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JasonArkane

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  1. 4 types of interaction for the Dexterity Meter 1a weak stagger in movement direction - 1/10 health bar dmg when dexterity meter depleted stops movement 1b stationary stagger - 1/4 health bar dmg when dexterity meter depleted 2a medium unrelenting force animation towards the direction you are moving - when dexterity meter is depleted while running (1/4 health bar dmg) 2b medium unrelenting force animation pushes you back - when dexterity meter is depleted while running (1/3 health bar dmg) 1a/1b for objects below half the players height and lighter objects 2a/2b for objects over half the players height and heavier objects forward backward left right and the 4 diagonals makes 8 directions for the unrelenting force animations If you move backward with no dexterity into a small rock you get 2a unrelenting force animation pushing you down in the same backward direction If you strafe into a wall with no dexterity to the left you get 2b unrelenting force animation "pushing" to your right, and so on . . . walking into a chair->1a running into a chair->1b sprinting into a chair->2a running into a large rock/wall/table ->2b running into a small rock/step ->2a walks into a small rock/step ->1b When stamina is depleted dexterity meter is reduces quicker Hopefully can include NPCs 1a for lighter NPC 2b for Heavier NPC I think this could make a good system for world immersion? Still looking for someone with the skills to make this mod?
  2. I would like to propose the idea of a mod for you. I'm wondering if you could make it or if you know someone who could make it? The Dexterity Meter The Dexterity meter is alongside the health, magic and stamina meters The dexterity meter depletes with collision detection on objects and npcs. When the meter reaches zero you either stumble or fall over depending on how quickly it was depleted. For example if you run into a table or chair the Dexterity meter depletes significantly, but if you are moving slowly on collision, it depletes far less. Concurrently the size of the object in relation to your speed also changes the dexterity meters rate of depletion. Larger/(heavier) objects either stop or stumble you immediately. If you run into the larger object you fall in the direction of the angle (snooker/billiards) you have connected with the larger object or npc when the dexterity meter has depleted. I think this could be a great addition to immersion. The Gravity of Nirn mod is fantastic addition to realism in the game and I think this should be the default setting for "The ground" for the dexterity meter as a foundation for it. I hope that even the idea of a dexterity meter within the Nexus will spawn at the very least an alternative similar mod. P.S. I think a nice shortcut might be a crafted setting of the Unrelenting force/ragdoll mechanic? - alongside the recreation of something like the gravity of nirn for the x and z axis? I hope this can become a reality within the Nexus soon. And for all action games?
  3. Does anyone know how to get rid of an invisible frost cloak which damages enemies as soon as combat is started. I can't seem to find what it is or how to turn it off. The only clue is something called CELL DETECTOR in the active effects list which I am not sure has anything to do with it? Has anyone ever heard of this bug or how to fix it at all? Any help would be appreciated.
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