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About Tilo77

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Level 10 is more than reasonable, aha! It's very easy to surpass level 3, if you decide to walk to Balmora and explore the nuances along the way. Thank you so much for this. :smile:
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So simply put, I was wondering if someone could make a very minor mod that alters the level that Caius Cosades advises you to explore the world and join some guilds after delivering the package. In the game, if you are level 3 or below, he advises you to join the guilds and provides a a lot of interesting dialogue about freelance adventuring ect. If you are above level 3, you miss out on that, and it feels harder to justify just wandering off exploring...without taking some orders. It's a very small and silly thing I know, but if someone can made a mod that increases that level check above 3 to say a much higher level, I'd be immensely grateful. This will still allow players who feel like the Blades themselves encourage the player to explore and and build up their experience.
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Pretty simple, really. I really want to find a mod where a long game is rewarded by minute passive perks based on stats, in a small nuanced way. For example, killing 1000 mole rats throughout your game unlocks say, a 10% damage boost vs that particular species. Killing 1000 humans unlocks a small damage buff against other humans, and so on...without being too overpowered. I figured there would be a few mods like this, but surprisingly I can't really find any. This way, every kill or minor event/action, feels like an improvement or contribution towards progress. What do peeps think? :smile:
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So I have a special mod request, for someone who is quite skilled at editing perks. It is simple really, I would really love it if the Reflect Blows was changed to be identical as the perk Deft Movement. So instead of reflecting damage back, it simply is an avoidance of damage. (Makes sense since the blow could just not even penetrate the armor at all. - and stops the risk of certain npcs having the perk being able to one-shot you if they have the perk.) Not to mention Reflect Blows is horribly useless in vanilla, I'd rather it mimic Deft Movement. Thanks for reading. :)
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You're right, I need to add a lot more specific detail. Well I don't know if this is specific enough, but it adds bandits to the levelled lists, as encounters. For example: the Butcher Bandit, it has a long list of Butcher Bandits in the Actor section. Then it also has a list of categories in LeveledCharacters: LCharBanditButcher. SubCharBandit01Butcher SubCharBandit02Butcher SubCharBandit03Butcher and so on. So I get that this just adds variety to the level lists with the random spawns for bandits. It adds a lot of special mage bandits to the level lists which I would like to be rarer. (Skyrim is culturally anti-magic, after-all.) So I figured the only way I could do this is by "diluting" them, by duplicating the melee bandits. But this is where I get confused, as I can either dupe the Bandits under Actor, or Lchar and SubChar bandit groups in LeveledCharacter. I asked the modder, and he responded: "You would have to put more instances of the Butcher Bandit list in the much larger list of all the bandits so there's a greater chance Butcher bandits will be selected.." Does this make sense to anyone? :laugh: Edit: I think I figured it out. I can select new within the Lchar encounters, and stack the level lists. Is there any risk to doing this?
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Hi everyone. So I'm quite new to using the creation kit. I'm currently editing the mod OBIS - which is a great mod. However, I want to make the OBIS bandits (or certain types) a bit rarer, and the generic bandits more common. Otherwise, they look less like a group of desperate barbarians, and more like an angry circus troupe. :happy: So, how would I go about this?
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No Teleportation: Secret tunnels from Institute.
Tilo77 replied to Tilo77's topic in Fallout 4's Mod Ideas
Just how much of a drop are you talking about? There is a mod called The Long Fall , https://www.nexusmods.com/fallout4/mods/18468 . Once you have this mod, it can be modified on the Armor workbench to adjust how high you can jump. This is part of my permanent kit. With the highest setting you can go downtown and jump to the roof of most buildings. An example is the USS Constitution, standing on the ground you can about completely jump over it. It's also handy when you're jambed up in a fight and taking heavy damage, simply jump in the air and then you have time for a stimpac without dying. It eliminates all fall damage too. If I was going to do that, I'd probably go for better jetpack or similar since it fits in with the FO universe. The portal-legs are very cool though. though would probably let me cheese my perma-death run. :laugh: I've just started looking at the creation kit myself, to implement elevators and manholes maybe at certain points. It probably won't be as stylish as a tunnel. :happy:- 11 replies
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No Teleportation: Secret tunnels from Institute.
Tilo77 replied to Tilo77's topic in Fallout 4's Mod Ideas
Thanks for linking this. I've actually tested the mod out before, and I even recently messaged the mod creator about it. It's great except it's sadly a one way route into the institute. You fall down a long sewer drain with it. I did ask if it could be edited so it had a stair case leading back out as well, or this mod would definitely be what i'm eager for. Unless someone could edit it? But you get into permission problems and such :ninja: Ah, right, forgot about that fall. It shouldn't be a huge deal to change that section for someone who knows how, just have to find someone willing. Technically they could do it as an addon to the existing mod, which alleviates permission problems. An add-on to that mod would be awesome. :happy:- 11 replies
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No Teleportation: Secret tunnels from Institute.
Tilo77 replied to Tilo77's topic in Fallout 4's Mod Ideas
Thanks for linking this. I've actually tested the mod out before, and I even recently messaged the mod creator about it. It's great except it's sadly a one way route into the institute. You fall down a long sewer drain with it. I did ask if it could be edited so it had a stair case leading back out as well, or this mod would definitely be what i'm eager for. Unless someone could edit it? But you get into permission problems and such :ninja:- 11 replies
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No Teleportation: Secret tunnels from Institute.
Tilo77 replied to Tilo77's topic in Fallout 4's Mod Ideas
Well, just having a regular entrance and exit tunnel to and from the institute would make me very giddy. :happy: If an extra tunnel gets added near the end of Nuclear Option...I could try messing with setquest stage to just push it to the next little bit, and head to that tower. See if it works. :laugh:- 11 replies
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No Teleportation: Secret tunnels from Institute.
Tilo77 replied to Tilo77's topic in Fallout 4's Mod Ideas
Bingo! But you could use it to gain entrance to the institution instead of needing to teleport in. And you could use it, or a similar exit with the Nuclear Option quest. Then in theory, if you're running the minute man/brotherhood story approach...you never really need to use teleporters. I hope that makes sense. :laugh: So I think this is one way it could be done: 1) Edit the current tunnel in the game the minutemen use, so it can be used as a means to come and go from the institute as an alternative to the Molecular Level. And a means to leave again via a tunnel. For Nuclear Option quest line: 2) Create a new tunnel (or dungeon?) that exits the institute. Could be near the final teleporter room, so most of the original quest line stays intact, but just deviates slightly at the end. It would take a master modder though that understands level-design. :pirate:- 11 replies
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If possible, I was wondering if someone could make a simple mod (well I say "simple" :o) that include a series of tunnels that could enter and exit the institute without needing to teleport, to make a No-Teleporting run possible of F4. The one thing I've always disliked about Fallout 4 is the way that teleportation is mandatory. I hate teleporting with my protagonist - it always makes me feel like they are...dead. And it's hard to enjoy the rest of the game with this irrational inkling in the back of my mind. Even better if there is a door, or tunnel you can escape through for the Nuclear Option, and then rendevous by foot to the top of the Tower. A mod like that would make me so happy.
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