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zyg0tic

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Posts posted by zyg0tic

  1. Hi. I've been trying to figure out how to make a mod that applies the ammo weight feature of Survival into regular difficulty modes.

     

    Looking in the CK, I see that ammo already has weight levels assigned. However, in regular difficulty modes it is not applied (for some unknown reason).

     

    I cannot find a toggle or any such thing that Beth has used to stop ammo weight being counted for the player in regular difficulties.

     

    Any help would be greatly appreciated. I am trying to make my regular difficulty game more like Survival (but since I am roleplaying as a synth, not all of the Survival mode features).

  2. Whoops! Subject should be Enemies (raiders, mutants, gunners, etc) equipped with.. blahblah. Not weapons lol. Weapons equipped with weapons :D

     

    One of the things that makes the game too easy is that raiders use peashooter pipe pistols, with short range, even at high levels.

     

    I would like there to be a mod that gives stronger variants (modded with better receivers and increased range) pipe firearms, and also lower the level at which raiders start carrying modded hunting rifles (sniper rifles), combat rifles and other higher power weapons.

     

    This is also true of super mutants, and to a lesser extent Gunners.

     

    I've located entries in FO4Edit that may be relevant for editing, but I don't know how to actually make those edits.

  3. I would recommend a graphics card with 4gb or more of RAM. I have 3gb with mine, and even after optimising all the textures it still gets up to 2.5gb video card RAM usage on average. Once it hits the limit the game crashes. Every other game I can think of its not even an issue, they use hardly any video RAM compared to Skyrim (:

  4. Unmodded? I would say no. Mods are necessary as the vanilla game is lacking too much otherwise.

     

    The most enjoyment breaking thing for me in vanilla is enchanting and improving of weapons and armor. If you make uber items, then except no challenge. Then it is no longer about tactics and choosing the right tools for each job, but rather one-shotting everything. To prevent this, you have to use your own discretion. I just use perk and skill based item improvement, rather than boosting it further with potions and gear.

     

    Two other breaking things, a) how easy it is to sneak in vanilla b) instant heal potions.

     

    For difficulty I stick with Adept. But then I add increased spawns, High Level Enemies and Skyrim Immersive Creatures and OBIS. This improves difficulty not by simply boosting enemy hp, damage, stamina, but rather increasing the amount of enemies and their capabilities.

     

    As mentioned, unofficial patches are a must. I would also recommend the following:

     

    - ESSENTIAL - SKSE and SkyUI. Run the game through SKSE always.

    - To improve performance of the game, using the ENboost is a must. Basically it is ENB functionality in order to improve performance, whilst preserving vanilla look. Does wonders for framerate.

    - Dynamic Potions mod. Use this to make heal potions heal over time rather than instant. Configurable to your liking.

    - Stealth Skills Rebalanced - significant but not drastic change to stealth skills and combat.

    - Convenient Horses

    - Extensible Follower Framework

    - No Boring Sleep Wait Menu

    - No More Blocky Faces

    - Reactive Guards

    - Run For Your Lives

    - When Vampires Attack

    - Treebalance

    - Better Messagebox Controls

    - Superior Lore-Friendly Hair

     

    With installing most mods, I use Nexus Mod Manager (NMM). Manually downloaded files usually have instructions for how to install them, and are usually patches for NMM installed mods.

    Here's my process:

    1. Manage/install/disable with NMM. Close NMM.

    2. Auto-order with LOOT

    3. Open Wrye Bash. Uncheck 'bashed patch' in list. Right click 'bashed patch', choose Rebuild Patch. Follow prompts, including unchecking mods that can be merged (it tells you which ones). Build patch, enable bashed patch.

    4. Close all.

    5. Run Skyrim through SKSE.

  5. I hate Master difficulty. Increasing enemy damage and decreasing player damage is such a stupid way to increase difficulty.

     

    But yes, survival on any difficulty comes down to doing something other than just being in melee range of every enemy and hitting them while they hit you. I would only use dual wield if my enemy was weak and I wanted to dispatch them quickly, focused on fighting a different thing, or paralyzed.

  6. It has always annoyed me that as you progress the seven thoursand steps you will find hunters sitting there who die in one hit from the animals that are on the way. How could those weak NPC hunters have possibly made it that far when you are forced to fight ice wolves and even snow bears because of the narrow path?

     

    Furthermore, the Jarl has a duty to protect pilgrims, and the way should have at least 2 guards posted - or the pilgrims/hunters should be much stronger and actually walk up the steps instead of just sitting down at a little shrine the whole time. Alternatively the player should be able to hire a guard to escort them up.

     

    Yes, I can handle a snow bear if Im prepared. But the point is that the pilgrims cannot. Every pilgrim must have a deathwish to try and go up those steps without a guard.

  7. I have published multiple mods now and everytime I added one I need to update the link list in every mod description and in my forums signature.

     

    When you click on the author's name on the mod page, it brings up the profile but their files are only accessible via a tab. Not everyone is savvy and they may have trouble finding that.

     

    It would be far more convenient for mod authors, and for people interested in their mods, if there was a direct link to a page which listed all their mods (without having to navigate to a tab within that page to find them).

     

    I tried to do this by putting my own author name in the advanced search, and try to get the link that is produced from searching (which is possible with most search engines), but the link it produces is just a cloaking link so that idea didnt work.

  8. A potential and "lore-friendly" solution to those who have an ethical issue with soul trap, yet want enchanted items, would be for dragons, dremora, centurions, or some such high ranking creatures to drop special items that substitute for soul gems. Dragons could drop teeth or marrow with magical properties that either substitute for soul gems, or have their own unique enchantments attached to them.

     

    If the items were a substitute it would be somewhat easy to mod. If it was a different sort of enchant, which also made the item it was applied to unable to be enchanted further, it would be more work and I'm not sure how to mod that myself.

     

    Edit: Actually, I do know how to mod that. It would be done through the Smithing menu, with the special items being a part of the recipe. Item produced would not be disenchantable/enchantable. Could make it require both smithing and enchanting skill and/or perks. Stats on the items could be equivalent of the enchanting skill at the level required to craft the item - double enchanted items requiring enchanting mastery.

  9. When I first visited Castle Volkihar I realised that attacking the vampires probably wasnt a good idea - there was loads of them, and also Im sure the most important of them would've been flagged as essential and unkillable.

     

    This disappointed me greatly. I just wanted to break out some fortify destruction potions and rain down fireballs on everything. But stupid story-driven game wouldnt allow that.

     

    Furthermore, when returning to Isran he questions why you didnt do something with the opportunity. I would gladly have killed Serana and taken the scroll from the start (although she did grow on me).

     

    So the best thing I could see happening from the Dawnguard's perspective is if I blasted the place apart and put a crossbow bolt throw the heart of Volkihar on the first visit.

     

    So a mod that allowed that would be awesome.

  10. I have an idea, and I'm willing to make the mod myself, but I just wanted to get some feedback from the community first.

     

    My idea is that for each of the various smithing materials, there be special craftable items. As it is now, the materials that are not Glass/Daedric/Dragon are just bypassed on the way to grinding to 100 skill. I never make an Orcish bow, I just grind for a bit longer so I can make Ebony or better. The lesser materials are pointless to craft with, unless you avoid grinding skill training, or just ignore smithing altogether.

     

    So for example, Glass. Imagine there was a special glass item that reflected spell damage, like a shield or breastplate. Although the armor class was less than Dragonscale, you might prefer to use it because of that particular property.

     

    Or what about an Orcish dagger that ignored 50% of armor.

     

    I don't have many ideas about what the particular special items should be yet, but I think the idea has a lot of potential.

  11. Whenever I have a follower that is a mage I find that after combat they continue to have a looping sound of a spell loaded, maybe a shock spell, and only loading the game fixes it. They are always following me around and flooding my menu time with the annoying noise. Its super annoying!

     

    Ive tried deleting most of the shock spell sounds that seemed related in the CreationKit but it didnt help!

     

    Does anyone know of a mod or other fix for this issue?

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