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Macrophobic

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  1. Start from the list of names recognized by Codsworth.
  2. On the mod list page, there are 3 stats: file size, endorsements and total downloads and a lot of empty space. One important stat is missing: unique downloads. It's a better measure of mods popularity than total dls. Could you add this feature, please? http://oi67.tinypic.com/j9y648.jpg If a mod has a lot of bugs and it has to be frequently updated, the number of total downloads will be relatively high. If users are satisfied with the mod they have downloaded, they are likely to endorse it and from what I noticed about 7% endorsment/uniquedl ratio is a good result, while below 3% is poor.
  3. Thanks for help, I created a quest, but I don't know if it should look like this http://oi67.tinypic.com/21o1p8x.jpg or like this http://oi65.tinypic.com/55mptd.jpg And still I can't save the effect script. Maybe I need to add quest stages?
  4. It doesn't technically have to be a book, I checked some popular mods and their authors add new skill books as food items with custom effects. So I made a custom ingestible item and named it "qwerty" Then I made a new Magic Effect, "QwertyMagicEffect" and added it to the item. Then I created the effect script, and named it "QwertyEffectScript" scn QwertyEffectScript BEGIN ScriptEffectStart Player.ModActorValue CarryWeight 10 END And the quest script looks like this: scn QwertyQuestScript Int bbCarryWeightNow I can consume the item and it actually increases carrying capacity by 10. So after eating 100 "books" CarryWeight would increase by 1000, but apart of this, it works. However, when I add the condition scn QwertyEffectScript BEGIN ScriptEffectStart if QwertyQuestScript.bbCarryWeight == 0 Player.ModActorValue CarryWeight 10 set bbCarryWeight to 1 endif END I can't save the script. I probably missed or mistyped something.
  5. Thanks, that would make sense, but how would I check if this variant of book had been already read? I think I have and idea: make a hidden, weightless version of each craftable book, added the way bottlecaps are added after consuming Nuka-Cola, and it would check inventory for hidden books. I don't know exactly how, but I could try. My initial thought was to add 12 new perks and the "magic effect" would work only if the player hasn't obrained the perk yet, but I'm not sure how to do this either.
  6. It's not (Nexus users love this word) "immersive". Once you restore an old book, you don't lose ability to restore books. As for vendors, what I mean there are very few vendors, and most of NPC's don't seem to be fond of reading, so the best way for the Survivor to acquire some books that would help him to survive on the Wasteland is to reconstruct them from remains of those ruined books scattered around. However, the Survivor's only quest is to stay alive, find shelter, fight for food and don't end as someone else's food, not to loot every location for books. But the ability to read each title only once wouldn't make the game unbalanced, as there are only 12
  7. There are tons of junk books in the game. I want to make some use of them and make a plugin for DUST, to give the player a chance to get some XP or improve his skills, since there are no quest. The easiest way is to create some craftable skill books and they would require 1 undamaged book or, let's say, 20 damaged and a certain perk. There are 12 variants in the game, 4 small ruined books, 4 large ruined books and 4 undamaged. Craftable books would work like vanilla skill books: you "eat" them and you get a permanent effect, except it would take effect only the first time you read the book. Once you know the contents, you get no bonus for reading another copy of the book. Any tips how to do this? Maybe some sort of hidden perks?
  8. Do it Yourshelf and Creative Clutter contain static ammo boxes and shelves with some clutter including gas cans.
  9. For some reason, I can't edit texture paths. Instead, I only have an option to "choose" a file from my hard drive, then it shows the direct location of the texture. How can I disable this option and change the path to relative, like "Textures\MyCustomTextures\newtexture.dds"? I'm probably not the first person asking this question, but the search engine here is useless. http://oi64.tinypic.com/1ywu89.jpg
  10. Don't know about new settlements, but some mods make existing settlement flat ("like a football field") and ready to build, like Greentop Nursery - check other mods of this author too.
  11. I have a small request: could you add the uniqie downloads stat? It's more useful than total downloads. and there's enough space for one more stat.
  12. I'd like to add some new hostile NPCs to my game. What I want is to merge some custom weapon/clothing/armor mods and use new factions to add these weapons to the game. Newer mods use scripted levelled lists to distribute the gear between gunners, raiders, traders etc. Older mods however require using console commands, crafting at workbenches or buying from unique vendors - this way I can use the equipment only for me and my settlers But I need to make new gear exclusive to new factions. For example: Enclave marauders armed with plasma weapons and dressed in camo uniforms (and X-02 maybe), hostile (but not literally feral) ghouls dressed in cookware helmets, maybe some Chinese commandos, cannibals or some... crazy, creepy clowns? What I need is to find locations, when I can kill the inhabitants. loot the place and after a couple of days the enemies would respawn. I'm both busy and lazy, so I don't want to create new locations from scratch, just replace some existing gunners/raiders/muties. My first pick was Vault 75, but then I read some spoilers, that after finishing the main storyline, some locations previously occupied by gunners and raiders would be taken over by one of the main factions. Some other locations are taken over earlier (like the hardware store by gunners). I thought of the Rations Stockpile, but there are terminal entries connecting the inhabitants to some other group of raiders. Some other places are quest related, like geting rid of feral ghouls or bloodbugs. What locations I could use instead? South Boston Military Checkpoint seems safe. And what was the name of the huge factory regularly attacked by behemots? And what about interior locations? I don't want them to conflict with some popular mods, like South of the Sea, Subway Runner or Fusion City Rising (but I haven't played those mods, so I'm not sure which locations from the base game they affect). Perhaps there are some interior cells, small sized but with some respawning enemies inside and I could replace them with some other bad guys and place the entrance just anywhere on the map?
  13. I like the way Brotherhood PA Ovehaul distributes the armor depending on ranks and I could remove T-60 from the BoS lists. But If paladins get T51, and captains - T45, than I need to find some other armor for low rank heavy troopers. I would use B-35 if I knew how to make it spawn with "steel" color by default.
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