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Greenslade

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Everything posted by Greenslade

  1. I turned off Scrap Everything because it was too powerful for my own good - I ended up having less stuff than I needed/wanted in place. It returned everything I'd scrapped though. I'll probably go back to Scrap Everything for the next playthrough and just be more careful.
  2. I haven't tried it but maybe this one might meet your needs? http://www.nexusmods.com/fallout4/mods/12253/?
  3. There are a load of flattened and cleared Sanctuary mods on the nexus already, is there just not one that meets your exact needs?
  4. An expanding radius of influence doesn't even necessarily need to be "end game" stuff. It could use the existing settlement mechanic so, for example, a settlement with 20 population and 100 defense could have a wide area of influence and a new one with 2 people and 10 defense would have a small one. No freakin' idea if that's even possible though! :D
  5. Awesomesauce. I was thinking if it had vanished that maybe it hadn't got much love and so even my beginner-grade skills might be appreciated. As it is, it sounds as if you're all on top of it. :D It would still be nice to contribute if I could, if there's any small settlements that aren't getting much attention? I really liked the idea of the settlers knocking into the buildings in Hangman's Alley as they expanded, for example, so that the more people there were the more the empty buildings got the plywood taken off the doors and turned into working spaces. Of course that's a fairly obvious idea so maybe someone's already done it. Are you expanding the build areas of places like Jamaica Plains and Nordhagen Beach to make them make sense, too, (like, seriously, guys, you're not gonna defend that bridge huh?) or are you sticking with the vanilla build areas?
  6. So I've been using M D Wolfe's Fusion and Fuel Rebalance and there's a lot to recommend it, conceptually. You only reload one fusion cell in the animations, after all, so it makes sense that each fusion cell would hold a certain amount of shots. The downside to the mod is that it's easy to get filled up with lots of half-empty fusion cells and plasma cartridges clogging up your inventory. I'd love to see this concept extended to ballistic weapons too. You don't have time to refill a magazine in the middle of battle. You swap in a loaded mag. If you reload early you should have a mag with 3 rounds left in it, not magically add 7 rounds into a half-empty mag. So, there's a couple of things I'd like to see in an ammo overhaul. Magazine crafting and loading. Craft mags that match the required magazines for your gun (i.e. 10mm mag, drum mag) and load them with rounds turning them into a charge item.*potentially* this could be used to move the magazine itself out of the gun mod slot? Probably not though as that would require guns taking more than one kind of ammo, which I don't think is possible, although it would be cool if your 10mm could take standard and extended mags depending on what you have in your inventory.Mag reloading. Some concepts:Emptying half-done mags, tanks and cells at a workbench, giving you back an empty mag and the right number of loose bullets or "single charges" of fusion, plasma etc. Merging half-done mags/cells into filled ones counting the correct number of rounds. i.e. a fusion cell with 12/30 charge remaining and a fusion cell with 25/30 charge remaining will give you a cell with 30/30 and a cell with 7/30. Core "recharging". A station that takes half-spent fusion cells and returns fully loaded cells after a certain amount of time. Come back to base, load in all your empty or half-done cells/cartridges, pick up the recharged ones you left there last time. Some way of doing this with fusion cores too?Change weapons to use mags rather than single bullets. Make enemies drop some half-spent and full mags rather than individual rounds. I know some of this will be doable and will just take work, i.e creating all the new ammo types and updating the guns to use them all. I don't know if some of the other stuff is doable. For instance I don't know if the game can actually return a variable amount of ingredients from a "charge" item depending on how much charge it holds. Any brave modders want to take a bite at this? It'll be totes immersive!
  7. Thanks. I'll message the mod author and see if it was deleted because it didn't work or just because he stopped being able to do it. Thanks again.
  8. Hey all. I am *sure* that there was a mod on here not so long back that was a WIP for getting settlers to auto-improve mods. It seemed to be something that triggered at population level to hide/unhide layers to give the impression of improvements. This seemed pretty interesting to me - both as a player and as someone starting out with the CK. However, I can't seem to find it now. Does anyone else remember it and does anyone know what happened to it? Am I just being blind?
  9. Rimworld is built from the ground up to be a much more complex framework for dealing with multiple colonists, their personalities, needs and interactions. I'm not saying it's entirely impossible for something like that to be retrofitted over the top, but it strikes me as being an awful lot of work and would always be kludgy as all hell.
  10. Hey all. So I was looking for ways to expand on the frankly a bit sparse options for the laser/plasma/institute guns, and I found a load of really neat mods out there by some really talented modders. However, lots of things either don't work together, conflict, don't balance well etc. For example, I like Ransero's Laser Gun Expanded as the different versions look awesome. I like the idea of Concentrated Beam Splitters and Lasers Have No Recoil and Super Laser Rifle Mods but a lot of them do the same things but a bit differently, so there's some duplication and conflict there. Additional mods like the Heavy Laser and Tri-Beam Muzzle and Laser Stealth Remodulators are also good for adding options but unbalanced against the other mods. I'm using MD Wolfe's Fusion and Fuel Rebalance because I think it fits better with the animations - i.e. having a fusion cell be something with multiple charges that gets used up rather than somehow one fusion cell equalling 24 fusion cells or 7 fusion cells depending on what gun you put it in. I've had a look at these in FO4Edit and I could probably work out a patch for some of the inconsistencies with damage etc in there, but there are some things that I think might require the Creation Kit. So, questions. 1) Does anyone have any experience or advice in trying to merge a bunch of disparate mods into one big one? 2) At what point would this become more than a mere patch and therefore something I'd have to get permission to release into the wild on Nexus (assuming it worked)? 3) I don't want to be the guy who says "HAY MOD WRITERS PLS REWRITE UR MODS FOR ME KTHX" but is it actually maybe a better option for me to request a more experienced modder to do this than trying to do it myself? i.e. am I likely to get myself all wrapped up in knots doing it whereas someone who's been doing this for years could bash it out in a couple of hours? ETA: 4) It strikes me that some of these things might be better moved into separate mod slots, i.e. rather than having lots and lots of mods in the capacitor section for all the different combinations and variants, to split some of them up. The Stealth Remodulator, for example, could go into a separate slot because it matches with the silencer/muzzle brake options of ballistic guns. I know adding new mod slots is doable because people do it for recaliber weapon mods etc - are there any tutorials or guides for doing that online? I haven't been able to find any through googling so far. Many thanks for any help or advice you can give. :smile:
  11. Hey, bumping this up. I'm looking for a way to do this too. I'd like to make some guns use more than one round per shot as balancing effect, but I can't seem to find any way to do it. Has anyone managed it yet?
  12. Aha! That's an even better idea than I had. The way I'd imagined it would work would be that a model specification would include 3 or 4 base textures per part, and that the others would be standard variations of those, tinted appropriately, so that Orichalcum was basically Iron Texture+Green for example. But creating a single "detail" material would be even simpler for a modder wanting to add weapons to the system, and might well make for nicer variations in the material textures. Assuming the normal and specular maps would also apply in a non-ugly way on the "detail" model. OK, thanks for answering the question. Next step is to dive in and see if I can actually make this bit work, I guess!
  13. OK so I could apply a texture set to a different part of the mesh, even if they use the same .obj? That hasn't been clear from what I've read. The whole point of this question being, if this mod eventually does what I want it to do, a basic dagger would have 55 different possible textures, a basic sword around 3,000, and a more complex armour over half a million. Even without the alloying system, a basic sword would still need 100 possible textures. The number of possible permutations mean it would be impossible to texture by hand. However, making a recipe specification that used 3-4 "base" textures for each part and varied between them in standard ways, while more complex than a simple armour, would be pretty doable IMO, at least from a modelling and texturing point of view. Is there a tutorial on picking out different parts of a mesh and applying different texture sets to them?
  14. I already know it's not going to fit into the existing smithing system, don't worry. I assume, eventually, I'm going to have to make a completely new menu system and bypass the original smithing system entirely. I'm more just wondering if I can do any of the bits. Reading on further about the contents of .nifs and texture sets, it certainly looks as if, in theory, one could create a .nif where the blade and hilt were separate meshes with separately assignable textures. Is that theory accurate? And, if so, will it royally f*** things up if one were to actually do that?
  15. Hey guys So, I posted this idea about a new smithing system the other day and didn't get many bites. That might have been because it was in the wrong forum, or because it was a mental nutso idea that nobody cares about and wouldn't work anyway. I'm still at the stage of working out what individual things need to change, sitting watching tutorials to try to figure out what's doable and what isn't. There are a couple of make or break issues that I haven't worked out yet, so I thought I'd ask the collective brains here if I should just accept this ain't gonna happen, or if it's potentially achievable. First thing - is it possible to adjust textures and tints for different parts of a weapon or piece of armor, from the same base model, in game? Either using multiple .obj files (kind of like is done with blood, scabbards etc), or ArmorAddons, or something of that ilk? What I envision happening is this: Assume a basic 2 part sword — blade and hilt — and the basic set of 10 stock ingots that the user can pick to make it out of. User input changes the texture of the blade and hilt independently. In this case we would probably want to use at most 3 textures and tint them. Steel, Dwarven Metal, Gold etc would use a base "smooth metal" texture with a difference in tint to make them yellower or blacker. Moonstone, Ebony, Malachite would use a "glass" texture with different colours. Iron and Orichalcum would use a "rough metal" texture. The game would generate a unique instance of the sword model in game with the selected textures and colours applied to the blade and hilt. There's also lots of other things to work out - a brand new smithing menu, changing the attributes based on user input, intrinsic effects, blah blah blah. Any one of which might also be impossible. But, if there's no chance of doing this bit, because the game just doesn't work that way, there's no point me trying to work out if any of the rest of it is possible either. Any people who've tried something similar and failed on their arse, or who can tell me what I'm missing or completely misunderstanding about the system, or who think it might be doable, I'd love to hear your opinions on this. It would save me a lot of poking around trying to achieve the impossible if I can get shot down in advance, or alternatively would really help if I could get pointed in the right direction! Thanks!
  16. Y'know kid, I know that nudity and shagging is kind of par for the course here, and whatever butters your muffin and all that, but five topics all about sexytimes? Have you considered, instead, the many and varied pornographic websites out there, designed to cater to your intimate tastes?
  17. I think this seems like a good idea, some *use* for the Companions, etc. The Blades can be sent out on dragon-hunting missions with the Dragonborn, I don't see any reason why you couldn't go out on missions with a group of companions, or Dark Brotherhood, or Thieves.
  18. First up let me just say this isn't a "request" per se as much as an idea that I'm not even sure is achievable. I'm interested in kicking the idea around to see if it's worth getting the CK and trying to do it. Of course if someone else has done something similar, or wants to work on something like this, I don't mind! Open Source Ideas and all. The inspiration for this came from hitting 100, unlocking all the perks and realising that I've more or less run out of options for one of my favourite parts of Skyrim, the customising of weapons and armour. It also came from thinking that, for all it's "fun," the smithing and crafting aspects of it are quite shallow and not really developed as a system. Armour and weapons are discrete objects that you get by mixing specific things up in a pot. This is fine as far as it goes, but does leave you with an incredibly limited number of objects to create. It also makes very little sense from the point of view of watching your character do these things. You're a jobbing adventurer who's happened to learn how to work with fancy metals like moonstone and ebony, but apparently all you do with those is create objects that replicate existing designs, rather than coming up with your own ways of working. To get better smithing, therefore, a complete overhaul of the whole system seems necessary. As I say, I'm not even sure this could be *achieved*, without going back to Bethesda and getting them to rewrite a whole chunk of the game. Rather than having every item be a discrete object with fixed ingredients, change it so that it's a recipe with slots that can be filled with anything (dependent on skills and perks). You learn how to make something, and you learn how to work with a kind of metal, and it's up to you to do that. So, for example, a basic sword would have a blade and a hilt. The blade could be made out of steel, or could be made out of ebony. The hilt could be made out of iron or it could be made out of gold. Later you could learn how to make an ornate sword with a jewelled pommel, or a scimitar, or a blades sword, or a rapier. The design would have certain advantages, and these would be modified by the materials. For another example, a set of armour might have shoulder plates, scales, fixings and straps. All these could be made out of different things, again bringing different qualities. Heavy plated armour could be made entirely out of steel or ebony, or some bits could be made out of moonstone and malechite to save weight. You could make the whole thing out of gold if you wanted to - it would be stupidly heavy, slow you down, and not offer much protection, but the point is that you *could*. [*] Materials aren't fully explored in the game. Dwemer metal doesn't do anything in particular, its quality is "used to make Dwarven gear". But *why*? Why is the stuff so heavy? Why is it not as good as Orichalum? And so why did the master engineers the Dwemer use so much of the stuff? The result of not exploring this is that the lower materials like steel, quicksilver and Orichalum end up being useless when you get later in the game. You get the perk and then completely ignore it. This can be fixed by exploring the intrinsic properties of the materials you use. We already know that silver, for example, is particularly effective against undead (so why don't the Silver Hands use it in their armour as well as their swords?). It makes sense that other materials would have similar properties. Dwarven metal could provide better grounding for use against magic users. Ebony could have a very dense insulating quality, protecting you against fire and frost. Quicksilver can be used to store a reserve of magicka, increasing the ability of spell users. Moonstone could take enchantments particularly well. These are just examples, and a proper system would need to be bashed out and balanced, but they would bring all the skills and materials back into play when designing customised armour and weapons. For example, again take a simple sword. On paper ebony looks to be the best material for the blade. But you want this sword to fight a bunch of wizards. Actually, the qualities of Dwemer metal suddenly look attractive. It does extra damage to magicka, and if enchanted with shock or magicka damage can do even more for less "soul cost" than ebony. You could then make the hilt out of malechite, to reduce the weight. Or maybe out of orichalum, to increase the weight and therefore the damage from plain hacking and slashing. Designing all your gear now turns into a balancing act where the intrinsic properties of the material need to be considered, rather than just a grind to get the "best" armour stats. [*]You've got a smelter. You've got all these ores. Why not make some alloys, and see what strange and beautiful qualities they have? What's a moonstone-ebony alloy good for? Maybe nothing, but it's worth giving it a go. Alloys can have strange, sometimes unexpected effects. This means there are now 45 different metals to make each part of each weapon or suit of armour with. It also means that things like iron ores could come in useful later on in the game. We know that iron-corundum makes steel - what does iron-orichalum make? Or iron-silver, for that matter? [*] Also, you've got all these different hides, surely they'd make different kinds of leather? And you could use the hides themselves, particularly in scaled armours. Not to mention the horns, antlers and jewels you pick up around the place. How about a mace made of an ebony-orichalum alloy, (because it turns out that gives a bonus to blunt force bashing weapons, even though it's much harder to make it keep an edge and is therefore a bit rubbish for swords and axes), with an ivory handle made out of a mammoth tusk, decorated with pieces of broken soul gem? Or a wolfskin fur armour with pure ebony scales and gold-quicksilver alloy fixings, because that gives an advantage to enchantments as well as making your Orcish Witchdoctor character look badass? Not every design would have slots for everything, of course. Armour might have an "inlay" slot, which could be another metal (perhaps gold, or a material that isn't good at being armour but which grants a bonus effect), or could be bone or antler, but which couldn't be jewels. The aforementioned mace might be able to have an ivory handle, but other maces might need metal only. Rather than leather being a "thing", it would instead be a class of things. The point is, you can very quickly come up with thousands of different permutations of weapons and armour from the basic ingredients already in game. A design for a jewelled scimitar with 3 components could result in over 300 possible swords, each with their own qualities - some very bad and useless, others particularly suited for a certain kind of player. Now we get to the point where I think this means a system like I envisage isn't "moddable" onto the Skrim base. From what I can gather, this would involve someone *making* all these thousands of permutations, and while a lot of it would be simply retexturing rather than remodelling, it's still an awful lot of ballache to manually make them rather than get the software to dynamically generate the models from a set of parts. It definitely wouldn't fit in the old smithing menu, because you would need to list every single possible permutation, and that would be completely unusable. [*]But while we're revamping the entire thing and rewriting the game from scratch, why not look at the enchanting system too. Rather than merely having one fixed "whole weapon" enchantment, why not fix it so that jewels become "enchantment slots", with the quality of the enchantment down to the quality of the jewels. You could, this way, end up with silly overpowered armour and weapons but it could still be balanceable (IMO). If you found an armour design with four jewel slots in it you'd have to find four flawless diamonds to get it really top notch - four garnets wouldn't give you anywhere near the same effect. And the really tough materials could actually resist enchantments, so an Orichalum-Dwemer alloy plate armour might be hard as nails, but heavy and make enchantments 30% less effective. You could get a silly-powerful greatsword with four jewels in the pommel, of course. But once you'd loaded it up with enchantments you'd only get three swings out of the thing before you had to recharge it with another soul gem - not particularly practical! You'd have to nerf the "double enchantment" perk and think of something else to put there. Unlike double enchanting with the perk, each enchantment would be unique and require a soul gem - two enchantment slots equals two soul gems. Again - I have absolutely no idea if this is even possible within the confines of the Skyrim engine, and think it probably isn't. [*] Also, why do "daedric" weapons all look the same? Is the principle behind a daedric weapon that it was made by the mystical beings from beyond the plane of Oblivion, in which case what are you doing making them on your damned village forge? Or is it, as it says in the game, that you've bound a daedra soul to your weapon - in which case why can't you bind one to an iron dagger if you want to? As an aside - I don't see any reason why some things shouldn't be smithable at all, or should only be smithable by certain classes or races or factions. You can make armour out of Dwemer metal, but the Dwarven armour that's lying around the place was made by dwarves, not jobbing adventurer-blacksmiths. You'd need their designs to make it, surely, not just the materials. And if Daedric weapons and armour that you find in-game are made by the Daedra, then you can't make them. This means there's still an incentive to loot - you might find something you just can't make yourself. So what does "binding a Daedra heart" do? Well you're actually making your armour demon-possessed, so why doesn't it reflect that? Fun, interesting "overpower" effects combined with downside risks. Armour could restore your stamina or magicka when it's low - by draining your health. Shields could create wards (a la Spellbreaker) but the glow from that ward would nullify your sneak. It just seems silly and pointless to make the result of "binding an immortal demonic soul to your armour" be nothing more than "your armour is a bit better and sort of black and frightening looking". Also, if you bind a Daedra heart to a low-grade weapon, it'll probably run the risk of exploding and releasing the dremora back out into the wild, and the chances are they won't be happy with you when they get out. So, y'know, while you can bind one to a plain steel greatsword, it's not recommended, because if you do you might be halfway through a dungeon and suddenly find yourself with no sword and burnt hands fighting an angry demon. So. I appreciate that this is a complete and utter overhaul. I appreciate that, while some aspects of this may be implementable quite easily (just creating more variations like "ebony scaled armour, orichalum scaled armour, glass plate armour etc"), the whole thing is a massive task and also is probably impossible. (I also appreciate that it is quite long, and if you've got to the bottom, thank you for sticking with it!) BUT... what do you guys think? Is any of it doable? Would any of it make the game better for anyone else, or does it represent some kind of overkill that the game doesn't need? And, most importantly, if I, as a non modder, downloaded the CK and attempted to do any of this, would I very quickly find myself going "whu? buh?" and possibly setting my hard drive on fire?
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