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this is a gameplay overhaul request. the goal of this mod would be to make Elden Ring melee combat more seamless and appealing through overhauling how players can use multiple melee skills during combat all without giving the player a huge advantage. simply, rebalance infusible ashes of war skills to function like spells and incantations. Specifically interchangeable/infusible ashes exclusively, because I do think its fair when weapon switching and carry weight is a balancing factor for using powerful legendary weapon skills. why: casting/mage builds are able to use multiple skills seamlessly without the need to switch their weapon in a single combat encounter. however, if melee builds want to use more than one skill in a single combat encounter, they have the disadvantage using fromsoft's clunky direction pad weapon switching mechanics or hard swap via navigating equipment menus to bypass weight limits. here are the fundamentals of the concept: Using the “memorize skill” function at a grace, players can equip an ash of war into spell slots and switch between them using the "switch sorcery/incantation" action. players can still execute weapon skills by using the “skill” action like normally. players can only use the skill if the weapon on either hand is compatible with that skill. the player's character will perform the default "head scratching" animation when attempting to use an incompatible skill. Legendary weapon skills override all other skills when equipped and using the "skill" action. Legendary shield skills take priority if equipped on either hand. Whetstones can still be used to simply alter weapon stats, but are no longer tied to ashes. Skills that provide buffs will be canceled the moment the player uses another skill, ultimately preventing unbalanced skill stacking. a maximum of two buff-related skills can be used only when the player is carrying two compatible weapons. if the player only has one weapon equipped, only one buff can be applied at a time. if the player switches their weapon in either hand, the first buff applied will be canceled out. Estimated Conclusion: Using multiple ashes of war in a single combat encounter is now far more seamless. no need to switch weapons to double stack buffs. just use the the skill twice (though two is the limit and you must have one weapon in each hand). players who Build for strength and dexterity can now value having more spell slots. Improved combat in general. Way more flexible and visually appealing.
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to make melee-only combat a more interesting playstyle, i think a very simple method in doing so would be making Ashes of War work like spells. like spells, the player would be able to select an Ash of War and place it within a memory slot. restrictions and balancing optional - finding a way to make it so that every weapon can use every AoW would be ideal and make for some interesting gameplay, but would still require some work to make it less awkward for the sake of quality. maybe just make sure that when a parry is used, prioritize the use of weapons that are designed around parrying (toggling options for this would be nice). the button layout would work exactly the same way. the skill button will still have its own dedicated input, allowing spellsword playstyles to still use weapon skill and spells fluently. whetstones will still work in the same way, except they would function to only "alter" a weapon's stats. basically, when you equip an ash of way as you do now, you a prompted to apply a whetstone. instead, you will be prompted to simply add a whetstone effect without needing to choose an AoW. noteworthy scenarios: Scenario 1: a player is wielding two greatswords and wants to use a skill. Answer: the skill will almost always prioritize the players right handed weapon as it does now. Scenario 2: if designed to be more restrictive what if the player has a non-ash weapon (weapons with their own unique skill)? Answer: lock all AoW from use except parries. prioritized the non-ash weapon unless the non-ash weapon is equipped on the left hand, then prioritized the skill the player has selected. in general, parries are prioritized over all similar to how it already functions in vanilla. Scenario 3: if designed to be more restrictive, what if the player has a shield in either hand? Answer: follow the original design formula and prioritize parrying. even over unique non-ash weapon skills. Scenario 4: if designed to be less restrictive, what if the player has a shield in either hand? Answer: generally the same as said before. just make it so that the player uses the shield to parry rather than other equipped weapons equipped. this is for the sake of quality and a toggle is to be considered. Utilizing this system and what makes it stand out: simply put, a player wont have to carry multiple weapons to use more than one ash of war in a single fight. they can either change from an aggressive approach to a more defensive one more seamlessly rather than through clunky weapon switching. it would also make gathering memory slots more worthwhile. i am willing discuss this further and answer more questions if needed if it helps in designing this mod. thank you for your time.
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but i dont know how. specifically, say i wanted to replace all lit lanterns within the world with lit lanterns that can be picked up by the player, but immovable by physics or via the player physically moving the object (similar to how all harvesting items work). not saying that this is the exact concept for the mod i want to create. is their something i must do beyond the creation kit. if so, i'm scrapping the project. after replacing all objects, could i possibly give it the same harvesting mechanics as plants within the game.
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surface texture resolution and size?
mysticdragonmage replied to mysticdragonmage's topic in Fallout 4's Discussion
that's good advice! thank you. now, where would i get some textures, or where would you recommend i go? i completely understand that i cant just pick just any texture from the internet. -
thanks a lot, but unfortunately, the mesh will still not appear in-game. it is likely to be something wrong with my actual custom mesh in blender. again, unlike mikemoore's tutorial, once i placed the 3d object in Outfit Studio the object appeared much larger. it also had no Orange-ish tint, it was just a flat grey. i dont think the size is the issue though. his mesh was smaller in blender as well. the reason my mesh is large is because i imported an object from the game to use a reference, and that object also appeared very large. i made sure that the export settings was exactly like his from blender to an OBJ.
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so let me point out one thing that appears differently when im modding compared to when MikeMoore is doing. when i insert my object into bodyslide, it appears grey and much larger than his custom model. it also appears larger in nifskope, but i simply transform the object to fit were it needs to go. could this be related to my issue?
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SOLVED i did not set my fallout 4 ini files to load loose files. there was also some issues with my nif file having duplicate strings, to which i fixed. thank you ehtyeci for pointing these two things out. original thread: so im new to modding and have followed all tutorials up to this point. im trying to create a melee weapon attachment mod. i know i've done everything right, because everything appears to be fine in the Creation kit. however, my custom meshes and models do not appear in-game. I've even gone as far as to creating COBJ, MISC, and the actual OMOD (all connected). once i craft and install the attachment, the effects and stats i created are all correct. the attachment itself is just not there. for reference, here are the general settings for the attachment in Creation Kit: and nifskope (updated): The tutorial i've been following is this one: though i am suspicious that he left out a few details. of course, i decided to make my mesh into an actual weapon attachment instead of a new weapon. like i said, the mesh is simply not appearing in-game. if there is anything you notice, please point it out so that i may fix it. if there is any more information you need, please ask. EDIT: so it could be something wrong with my custom mesh in blender, though i'm not sure exactly what. i imported a Super Sledge model into blender in order to fit my own custom object around it, then i just made it out of the same material as the one on the hammer. was i not supposed to do this, or does it hardly matter since its just the object being exported? the tutorial never went over the basic settings needed before exporting it into an object, such as material, texture, etc. other than that, i've made sue that all faces were triangulated, as the tutorial says. in the meantime, ill try this, but i dont want to spend so much time on figuring this out by myself. please help if you can. EDIT: ok, tried it and it did not go so well. CK crashed when i chose the new nif i created. so i dont know weather or not it means blender is the problem. Solution
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Texture and Mesh error in CK, please help!
mysticdragonmage posted a topic in Fallout 4's Discussion
im trying to create my own original weapon attachment from scratch, and i believe i've done everything right until this point. i select "mod_melee_SuperSledge_SuperBlade" i made by duplicating and editing the "mod_melee_SuperSledge_Heated" which opens up "Object Mod" i select edit>edit(within the model data window)>and i select the Mod_SuperBlade.nif file containing the mesh i want to place. this nif file is located in C:\Program Files "(x86)\Steam\steamapps\common\Fallout 4\Data\Meshes\Weapons\RocketHammer\Mod_SuperBlade.nif." despite this, i get two signs of error. one is that the render within "Object Data" window has a big red exclamation point instead of the actual mesh. another is that there are no materials under "original materials." lastly, one warning appeared and they say as followed: TEXTURES: TEXTURE ERROR : Unable to load file 'Data\Textures\DarkGray.dds' this warning appears every time i open the "Object Data" window. so far, i've been following this tutorial: that is, up until two points. in the video, within nifscope, he copied the "lighting shader property" branch from the original reciever and pasted it on his custom model. i did the same, but i edited the .bgsm path to my own custom .bgsm file. i made a copy of my nif simply named "Mod_SuperBlade2.nif" and did exactly what he did with the reciever (except with the heated super sledge attachment). lo and behold, the red error symbol mentioned earlier disappeared and i had an actual model, just not with the textures i wanted. the other point was when he made a new weapon, not a new receiver. it was simple enough to figure out how editing weapon attachments worked, so i just went ahead and made it a new weapon attachment instead (note that "Mod_SuperBlade2.nif" worked here, so i dont think this is my problem) it must be something with either the textures or the bgsm. so i followed another tutorial by the same guy: and this time i did everything he did, just with mine having a few errors. this is not me saying that Gambsmosre / Mikemore is bad at tutorials. in fact, i knew nothing about mods until i found his videos, and the tutorials helped me out a lot up to this point. can anyone help me out? in the meantime, I'll test SuperBlade2 in-game and see if there is anything wrong with my custom textures. thanks! -
Texture and Mesh error in CK, please help!
mysticdragonmage posted a topic in Fallout 4's Discussion
im trying to create my own original weapon attachment from scratch, and i believe i've done everything right until this point. i select "mod_melee_SuperSledge_SuperBlade" i made by duplicating and editing the "mod_melee_SuperSledge_Heated" which opens up "Object Mod" i select edit>edit(within the model data window)>and i select the Mod_SuperBlade.nif file containing the mesh i want to place. this nif file is located in C:\Program Files "(x86)\Steam\steamapps\common\Fallout 4\Data\Meshes\Weapons\RocketHammer\Mod_SuperBlade.nif." despite this, i get two signs of error. one is that the render within "Object Data" window has a big red exclamation point instead of the actual mesh. another is that there are no materials under "original materials." lastly, one warning appeared and they say as followed: TEXTURES: TEXTURE ERROR : Unable to load file 'Data\Textures\DarkGray.dds' this warning appears every time i open the "Object Data" window. so far, i've been following this tutorial: that is, up until two points. in the video, within nifscope, he copied the "lighting shader property" branch from the original reciever and pasted it on his custom model. i did the same, but i edited the .bgsm path to my own custom .bgsm file. i made a copy of my nif simply named "Mod_SuperBlade2.nif" and did exactly what he did with the reciever (except with the heated super sledge attachment). lo and behold, the red error symbol mentioned earlier disappeared and i had an actual model, just not with the textures i wanted. the other point was when he made a new weapon, not a new receiver. it was simple enough to figure out how editing weapon attachments worked, so i just went ahead and made it a new weapon attachment instead (note that "Mod_SuperBlade2.nif" worked here, so i dont think this is my problem) it must be something with either the textures or the bgsm. so i followed another tutorial by the same guy: and this time i did everything he did, just with mine having a few errors. this is not me saying that Gambsmosre / Mikemore is bad at tutorials. in fact, i knew nothing about mods until i found his videos, and the tutorials helped me out a lot up to this point. can anyone help me out? in the meantime, I'll test SuperBlade2 in-game and see if there is anything wrong with my custom textures. thanks! -
so im learning as i go with creating this mod. it's a weapon modification mod, but im having trouble with it's surface design and textures with blender. please note that i am fully aware of how to place a texture on my mesh, but i just dont know how much resolution or how large the texture should be without looking either too ugly or over-detailed that it would break the game. so what would a pro-modder recommend? please note that the weapon modification is fairly large in size. in fact, here is a picture of the mesh: https://magicdragonmage.deviantart.com/art/Fallout-4-Super-Sledge-Blade-Mod-Concept-Mesh-717924896 i currently have a 1024x1024 texture to place on the mesh, but if i should find a larger texture image or smaller one, please say so.
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so my data folder is a little different from what i see from mod guides. i heard that Nifscope was a good way to create objects and edit meshes and implement them into the game, but as im trying to follow a tutorial about how to do this, i get lost in the "data" folder when im trying to find my "meshes" folder. so im at Steam/steamapps/common/Fallout 4/Data (i have the navigation correct). the only problem is that most of the usual folders, including the meshes folder, is missing. they are just not there at all and i dont know why. all i see are "LSData, Scripts, Sound, and video" folders, but those are the only folders i see in "Data". meanwhile, these tutorials are easily locating editing the meshes they need. please help. what do i need to do? P.S. ive worked on meshes before in Skyrim SE. the Skyrim SE Data folder is exactly what i see in the tutorials, but Fallout 4's Data folder is completely different.