Jump to content

ThreeUnicornsInATrenchcoat

Premium Member
  • Posts

    9
  • Joined

  • Last visited

Nexus Mods Profile

1 Follower

About ThreeUnicornsInATrenchcoat

Profile Fields

  • Country
    United States

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

ThreeUnicornsInATrenchcoat's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Week One Done
  • One Month Later
  • One Year In
  • Conversation Starter

Recent Badges

0

Reputation

  1. It's possible to create animations and an armor-mounted weapon, at least in appearance, but to have one that is actually separate from your equipped weapon simply isn't possible in either game. Creature enemies in NV all have embedded weapons (a weapon integrated into the creature model), and the Securitrons can switch between melee, their arm/hand SMG or laser, and the rocket pods on their shoulders, but the player can't have an embedded weapon. With the KNVSE animation plugin, it's entirely possible to have a gun with a custom animation set that fires from the shoulder, but it wouldn't swivel on a mount, only follow the camera, as any other weapon does.
  2. I am trying to create a perk that gives the player increased strength, agility, DT, etc., based on your current radiation level, but in game, some of the changes do not take effect. I am using the following effect on an ability in the perk's effect list: IncreaseStrength "Increased Strength" [MGEF:0001515C] Magnitude 1 Type Self Actor Value Strength with the following conditions: Subject.GetActorValue(Rad Level) >= 400.000000 AND Subject.GetActorValue(Rad Level) < 600.000000 AND The intended result is a bonus to Strength of +1 when your RADS are between 400 and 600. There are tiered bonuses for levels between 600 and 800 and between 800 and 1000, and beyond. This Actor Effect is added to the perk as an Ability. It doesn't work, as stated, but other effects work properly. For example, the perk applies Entry Point movement speed bonuses successfully with the exact same conditions. Can anyone tell me why the conditions would work for one effect as an Entry Point directly in the Perk's effects list, but not in the Actor Effect's effects list? This is the first time I've tried to make a relatively complex perk, so I won't be surprised if I'm missing something obvious about how these systems work. Edit: I've discovered that adding the desired bonuses to the Radiation Stage effects, with a check that the player has the perk, works perfectly. I wanted to do this without altering those records, though, so if anyone has some feedback, I'd love to hear it.
  3. I have a 1920x1080 screen. Normally, when I select 1280x720 as the game's resolution and play in fullscreen mode, the render window stretches to fit the entire screen. Now, the unused pixels outside the window are black, as though I am playing in windowed mode without being able to see the desktop in the background. The game window is surrounded by black bars, i.e. a vignette, but on both sides as well as top and bottom. This issue arose after I toggled 2x2 supersampling through the NVIDIA Inspector tool. I have subsequently disabled supersampling, but the problem persists. I have reset all 3D render settings in both the NVIDIA Inspector and in the NVIDIA control panel. Neither reset fixed the problem. The issue is not related to my load order, so I won't post that, but my relevant system specs are as follows: ASUS ROG G74SX Notebook Intel Core i7 2670QM @2.20 GHZ, OC'd to 3.0 GHz in high performance mode. NVIDIA GeForce GTX 560M (2GiB VRAM, 192 CUDA cores, 775 MHz gpu clock, 1550 MHz shader clock, 1250 MHz memory clock) GPU driver: GeForce 335.23 WHQL 1920x1080 native resolution, 32-bit color depth, 60Hz refresh rate. I have not updated my drivers since the problem arose on June 13th. Wiping all of my driver profiles upon installing the latest GeForce driver package might fix the issue, but I am reluctant to do that for obvious reasons. I play in 720p most of the time because the lower resolution allows me to maintain a constant high framerate with 2x or 4x multisampling and a high mod count. I would appreciate insight from anyone who has experienced this problem. EDIT 06-15 2:20 PM: Performing a fresh install of the GeForce 337.88 WHQL drivers failed to resolve the issue. In addition, the problem is present in Skyrim and Left 4 Dead 2, so it definitely isn't game-specific.
  4. Imagine yourself being charged by a huge man with a twenty-five pound hammer. You raise your wooden shield to deflect the attack. His hammer smashes it to pieces. Does anyone know how to script something like this, perhaps using a random percent chance and an item removal effect? The chance to destroy the shield could be dependent on a material type. I.e., A steel shield has thick metal parts, but a wooden backing, so it would be vulnerable to heavy blows, but to a lesser degree than the wooden shield. Solid metal shields, like the Dwarven or Ebony shields, would be impervious to melee damage, but things like magic attacks could weaken it over time. Fire and lightning would heat the metal and warp it depending on the intensity of the spell, and ice would cause it to contract. Prolonged exposure to such attacks could increase the chance for breaking.
  5. I'll give a basic walkthrough for the sake of clarity. Open the Geck and load Lonesome Road. Find the entries for the Red Glare, SMMG, the Red Glare ammo types (all of them), and the Red Glare missile projectile explosions (also all of them). This will seem to overpower both weapons, but I'm playing with my own custom damage table overhaul, so here's my personal preference: Set the explosion damage values of all the rockets to 80, 100, and 150 for the incendiary, standard, and HE explosions, respectively, and remove the HE ammo effect on the ammunition to avoid overpowering the HE rockets too much (For comparison, a frag grenade does 125 damage, I believe, and I set mine to 200). Next, open the ammunition entries. Find the ammo effect and set it to subtract DT with a value of 15 or so; that will defeat most armors coupled with the explosion damage. Granted, the Red Glare is primarily an area-of-effect weapon, but rockets would punch through body armor rather easily. This covers the blast part of the weapon. For direct hits, go to the weapon itself and increase its damage value to 40 or 50. That's an arbitrary value which, for my game, is on par with the damage of a 40x46mm grenade impact (the ammo for the M79 Grenade Rifle and China Lake Grenade Launcher; by the way, for a realistic velocity for those grenades, find the 40mm grenade projectile data and change its speed to 5250 and its gravity to 1). Finally, go to the SMMG weapon entry and increase its damage by about 10-15% to account for the improved barrel rifling and length of the weapon compared to a N99 pistol or submachine gun. A 10mm Auto round isn't designed for long range shooting, so there is only so much a longer barrel can do, sort of like with a .357 or .44 Magnum round, but the SMMG's longer barrels would increase accuracy and muzzle velocity, and thus kinetic energy retained through the bullet's flight. Cut the SMMG's spread by about 30% and multiply its rate of fire by 4 (28 rounds/s=1,680rpm), the change the attack animation multiplier from 1 to 4 to accomodate the increased rate of fire. As I said for the rockets, this value is arbitrary and probably isn't entirely realistic, but I feel it is fitting for a gatling weapon. Keep in mind that the firing sound won't reflect your rate of fire accurately, so watch your ammo counter carefully. An rof of 28 will eat through your supply of 10mm rounds insanely fast. As far as ammunition is concerned, I think a box capacity of 120 works fine. Change whatever you want to your tastes, of course, but save the file and you're done.
  6. Another thing to take into account is sectional density. In general, the wider the bullet, the more damage it will do to flesh. Take a look at this for details: http://www.chuckhawks.com/sd.htm
  7. Who else thinks it would be awesome (or simply disturbing YET awesome) to run around bashing draugr and stormcloaks/imperials with a cello? A double bass would be cool, too. Or how about a lute? The game has those already; the model could be used to make a one-handed weapon mesh, couldn't it?
  8. Personally, I would like to see a mod that changes the color of the fire spells to a blue-white color reflecting extreme heat, instead of the wimpy red-orange standard. A blue-white coloring would go well with any custom modifications that increase the damage of fire spells to be more realistic, i.e. a fireball that is actually useful and can kill anything save dragons in one hit. One should not have to shoot a dozen massive, explodey fireballs at an enemy just to kill it. That steel plate wouldn't protect a bandit from a mass of fire that's over a thousand degrees...but maybe that's just my opinion, no? Anyone else of a similar, not at all unrealistic or unreasonable viewpoint? Even better: Make the fire white-hot so it's like a bolt of plasma. Super-heated gas would boil through any armor in Skyrim, even dragon armor. Face it: If a sword or arrow can pierce those scales, how tough can they be? Most universes with dragons depict the beasts' scales as being as hard as/harder than steel, sometimes even diamond. Plasma can melt through dragon scales, but swords shouldn't so much as scratch dragon scales. No, it may not be lore-friendly, but in my opinion, the overgrown lizards Bethesda have jokingly called dragons need not only be more dangerous in their own right, but have opponents wielding the proper tools with which to kill them. There are lots of dragon mods that make them more dangerous; I've used some of them, and they are, admittedly, very good. Anyone can open the CK and tweak the damage of the spells or make the dragons tougher if they spend some time experimenting, but I honestly have more interest in changing the animations of said spells to make them appear as though they can actually do something useful, but I'm not equipped, nor do I have the time or savvy to do so. Dragons shouldn't fall to something as pathetic as a five hundred degree flame; make it look hot enough to take down those overgrown lizards. They are supposed to be the scourges of Tamriel, after all. Give them a bit more oomph, and give the battlemages some REAL firepower to take them on. I'm talking dragons like the Hell Wyrm of Final Fantasy XII. I fought that thing for two and a half hours before it went down. Obviously, Skyrim is a completely different breed of game, but the truth remains: Dragons in Skyrim and spells therein need to BE better and LOOK better. A blue or blue-white flame is one of the simple, appealing ways to do this, in my humble opinion. Do you agree? Yes? No? Maybe? Just an idea...with a rant to go along with it. If anyone feels like he or she can realize this meager dream of mine, well...cheers to you. You'll have my worthless thanks and tip of the hat if you think you're up to the challenge, whoever you may be.
×
×
  • Create New...