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abborre

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Everything posted by abborre

  1. Turns out your karma tends to stay pretty positive as long as you don't murder good people or steal stuff. So I figured the game could use something to motivate you to be evil, and what motivation is better than power? My idea is to add some kind of weapon (possibly several) to the game that corrupt the player character and encourage them to kill people for power. What kind of weapon it'd be is not really that important. The way I imagine this working is that the weapon would be decently powerful, and it'd have some useful effect, such as restoring health and/or action points whenever a human/non-feral ghoul(henceforth simply referred to as humans) is killed with the weapon, but doing so also drains karma. Killing humans also slowly makes the weapon stronger, allowing you to receive increasingly powerful versions of the weapon, as it feeds on their souls. The stronger the malevolent spirit/demon/negative psychic echo/whatever-sci-fi-fantasy-mumbo-jumbo-you-like grows, the more it corrupts you. This would make you more powerful, but could also have some drawbacks, such as making you receive less benefits form aid items, forcing you to rely more on your unholy toughness and motivating you to kill people to regain health. Another possible drawback could the that the weight of the weapon in your inventory increases as it gets more powerful, as it becomes more "dominant" and wants to quite literally push everything else in your inventory out. Additionally, the weapon could drain your karma slowly but passively, and grant bonuses whenever it's in your inventory, if your karma is sufficiently low. As for aesthetics, the weapon would presumably have some black finish, maybe with sinister runes or a subtle red glow or something like that. If it's a firearm or energy weapon, the muzzle flash/beam/bolt could also be red, or maybe it'd gradually become red as the weapon grows in power. I also think it'd be cool if the weapon could occasionally be heard quietly whispering to you or even growling in combat. If more than one such weapon are made, the effects preferably should not all stack, or it'd probably be way to powerful. Now, I figure whoever would make a mod like this could probably decide which weapon or weapon would be made. My personal preference would be for it to be a big revolver, perhaps even based on That Gun, such that it could be implied that the cylinder swings out and the hammer cocks not by way of automation, but rather that the weapon is capable of magically animating itself. Best option probably would be to make it some sort of assault weapon, big pistol, or sword. Thank you for reading.
  2. There are some of those eyepieces in the Spice of Life mod. It's recommended that you get some male body mod, but if you get that mod, or either endure some occupational minor texture glitches on male characters, the mod has some really neat clothing, backpacks overall. Also, I believe the super mutant goggles provide different kinds of enhanced vision modes if the broken versions you find are repaired and you have the Project Nevada patch (assuming you actually have Project Nevada). http://www.nexusmods.com/newvegas/mods/44476/?tab=3&selected_game=130&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmodimages%2F%3Fid%3D44476%26user%3D1%26gid%3D130&pUp=1
  3. Just quick Idea I had, one could make a simple blueish retexture of the super sledge and call it a saturnite sledge, like the saturnite fist comapred to the normal power fist. It'd presumably be slightly weaker, but faster than the normal super sledge. I suppose it could have a super-heated version as well, if someone knows how to get those effects working.
  4. The easiest way to do that would probably be some kind of add-on to an existing crossbow mod, just create the new ammunition and crafting recipes for said ammo in the GECK. If you're fine with the poison bolts using them same models and textures as the other bolts, you could do it all in GECK, no additional work required. If you want the bolts to look like they're made from syringes, then you'll probably have to make custom models for them, probably using nifskope or whatever is considered good these days.
  5. That gets me thinking, shouldn't there be some kind of option to endorse mod requests that you like? So that there can be a clearly visible number representing the people who liked the idea and thought it could work for each thread, instead of just number of views or responses, those don't really give good idea what kind of demand there is for the idea.
  6. I personally think that a playable race of this kind could be a lot of fun for role-playing. You could play a lowly rat character who lives an unclean life in the slum or the sewers. Or you could be a rat assassin? A chemed-up warrior rat? Or maybe you're a nicer rat who has trouble being respected amongst humans? I think rats have enough cultural associations to them for it to add some extra flavor to your role-playing. Regarding the design of the race, I think I'd personally be happy with it either way (not that I am necessarily the one who needs to be pleased by this), as long as it's halfway decent looking. Though, my preference would be for it not to look to cartoony, preferably it should look relatively animal-like, with the pointy face and all, although I don't really know what kind of difficulties or limitations the New Vegas face morph would cause there, so maybe one would have to settle for a smaller, more cartoony snout, like in the Vulpine Race mod. There's also the issue of headwear. Note that personally, I wouldn't really mind too much if the head looked such that you couldn't wear most forms of headwear, I wasn't really planning on it anyway, and it seems like a reasonable price for getting an authentic-looking head. I'd say the eyes should be reasonably forward-oriented and have a visible iris, to be more human-like. Though, I guess having the option for solid black eyes would be neat, if possible. In fact, it would be ideal if you could chose the color/textures of the eyes separately, so that you could make one(or both of the eyes blind if you wanted, or give it a heterochromic look. They would have course need a tail as well, ideally an animated one. Seeing as rat ears and tails are without much fur, I guess it could maybe be possible to make it so that changing character "skin" tone would modify the fur color, as the ears and tail could just have the normal pink color, without need to be tied to the fur color. Maybe the same could be done with their hands, if they are to be fur-less? I hope. I don't know too much about how this works to be honest. I also have some ideas about what kind of special stats the race could have, if it is to play differently to humans. (not to come off as desperate, I often write down various ideas I have, I wrote all this earlier) I don't necessarily know how practically realistic all of these ideas would be. Racial stats: +1 permanent agility modifier. (counts above 10(if possible)) (basically so that a maximally agile rat is more agile than a maximally agile human) +1 permanent perception modifier. (counts above 10) +15 permanent sneak modifier. (counts above 100) +10 permanent lockpick modifier. (counts above 100) 15% radiation resistance. (I don't know how realistic this would be, but we associate rats with unclean living, so this feels fitting) Faster crouched movement. More powerful chem effects and/or duration. -1 permanent strength modifier. -1 permanent endurance modifier. -1 permanent charisma modifier. -1 permanent intelligence modifier. Increased addiction chance. Racial traits: Rodent kinship – You’re a rat, through and through, and you’re recognized as such. Other rodents will be friendly towards you, but coyotes will attack you on sight, and you take 5% more damage from predatory animals. It’s recommended that you don’t take this in combination with the “Animal Friend” perks, as that perk will make this trait obsolete. Vermin – You're used to an unclean and lowly lifestyle. You gain 10% additional radiation resistance, 20% poison resistance, and 15% damage resistance against animals, insects, and abominations. But you lose 1 point of charisma, gain less health from stimpaks, and have your damage threshold lowered. Rat Metabolism – Living fast is not a choice for you. You gain movement speed, but lose weapon accuracy. Additionally, in hardcore mode, you get hungry quicker, but sleeping reduces sleepiness faster, and stimpaks give health faster. Quick Brain – Your mind is… let’s say elegantly simplistic. You absorb information quickly, but you don’t grasp things to the extent other can. You can spend more skill points per level-up, but none of your skills can be raised above 85. Mistrusted – People don’t trust rats very much. Maybe there’s a reason for it. Your sneak and sneak attacks are slightly better, but you gain faction reputation slower, and lose it faster. Claustrophile – Being out in the open makes you nervous. When inside, you gain +1 luck and perception, but the opposite is true outside. Additionally, being inside grants +15 to sneak, but being outside grants -1 to intelligence. Coward - You tend to freak out when in danger, which isn't always a bad thing. Whenever you are bellow 60% health in combat, you do less damage and have reduced accuracy, but you gain movement speed. Gutless - A smart rats knows to keep their head down. You get +1 to luck and perception when crouched AND undetected. You get -1 to luck and do reduced damage when detected. Racial perks: Though Rat – A though world produces tough men, and even tougher rats! Rodent debuff on strength and endurance removed. Lab Rat – Rodent debuff on intelligence and addiction risk removed. Rodent Charm – (cannot be take if “vermin” trait is taken) You’ve noticed that humans like you better if you draw attention to “cute” aspects of your rodent appearance. Rodent debuff on charisma is removed, and one additional point of charisma is added. Rat Friends – Feral rats are non-hostile to you. Once a day, you can summon two large rats to aid you in combat by way of a respawning consumable item in your inventory. If you have the “Rodent Kinship” trait, all feral rats become your allies and will aid you in combat. It’s recommended that you don’t take this in combination with the “Animal Friend” perks, as that perk will make this one partially obsolete.
  7. The idea I have is a mod that adds a playable race consisting of anthropomorphic rats to the game. It seems to me to be a neat idea with a lot of fun role-play possibilities, not necessarily a furry thing. It's something I'd like for myself, but it's not exactly a request, I don't expect anyone to sit down and make it just for me. This is mostly going to be me explaining what I'm thinking of and why I think it could be a good idea, on the off-chance that someone cares, I hope this idea could be compelling enough that others might like it as well. The idea came from stumbling upon the Vulpine Race mod. I thought it was neat, but I think that making a similar kind of playable race mod based off of something like a rat would be a much more natural and immersive idea in the world of Fallout. Why? Well, for one, it's slightly more plausible that a rat would be bipedal, they can already stand on their hind legs and use their paws to hold things better than a fox could. But more importantly, we associate rats with adaptability, scavenging, deformity, and mad experiments. This I think would make it easier to accept the idea of an anthropomorphic rat, without it seeming too outlandish. From a lore-standpoint, the rats could be the result of implausible rapid evolution, boosted by radioactivity and ecological turmoil after the war. Or they could be the freaks of the pre-war labs or the mad Think Tank. Or the FEV could be involved somehow. It wouldn't be much crazier than the rest of the Wasteland. I also think that such rats would fit in pretty well in with the themes of the Wasteland. We often project lowly human traits onto rats, so with that cultural perception it would be easy to accept them amongst the scavengers, cutthroats and chem-addicts of the Mojave. Not to mention, I think there would be a certain poetry to the idea of there existing human-like rats in the post-apocalypse. Since rats have been looked down on as vermin beneath our civilization, it would be fitting if they were to become our equals, once that civilization fell. The elevation of the animal could be used to emphasize the downfall of man. So that's why I think it could be a viable idea with some appeal not just for people who like anthropomorphic animals in general. I don't know if it would be possible to do, or how difficult it'd be, but if the Vulpine Race was possible, I guess this could be, I imagine it'd be done in a similar way. If you've read this far, feel free to leave your thoughts, and I thank you for your time.
  8. I'm having the same "issue", allthough I'm not really complaining, I'm hoping to be able to use this for a build. I'm gonna go look if other perks apply across weapon classes when they're not supposed to. A bigger problem with the Great Cleave perk for me is that it can hit allies and neutrals in the first palce, that's really stupid, in fact it hits MY OWN HORSE during mounted combat.
  9. Some more perk ideas: Pistol Brawler - All pistols do more damage for a short period after the initiation of combat. Revolvers have a higher rate of fire when fired fromt the hip. Sadist - You regain a really small percentage of the damage you deal as health. More effective in melee. There should perhaps be a cap on how much health you can regain per unit time with this, but maybe that'd overbuild the perk even more. Firing position - Whilst you're aiming at a target more than a specific distance away, automatic weapon spread will be no greater than a specific amount. (Basically for big, heavy guns that have terrible spread, which makes no sense, why would heavy weapons be a thing if they couldn't be used over distance?) Precision Delivery - All grenade launchers have greatly reduced spread.
  10. I just figured I could throw out some hopefully feasible ideas for perks, in case someone feels like making a perk mod. Suppressive Fire – Foes may have their accuracy reduced when under fire from any automatic weapon. Perseverance – You regain a minimal amount of health when you deal a critical hit. Lead Fist – Shotguns do more limb damage at close range. Pellet Blast – At closer range shotguns have a chance to stagger opponents. Next rank increases the chance slightly and adds an additional chance to knock targets back. Perforate – Shotguns pellets that break the damage threshold cause bleeding damage. Finisher – Shots fired at close range that hit a targets head or torso deal slightly more damage against targets with health bellow a certain threshold. Overrun – Shotguns, SMGs and assault rifles do X% more damage when fired from the hip and moving forward. Trick Shot – Pistols have an increased ability to disarm opponents. Clear the Room – Pistols and SMGs gain a temporary and stacking (stacks up to some reasonable point) bonus to damage and rate of fire (SMGs retain their ordinary rate of fire) for every opponent killed within a certain proximity. Bonus is reset if a target beyond that range is fired at. First Shot – You have slightly higher accuracy when not detected. Sharpshooter - Whilst aiming down sight, and aiming at an opponent, both your mouse sensitivity and time rate is reduced by some percentage, causing your aim to "stick" to opponents. Alternatively, this perk could be made for use with the Project Nevada mod such that it only activates in Bullet Time. Patient Hunter – If you’ve crouched and stood still for more than a certain amount of time you gain an increased critical chance. Resets when you move. Second rank of perk reduces the amount of time you need to be still and crouching to gain this bonus. Take Your Time – If you’ve been standing still and aimed while not firing a shot for a certain amount of time, you gain a bonus to critical hit chance and reduced weapon spread. Clean Killer – For every opponent you kill with one shot, you gain a temporary and stacking bonus in damage against opponent’s heads and torso. Resets if you miss more than one shot in a row. Overheated – Plasma weapons become overheated if you fire sufficient amount of shots in short period of time. While overheated, plasma weapons do slightly more damage. When not overheated, plasma weapon’s condition decays slightly slower. Perk can be take twice. Blown Apart – Enemies with crippled limbs take more damage from explosives. Ringing Ears – Explosions that do sufficient amount of damage compared to a targets damage threshold places debuffs on the targets speed and special stats. Soften ‘Em Up - Enemies hit by your explosions temporarily take more damage from non-explosives. Bombardment – Explosions gain a temporary stacking damage bonus when they hit a target in quick succession.
  11. Basically just a cool idea I thought of, not really a request. In order to protect one self from radiation in the real world, lead is often used. Of course, lead is heavy, so you can only cover yourself in so much of it. But what if you made a suit of lead on top of an exo-skeleton? The idea is a bulky suit made of lead, similarly to the power armors of the Fallout universe, but intended to provide heavy radiation shielding, instead of combat protection. Since lead isn't as protective as steel, especially not comapred to how heavy it is, such a suit would offer less protection and durability than combat power armor, but instead it could provide absolutely unparalleled radiation protection, at the cost of agility and with the requirement of power armor training. Lore-wise, it could be a pre-war suit made for work in irradiated area where the strength of the exo-skeleton would allow it not only to carry all that lead, but would also make it suitable for heavy lifting, which makes sense if the suit was intended for stuff like disaster relief, or similar but military applications. Or it could be a power armor suit that had its armor replaced with lead plating post-war. The idea of lead-shielded exo-skeleton makes sense to me, and seems like it'd fit in well in the world and games of Fallout. Maybe some modder thinks the same. Thanks for reading.
  12. Yes, I acknowledged that most of Skyrim's trees have needles and wouldn't really change much. That's why I suggested that a less lore-firendly and immersive rout be taken, to actually replace some of the evergreens and such with trees bearing leaves, so we'd get more autumn colors in there.
  13. I do like the idea of playing as weird races, such as smaller races with benefits and drawbacks leading to a different play style. However, whilst scaling them down would be easy, their bodies look a good bit shorter and stubbier than ours, I honestly doubt it'd look very convincing if they used the vanilla body or any body mod that I'm aware of. And they would at the very least require new heads in order to look anything like they do in the source material. That would probably require some work as far as I can estimate, and it would at best mean they'd be incompatible with all helmets not specifically modeled for them, and at worst mean they'd look kind of terrible and perhaps don't animate their faces properly, if at all. They'd need new hand and feet models as well, although that MIGHT not be AS big of a hurdle for someone who is willing and able to work with such things, but then there's the issue of hand and footwear not matching the shape of those body parts, unless it is also custom modeled.
  14. There is also the Deadly Mutilations mod, which is quite visual, involving severed limbs, crushed heads, disembowlement, etc. But as the title of the mod suggests, it applies when people are killed, so it won't change how living characters look after being hit.
  15. i don't know of anything that adds really visually impressive injuries, but there is a mod called Battle fatigue and injuries, made by kuertee, that adds long-term debuffs from being hit in combat. When you take a lot of damage, it adds battle fatigue, meaning that your body is weakened by all the damage and recovery. You also recieve injuries to specific body part, which grant specific debuffs. I don't know if the body part-specific debuffs are actually determined by where on your body you're hit though. The mod does include bandages for healing debuffs you gain in battle, but I mostly rely on sleeping my injuries away, so I've not actaully tired those out, so I don't know how that system works all that well. It may not be exactly what you're looking for, but here's a link if you're interested: http://www.nexusmods.com/skyrim/mods/13241/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D13241%26preview%3D&pUp=1
  16. Since it's autumn, it got me to thinking that there should be a kind of autumn climate overhaul mod, similar to all the winter, spring, summer and tropical overhauls there are for Skyrim, so that those who like autumn can get in the mood, even when in Skyrim. I have not been able to find such a mod. Now, I don't really know how much work this would actually require. This isn't as much a request, as it is a suggestion, in case some modder capable and interested in this kind of mod (who for some reason hasn't already thought of it) finds it a good idea. I guess this may be kind of a late post, since autumn is already here, and I have no idea how much work actually goes into these kinds of mods or how much time it'd take to make. I imagine that doing it the "easy" way by just replacing a bunch of trees, plants and textures with ones from the Rift wouldn't be a MONSTEROUS undertaking, but I really don't know the technicalities that goes into these sort of things, so it may be more complicated than I think. Personally, I think it'd be best if the aim was to transform Skyrim in a not entirely lore-friendly or immersive way, by basically replacing many of the evergreens and such plants that don't really change during autumn with leaf trees, preferably introducing more variety amongst them compared to the trees we see in the Rift. I'd say it should also involve a wider range of color than seen in the Rift, where the trees are mostly golden, it'd be nice to see more orange and red leaves as well. Also maybe the spriggans could be retextured to be season appropriate, a spriggan with red leaves would look cool. I don't really have any expectation that anyone will do this, neither in part or in whole, especially not when autumn is already here, but I'm posting anyway, in case a miracle feels like happening. I guess if anyone wants this kind of mod they can leave a comment to show their support for this idea. Thank you for reading and perhaps considering the idea.
  17. Allright, I'd like to say that I've found something of a solution on my end. I used the Werewolf Loot mod which allows you to loot stuff and access menus in beast form. You still can't cast spells in beast form, but I combined that with a perk from Perkus Maximus called Spellbinder. The perk gives you a toggle ability with the same name which makes it so that attacking with one hand will produce whatever spell you have in your other hand. With this ability activated, I could equip an unusable spell in my one hand in beast from, and then simply strike with my other hand to cast it. That way I could cast spells in beast form, benefitting form all my destruction perks and with appropriate magicka cost. It looks good, and is acceptably easy to set up. So for myself, I have no particular need for a mod like this any more.
  18. Thanks, I might look into that. Edit: I didn't mean to imply I've gotten what I wanted, I may try looking at what he suggested in the Creation Kit if I have no other options, but I hope I'll get to see some better alterantive.
  19. No problems. I've used that mod myself to create my own clan of all-argonian vampires who have taken over Movarth's Lair in Hjaalmarsh.
  20. Hello! A mod that I would find useful would be a mod that added rings which allows your physical attacks to deal elemental damage while wearing them. Why do I simply not enchant my weapons or use the Arcane Fists mod? Becasue my intention is for this to work for my werewolf character when he is in beast form (I'm intending for him to be a kind of wolf-shaman who does elemental damage with his claws). The plan is to transform into beast form and equip the ring with the help of the Werewolf Loot mod to deal elemental damage with my claws. I tried using the Infused Claws werewolf perk added by the Extra Werewolf Perks mod, but it wouldn't work for some reason, and I kinda like this idea better. What would be even cooler would be if the elemental damage you dealt scaled propperly to your destruction and costed magicka, as if you were casting a spell with each attack, since that would make my magicka pool relevant and useful to me, even in melee, giving you the feeling of being a kind of mage who channels their magic through their weapons/fists. This could be useful for many types of character builds. So basically what I'd very much hope to se would be either a mod that adds an enchantment to the game which applies to rings, allowing your attacks while wearing the rings to do elemental damage depending on the strength of the enchantment, or a set of rings that do elemental damage depending on your destruction at the cost of magicka, indepenent of your ability to enchant them. In fact, what would be even more perfect would be if this equipable item that allowed physical attacks to have elemental effects did not occupy the ring slot, and wasn't even visible on your character, except from maybe an elemental effect on your hands, and was set such that it couldn't be removed form your inventory, so that it could accompany you almost like a toggle spell, except one that's mananged as a physical item, but now I'm starting to go a bit too overboard I think. The former version would be ideal in my eyes, even if we're just talking about some rings, but whichever one of these ideas any modder takes a liking to or feels sufficiently generous towards me about would be much appreciated. Thank you for reading and perhaps considering my idea. Of course, if you already know of some mod like this, or at least that could serve a similar purpouse, please let me know.
  21. I believe Better Vampires has a function that allows you to turn NPCs, by using a special ability before biting them. Mod can be found here: http://www.nexusmods.com/skyrim/mods/9717/?
  22. There doesn't really seem to be any mods that replace the tails on the khajiit. I figured it'd be cool if some alternate tails where available, such as a lion-like tail, or a short lynx tail, that you could use on mod profiles where you play as such characters. Seems like it'd be relatively minor mods, at least the lynx tail, as that'd basically be a shorter version of the normal tail (requiring only a new mesh and no new textures), so I'm making this suggestion on the off-chance someone feel these would be good mods to make.
  23. Having joined the Followers of the Apocalypse, I was disapointed to realize there was no outfit that felt combat appropriate that could represent them as a faction. The closest thing seems to be the all-purpose science suit, but that one doesn't have the same freindly vibe as the Followers doctor/lab coat, and I'm not very fond of the helmet being a part of the outfit either. So I figured it be cool if there existed some outfit that looked like something a Follower of the Apocalypse would wear, but with some armor and other practicalities thrown on top of it. Something that looks humble and noble, yet prepeared. I'm not naive enough to think some would make this FOR ME, but I figure I can't be the only one who thinks this seems like a good idea, treat this as a suggestion. If anyone has any thoughts on this, or perhaps suggestions on mods that have already made what I'm looking for, leave a comment.
  24. Yeah, I think I remember trying that long time ago. However, I'm looking for something much less dramatic than that. When I say knock back, I mean little more than push them over, not fling them across the room, and I want as few crazy effects as possible. Also, I don't want an enchantment that applies constant knockback, that'd be completely OP.
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