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webhead91

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  1. In response to post #33324985. #33328545 is also a reply to the same post. @Rioplats really ? weird 0.- even on the forums, they're rather silent.
  2. In response to post #32409230. #32738630 is also a reply to the same post. thank god some people have some common sense around here. modding =/= fixing
  3. because hype, hype never changes :p no matter how mediocre games they make (yes vanilla Skyrim and Fo4 are mediocre games), they'll always keep selling them on the name of the franchise, the name of their company and the marketing strategies. which explains why people are so into modding FO4. on the other hand, modding that game is waaaaaaaaaay easier than TW3, without even having modding tools, and i suspect it'll grow even more with the release of the new GECK/Creation kit. while TW3 modding will continue it's slow descent into hell (the MODkit is...not even an actual kit).
  4. In response to post #31805360. #31963125, #32024305, #32028250, #32063355 are all replies on the same post. but you can make an alloy though of silver and carbon steel. which is how the silver sword is in the first place (in the books anyway)
  5. as @spa3tan has said, it's real. someone even managed to load the UI: http://forums.cdprojektred.com/threads/62875-Redkit-3-released?p=1979476&viewfull=1#post1979476
  6. In response to post #31817020. #31822325, #31850270, #31850350, #31859340 are all replies on the same post. @Zaldiir yeah i know. i was just trying to be optimistic v_v even though i can't see it happening.
  7. In response to post #31811750. true. but at least bethesda always gave the community actual modding tools, unlike CDPR, and that's comming from a massive CDPR fan.
  8. In response to post #31817020. if they're lucky, they'll get 50-100 entries at best :/ the so called "modding tools" aka buggy assets extractor, is extremely limited and incredibly hard to learn with bare bone documentation, so people are bound to stay away from it.
  9. as many players of TW3 have discovered, it is possible indeed to disable all hand-holding features. however, should the player do that, he'd find himself unable to carry out the quests properly, as the quest description is relatively thin. Thus, my idea, is to find add further description in the quest log, giving clear indications to follow, with the help of the map, if necessary (without the damn quest markers and the mini-map), while staying somewhat beleiveable and well written. even if the NPCs doesn't give you clear indications, a new dialog option appearsafter accepting the quest, which is to ask him for more indications, and then the player get a quest log update. an other way, would be to get a guide of the local area, helping the player find the essential places there, which may be used to find the required place.
  10. +1 oh yes, i hate them. it makes the game feel kinda MMO-ish.
  11. agreed ! we can keep the grid/weight system, but add categories. just by using the mouse, the player may click on "potions & ingredients" tab for instance, and it'll show a list of the potions and ingredients at his disposal. ^^ it may seem tricky, but it's completely possible.
  12. i personally thought it made the game tougher AND is more true to the books. however, i guess it's possible to add the possibilty of drinking the potions normally, like in TW1. in short, to give the option to the player, whether he want to make life difficult for himself (like me) by tiying himself to some lore restrictions OR simply consume the potion at will not during combat, with a drinking animation like in TW1.
  13. hello again, nexus users ! it may have occured to you that the current alchemy system, despite some new interresting additions, does a few things wrong and can be somewhat not very effective, especially in higher difficulties (potions way too short, annoying auto-refill). the goal here is bring the best out of the alchemy system in the pervious 2 games: an alchemy system like in TW1 but with the addition of a restriction, which is to drink the potions during meditation only, while keeping the other interresting features that were brought in the third game, such as the exotic decoctions and so on.
  14. greetings fellow gamers ! As you may have noticed, the UI for TW3 was designed with a gamepad in mind and not truly adapted to the use of KB/M. therefore, a mod that would replace it by a re-worked and inprooved UI, while keeping some of its strengths such as the grid/weight for the inventory system. in short, something that would be in the same fashion of a SkyUI mod. (WitcherUI perhaps ?)
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