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jiltedjock

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  1. thanks very much for the replies guys, as you can imagine it is pretty daunting coming back to the Nexus after this length of time, these all sound like the kind of mods I'm interested in. cheers
  2. hi I've come back to Skyrim after 9 months or so away, I was quite into it round about the time that Wars in Skyrim was updating every other week, pre SDK. Looking through the Nexus, I can see things have moved on a bit since then. I too am looking for immersion, I can see that some of the mods listed above look like the kind of thing I am after, Does anyone have any updates to add? I am looking for: Immersive / tactical / difficult combat - better AI combat, AI working together, AI using potions/spells. I used Duel Combat Realism previously and liked the blocking/stamina effects etc, combined with some elements of PISE (?) for the NPC AI. Better look and feel to NPCS - cloaks, armour, variety. A better economy - more difficult to get gold, more incentive to rob and cheat, harder to get good armour/weapons Harder travelling / harder map reading - no compass hints, no fast travel, need for a horse etc More going on in the world - I quite liked Warzones Civil Unrest, although sometimes it could seem a little like SKyrim was full of Flashmobs More realistic movement speeds, first person perspective etc I'd be interested to hear from anyone who can recomend mods / good combinations to produce this sort of experience. JJ
  3. what I would like to know is: what calculations determine these variables: iTargetReaction and iShooterReaction This would allow us to work out what good settings are for the Reaction values in the character settings
  4. Just to confirm there is no issue with shooter reaction <= target reaction when each unit has the same base reaction value. I removed the overwatch ability from all weapons so the only opportunity fire was being produced by the ireaction settings: both sides got opportunity fire, as expected. There is, I believe, modifier(s) applied to the ireaction values - I have certainly seen reference to a reaction modifier constant in one of the unpacked upks in another thread. Anyway, I have not come to a firm conclusion about what causes modification to the reaction value. It _appears_ that a unit that hasn't moved (or moved very little) has a boost and has a better chance of a snap shot, but as I say I am not 100% sure. It is possible, of course, that the function doesn't work properly hence the addition of overwatch to nearly all weapons.
  5. agree, it doesn't necessarily make the game better to ramp this up, the value has to be low enough that any extra reaction shots from either side are occasional, that way standard tactics still apply but the risk of eg moving across open ground in sight of enemies is higher. IMO. I'm not convinced the reaction value is a straightforward 1-100. On some settings I'm sure I have seen the same unit take more than 1 reaction shot at the same enemy as it moved across its line of sight. i've only ever tested this on brand new games - safest way.
  6. if you are going to use it I would recommend giving it to the alien characters too. the main effect is that you can't go charging past known enemy positions without incurring some risk of being shot at. i think a value in the 10 to 20 range is about right. it means you still have to use overwatch but you might get a second bite at the cherry. but conversely so might the enemy.
  7. give weapons an iReactionRange equal to their irange change the values for reaction in the character arrays to something other than zero - tested so far is 1, 10, 100, 300 the result is snap shots: during the aliens' first free move, at no cost to your movement points during your and the alien's subsequent moves, without selecting overwatch. (for both sides, assuming you change their characters too) i am still a bit unsure as to what the reaction value does - for example when I increased it to 300 I had a rookie who, after sprinting, took 3 reaction shots at different enemies. So possibly 100 = 1 reaction shot after sprinting, 10 = 1 reaction shot after one move. Needs a lot of testing.
  8. applying this ability to any weapon will give a free aim. i have not played around with it sufficiently to see if it will allow you to target an enemy. it could, of course, completely unbalance the game. Edit - doesn't have any effect if you target enemies. Aliens _may_use it if you apply it to their weapons - on a few occasions I have seen sectoids destroy cover between them and one of my units, without it generating a "missed" dialogue
  9. Has anyone pulled the list of eAbilities out yet? I would like to give all the base characters (alien and human) the ability to take a reaction shot against enemy movement or enemy firing ie the support Covering Fire perk that is applied to overwatch. So I guess it's a case of: is it a character ability or a weapon ability? and what is it called?
  10. Yeah I wondered if it might be that too, in which case I guess it would have to be added as a value to any weapons you add the shotsuppress ability to.
  11. So I've successfully got suppression working for my non heavies by adding eAbility_ShotSuppress to the appropriate weapons. So far so straightforward. However I noticed that the LMG has: ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_Overwatch,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_Overwatch Has anyone figured out what the reason for the two overwatches is ? Also, a number of the alien weapons have: iSuppression=20 Has anyone figured out what this does? Do standard shots with this weapon perhaps have a suppressing affect?
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