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SignedName

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  1. Inspired by Zhu Yuan's service pistol, an energy weapon that can be used as a pistol, shotgun, or grenade launcher depending on the weapon mods installed. Not sure how feasible it is to make different projectile types fire out of the same gun but thought I might post the idea here if anyone with the technical skills would be interested in the concept.
  2. Perhaps you could include compatibility with Caliber-Based Damage and include it as recommended/required?
  3. Like how the Dehydration effect works for Just Sprint and Enhanced Movement, but applied to all actions that use AP, with configurable amounts for each need type. Maybe a default of 1 Dehydration/10 AP and 1 Hunger/15 AP? Possibly scaling based on Endurance.
  4. Seeing Sweet's mods that add Karma to various early game quests, Goodsprings has a few opportunities for Karma additions. Saving the Goodsprings Settler in Back in the Saddle (positive Karma), Lying to Doc Mitchell in Run Goodsprings Run (negative Karma), completing the quest Ghost Town Gunfight (positive Karma).
  5. The Karma system in New Vegas is barebones and superfluous, it's almost impossible to get negative Karma in vanilla and as a result even when doing an "evil" playthrough you'll get the ending slides for a Good Karma ending (Many a True Nerd famously maintained positive Karma in his "kill everything" run). The idea is to make it so an Evil ending is possible without using cheap tricks/exploits, as resorting to petty theft or repeatedly accessing owned terminals can't be the dev intention for what should constitute an "evil" playthrough.
  6. The idea is to add a new Challenge that tracks how many Humans/Non-Feral ghouls (i.e. NPCs) you have killed. Once you reach a certain threshold, you'll gain a trait similar to other kill challenges (maybe call it something like Killer Instinct?)- You have become numb to violence. +3/6/10% bonus to damage against Humans and Non-Feral Ghouls. The thing that would differentiate this perk, however, is that at level 2 you will stop gaining Karma for killing Evil characters, and at level 3 you won't get Karma for killing Very Evil characters. No more indiscriminately killing everyone and somehow maintaining Very Good Karma!
  7. A way to integrate Karma a bit more thoroughly, as well as make certain decisions have a permanent effect on Karma as well as Reputation. The basic framework would be that some factions would be designated as "Good" some as "Evil" and most as Neutral. Achieving a positive Reputation with a Good faction would reward a small one-time Karma bonus (say 25/50/100 for each respective rank) while negative Reputation would reduce your max Karma (200 points for Villified, 100 for other negative reputations). Evil factions would reduce max Karma for being Idolized (100), but you would receive no Karma bonus for being Villified by them (that would be too easy). Being Villified by a Neutral faction would also reduce max Karma (100). Goodsprings, Freeside, and the Followers of the Apocalypse would be Good, as the ways you raise or lower your reputation with them are the least morally ambiguous, and Caesar's Legion and the Powder Gangers would be Evil. The effect of this would be that you couldn't become beyond moral reproach just by being Idolized by for your do-gooding, but you could end up being irredeemable if you wrong enough factions/settlements.
  8. Mainly for use with mods that let you knock enemies unconscious, so you can quickly steal their (playable) weapons before they wake up.
  9. I know about manual walking, but it's too slow to be practical, especially for combat. I just want to be slightly slower indoors so it doesn't feel like I'm zooming through the halls (especially with stuff like Stewie's Tweaks and sprint mods) while still retaining the ability to do overworld travel at default speeds.
  10. What it says on the tin. Or if possible, Perception penalty depending on light levels.
  11. The default movement speed is fine for outdoors travel, but in more confined indoors areas I think it could be toned down, to allow for more slow-paced exploration and combat.
  12. Would be nice to see a mod where if you pick up a weapon while not carrying one, or with one holstered, it auto-equips the weapon that was picked up.
  13. Would be cool if enemies sometimes surrender if they're overpowered or their allies are killed, and fleeing was more common so fewer people fight to the death. Some factors contributing to flee/surrender chance could be how their ally died (i.e. limbs getting cut off/exploded, disintegrations, etc. have more effect), Terrifying Presence perk, whether you're aiming at them, etc. Adjustment to ally behavior so they don't shoot fleeing enemies would also be nice. The FO4 Intimidation and Project Ultimatum mods kind of do this, but I'm looking for something without too many extra mechanics (surrender just making them throw down their weapons and de-aggro while playing a surrender animation, and maybe flee when you're far enough away) and something that comes up in natural gameplay without having to specifically choose to use a "force surrender" command.
  14. See title. Is it possible to have multiple different reload animations, especially tied to the Guns/Energy Weapons skill?
  15. Would it be possible to script DT modifiers to simulate armor damage? Maybe even taking armors' max condition into account, though if that variable isn't found in GECK, a more straightforward formula could be used? Like for every 100 damage blocked, DT goes down by 1, up to a maximum of the DT provided by the armor being worn.
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