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Everything posted by IThreeDawgI
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Why do people hate Fallout 4 so much?
IThreeDawgI replied to DreadedKat's topic in Fallout 4's Discussion
People are upset with Fallout 4 because Bethesda made several incredibly stupid decisions: - The player character has certain predetermined qualities. Notably, he or she has a family, which is a very defining characteristic. People like myself who don't want to have a family any time soon are immediately estranged from the player character. This is not how you want to start an RPG. - Skills are out. Not only do skills support more complex, interesting, and entertaining gameplay, but they serve as another way to define your character. Removing skills provided no benefit and came with substantial downside. - Dialogue wheels are in. Again, when what you read isn't what you say, it estranges you from the player character, which is one of the worst things that can happen in an exploration/story-oriented RPG. - Quest markers. They hurt a player's sense exploration. That's about all I'm going to say. - Combat is still lacking. If the game doesn't have good character progression, story, or exploration, it better have great combat. Compared to Dark Souls or Borderlands 2, the combat in Fallout 4 just sucks. -
I'm not a modder, but here is what I would like to have installed before I start playing: - Fully Written Dialogues & No Protagonist Voice. - Return of Skills & More Interesting Perks. - Combat & Survival Overhaul (ie. Arwen's Realism Mod). - New Vegas Mechanics (ie. DT / Faction Armors / Ammo Weight) - Quest Design Overhaul / Choices with Consequences (If Needed)
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[WIP] Distinct Skyrim: Landscapes Reimagined
IThreeDawgI replied to Jehoram's topic in Skyrim's Skyrim LE
Unfortunately I don't have any way to directly support you but I think your WIP is great. Seriously, to me this is one of the most exciting mod WIPs yet. That said, if you don't mind me asking, I had two questions come to mind. First, I was wondering if you could share whatever enb or graphical overhauls you are using for your screenshots. Also, does your mod in any way alter the geographical size of certain regions? -
I guess I could do that... I just wanted to be able to do that in-game, so that it feels more immersive. Thanks though.
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I just thought it would be cool if you could rename non-unique guns. For instance, you would be able to rename a .357 revolver or plasma caster but not lucky or the smitty special.
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I understand there is also an "attack block" mechanic that is effectively a parry. Do you know if that has an actual animation?
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Hello, I recently learned about the combat overhaul Duke Patrick's Mod. It seems really interesting, but without any formal reviews or videos, its hard to decide what to make of it. After reading about the changes, I was left wondering about a few things: 1. Does the "duck" mechanic function like an invulnerability state or does the PC actually dodge the attack? 2. Is the feinting mechanic useful or will I just forget about it after a while? 3. How good are enemies at ducking under attacks and making their own feints? Thanks for any answers.
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Any update on the progress of this mod? I'm really looking forward to it. Also, how does this interact with mods that add spells?
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Just a thought, but I personally prefer it when magnitude is boosted for illusion. I find that increasing their duration beyond the base values is usually overkill, considering most fights don't last longer than 30 or 60 seconds. Increasing the level limit, on the other hand, makes illusion much more viable throughout the game.
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Grimoire - New spell package for role-playing
IThreeDawgI replied to steelfeathers's topic in Skyrim's Skyrim LE
I think the two (the one in apocalypse and the one suggested in my comment) are slightly different from a mechanical standpoint but I don't know what limitation there are on mind control spells and how much 'control' the player can actually get. What I suggested could be impossible, I don't know. -
Grimoire - New spell package for role-playing
IThreeDawgI replied to steelfeathers's topic in Skyrim's Skyrim LE
Steelfeathers, I've got to say, your mod is looks very impressive. That said, I was hoping to make a few suggestions if you don't mind. I have been conceptualizing a magic mod, and while I used to deal with spells, I've found that I would rather keep it focused on magic items and mechanics. For that reason, I have discarded all my spell ideas but I would absolutely love it if you considered implementing a few them in your mod. Wrath of Magnus: Release a concentrated beam of shock that does exponentially increasing damage at an exponentially increasing cost. This spell is meant to serve as a dragon killer for high level mages playing on master/legendary difficulty. However, it is a waste of magicka on most all other creatures. The values I played around with were damage=60+40^(rootx) and cost=105+14^(rootx) where x is the time in seconds that the spell has been channeled for. A mage with 750 magicka could take out just under half of a high-level dragons health on legendary difficulty before his magicka runs out. Greater Mind Control: This could be a really fun spell. It would act like the mind control from "Spellmaking in Skyrim: The Last Altar" -- that is you lose control of your character for the duration and gain direct control of the your target-- but unlike in that mod, your targets former allies would not be hostile to him. For example, you mind control one bandit in a group of five, but unless you have the controlled bandit attack some one, the rest of the group doesn't register him as hostile. Ideally, any crimes committed by the mind controlled target would not be attributed to the player. And what would really make this spell awesome (if you plan to add it) would be to make it upkeep based (like ward spells), so instead of having a strict time limit on how long you could control a target it would simply last until your run out of magicka or purposefully stop. And bonus if the mind controlled target can steal things for you. This could open up a whole lot of role play opportunities as an illusion mage or magical thief. Dark Crystal Scroll: Out of curiosity, is there any downside to this spell other than scarcity? A nice way to balance it would be to reduce the players magicka, health, and stamina by a certain percentage to represent the stored portion of your soul. Medusa's Stare: Any chance of making the health buffer (that 50% thing) a function of the casters alteration skill and his targets health and magic resistance? Something like minimum health percentage to turn to stone = (Player Alteration Skill^2)/[(0.3*Target Health)+(Target Magic Resistance)]. In this case, a vanilla bandit could be turned to stone at 100% health, a giant at 50% health, a mammoth at 35%, and a Dragon Priest at 22% health. It would also be nice if the spell could affect multiple targets for its duration. On a final note, I think it would be interesting if it wasn't strictly 10 seconds but instead drained a large amount of magicka per second to maintain. Say, 300 per second before reduction. This would reward investing in magicka. I'm pretty sure all this is possible since the Requiem overhaul made some complicated formulas of similar effect in the Illusion school. Anyways, I'm adding your mod to my list of "must install mods" for when I get a computer that can actually run high-end games. Even if you don't consider any of my suggestions, I would appreciate some of your thoughts as I am an aspiring mod creator. Good luck! -
Between M ENB, Somber, Bleak, and Mistveil, which ENB do you think does the best job at making Skyrim look cold, stark, harsh, and inhospitable? Also, does any one know if any of those ENBs are bigg(er) performance hits than the others? Thanks.
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Is it possible to make the speed at which the player and enemies swing their weapons a function of both weapon skill and weapon weight? Can the same be done for raising your shield or weapon to block? What about for bows and draw time? Thanks.
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LE Stronger Mammoths, Giants, Lurkers, Dragons, etc.
IThreeDawgI posted a topic in Skyrim's Mod Ideas
Mod Concept: Unusually large creatures should be far more difficult to fight than they currently are in Skyrim. The player shouldn't be able to block a giant's attack like its nothing or kill a mammoth with a single arrow. Because of their immense strength and size, I propose a mod that does something similar to the following: • You can no longer block more than 20% of the damage from giant, bear, or frost atronach attacks. Any attempt to block such creatures also staggers the player. • You can no longer block any damage from mammoths, lurkers, or centurion attacks. Any attempt to block such creatures also knocks down the player. • Dragon attack are fatal regardless of whether or not the player blocks. • Giants, bears, and frost atronachs cannot take more than 25% of their maximum health in damage from one attack. • Mammoths, lurkers, and centurions cannot take more than 15% of their maximum health in damage from one attack. • Dragons cannot take more than 5% of their maximum health in damage from one attack. If no one wants to make a mod like this, I would appreciate a rough idea on how to do it myself. It will be a few weeks before I can do any modding on my own. -
Hello, I have never been very into modding. I like the idea of using mods for games but I am not a fan of making them. As summer approached, I decide to start thinking more about modding and I came up with a small-ish but hopefully interesting mod. The mod consists of changes to general gameplay, changes to existing spells, new spells, and changes to magical items. Many of my ideas involve complicated mechanics that as far as I know have not been used in other mods. This is the main reason why I am making this post so early. I want to know if my ideas are even possible in Skyrim's Creation Kit, and if so where do I start learning how to complete them. Anyways, in the next few posts will be the details of my mod idea. Posting problems. Ill just add everything into the op. It is balanced with the idea of playing on Legendary difficulty and with multiple mods that make combat harder. General Changes Fortify School of Magic: Magicka cost reduction capped at 50%. Magicka Regeneration: Magicka now regenerates inversely proportional to the amount of magicka you have. If you are out of magicka you will regenerate very quickly. If you are almost full you will regenerate slowly. The multiplier = 0.5 + P where P is the players proportion of used/empty magicka. Overall, it will take the same amount of time to regenerate from empty to full as before. However, there should be far less down-time where you don’t have enough magicka to cast a single spell. Armor: Spells cost 40% more magicka when wearing any heavy armor and 20% more when wearing any light armor. Dragon Priest Masks: All changed to be considered clothing. Master Level Spells: All master level spells now have a 1.5 second cast time unless otherwise stated. In addition, casting a master level spell causes ‘mental fatigue’, and magicka regeneration is set to 0 for 30 seconds after using any master level spell. The duration of this effect stacks. Spell Damage Multiplier: All damaging spells receive bonus percentage damage equal to one-quarter of the casters current magicka. Affects the player and enemies. Focus Target: New lesser power that makes your summons attack the target. Becomes available after 25 skill in Conjuration. Simply added in to give the player more control over his conjured creatures. Changes to Existing Spells Icy Spear: Deals 60 damage and applies a stack of “frozen” to the target. If the target reaches 5 stacks it will be frozen in place for the next 2 seconds (8 second with Deep Freeze). If hit by another Icy Spear during this time the target will be instantly killed. Large or unusual targets such as Mammoths, Dragons, and Dragon Priests cannot be frozen. Instead they take 200 damage (300 with Deep Freeze) on the hit following the fifth stack instead of the normal 60. Targets can only be frozen or take the bonus damage once every 12 seconds. Has 0.5 second cast time and costs 270 base magicka. Incinerate: Deals 60 damage and applies “leaping flames” to the target. Over the next 3 seconds causing the target to take an additional 35 damage per second. On each tick of damage there is a 3% chance that the the damage over time will leap to another target within 20 feet. Damage triggers in intervals every 0.1 seconds. This dot can stack up to 8 times and jump up to 5 times. With Intense Flames, enemies that die with at least one stack of “leaping flames” explode, dealing damage equal to 40 times the number of stacks in 20 feet. Has 0.5 second cast time and costs 270 base magicka. Thunderbolt: Deals 60 damage but applies “shocked” for the next 4 seconds if the target is wearing any armor. Causes the target to periodically stagger 35% of the time and take damage per second equal to half of their armor value up to a maximum of 75. With Disintegrate, the maximum damage is increased to 150. Has a 0.5 second cast time and costs 305 base magicka. Blizzard: Deals 40 dps to targets within 120 feet for 10 seconds. Targets close to the caster receive up to 3 times as much damage while targets at the maximum distance will receive normal damage. Also applies stacks of “frozen” to targets in the area each second. Costs 2,200 base magicka. Firestorm: Deals 400 damage to all enemies within 80 feet and sets the ground on fire for 10 seconds. Enemies on the burning ground have a 60% chance each second to acquire a stack of “leaping flames”. Costs 2,200 base magicka. Lightning Storm: Deals exponentially increasing single-target damage as long as the ‘beam’ remains on target. Damage per Second = 60 + 40^(root X) where X is time in seconds that the beam has been on target. Costs 675+10% of your total magicka to cast and an additional 170+5% of your total magicka per second to maintain. Only the flat magicka cost and damage can be altered by skill, perks, or items. New Master Level Spells Bjuuna’s Ultimatum (Conjuration - Master): Imbue part of your own soul into a black soul gem. Your health, magicka, and stamina are reduced by 35%. Upon death you will instead send out your shade. As a shade, you and invulnerable, invisible to all others, and cannot interact with any npc. However, you may possess any dead body (even your own) and come back to life. This action destroys the soul gem that held your soul. Your stats will return to normal and you will need to repeat the spell if you wish to cheat death again. Has 8 second cast time and costs 2,375 magicka. You cannot move while casting this spell no matter what. Only found on the body of Malkoran in Meridia’s shrine. Ocam’s Mind Razor (Illusion - Master): Release the power of your mind dealing damage equal to four times the difference between your total magicka and the magicka of each enemy within 80 feet. Damage is reduced by 2% for every enemy in range. Enemies with more magicka than you instead take magicka damage equal to you total magicka. Costs 100% of your total magicka to cast. Only found on the body of Otar the Mad in Ragnvald. Sheogorath’s Gambit (Alteration - Master): Roll the dice of fate for better or worse! The caster and all enemies within 80 feet have their health set to a random value (5-85%). Enemies can only be affected by this spell once every five minutes but there is no limit on the player. Cannot reduce dragons below 30% health. Costs 2,375 magicka to cast. Only obtained by using the Wabbajack on a Sheogorath Worshipper. Amyntok’s Golden Sun (Restoration - Master): Release a stationary ball of energy above the casters head for ten seconds that heals allies and damages enemies within 60 feet. The ‘sun’ heals allies and damage enemies for 500 per second. However, the damage and heal is divided evenly among targets. If there is one enemy in range, he or she will receive the full 500 dps. At the end of the spells duration, the ‘sun’ explodes dealing damage equal to the total damage it dealt and healing allies for total heal it dealt to all targets within 40 feet. Costs 2,375 magicka. Only one ‘sun’ can be up at a time. Only found on Orchendor in Bthardamz. Melkoth’s Umbrage (Destruction - Master): Coming Soon... Changes to Items Wabbajack: Added passive. While wielding this staff, Destruction spells deal between 50-400% damage and cost 30-300% as much. Requires a skill of at least 90 in Destruction to activate these effects. Staff of Magnus: Added passive. While wielding this staff, enemies within 100 feet do not benefit from enchantments or racial resistances. In addition, enemies within 50 feet cannot cast spells or shouts. Requires a skill of at least 90 in Alteration to activate these effects. Sanguine Rose: Added passive. While wielding this staff your dremora summons do not expire. In addition, there is no limit to the number of dremora that you may have summoned. However, for each additional dremora summoned beyond two, your dremora deal 10% less damage and have 10% less health than they initially had. Requires a skill of at least 90 in Conjuration to activate these effects. Necromancer Amulet: Added passive. When equiped, 80% of damage you receive is transferred to your undead reanimations. In addition, the number of reanimations that you may control is increased by two. Requires at least 90 in conjuration to activate these effects. Oghma Infinium: Passively increases magicka by 50. In addition, the holder of this book may choose to focus in one of the following categories. You may change focuses any time. Focusing on a school of magic requires 100 skill. Destruction: You restore magicka equal to 20% of the single target spell damage you deal and 5% of the area of effect damage you deal. In addition, you may now cast any master level Destruction spells with one hand and while moving. However, doing so costs 25% more magicka and requires twice as long to cast. Illusion: The wielder’s illusions spells no longer have a level cap and now affect all enemies other than dragons. In addition, your illusions spells no longer turn people or creatures hostile towards you and don’t generate a bounty. Restoration: Your healing spells can now bring allies back to life. In addition, any excess healing is restored as magicka. Your turn undead spells now instantly kill undead targets of lower level than you. Alteration: Your ‘skin’ spells affect all nearby allies as well as yourself and grant spell absorption. In addition, your paralysis spells last twice as long and paralyzed targets are 100% more vulnerable to all sources of damage. Conjuration: Your summons are significantly stronger. They do twice as much damage, have twice as much health, and move twice as fast. In addition, there is no level limit on reanimating dead bodies and reanimations last indefinitely and don’t disintegrate on death. Archmage’s Robes: You gain five magicka for every 10 levels of skill in any school of magic. Ahzidal: Reduces the cast time of fire spells by 0.3 seconds. Dukaan: It only takes 3 stacks of “frozen” to freeze a target. Hevnoraak: Staggered enemies take 40% more damage from spells. Konahrik: Nearby enemy summons fight for you instead. Krosis: Potions and other positive buffs last ten times longer. Miraak: If worn with Miraak’s Gloves, Robes, and Boots, it grants the wearer Miraak’s unique four-word shout that kills dragons if you are at least 15 levels higher. Morokei: Casting master level spells no longer causes ‘mental fatigue’. Magicka regenerates as per usual. Nahkriin: While wearing this mask you deal 1% more spell damage for every person or creature you have killed. Otar: While wearing this mask, 65% of the damage you take is absorbed by your magicka. Rahgot: While wearing this mask your spells heal you for 10% of their damage. Vokun: Area of effect spells have their aoe doubled. Volsung: Living humanoid enemies affected by your fear spells will now commit suicide. Zahkriisos: Your shock spells now damage twice as much magicka and deal 80% more damage to targets without magicka.
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I was wondering if any one could make a mod where you could continue playing after siding with Father Elijah. I have a few ideas of how to implement it, but sadly I cannot perform the task itself. Ideally the mod would work like this: 1. After the ending dialogue is over, the courier would find himself in a control room with Father Elijah, three years later. 2. Infront of the courier would be a panel, which has a button. On pressing the button, the "blood-red cloud" is released onto the Mojave. The courier can see its release on a video monitor. 3. The courier can then wander freely about the Sierra Madre, but the ghost people will still be hostile. Obviously, Dog/God, Christine, and Dean would be gone or dead. 4. The courier can also travel to the Mojave, but most of the land, New Vegas, and certainly all of Legion/NCR settlements would be covered in the cloud. These would be uninhabited. Only areas lightly touched by the cloud could be traveled, such as the mountains near Jacobstown. 5. As an additional part of the mod, maybe some one could fix the dialogue during the secret ending. For some reason the narrator repeats one of the first lines in replacement of one of the last. Maybe there is a file that was misplaced? Thanks.
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Fallout 3 is the first open-world game that I played. I've kept at it for years, but I'm beginning to get bored. One of the things that always bothered me about the game is the lack of combat styles. In TES you have the archer, two-handed warrior, classic sword-and-shield knight, destruction mage, alteration mage, illusion mage etc... but in Fallout 3 you really only have basic guns, energy weapons, melee/unarmed, and V.A.T.S (which I typically don't use for immersion reasons). So, are there any mods which make gameplay more diverse and distinct? Maybe ones that make perks more weapon specific or add sub-catagories to skills? I want to start Fallout 3 again but unless I can really role-play specific styles of combat I think I'll get bored too quickly. Thanks for any suggestions.
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As the title says I am looking for some mage mods, but more specifically I'm looking for mods that add the following. First, I've always felt that a player's total magicka should have an impact on spell magnitude. Mastered Magicka is pretty much everything I had in mind, except I don't like how it caps out at 700 magicka, since I tend to invest 100% of my points into magicka whenever I play a mage. If anyone knows of a similar mod that does not have a limit, but similar scaling, that would be fantastic. Second, I am looking for a good spell mod. I've looked over Apocalypse, Midas, Phendrix, and Forgotten Magic Redone, but none (in a holistic way) come close to what I really have in mind. Simply put, I want niche spells. Ones that are exceptional in certain situations, but largely poor or mediocre in all others. This way, as a habitual min-maxer, I would't be tempted to spam my single most effective spell for every fight. Also, spells with unique and different animations would be really nice. Thanks everyone.
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1. In the short future I am planning to make a Jaime Lannister role play. Now, Jaime is obviously best suited for the Redguard racial traits, but unfortunately he has a rather pale complexion. So, is there any mod that lets me make a 'Redguard' with a Nord body? And yes, I mean Nord and not simply white because the only youtube guide for making a Jaime-like character uses the Nord body. 2. Is there a mod that let's me cast normal spells in vampire lord form? Thanks for any suggestions. P.S. The first question isn't mean to be offensive, I just want to play Jaime Lannister in both looks and talent.