Jump to content

darthbdaman

Premium Member
  • Posts

    222
  • Joined

  • Last visited

Nexus Mods Profile

About darthbdaman

Profile Fields

  • Country
    Canada
  • Currently Playing
    New Vegas
  • Favourite Game
    Knights of the Old Republic II

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

darthbdaman's Achievements

Community Regular

Community Regular (8/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. I would say make them immortal. He specifically comments that you saw them, so that can't be other apprentices who are following behind or anything. I'm not sure if that voice actor has any other generic lines that could be appropriate though
  2. I've been going through some of the console differences. Apparently (it's listed on the wiki) in the console version you get a talent for winning the landsmeet. I'm not sure if that is a bug in the pc version, or just something that was changed later.
  3. Fair enough. I generally defer to the console stats, as they seem to have been finalized later. I could see this one being fine either way
  4. Wolf killer, the bow reward from the ironbark quest, has different stats in the console version. I think the console ones make more sense, based on the description
  5. I don't personally care either way. This is a fix mod and this isn't a bug fix, at least not really. It's an improvement certainly, and I think that it can be justified as fixing an oversight, especially if done properly. I don't like getting shitty rewards when I do stuff out of order, and in most cases that doesn't happen. Redlciffe isn't particularly easier than other areas, except Orzammar which is the noted exception. I don't see any reason why unique rewards don't scale, when most non-unique items do. I don't think the static rewards really suit the design philosophy of the game. They basically just act as punishment for not doing things in the correct order, despite their not being one. The only downside I see is that people who were using low level uniques for character's that couldn't normally equip items of that type will have to plan their playthroughs better. I don't see that as a big loss. I would rather that intended play styles be supported better. This still allows getting the lower level versions, but it requires better planning, which is fine by me.
  6. I agree that redcliffe is designed to be the first area, and the game certainly leads you towards that conclusion. I think, however, that the arguments that things shouldn't be made scale able because they might benefit certain builds ridiculous. Suggesting that Leliana is supposed to use shielded Dwarven armor is hilarious. The game does nothing to suggest that should be the case, or that that is the intended decision. I think making more stuff scalable is a good thing. There is no sense in having merchants with scaling inventories, in the same area as unique loot that is potentially 4 tiers below it. I highly doubt the developers intentionally setup armor tiers to get strength values that benefit rogues. That's merely an accident, not a deliberate decision.
  7. I think the rare drops are definitely a bug. If BioWare had intended to use the equipped flag in that manner to increase rarity, and if they only wanted to do it in these 2 instances, I feel like they would have been more careful with other items, especially once they got into DLC. I doubt mistakes like the Warden Tower Shield would have happened if BioWare was intentionally creating rare drops. Considering everything else in the game, I believe they are clearly unintentional
  8. In response to post #43553795. And Roy. He needs a soapbox
  9. In response to post #43213960. #43215115 is also a reply to the same post. We'll see. MO is an invaluable tool as an author and a user. Having it regress towards an NMM feature set isn't exactly ideal from my position. It could turn out fine, but I will reserve judgement
  10. We'll see how this turns out I guess. This makes me very uncomfortable NMM has never been a particularly stable or powerful mod manager, and has only gotten worse with new features added to ape MO. It is slow, crashes a lot, and just does a worse job than MO at basicallly everything. If MO supported more games, I wouldn't even have NMM installed. If I do have to use an older manager, I use FOMM or OBMM, as they are more functional at this point. I don't mean to harangue anyone, and it is far better than anything I could write, but it simply withers in comparison to the alternatives. MO, on the other hand, is an amazing piece of software that I couldn't live without anymore, and it will be a shame to see it die. Hopefully this new NMM (NNMM?) will draw far more heavily from MO than old NMM. MO is simply a sleaker, faster, and far more stable piece of software that I actually enjoy using (unlike NMM). I'll try to remain hopeful, but I have some serious doubts about this decision. It will depend heavily upon the inspiration taken for the final product.
  11. Thanks guys, finally got it working. It also exposed some errors in my other scripts, which was really nice. Thanks!
  12. Doesn't seem to be working. I used your exact scripts, and added my list add script to my main quest script. I added a quest for the ownership setup and made it quest type. I left the handler as object type.
  13. The YGTTrashList is going to be filled with Base Objects. Will this still work? I can't get refs unless they are persistent, or in the current cell is the basic problem with what I was trying to do before, and I wonder if this get around that.
×
×
  • Create New...