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immortalfrieza

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Everything posted by immortalfrieza

  1. Maybe we could even have creatures be asleep during the time of day they aren't supposed to be active, and hiding themselves in caves and inside buildings or whatever during those times.
  2. That auto scrapper doesn't really work. It only works on junk items which the game will automatically scrap for you if the materials are needed as it is, not weapons and armor.
  3. I thought of two varieties of bins (or whatever, if one wants to make full on benches and stuff for this that's good too) that the player can place items in to do automatically do stuff they would otherwise have to do manually. The first is a bin settlers would use to equip themselves from while you are away, with priority in the most useful. For instance, you have 10 settlers in a settlement, you could then put 5 sets of leather armor and 5 sets of combat armor into this bin, leave the settlement for a while, and when you got back you'd have 5 settlers equipped with combat armor and 5 equipped with leather armor, instead of having to walk up to and trade with each of the 10 settlers individually to equip them. Maybe we could also get some sort of uniform equipment for the settlers we could assign all of our settlers in each settlement or as a whole to start wearing after we've become capable of building stores too. Another is an automatic scrapping bin, which as the name suggests automatically scraps any item the player puts into it after leave the interface and adds the resulting materials to the settlement total. It's a rather slow and tedious process to head to an armor or weapon bench and scrap EVERYTHING one has one item at a time over and over again, so this would help eliminate the tediousness of it. Maybe it could make an exception for anything the player has equipped, favorited, and/or named so we don't accidentally scrap something we want to keep throwing stuff in the bin too fast.
  4. Wow, go modding community! Assuming these both work together now all we'll need is some perk dependent creature training and equipping stuff on them, then we'll be set.
  5. I was very disappointed by the capturing and taming of the Wastland Workshop DLC, as there's not really all that much point to it. Tamed creatures can't be used as companions, result in the settlement being under attack by the same creatures as the ones you've captured including the ones that normally otherwise wouldn't attack, and they won't attack their own kind making the defensive boost they provide pointless, and last but not least any that aren't their own kind they will kill meaning you can't even get around the previous 2 issues by having creatures of a bunch of different types. The Syths, Raiders, and Super Mutants are even more useless as they can't be tamed period. Basically the only benefit Tamed creatures actually have is to use them in arena battles and that's it. As one can probably guess, my request is to fix all of these issues. I think you should be able to make Tamed Creatures companions, after an initial and fairly long training period depending on the creature that requires perks to get the most of, to keep things balanced. Maybe at some point after training them if modders could pull it off have the ability to craft equipment we could mount on them like armor, packs, and maybe even weapons probably using a workbench similar to the robot workbench from Automatron, creature and perk depending of course. Putting some metal armor plating on a radroach would make sense but having them carrying a pack for a hundred pounds would be a bit much. As for the sentient beings maybe we could bring the Mesmetron back and zap them with it when we let them out of the cage, then slap a slave collar analog on them and use them as a standard humanoid companions after that point. While I think having creatures attacking your settlement as well as the tamed creatures refusal to attack them makes sense, it prevents capturing creatures from having any real benefit. If modders can't remove this at the very least I would want to keep tamed creatures from killing each other so we could at least offset it by having tamed creatures kill off the ones any particular type of creature won't.
  6. I was wondering if it was yet possible to prevent an Argonian character from changing colors when they become a vampire, and to fix their eyes from those ridiculous humanlike pink ones without altering that of every vampire in the game, or maybe to circumvent the issue somehow. Argonians are my favorite Elder Scrolls race yet they look absolutely terrible as vampires in Oblvion, yet at the same time just being a vampire is too generally useful and fun to not become one. I do know there is a Skyrim mod that can do this, but no Oblivion ones as of yet.
  7. I'd like to request that turrets and robots like the protectrons that we activate, hack, or frenzy give XP to the player for the kills they make, whether the player personally causes damage to said enemies or not. This is because there seems to be little reason to use such tactics at all due to the rather high likelihood they'll kill every other enemy in the area before you can be reasonably expected to cause damage to those enemies yourself and thus get XP for them. As a result it's better to not to do this and kill all the enemies yourself instead, before hacking and then killing the turret or bot to get the max amount of XP. The only reason it seems to make use of these tactic is to soften up enemies that are too powerful to take down yourself, but I've found it really rare to come across anything at or near the bot or turret's level to make this useful as they usually have weak enemies around them.
  8. Now, as I'm not a modder I don't know if it's possible to address this yet without the Creation Kit, but there's a mod that I like using and the general idea, but it also breaks the game pretty badly if used. Configurable Power Armor Fusion Core Drain mod slows down or even eliminates Fusion Core drain as is lore friendly and makes Power Armor actually useful, however my issue is that it causes things to go the opposite direction and make Power Armor incredibly overpowered if used. Here's the mod: Configurable Power Armor Fusion Core Drain: http://www.nexusmods.com/fallout4/mods/325/? Since Power Armor is designed with Fusion Core drain in mind, it's supposed to be something you bring in to deal with something really tough, therefore if you use the above mod you become pretty much invincible and have little reason to use anything else because Bethesda balanced it under the assumption that you'll rarely ever use it. Therefore, my request is for a mod designed to allow the player to configure the general stats of Power Armor across the board, specifically meant to work in conjunction with the CPAFCD mod to rebalance Power Armor to account for it, and if possible might as well allow it to work solo for those who just want to configure Power Armor balance.
  9. To put it simply, having to press the search button over and over again gets annoying fast. Therefore, I would like a mod that either alters the button into a toggle that automatically searches the area, or just puts the little dots the search function is supposed to reveal on the minimap automatically whenever the player gets close enough, whichever is more feasible. Thank you in advance to anyone that can help
  10. Thirded, but I think glasses and such should probably be an optional exclusion. I also think that if possible I'd like to see helmets only hiding themselves in conversations but otherwise be normally visible like Bioware games sometimes do, as I like how some of the helmets look but don't care for the fact that they cover up my character's facial expressions during conversations. At the very least I'd want helmets to be able to make use of my character's hairstyle, it doesn't make much sense that a lot of helmets make my character's luscious locks suddenly vanish when I wear them when there's no reason for it.
  11. I don't think your going to see any practical way to implement that due to the way the armature works. Okay, maybe a way to make them go through area transitions after the player instead of before, just like other NPCs sometimes do? That would at least fix the problem with entrances right? I'm worried about that though, if one just lowers their abilities in general across the board that's probably going to make companions of a certain number less effective while barely affecting the problem with companions of a greater number. I don't want this to make companions ineffective, just no longer gamebreaking and accounting for those that have many more than the base game is designed for.
  12. If possible, I'd like to see a couple of changes for companions. First, a mod that lets the player walk through companions. Especially if one has an unlimited companion mod companions tend to clutter up entrances and hallways and other such tight spaces so much that it becomes a pain to try to walk past them. Second, if it can be done I'd like to see a mod that somewhat boosts enemies depending on the number of companions the player currently has, but not so much companions themselves become useless. Even with just the vanilla 2 companions allowed and their base equipment most of the time the player can just sit back and watch as your companions kill everything for you, and with melee enemies often before the enemies can even get close enough to be able to fight back. Throw in mods that allow you to increase the number of companions you can have and it just gets even more lopsided. Therefore, a mod that dynamically improves the statistics of enemies slightly by the number of companions you have would help ensure that companions are somewhat balanced out, even with more companions than usual. For instance, alone a Golden Gecko would be the same as vanilla, with one companion it would improve it's health, durability, and damage by say 1.2, and if you've got say 12 companions the Golden Gecko would boost to say, 3 times it's vanilla. I'm just guessing here with that example, but the point is to boost enemies so they stand a chance against you and your small army of companions but not so much that having companions in the first place is pointless. Some enemies such as Deathclaws probably wouldn't need much of a boost, being powerful enough as it is, then there's enemies that have ranged attacks such as most human ones, which would need somewhat less of a boost than melee as they can fight back without having to close distance, and enemies that typically spawn in groups such as giant ants wouldn't need much of a boost at all. Thanks in advance to anyone that can help.
  13. If possible I'd like to see a mod which overhauls the basic guards of a hold with a system of progression while allowing the player to be a guard themselves and follow a similar progression. I have a very detailed idea for this, so if interested see below: Guard Progression Each hold will have tiers of guards that spawn depending on the player's level, though the lower tiers will spawn at least a few in every hold no matter the player's level. When the player is a guard themselves once they reach a needed level they will be promoted through these tiers and receive the equipment of these tiers as they are promoted, depending on the weight of equipment they've chosen. As a guard, the player will progress through the tiers by arresting or killing criminals, with promotion points awarded for each collar and with later tiers by taking on various tasks for the Jarl, hunting down wanted fugitives, managing other guards, or even protecting the Jarl himself from assassination attempts. Once the player gets enough promotion points they can go to the Jarl or a Colonel and ask for it, and they will then be promoted right then or perhaps performing a task, then given the appropriate equipment for the tier. Players will be considered "on the clock" once hired if wearing the hold's guard equipment between the hours of 6am and 6pm. Guard skills and equipment Recruits: Lowest of the low, and what the player will start out as. These guards are aren't expected to do much more than patrol around the hold watching for crimes and maybe pick up a petty thief or 2, so for any serious dangers they will usually call in other guards for help. These guards are level 5 and have the bare minimum in all stats. They all wear ragged, old, and/or cheaply made guard armor of their respective hold which is the equivalent of the Worn shrouded armor set for light and in all stats. They are equipped with hold shields equal to hide shields and iron swords. Guardsman: 30 promotion points A basic guard with a few weeks of patrolling, some thieves collared, and maybe a murderer or 2 under their belt. These guards carry the standard vanilla equipment with a possible heavy variant and are around level 15. Corporals: 100 promotion points Guards that have has distinguished themselves above and beyond their basic duties. These guards are about level 25 and carry hold guard equipment equivalent to scale armor for light and Steel for heavy with shields and weapons to match. Corporals and the above tiers can have 1 guard of a lower tier join them during their duties. Sergeants: 500 promotion points This tier's combat skills mean they are typically chosen to train guards of the lower tiers but also called upon to take on missions for the Jarl at times. These guards are around level 30 and carry tempered hold guard equipment equivalent to fine scale/steel. These guards will sometimes be called upon to capture or kill particularly troublesome fugitives. Lieutenants: 2000 promotion points Chosen to lead small platoons, these guards will usually lead raids against small bandit forces. These guards are level 35 and carry hold guard equipment equal to elven/orchish. In addition to the standard 1 guard of lower ranks, this tier can sometimes have a guard dog alongside them if needed. They will sometimes be sent to attack bandit encampments or troublesome creature lairs alongside a platoon. Captains: 5000 promotion points Usually those that have distinguished themselves leading platoons, this tier leads most of the other guards in a hold's major city or other settlements. These guards are around level 40 and carry hold guard equipment equal to fine tempered elven/orchish. These guards are responsible for investigating and arresting corrupt lower tiered guards, motivating lazy guards, making sure guards report for duty on time or assigning paid leave, and firing guards that act unprofessional on duty. Colonels: 10000 promotion points Promoted from captains that have shown great diligence in the performance of their duties, this tier manages the captains of a major city and of the other settlements. These guards are around level 45 and carry equipment equal to glass/ebony. This tier is responsible for investigating and arresting corrupt captains, promoting worthwhile guards, and protecting the Jarl from and investigating assassination attempts. Generals: 50000 promotion points The highest tier, promoted from exceptional Colonels when needed, this tier is second only to the Jarl himself and are responsible for sending out his orders to the lower tiers and devising battle plans. This tier is at minimal level 50, levels with the player, and carries hold guard equipment equal to Dragonscale/Draedric. This tier largely spends their time passing on the Jarl's orders to it's subordinates, planning and leading attacks on fortified bandit/war party positions, and ordering the other tiers to various tasks. Crime: The player's job as a guard is to patrol the hold's major city and capture or kill criminals whenever they are on the clock for a certain amount of gold depending on the crime, double if they are brought in alive. These criminals are spawned randomly in a hold's major city with a random name and then perform their assigned crime against a also randomly spawned and named person, with higher crimes being much more likely as the player moves up the tiers. Once they have their name changes to [insert crime here] and the player may arrest them by either talking to them to get them to surrender, attacking until they fall on the ground and yield and talking to them again, or by casting a paralyze spell and interacting with them. The criminal may also randomly offer bribes to the player if caught and spoken to, but the player then forfeits the promotion points. After which they are teleported to the nearest jail if room is available or simply vanishing if not. The player may also be required to kill creatures that venture too close to the city if in a hold without a wall. Crimes detailed below: Petty Theft: 5 gold, 1 promotion point. A thief that steals very low value objects, said criminals typically run if caught instead of fighting and are quick to surrender. Major Theft: 20 gold, 2 promotion points. Pickpockets or horse thieves, said criminals are somewhat more likely to fight back if cornered. Assault: 40 gold, 4 promotion points. Those that attack others without killing them, it is very unpredictable if these criminals will fight back or surrender. Jailbreak: 100 gold, 6 promotion points. Escapees from prison, these criminals are instantly marked if seen rand will run or if necessary fight much more often than they will surrender. Murder: 250 gold, 10 promotion points. Those that kill others often for petty reasons, these criminals almost never surrender and will fight to the death. Assassins: 500 gold, 15 promotion points. Those that kill for money, they are either found by investigating an assassination or by taking a writ of assassination from their corpses, these criminals will never surrender but will most frequently attempt flight over fight. Assassination Planning: 1000 gold, 20 promotion points Those who hire assassins, these criminals can only be found by investigating an assassination or interrogating the assassin. These criminals are unlikely to surrender and prefer to run. As for the player and crime, if the player is a hold guard guards won't react to the player's crimes at first, but if the player gains a bounty of 1000 or greater they will be arrested or attacked as per usual. The player may work off any outstanding bounty by capturing or killing criminals, which instead of earning gold pays off their bounty by the amount they normally would make from it. The player won't gain any progression points from doing anything until their bounties are completely paid off in one manner or another. Tasks: Quests given by the Jarl at random intervals and one at a time, these give more gold and promotion points than typical duties. The player may also receive tasks independent of the Jarl that involve their typical duties if at a certain rank. Letter Courier: 50 gold, 4 promotion points. Given while at Recruit or Guardsman rank, simply talk to the Jarl, take a letter from the Jarl and give it to another NPC somewhere in their hold city or settlements. Important Letter Courier: 100 gold, 6 promotion points. Given at Recruit or Guardsman rank, this letter from the Jarl goes to one of the other Jarls in Skyrim. Hunt down wanted men: 500 gold, 15 promotion points. Rarely but can be given any rank, these are particularly bothersome criminals that have escaped justice time and again, these criminals will sometimes appear in the city hiding out in buildings and will fight for their lives. Capturing them alive doubles the gold amount. Hunt down bandit leaders: 1000 gold, 20 promotion points. Given after Sergeant rank, these are battle hardened criminals that are always hiding out in a cave or abandoned ruin of some sort. Captuing them alive doubles the gold amount. Eliminate Bandit encampment/Exterminate Creature lair: 100 gold per enemy, 5 promotion points per enemy. Given after Lieutenant rank, the goal is to kill all bandits or creatures respectively in a particular cave or ruin. Numbers range from 6 to 12 and cannot be captured alive. Near the enemy site 3 other guards will spawn that the player can use as backup in addition to the 1 they are able to bring with them. Investigate corrupt guards: 100 gold per guard/accuser, 10 promotion points per guard/accuser. Given after Captain rank, the player's job is to investigate accuations against particular guards and then either arrest the guard or the accuser. The number of guards accused ranges from 1 to 4 per quest. The player must question various involved NPCs about the guard including the accuser and find evidence if pointed to it, then if the accusation is confirmed arrest the guard or arrest the accuser for baring false witness if not. Same double rule for taking the criminal alive applies. Motivate guards/ return guards to duty/pardon guards from duty: 200 gold per guard, 15 promotion points per guard. Given after Captain rank, here the player must talk to and convince or beat up guards that refuse to report for duty or do their jobs. Sick, injured, or otherwise justified leave guards will be given paid leave at the player's discretion if they believe them. Fire guards: 300 gold per guard, 20 promotion points per guard: Given after Captain rank, the player must find guards that are drunk on duty, unprofessional to their superiors, or otherwise disruptive and fire them. Promote guards: 500 gold per guard, 25 promotion points per guard: Given after Colonel rank, the player must walk around the city, speak to guards that have earned promotions by using a power given to the player after becoming Colonel, and promote them. Said guard instantly gains the respective level and equipment of the tier they move up to. Investigating corrupt captains: 1000 gold per captain, 50 promotion points per captain. Given after Colonel rank, same as investigating corrupt guards. Protect the Jarl: 2000 gold regardless, 100 promotion points regardless, 500 gold per assassin killed, 20 promotion points per assassin killed. Given after Colonel rank, the player must stand next to the Jarl for 6 hours before being relieved and kill or capture anyone that attempts to assassinate him. Sometimes nothing happens. Investigate assassination attempt on the Jarl: 2000 gold, 100 promotion points. Follows any attempt to assassinate the Jarl in the above task, roughly the same as the standard assassination investigation. Well, that's all I got so far, what do you guys think?
  14. Maybe instead of creating the texture models of the armor for the menu and craft menu, you could use a model of a horse wearing the armor as the menu model. As for when it's dropped on the ground, maybe a bag or box or some other small generic storage container could be used to represent that. I don't know if either of those are possible but if they are it would simplify things.
  15. Doesn't the vanilla game sort of have that already?
  16. No problem. I figured that part would take a lot of work so if you don't want to get into that right away it's no trouble. I was just trying to come up with a way to allow players to get attached to their horses, be able to customize their behavior and attributes, to make horses useful and make sure they'd stay useful, and something the player would have to work for. Too many mods simply just hand the player game breaking abilities and equipment with little to no work involved and I don't really care for that. I greatly prefer mods that benefit the player but the player has to spend hours earning those benefits, just like a lot of the vanilla game stuff.
  17. I have a few ideas for horses if you are interested in adding them to your mod. I made a thread for them here: http://forums.nexusmods.com/index.php?/topic/2295035-horse-improvements/
  18. Alright... That works for the first part, now anything with the horse breeding/feeding/training/selling mechanics? I know Tame the Beasts of Skyrim 2 works with horses, but that's a one animal at a time one breeding only thing, and I don't think generic Shadowmere/Arvak horses are available for that.
  19. How about this one? http://steamcommunity.com/sharedfiles/filedetails/?id=8096
  20. I'd like this, but the Tame the Beasts of Skyrim 2 mod already allows the player to control a dragon as a pet: http://www.nexusmods.com/skyrim/mods/50698/? I believe it also has a breeding mechanic, though I don't know if it works with dragons. Your idea is also not lore friendly since dragons aren't born, but I suppose they could get around this by making a quest that allows the player to artificially make a dragon.
  21. I want to see some mods to make horses actually useful. I found little reason to actually use horses over simply walking for several reasons, which is unfortunate since I actually like the idea. Even the fastest horses aren't significantly faster than walking, especially when you have to stop and get off the horse to be able to easily do much and then get back on it over and over again. Horses also aren't useful for stealth characters since they give your position away if you ride them and enemies tend to make a beeline for them if you aren't. Horses also aren't particularly useful in combat either, they don't cause much damage, they don't really fight unless they're Shadowmere and they'll probably die even if they do fight. I tend to lose horses until I fast travel as well. I also found little reason to actually get attached to any particular horse anyway, so I usually use mod horses since they tend to be more effective than any of the vanilla horses. I'm looking to see if anyone knows of any mods that can do the features below that already exist or are in interested in making one for me if not. - First and foremost, a mod that allows horses that have just be ridden by the player to follow along behind the player if they aren't riding them and one that makes them invisible to enemies unless the horse attacks them. Also, ways to break wild or stolen horses so they won't run off. Also, if the player attacks them they will run away instead of attacking before coming back later unless they are fighting something in which case they'll ignore it. -Second, I'd like a way to both make horses more effective and also to become attached to particular horses so I came up with an idea for a mod to breed, train, and raise horses, both for profit and for the player's own use. One could either breed two horses together or find a infant foal and then feed it some vegetable and it would follow the player. If one breeds the foal has characteristics of both it's parents, including a baseline strength and stamina (which would be an invisible mechanic varying depending on the bred horses but even the best horse breeding wouldn't result in a significant difference over any random horse without going through several generations). Either way once claimed the foal then requires regular feeding everyday and can't be ridden until it grows a bit. As it's fed and trained and on what, it'll grow and it's damage in combat, health, and the amount of stamina would increase with limits based on it's baseline stats which can be increased with further breeding. -As for the training, the player would be able to train the horse for a few hours each day and thus affect it's behavior and stats to a certain extent. Trained horses would either run from combat, (which is the default) engage on sight, or hang back and only start attacking when the player attacks or is attacked, and this training would take effect depending on the horse's current health and how long and often it's be trained (first time training the horses will run away from the enemies after losing 20% of their health, while horses that have been trained for 10 sessions or more won't retreat at all unless ordered to) . Horses that fight gain experience for participating (not just killing but attacking the enemy) and level up to a max of 10, increasing it's statistics but they can be trained to increase to those levels by the player as well. If possible, have the horse's looks affected by this training i.e. a horse at level . I mentioned it above, but the player can also select as shouts commands, but the horse will only listen to them if they've trained them to do so and even then only consistently if they've trained them a great deal. -To help with the breeding and raising mechanic above for more unique horses, there would be rare supernatural horses running around Skyrim that the player can catch and break. Basically these would be the equivalent of Shadowmere and Arvak but with varied looks and can be bred with them, with each other (but Shadowmere and Arvak themselves cannot be bred together), and with regular horses to create unique appearances and stats (i.e. a Black and White Paint horse bred with a Shadowmere type horse would result in a Black and White Paint horse with glowing eyes of whatever color the parent horse had, a Black horse and a Arvak type horse would be a black horse that's on fire, etc.). These horses would be stronger, faster, and have more endurance than regular horses, but much rarer and only appear under certain conditions (i.e. Arvak type horses only appear at dusk and are only found around graveyards, while Shadowmere horses are found around large murder sites.) -The "for profit" part. The player can either continue breeding horses up to a certain number (I'd say the player could have no more than 3 horses owned by them at a time including the one that they are riding around) and then release or sell any extra horses they have to the same horse vendors the vanilla game uses. Only any wild, bought or bred horses can be sold, stolen ones must be released but can still be bred and their offspring sold. The price would depend on the age, breeding, stats, and type of horse. For instance, a newly found wild foal would be worth barely 50 gold with one or 2 gold difference depending on it's baseline stats or a Arvak type horse foal would be worth 500 gold straight off with adjustment for baseline stats, but a 10th generation maxed stat Shadow/Arvak horse would be worth somewhere in the region of 10,000 to 20,000 gold. The player could also fulfill requests for a particular type, color, and age of horse for a greater than normal amount of money and random equipment for horses (see below) of greater or lesser power depending on the difficulty of the request. -Third, while there's already a horse armor mod, it doesn't have the ability to buy or craft and equip armor on horses, I'd like that feature, while adding spikes and blades and that sort of thing onto the armor near the hooves for the horses to attack with, thus boosting their damage output in addition to their damage resistance as is expected with armor.
  22. We'll see what happens, but yeah, that would be all kinds of awesome.
  23. I keep hearing stuff like that. It doesn't look to me like Enemy Unknown is designed to be very easily moddable.
  24. Well, why not make a mod that lets the player easily replace the music in Enemy Unknown with whatever the player wants, and then people like mazisky can just get the original UFO Defense music somehow and slot it in wherever they want themselves to bypass the issue. The original game actually has the mod UFOExtender that lets the player do this that I used to actually take the music from Enemy Unknown to put into the original game, in addition to other things so maybe you could do something similar.
  25. Hopefully this can be done, does anyone know? My idea is to have in terror missions is in random terror mission for at least one soldier of the army native to the country the terror mission is taking place in in the mission that the player can control once found. How I envision this would work is that sometimes at random one would find a bunch of corpses of army soldiers with one or 2 survivors fighting against the aliens somewhere in the terror mission, and once the player finds them in the area they can control them as if they were an XCOM unit. The soldier would be of a random class and very weakly armed and armored, (i.e. equivalent to XCOM's basic armor and armaments no matter how advanced XCOM has become in the game) and the goal aside from the usual is to finish the mission while keeping that soldier alive. If the player succeeds it's counted as saving a civilian for the mission and the saved soldier becomes an XCOM recruit starting out as a squaddie of whatever class they were in the mission. The idea is to show that there's actually soldiers around the world actually fighting these aliens besides XCOM, to give another immersive and story element to XCOM soldiers and to provide another source of free XCOM recruits besides the council. On a side note, something similar for the previous XCOM games would be appreciated.
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