I did greatly enjoy NVBI and NVBII, and plan on looking into the others. In fact your work is one of the things in the Nexus that makes me want to learn modding myself. :-) I greatly look forward to how this all goes.
  7. I will say that this mod you're working on sounds great. It adds a lot to DM it seems, and I especially like the sound of the new dungeons an a new type of cloud creature. Very exciting. :-) I will admit though that as fun as this mod sounds (and trust me, I would easily want to download and use this), most of it's things are geared towards making the DLC easier. The hacking dispensers, weapons to limit the radios and speakers, gas mask...then again those last 2 aren't so bad. The Chaff grenades sounds like something that would take some planning and using well to make use of which is just the kind of thing I'm looking for in a way, and the gas mask having a limit? Definitely something I'd like for being able to explore more without being overpowered. But like I said, I'm looking to try to make the area tougher, since the way I play it now it just isn't as interesting as it used to be. Although, your mod idea here seems to definitely make things more interesting. I almost feel though like I'm complaining over little though, since a lot has changed this playthrough compared to previous ones. I'm using the Energy Shields mod, so that might make the Ghost People more of a challenging threat, I don't know. Also playing with a mod that makes stimpacks give hunger, thirst, and tiredness when used so that may change things as well. I'm just going with what I've experienced in past playthoughs. The Sierra Madre is a unique area, with a fun horror vibe to it and that proclaims to be challenging. And the first time it kinda was. But I learned too easily how to permanently stop the Ghost People, all the traps are pretty basic and not surprising, the holograms feel easy to avoid except in the last part of the DLC, the Cloud was only annoying in that it kept me from exploring more of this interesting place, and even supplies weren't really a big deal since the chips were everywhere, as well as things to trade in for more. I was even stumbling across too much water to hold onto at some points. I put in a mod to reduce items in the place, but I can't say that it made a big difference. Just saying, I love being an unstoppable powerhouse in most of the game, but in the Sierra Madre I'd much rather be struggling to survive, without just lots of enemies since enemies aren't the only real threat in that place. This DLC is the only place I truly want to worry about a challenge, and it just hasn't been that way in awhile. :-( So I don't know exactly what I'm looking for. Just things to make any of that mentioned above more of a challenge, tougher, without it being a boring change. Still though, a lot of things about this mod of yours here I really like, and when it's done I will happily download and tell you what I think. I've seen a couple of your other mods before, so I know you do good work. :-D Anything to improve it, I dunno. Is there a way, maybe using MCM or something, to customize random item drops? Maybe raise the survival challenge in this place, or for others who want to make it easier. I guess I'd also ask where the starting box would be placed, since there is a certain home base mod for DM I was looking at maybe trying out this time because it sounded interesting, I don't remember what it was called. Courier 6 something. But yeah if the two mods clashed I'd go with yours, but be sad to lose what sounds like an interesting home. And if the mod can do anything to add or change up traps in the place, or maybe just have some dangerous things like that in the other dungeons you mentioned, that would be awesome and unique. Still, just hearing about this kinda mod with a lot of changes to a place that deserves the attention (and not even getting to the idea of you doing this to other DLC, woohoo!) has me pretty excited. I'd love to help in such a project if possible, but I've only started learning anything about modding recently, so I don't really know what I could do. But thanks for mentioning this here, and hope I didn't ramble too much. ^_^;
  8. Well I'll look at it but I'm really only looking for a way to make Dead Money Harder, because I feel like it should be and that it would be more interesting. But the main game, I feel fine with that difficulty. Beyond that though, I already mentioned using a mod to increase spawns of Ghost People in the Madre. The again I haven't actually tested that one yet so I'm not sure how good it is... But really more enemies doesn't really make it more interesting. If the challenge for a survival area is just more enemies, well it kinda feels bland. :-/
  9. So, I have a very strange request for people here, or at least to me it feels strange. Is there any mod, or could someone with experience make a mod, to make Dead Money...harder? Or more interesting? Don't get me wrong, it's a fun DLC, probably my favorite one, if Old World Blues isn't. But it was only really hard the first time I played, and even then not very much. I could raise the difficult in-game some to make the Ghost People tougher, but that really barely does anything. They don't fight in an interesting way so even when they do more damage dealing with them just isn't hard. Radios and speakers? Got plenty of time to deal with them, I know where each one is, no worries. Same with traps, the few times I get into DM without Light Step anyway. The Cloud has just never really been a bother, other than to deter me from going to look everywhere for things which honestly kinda saddens me. It's more annoying rather than more difficult. And it's odd, but to me I feel like DM should be rather challenging. It just doesn't feel the same from when I first played it. So, are there any mods that do raise the difficulty there, and if not could someone make one please? More than just buffing up the enemies or something like that...something that will make me have to use my head more in the Sierra Madre, be more patient, actually feel like maybe this is a survival horror sort of thing. The most I have found when looking myself is something to raise the amount of spawns for Ghost People, which does toughen things (I hope, haven't tried just yet), but at the same time it isn't enough. Please, someone help with this? Thank you for any advice or work or anything not rude really in advance. :happy:
  10. Yeah you were probably right. I got them both downloaded now. I had just never seen that happen before. Thank you for the response. :)
  11. Hi, I hope I'm putting this in the right area. But I'm having issues trying to download 2 small mods for New Vegas that just will not download. I click the button, the little pop up comes up as usual, down at the bottom of the screen it says "Waiting for filedelivery.nexusmods.com", then it just opens up to a blank white page with that address and a few other things. I'm trying to get the Primm Clinic mod and Primm_Quest Off the Books. Both have the same issue. Has anyone else experienced this? Because it's new for me. The most perplexing thing is that a 3rd mod that I was downloading, Caves of Primm, worked just fine. Right before the issues with these 2 mods. I just really don't get it. :mellow: Anyone?
  12. Happy New Year Nexus! Wow I can't believe there has been so much progress and growth. It's amazing! I'm here to look at mods and add them to my game, but it is about time I learned how to mod and gave something back to the people here, this has inspired me to try. So have a great year everyone!
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