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immortalfrieza

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  1. By default, Blitzball games use an RNG that changes the stats to either 50% of the stat number or 150% when defending the ball, attacking the enemy player holding the ball, and whether a goalie blocks a shot, among other things. I've never liked this, especially since it seems like the game is pretty obviously biased against the player, such as the your guy with 5 endurance always seems to end up giving up the ball to a tackler with 4 attack while the guy with 5 attack will always seems to fail to get the ball with a guy with 3 endurance. The only way it seems to circumvent this is to have players on your side that are significantly better than the enemy team's, and even then it can still screw you. Whether this is really true or not, if it's possible I'd like to see a mod that removes the RNG in all aspects of the Blitzball game entirely, thus creating a game where the stats are completely accurate and a much more strategic experience. Thank you to anyone that can help!
  2. I would like a mod, if possible, that makes it so every party member in FF10 present earns EXP in every fight, whether or not they were swapped into the fight or actually did something in said fight. By default, in order for a party member to earn EXP they must be swapped into the fight and have performed at least 1 action. The problem is that most of the game's typical fights are built so that a particular type of monster can only be beaten effectively by a particular party member. i.e. Lulu defeats magic enemies, Wakka defeats flying enemies, etc. Thus there's little practical reason to switch them around and attack for every single fight. However, that's what you end up having to do for much of the game to keep some party members from falling behind. Particular ones like Kimahri, Yuna, and Rikku who don't have any particular enemies they're useful against. So you either have to pull the party members in every fight doing actions just to have done something, or later on stop and grind them up so they catch up. Hence, why I'd like a mod that just distributes the EXP to everyone in every fight regardless of what they do, so it's something I don't have to worry about. Just one less tedious thing to deal with.
  3. Hi. I'd like to see if it would be possible to make it so that any piece of equipment, whether it be a sword, shield, or all armor pieces, appear to be summoned onto your body whenever they are used. Say... you're wearing steel armor with a steel shield and steel sword and walking around town. However, nothing but your simple clothes appears on your character model at any point but for the armor at least is still in effect. Then you press the shield button and your shield appears in your hand with a nice but fairly quick effect. Or you draw your sword and your armor appears on your body with a similar effect while your sword and shield appear in your hand. Basically this, but applying to anything and everything the player might have equipped at the time, nearly instantly and unlike Bound Equipment without having to do anything in the process to do it. Maybe some sort of menu option to turn it on and off.
  4. Hi everybody! So I'm looking to see if it would be possible for there to be a plasma gun that is functionally a plasma version of the Laser Musket, mods and all. Now it doesn't necessarily need to literally be a Plasma Musket, but the ability to press reload and add more plasma cartridges (with some sort of animation to show this hopefully) to increase the power of each shot is what I'm looking for. I typically use the Laser Musket as a laser sniper rifle with the Laser Silencer mod for much of the game and I'm looking for something to trade up with when the Laser Musket inevitably starts lagging behind in damage even with all 6 cranks and damage mods on it.
  5. Hi everyone! I'm not sure if this is the right place to ask this but here goes. So I'm looking to get into modding Fallout 4 soon. To facilitate this, I'm trying to find a way to install Fallout 4 multiple times through Steam. One being my personal copy of the game with all the mods I like for my own playing, one a clean copy with no mods at all as a control and backup, and one a test copy I'd use for creating mods with. How do I do this?
  6. Hi everyone! I would like a power armor mod that completely overhauls how power armor works in the game. To wit: - Power Armor does not require fusion cores and does not become damaged. - Power Armor is weakened so that it's an improvement over Ballistic Weaves, with Raider Power Armor being a tiered bump over it and T-45 better than that and so forth. - With one exception of briefly during the When Freedom Calls quest, Power Armor is unusable on it's own and requires the completion of quests and special items to function. - When the When Freedom Calls quest is complete, the power armor the player is using ceases to function and the player is forced out. After which the player receives a long lasting quest to gather key resources and take perks to repair and use power armor, starting with salvaging the remains of the power armor the player was using to acquire the parts to craft the player's first power armor frame, but the player would still need the plans. - All usable Power Armor must be crafted by the player piece by piece, and each piece the player must both have found the blueprints to make the armor and have the necessary perks. - Power Armor will be designed though not necessarily have to be acquired in a tiered fashion. The plans for pieces of Raider Power Armor would be found in Raider camps not too far from Sanctuary for instance, while X-01 blueprints would be found as far as a the Glowing Sea on the opposite end of the Commonwealth. Thus giving players reason to actually use Raider Power Armor themselves as opposed to vanilla where the first Power Armor you find is already better than it and there's zero reason to ever use it. - Any other flourishes the modder wants to add! The central point is to make Power Armor like it was in every Fallout game before FO4: A late game piece of equipment you could use whenever you wanted once you got it that upped your ability to the level where you could just manage to handle the enemies you'd be facing at this point. As opposed to vanilla where Power Armor is this godly piece of equipment that made you effectively invincible whenever you put some on, needed fusion cores to work in this obviously lore breaking fashion, and was available to use at pretty much the beginning of the game.
  7. Hello all! By default, the strikes from a Double-Bladed lightsaber do quite a bit less straight and stamina damage than the Single-Bladed variant. It also strikes slightly faster, but not enough to make up for the difference. I love the Double-Blade aesthetically, however it's just not viable to use it constantly once you get it. In fact, unless you're facing a lot of blaster wielding opponents in which case the deflections are easier the Double-Blade is inferior to the Single Blade in every way, in spite of being a later game addition. I'd prefer it if it were treated more like an upgrade. Therefore, I'd like a mod that increases the Double-Blade Lightsaber's stamina and health damage per strike. Not so much that the Double Bladed lightsaber massively outdoes the single blade, but so that it's matches or slightly exceeds it. This would make it so using nothing but the Double-Bladed Lightsaber is practical to do. Thank you!
  8. If possible I'd like a mod that permits experience to still be awarded to the player for killing an enemy indirectly. Mini Nukes and grenades you shoot out of the enemy's hands and Turrets and bots you've hacked killing things and probably some other things I'm forgetting are awesome and everything, but they don't give experience to the player for doing so, which really defeats the point of even bothering to do these things. For instance, if I shoot a Super Mutant Suicider's Mini Nuke, it blows up and kills him but I don't get experience for it, meaning I'm down both a Mini Nuke and the experience for killing the thing. I don't even bother hacking computers to turn turrets and bots against my enemies because since I don't get experience for anything they kill it's more productive for me to just kill those enemies myself and then kill the turrets and bots for the experience from that. It makes all the mechanics for doing these things pointless.
  9. Hi all. I'd like to see many Perks particularly those involving weapons do more intricate things when it comes to mechanical effects. For instance, the Rifleman perk only increases damage and at later levels ignores armor. It doesn't effect my accuracy, how quickly I move with a non-automatic rifle drawn, how quickly I draw and holster it, range, how quickly I can reload or really how I do anything when I'm using non-automatic rifles. And it's the same with any other perk that controls weapons, they just don't do much other than increasing raw damage and it's unfortunate. Locksmith I would prefer if instead lockpicking wasn't gated behind having the locksmith perk but instead you could technically try picking any lock but like in Skyrim it's really really difficult to pick say a Master lock without even the first level of the Locksmith perk, while consequently while you have enough of Locksmith for Master easy locks are even easier. Or same idea with Hacker you can hack any computer but make the junk words longer and have a lot more of them if you don't have Hacker. Things like that. I also realize that some sort of system would have to be put in place to make the player worse than they are by default in order for this to have real impact, since in terms of sway and reload and speed and so on you're as good with a gun at level 1 as you will be 200 levels later. However, even if the difference is only marginal I'd like more motivation to pick these perks in a mechanical sense rather than in the pure stats sense, or as is the case with Hacker/Locksmith because I absolutely positively need them to do things. These and any others the modder can think of.
  10. Hello all. I don't like how Power Armor is implemented in the game, so I'm requesting an overhaul that has a few things as the goal: 1. Allows for Power Armor to be used indefinitely. However only in a way that allows for mid-late to late game use of Power Armor. 2. Rebalances Power Armor so that even the strongest and best modded Power Armor is only as much as somewhat more defensive than the next best fully modded standard armor. Each Power Armor type will be only be a bit better overall than the last, modded or not. i.e. whether you fully mod Raider Power Armor to be as defensive as possible or don't, either way T-45 Power Armor will only be a bit better defensively than RPA proportionally whether T-45 has been fully modded or not. The idea is to make it so that Power Armor is needed to make something that can easily shred through standard armor just up to the level of survivable, but you're still going to get your butt kicked if you don't play intelligently. 3. Creates a progression from Raider Power Armor, T-45 Power Armor, T-50 Power Armor, and so on down the line for the player, so while said armor might exist in the game, the player won't be able to use it until they qualify for the tier. 4. Implements the above into the game in an organic immersive way you wouldn't notice if you didn't already know it was a mod. Something like this: At first you can't use Power Armor at all. Any Frames you encounter you can't step into and only contain bits of rusty, broken power armor pieces and frame parts you'll need later. The one exception is the T-45 on top of the Concord Museum, which will function perfectly just long enough to complete the "Clear Concord of Hostiles" portion of the When Freedom Calls quest before frying itself, destroying the armor, wrecking the frame, and forcing the player to get out and pick up the remains. After that, you'll have a heavily busted Power Armor frame and a bit of metal. First you've got to locate some schematics to fix the frame and another set of schematics to create a power pack. Both found in high level areas you'll get shredded at if you go there early-mid game. Then obtain the necessary Armorsmith and Science Perks, level 3 at least. After that point you can fix the Power Armor frame by finding parts off other frames, and can build as many Power Armor frames as you want, but you can't salvage or craft Power Armor to put on it unless you've got the schematics to do so and the appropriate perks. Raider Power Armor is available immediately to salvage or craft, but the others aren't and their schematics are scattered around even higher level areas than the stuff for the frame. That's the best I could come up with, but honestly though I hoping people surprise me.
  11. I think with the Gen 1 and Gen 2 you're supposed to be able to build them with the standard Automaton workbench.
  12. There's a mod that lets you build Gen 1 and Gen 2 Synths and another mod that lets you build the Gen 3 Humanlike Synths. The former: https://www.nexusmods.com/fallout4/mods/27829/ The latter: https://www.nexusmods.com/fallout4/mods/16354 I've installed them both though I haven't gotten to the point where I can use either one of them yet so I can't say if they actually work right now.
  13. Anyone else find it weird that you can be the General of the Minutemen faction but you're still required to run around and do everything? At first this makes sense as it's just you and Preston, but later there's a full faction going and you still have to do everything. It's not really any better when you're playing as a raider either. That's what this mod idea is for. The intent here is at the start you've got nothing. However, as you progress there's less and less you specifically are required to do. Radiant quests will optionally be taken care of for you, all the loot from said quests (enemy drops and such) will be taken and placed at a location of your choosing, and you'll have Minutemen guarding settlements and running off to save settlements that are being attacked. At first you'll have to jump into your pipboy and order these things to be done, but later on you can turn recruits into commanders that can arrange to do these things for you. Eventually reaching the point (read: a LONG way down the line) where the entire Minutemen faction is self sufficient and aside from keeping an eye on them and maybe making a few changes here and there manually if they aren't doing well you don't have to do anything with the Minutemen anymore. At first, you don't have any settlements. Once you get and populate them though you can designate one as a main settlement and build a recruitment station there with a settler to run it to begin recruiting Minutemen. To begin you can only get raw recruits, a bunch of level 5 weaklings that have little more than a pipe pistol and a Minutemen duster with hat. Later on as you gain levels and can pay for better equipment you can promote recruits to Private, Sergent, Captain, etc. which get better and better stuff and function better in general. You won't be able to make Minutemen that are stronger than you, but you can make as many raw recruits and throw them at tasks to die as you want as well as the levels in between. Each level beyond the first requires an investment in time and money, and even the raw recruits still requires a few in game hours to build up the numbers you have access to. You can then send them to particular settlements as defenders and do tasks for you. As with anything else with this recruitment is another thing that can be handled for you by your commanders once you get high enough, with you only having to modify the commander's orders appropriately. Speaking of tasks, whenever you get a Radiant Minutemen quest or a settlement gets attacked you can either take care of it yourself or send a Minutemen squad to deal with it by selecting the option in the pipboy menu. The difficulty of the quest or settlement attack determines how successful it is and if the squad can handle it. Send a dozen raw recruits to deal with a dozen raiders attacking settlements and they'll pull through with one or 2 casualties. Send a dozen raw recruits to deal with Deathclaws attacking settlements and they will get massacred to the last man and fail to defend the settlement. Sending higher level Minutemen to deal with higher level threats gives better results. Anything you would have normally gotten including salvage and enemy drops is sent to your main settlement upon a successful mission. Of course, your commanders can handle the distribution of Minutemen to these tasks for you, and you only receive the occasional pop up that things have succeeded or failed. What pays for all this? Taxes! As you get more settlements and more settlers in settlements you get taxes from those settlements which pays for your recruitment and improvement of your Minutemen. The more settlers you have in each settlement and the better they are provided for the more taxes you get and thus the more and better Minutemen you can support. You can also only recruit so many Minutemen by the number of settlements you have and their population. If for example you want a hundred Captain Minutemen you're going to need every settlement in the game and large populations in all of them that are well cared for. Which makes settlements in general more useful and gives one reason to actually look after one's settlements. Then you can have Minutemen who do other things like medics, salvagers, patrollers, and so forth. Bring a medic along on a task and Minutemen are much less likely to die on that task. Recruit a salvager and assign it to a settlement and they will regularly bring back scrap to that settlement. Send out a patrol to a settlement and areas around the settlements will be less likely to be attacked etc. Then throw in a version for Nuka World's raiders if you join them that would be appropriate for those, just altering the command structure, atheistic design, and so forth so that it fits what you might expect from Raiders but is functionally identical.
  14. Quite frankly, I hate how Power Armor has been implemented in Fallout 4. While the Iron Manlike entering and exiting is appropriately awesome, Power Armor is now so defensively powerful nothing in the game can stop you if you're wearing one. On top of that, the Fusion Cores are needed just to run them, something that is both Lore breaking and leads to that classic "do I REALLY need to do this now?" syndrome. https://www.nexusmods.com/fallout4/mods/5068/?tab=logs Classic Power Armor Rebalance lowers Power Armor so that it's much less of a gamebreaker. However, especially with the no Fusion Core drain addition there's no reason not to just jump in the first suit of Power Armor you find and use that for the rest of the game. Additionally there's the Raider Power Armor, which is of course Power Armor but you can easily obtain Power Armor much better than it, which makes it's existence as a player usable armor pointless. Even regular Raider Armor is briefly useful for the player before you encounter better stuff. Ergo, I'd like a mod that does two things: 1. Not only lowering the damage resistance of the Power Armor so that it isn't overpowered and removing the need for Fusion Cores but making a long extended questline that requires running all over very dangerous near endgame areas of the Commonwealth in addition to the skills needed in order to use Power Armor. For instance, suppose the first bit of Power Armor the player finds works for a bit and then breaks down, (so you can complete the When Freedom Calls quest with the Power Armor you get there) requiring you to get a set of unique parts scattered across the Commonwealth and then the science perk level to be able to create a fusion pack that gives unlimited Power Armor usage. Alternatively, you could still use Fusion Cores to use any suit of Power Armor you come across up to that point, but of course the Fusion Cores will be limited and the Power Armors themselves will be much less effective than they would be if you go on the questline and have the appropriate Perks to use the Power Armor. See below. 2. To ensure all tiers are useful. you won't initially be able to use any Power Armor you get without massive penalties in speed, damage resistance, and they won't provide strength boosts when wearing them. The high but lowest requirements just to use Power Armor after the aforementioned quest would just get you the ability to use Raider Power Armor without penalty, and you need higher perks to use T-45 without penalty, and then higher perks to use T-51 without penalty and so on. In addition, the Power Armor of that tier can be modified with the Power Armor station and the needed materials only so much before you have to go to the next tier to get better. This creates a sense of progression to keep the player driving to improve even up to the end game.
  15. I'd like to see a change in how crashed ships are handled. As it is it costs as much or more credits to salvage and repair a ship to full functionality as it would to simply buy the ship new, and there is nothing to do with excess ships the player has salvaged except put them on a freighter until it runs out of ship slots, in both cases kinda defeats the whole point. You also can't salvage freighters, frigates, or capital ships either for resources nor for personal use, nor to sell them. So with that, here's my request: For one, lower the overall cost of repairing slots on crashed ships and/or have less of them. The idea is to reduce the credit cost of salvaging ships to full to roughly say... 50 to 70 of what the same ship would cost new. Now salvaging ships has purpose. I am aware of the Less damaged slots on crashed ships mod here: https://www.nexusmods.com/nomanssky/mods/674 ... but I'm looking for something balanced, something that the player can work their way up to. Also, I'm not sure whether that mod even works anymore after the updates. EDIT: Apparently Crashed Ships have changed a little since I last played. Now the crashed ships are repaired and the slots restored with resources now instead of just credits, which is nice, though I must wonder whether savings salvaging a ship beats the cost for selling those resources. Still would like to sell ships and salvage freighters though. For another, allow ships to be sold once repaired. My intention here is not to just hand tons of credits to the player, but to provide a next step up on how the player can obtain credits from the early game where the player is probably trading and selling resources for a while and now can afford the costs of repairing crashed ships. This would lead to obtaining credits to salvage for the next tier of starship after selling say a half dozen or more of the previous. I'm going to give some theoreticals without regards for actual ship costs: Say I've got enough credits to salvage a C class ship that costs 20,000 credits new, I spend 12,000 salvaging it to like new status, then sell it. I'd get somewhere in the area of 17-18 thousand credits for it. That's a about a 5,000 credit profit. I'd get less if I didn't completely repair the ship. Then I find a B class, which would cost around 130,000 credits new, meaning it would cost somewhere in the area of 60 to 70 thousand credits to salvage. Assuming I got all of my credits from salvaging C class ships that's a dozen ships to salvage 1 B class, which I can then sell for 90 to 100 thousand credits, then repeat the process with the next class up. Freighters though would take dozens of S classes sold to buy new, and not too much less to salvage, more on them in a bit. As for how the process of selling would work, I'm thinking the player has to fix up a crashed ship to barely functional enough to fly, and then from there selling it would become available. Then all the player would have to do is select the ship and press a button to put it up on the galactic trade network and an alien would contact them to make an offer after a few seconds. If the player accepts, the ship would suddenly vanish, or fly away, or teleport, or whatever the modder wants to do, and the player gets the appropriate credits deposited into their account. It would probably work basically the same with ships they're selling off on their freighter. Feel free to throw in the occasional bonus or wrinkle to this process. Salvaging Freighters, Frigates, and Capital Ships, on the other hand, would be much more involved and long a process, likely requiring the player to spend a very long time in the system, but overall less time than it would take to get the several hundred more credits to buy said ship new. First, even the cheapest Freighter would take hundreds of millions of credits to salvage, but there would be more conditions attached. The player would need to either find a survivor of the crash somewhere on the planet or an alien in the system who knew the Freighter captain to get the access codes, find a lot of a particular resource on the planet or at least the system to repair the ship with, locate logs of the crew, find particular needed parts of the ship that spread throughout the planet from the crash, and so forth, likely a combination of these conditions before the ship is fully repaired. Pretty much the same thing for Frigates, but taking some less credits and busywork, frigates being an intermediary step in costs between the small starships and freighters. Once the player does this stuff, the frigate/freighter ruins will either vanish or teleport from the planet and an intact ship will take their place in the sky above and fly back into space to await the player. Then all the player has to do is go land the frigate/freighter and talk to the captain upon which they can sell the ship and get their credits, then they no longer own the ship and the player can jump in their starship and leave like normal. Same deal with frigate/freighter classes as for the small starships. Well, those are my ideas. I know most of these ideas would take a lot of work if they can even be done at all but I'm grateful to anyone who is willing to make this stuff happen in whole or in part.
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