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nexus626

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Everything posted by nexus626

  1. sorry for the necro. i'm also interested in this and would like to know if there's finally a mod out there that adds durability back to weapons and armors? though as an addition to this, instead of repairing "new vegas style" using similar weapons, i think it's much easier to just use the same amount of components that the item is equivalent to when scrapped. ie : if a gun would give 4 steel when scrapped, then all you need is 4 steel to repair it. it's a bit less hassle and works well with the way junk and components work with the settlement system. otherwise, it would be much more efficient to build new guns rather than repair old ones. (unless it's a legendary) another option is to check the material cost of building an item, divide the components by 2 (round up), then that's the repair cost for an item. -------------- secondly, there are mods already out there that allows portable crafting stations. it's a fun way to convert all the junk and the useless guns/armor that i don't like to their base components, so i can use it to make ammo (or repair weapons if there is finally some item durability)
  2. sup guys, my first post. :D anyways, i hope you guys are familiar with the gameplay of state of decay, particularly about requesting scavengers to a specific location to gain resources. (here's a vidya for reference : https://www.youtube.com/watch?v=uU5IVH_SIzY) i'm hoping someone could make a settler scavenging mod about this. here's the idea : 1)player is given a holotape 2)use the holotape to see a menu that says, send scavengers from colony X to cleared dungeon Y (cleared dungeons are the ones where you look at their map icon, it should say "Cleared") 4)your assigned scavengers in the chosen colony will create a caravan (just like provisioners or caravan traders) to go and enter the chosen "cleared" dungeon. 5)once they are inside, a scavenging timer will start and they'll stay there until the timer ends, then exit the dungeon and head back to their colony along with the loot. 6)all the items inside the dungeon cells (including the items in corpses) will be retrieved by the scavengers. this way, the player don't have to pick up everything by themselves. (it's not very immersive), so they can just request scavengers to pick up the items for them. but i'm not sure if all inventory items of all containers in an area (cell) can actually be retrieved? ie : read the data for a cell, then check all containers, then check inventory items inside those containers. <------ if that is possible then, it would be cool. but if it's not possible to retrieve the item data within the containers inside a cell, then i suppose an alternative could be that sending scavengers inside a cleared dungeon would just generate random junk items (more rare junk) compared to normal scavenging (settler job). also, the provisioner/caravan part can be optional. it can just be simulated instead. ie : what's the fast travel time needed to get from colony A to colony B? then travel time(round trip) + scavenging time = the time it takes for the settlement to receive the scavenging loot. ------------- gist is : it would be more immersive to just send scavenger teams instead of hauling all that junk alone by yourself (or using your companions as pack brahmin) while you also do the fighting. with this mod. the player and his main squad would be more like an "assault and reconnaissance team", while the scavengers would be your "item retrieval team". especially cool if you assign your extra companions as scavengers to be part of your scavenging teams. (this way they don't just mope around in your settlement, nor would they get in your way when you use with multiple followers mods)
  3. sweet! I was looking for something like this. I tried Skyrim viewer but it keeps crashing on me. Btw, can you create full entries for NPC and their related attributes? ie: PKID, PNAM, CNAM, ZNAM, etc.. of any particular NPC: Since it's easier to know how a particular PKID, or CNAM/ZNAM functions by remembering which characters have those attributes. Anyways, thanks much for this.
  4. Is there an alternative to the skyrim viewer? I've been testing it out and it keeps crashing on me. I checked other comments from it's download page and it seems I'm not alone in this problem, and there's yet to be solution to this problem. Any suggestions?
  5. I like Akaviri blades the most, too bad they didn't have an Akaviri daikatana in Skyrim. The closest weapon that looks like that is the Ebony Blade. But it is uncraftable/unenchantable with pathetic damage. So it would be nice to get a craftable Ebony Blade sword.. And it would also be nice if the bound weapon special effect activates each time you draw your Ebony Blade. (it would probably be the coolest looking weapon for the many folks like me, who like Akaviri blades and bound weapons)
  6. I just want to request a Craftable, b&w, hooded, short, and sleeveless version of Nocturnal's clothes. I've seen these qualities that I like before, but were features from different (and probably conflicting) mods http://www.skyrimnexus.com/downloads/file.php?id=2766 : I like this short & sleeveless, but I want it b&w, opaque with a built-in hood so I can equip a circlet as a helmet. http://www.skyrimnexus.com/downloads/file.php?id=1040: I like the b&w version of this one, but the skirt is too long, and is not craftable/enchantable/upgradable. http://www.skyrimnexus.com/downloads/file.php?id=1701: I like the craftability of this one. But I didn't like the mesh & textures used. Can anyone help me out with this by creating a new mod? Or maybe just help me figure out which of these files I'd have to mix or rename to get the effect that I want? (if possible)
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