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Everything posted by ChesuKyoka
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[Mod Request] A true settlement raiding overhaul
ChesuKyoka replied to OHBOBSAGET3232's topic in Fallout 4's Mod Ideas
+1 for this. I just dumped a wall of text about this very subject and I hope someone makes a wasteland defense-y esque mod as well. (If I find anything I'll post a link here.) -
I remember the first time I played this game and saw that my settlement was under attack, I felt immense anxiety and excitement! Thus I rushed back to Sanctuary and prepared to hold off against whatever raider horde I've attracted with my bountiful farms and variable livestock and purification plants, all incredibly desirable things for any wastelander. And to my dismay, there was not even a horde, much less what you could call a raiding party to test my powerful defenses, instead it was 3 to 4 poorly equipped men and women rushing to their deaths against my armada of turrets, traps, and robotic defenders. Needless to say, I was VERY disappointed. And I disregarded my settlement and stopped building and reinforcing it after that. Fluff aside, what I am requesting here is so that little rant up above never occurs again. What I'm... No.. WE are looking for, is a solution to this. And so I've compiled some various suggestions and ideas to remedy these issues. 1. Proper Raids [Defenses should not factor if we get invaded or not, but instead should scale invaders down in number, but raise their ability in equipment, a proper example would be a base with 20 food but 0 defenses would be attacked by a small horde of poorly equipped Raiders running around with pipe weaponry and pool ques with maybe one or two well equipped Raiders with hunting rifles. VS a well equipped compound with a large amount of defense would be attacked by no more than 6 to 10 (depending on size and amount of materials) incredibly well equipped raiders with heavy armor, even power armor, and powerful weaponry.] 2. Settlers Fight Back! [i'm constantly irate that my settlers cannot lead a "raid against the Raiders" is infuriating, leaving me to one man army against a group of raiders that doesn't even influence my populace. Nearby Raider spawns should effect the frequency you are getting attacked, keeping them at bay or even decimating them should reduce the amount DRASTICALLY, and it should be no simple task to take it down alone, so taking temporary Settler "Companions" that are well equipped to attack them would make it feel much more intimate and involved.] 3. Randomly Generated Raider Bosses [The fact that a Raider group is just lead by a Raider who's higher level than your level list permits for the most part with no unique traits 90% of the time is boring and flavorless, I would like to see these "Bosses" truly act like leaders, so that leaving them alive is a huge threat and allows them to cully far more effective numbers, and killing them should reap far better rewards than some measly Legendary. But instead something that could be valuable to your settlement such as a rare crafting material that can only be acquired from them to boost your population's efficiency and quality of life, this would act as a progression wall so that your settlement would not grow too quickly, or if it does you are powerful enough to support it.] 4. Aggressive Wildlife [iNCREDIBLY aggressive creatures wander the wasteland and my settlements rarely get harassed by them, instead I believe they should be attracted to high populations with lots of supplies, but not like a raider attack but instead a subtle creep. Feral Ghoul packs roaming in the distance, Deathclaws stalking the property in search of food (Probably me! eek!), Bloatfly swarms if you leave too many corpses lying around, that eventually if left unhandled will become a problem and begin assaulting your home.] I've got more ideas but however I don't want to leave more of a wall of text than I already have. Please leave criticism and ideas, as well as badger my awful and lazy sentence structure (Please don't.) and if you know any mods that do ANY of these features remotely at all, please reply with a link! ~Chesu the Weeaboo
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Hello lovely nexus users and modders, I'm on a hunt to gather some of the most cool race mods out there and I've yet to find much and when I do look through races most of what I find is CBBE SUPER BIG TITS EDITION + OVERPOWERED RACIALS AND 2000000x HEALTH REGEN Anyone got some noice recommendations :smile:? A little specification of what defines a functional race in my own eyes - Able to wear most if not all armors, this includes vanilla - Not grossly overpowered. - It isn't incompatible with other races
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Molag Bal is the daedric lord of domination and "rape"
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Noxiphilic Sanguivoria is a strain of vampirism that was common during the Second Era. Unlike other vampiric diseases such as Porphyric Hemophilia and Sanguinare Vampiris, vampires of the Noxiphilic Sanguivoria strain are not weakened by daylight, but are instead strengthened during the night. Vampires of this strain can undergo a complete blood transfusion ritual known as the Rite of the Scion to become Scions, a more powerful version of a vampire. The Rite of the Scion is also necessary for a Soul Shriven to become a vampire. This strain of vampirism was common in Lamae Bal's bloodline. What I am really hoping to see is a talented modder take this old form of vampirism and turn it into a true beauty, is there anything like this out there yet? Or is there anyone crazy enough to try and make it happen?
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Here's my load order GameMode=Skyrim Skyrim.esm=1Update.esm=1Dawnguard.esm=1Dragonborn.esm=1Unofficial Skyrim Patch.esp=1SleepingDangers-SandsofTime.esp=1Gray Fox Cowl.esm=1RaceCompatibility.esm=1Unofficial Dawnguard Patch.esp=1darkseraticheavyarmor.esp=0Immersive detection of NPC.esp=0lpbards.esp=1quest_pitfighter.esp=0PerkusMaximus_Master.esp=0quest_pitfighter_dlc01.esp=0SkyUI.esp=1Purity.esp=1GreenWaterFix_v2withDawnguard.esp=1TKDodge.esp=1Dark Souls Bonfires.esp=1Supreme Fog.esp=1stranger_danger.esp=1Dark Fantasy Overhaul.esp=1Immersive Horses.esp=1iHUD.esp=1Immersive Sounds - Compendium.esp=1CommonClothes.esp=1BuryTheDead.esp=1Civil War Overhaul.esp=1Skyrim Immersive Creatures.esp=1Skyrim Immersive Creatures - DLC2.esp=1OBIS.esp=1OBISDB.esp=1Complete Crafting Overhaul_Remade.esp=1Complete Crafting Overhaul_Dragonborn.esp=1Complete Crafting Overhaul_Dawnguard.esp=1Customizable Camera.esp=1Animations.esp=1RaceCompatibilityUSKPOverride.esp=1RaceMenu.esp=1RaceMenuPlugin.esp=1dD - Enhanced Blood Main.esp=1dD-Dawnguard-EBT Patch.esp=1dD-Dragonborn-EBT Patch.esp=1Hothtrooper44_Armor_Ecksstra.esp=1Hothtrooper44_ArmorCompilation.esp=1hmkLockOn.esp=1LocalizedGuildJobs.esp=1VioLens.esp=1HothFollower.esp=1SOTAntiCTD.esp=1Immersive Weapons.esp=1AnonymousPeople.esp=1HothFollower UFO Patch.esp=1HitStop.esp=1HelmetToggle2.02b.esp=1Bashed Patch, 0.esp=0Colorful_Magic.esp=028 Days and a Bit 5.esp=1WetandCold.esp=1WetandCold - Ashes.esp=1RAS - Riverwood CharGen.esp=1Random Alternate Start.esp=1buildablehouse.esp=1JaxonzUtilities.esp=1Requiem.esp=1Civil War Overhaul - Requiem Patch.esp=1ISCompendium Requiem Patch.esp=1Requiem - Immersive Horses.esp=1ASIS.esp=0Requiem - Immersive Weapons.esp=1Requiem - USKP + UDGP.esp=1Requiem - DB - SOT - OBIS Patch.esp=1Requiem - DB - SOT.esp=1Requiem - SoT - Better Vampires Patch.esp=0Requiem - Sot - CRF Patch.esp=0Requiem - SoT - Hard Times Patch.esp=0Requiem - SoT - RSChildren Patch.esp=0Requiem - Sot - SBF Patch.esp=0Requiem - SoT - Skytest.esp=0Requiem - SoT - SPTOlderPeople Patch.esp=0Requiem - SoT Patch.esp=1Requiem - OBIS - SoT Patch.esp=1Requiem - Immersive Creatures.esp=1Complete Crafting Overhaul_Hearthfire.esp=0The Ningheim.esp=1Requiem - Immersive Armors.esp=1VioLens - Requiem Patch.esp=1Ningheim - Requiem.esp=1Requiem - Hoth Patch.esp=1PatchusMaximus.esp=0Dual Sheath Redux Patch.esp=0Requiem for the Indifferent.esp=1Got some disabled ones in there, but basically I just load up the game, it skips the bethesda startup screen, goes straight to the main menu logo and just gets stuck, doesn't ctd or anythingwat do?
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Crashing on entering Super Duper Mart
ChesuKyoka replied to ChesuKyoka's topic in Fallout 3's Mod Troubleshooting
Thank you so much :pinch: I feel so stupid. Heh, Shows my inexperience! Thank you for your time. Well I know where to start now! -
Hey nexus forums, So I seem to be having this issue where every time I try to enter super duper mart I crash or freeze upon loading it :sad: . I can enter other buildings and such and I suspect a potential error within the mods or incompatibility. I myself I am quite inexperienced in modding but can find basic load order issues. But I figured maybe somebody might be able to help me. Load order here. Fallout3AnchorageThePittBrokenSteelPointLookoutZetaUnofficial Fallout 3 PatchIMCNCALIBRTheInstituteVault 101 RevisitedMothership CrewTSC Air SupportFOOK2 - MainFOOK2 - [DIK] DLC Improvement KitMart's Mutant ModRHKBrisaAlmodovarAmyWongRH_IRONSIGHTSBelthansQuoVagisRH_IronSights_Basic_VanillaPluginRH_IronSights_Basic_AnchoragePluginRH_IronSights_Basic_PittPluginRH_IronSights_Basic_BrokenSteelPluginRH_IronSights_Basic_PointLookoutPluginRH_IronSights_Basic_ZetaPluginRH_IronSights_Pitt_NewRifleSightsRH_IronSights_RemoveReticuleRH_IronSights_PL_NewItemsGNR EnhancedExistence2.0UPP - Pack 1UPP - Pack 2UPP - Original PerksUPP - Experience PerksUPP - Beverage PerksAQFH_C_103FOOK2 - MainFOOK2 - [DIK] DLC Improvement KitMart's Mutant ModMart's Mutant Mod - DLC AnchorageMart's Mutant Mod - DLC The PittMart's Mutant Mod - DLC Broken SteelMart's Mutant Mod - DLC Point LookoutMart's Mutant Mod - DLC ZetaMart's Mutant Mod - Tougher TradersMart's Mutant Mod - Natural SelectionMart's Mutant Mod - Master Menu ModuleMart's Mutant Mod - FOOK2Mart's Mutant Mod - FOOK2 - DIKAmyWong - FOSEAmyWong - DLCsAmyWong - FOOK2 1.1RHKBrisaAlmodovar - DLC - AnchImp's More Complex NeedsIMCN - FOOK2 IngestiblesIMCN - MMM Meats, Bloods, and EyeballsACE2-1bTSC Air SupportF3ProjectRealityMkIAmyWong - Load Order FixHZSmoothLight - FO3FOOK2 - Main - IronsightsPointLookout MoodsThe Pitt MoodsOmegared99-ENB Transparency FixDC MoodsHoloPipboy4000 in Fallout3 Is there anything not playing nicely?
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Brehuins Better Vampires .vs. Belua Sanguinare Revisited
ChesuKyoka replied to ChesuKyoka's topic in Skyrim's Skyrim LE
So far Better Vampires is getting more votes. But then again, It's only two :P -
Hey so. I've been trying to google and search around Skyrim Redone's mod page and I have scrounged everywhere and can't seem to find a list of all the spells added. Would anyone know if this even exist if there is a spell list?
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[WIP] Project NIRN - the Everything Patch
ChesuKyoka replied to EnaiSiaion's topic in Skyrim's Skyrim LE
Noooo, Don't drop the Ordinator :biggrin: It's the thing I would love to try. Actually new perk mod. SkyRe is nice, but at certain point you want to try something different. You have really nice ideas, and your skills with doing new spells and making mage-life more interesting would give perk mod really nice touch. I completely agree. I've been holding out on playing skyrim just cause I'm waiting for Ordinator. -
[WIP] Project NIRN - the Everything Patch
ChesuKyoka replied to EnaiSiaion's topic in Skyrim's Skyrim LE
I feel as if this will indubitably be SkyRe's ultimate competitor if it gets released. -
Best Skyrim Overhauls/ Major Gameplay addons
ChesuKyoka replied to ChesuKyoka's topic in Skyrim's Skyrim LE
I may just have to do a Requeim V SkyRe thread. For Comparison as it is an indeed hard choice between the two -
Best Skyrim Overhauls/ Major Gameplay addons
ChesuKyoka replied to ChesuKyoka's topic in Skyrim's Skyrim LE
Hm. Interesting. Well, Long as it isn't an Immersion Rapist I might just like it. -
Best Skyrim Overhauls/ Major Gameplay addons
ChesuKyoka replied to ChesuKyoka's topic in Skyrim's Skyrim LE
Isn't Requiem Ridiculously difficult? Or is it just simply different mechanics that are confusing are first? -
Best Skyrim Overhauls/ Major Gameplay addons
ChesuKyoka replied to ChesuKyoka's topic in Skyrim's Skyrim LE
Hm. Thanks for the recommendations. Would you say there is anything out there that could even possibly be a sidegrade or an upgrade from SkyRe? -
Hello. I've been playing around with SkyRe for quite some time now. And I've been starting to think. Are there any more overhauls that can truly surpass it? Or any major gameplay modifications I can't live without? I feel as if there is something big out there that I may have looked over.
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Comprehensive Melee/Unarmed Mod.
ChesuKyoka replied to ChesuKyoka's topic in Fallout New Vegas's Mod Ideas
Suddenly I just figured out there was a reply button. Anyways, I'd love to see new and interesting things, XD. BLAST YOU CODING EFFORT! Wouldn't it be wonderful that the better the mod is the less work it took? -
Comprehensive Melee/Unarmed Mod.
ChesuKyoka replied to ChesuKyoka's topic in Fallout New Vegas's Mod Ideas
My guess the chances of a mod like this happening are quite low :confused: ? -
Comprehensive Melee/Unarmed Mod.
ChesuKyoka replied to ChesuKyoka's topic in Fallout New Vegas's Mod Ideas
Updated poll @Xaranith And I added that option XD. And you are right@jim_uk, There probably would be a lot of new animations. I'd try to code it myself if I had any knowledge on how to do so. -
Hello Nexus Modders and Fallout Players. Now I know Fallout's main weapons are guns and energy weapons and such, And I've seen many mods that change the guns and add more in large amounts, But I find a large lack of mods that touch the melee functions, And the ones that do only make small changes. I'd love to see a complete melee overhaul so it is actually viable for players like myself who like to use Unarmed/Melee, Now I have no experience in code but I am sure that anything like that would be incredibly hard to code. I was thinking things such as More Armor damage, Unique weapons effects per melee weapon, Like I see no difference between a blunt and sharp weapon. What if I wanted my knife to do a DOT and wanted my hammer to have larger cripple chances? The melee weapons besides their DMG and DPS feel indifferent. I'd love to see some variety! Guns show it in their ammo, Fire rate, Gun type, Caliber, The ammo. and just plain unique feel. But the melee weapons feel pretty plain. Wouldn't it be great if melee actually felt that it had variety? Now I noticed the only unique melee weapons with interesting features are at around late game, And really I'd like my whole melee experience to be enjoyable. Not just the end game.
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Hello Nexus Modders and Fallout Players. Now I know Fallout's main weapons are guns and energy weapons and such, And I've seen many mods that change the guns and add more in large amounts, But I find a large lack of mods that touch the melee functions, And the ones that do only make small changes. I'd love to see a complete melee overhaul so it is actually viable for players like myself who like to use Unarmed/Melee, Now I have no experience in code but I am sure that anything like that would be incredibly hard to code. I was thinking things such as More Armor damage, Unique weapons effects per melee weapon, Like I see no difference between a blunt and sharp weapon. What if I wanted my knife to do a DOT and wanted my hammer to have larger cripple chances? The melee weapons besides their DMG and DPS feel indifferent. I'd love to see some variety! Guns show it in their ammo, Fire rate, Gun type, Caliber, The ammo. and just plain unique feel. But the melee weapons feel pretty plain. Wouldn't it be great if melee actually felt that it had variety? Now I noticed the only unique melee weapons with interesting features are at around late game, And really I'd like my whole melee experience to be enjoyable. Not just the end game.