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JaeDL

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  1. Merry belated Christmas, all! I wanted to have this done by Christmas! But I fell short. I am also working on randomized alien spawns in ships and PoI, a Weapon Balance and Economy Overhaul, but... so much of what this game needs has already been created by modders. I hope that those of you looking forward to mods on Xbox can feel some hype. Maybe even some hope. I'm going to port all of these (except the few that use SKSE, but we already have alternate versions prepped for you), to Xbox when the time comes. I already know from Skyrim how much nicer it is to have it all in one pack, and I'll start asking permissions soon. Some stands outs: Denser forests. An aggressively supported Community Patch that has already taken care of the most pressing bugs and issues. Companions that don't lose respect for you. Aliens are now powerful forces that can scale MUCH larger. Enemy factions feel different to fight, with Starborn being by far the strongest, and using their powers more. Player Starborn Powers overhauled. You can move at 50% speed while in Moonform, or reanimate ANY alien for 999 seconds no matter how strong. Cora Coe will give you quests to bring her books. (An adult version of her as a follower is already in beta!) New Biomes, entirely new-looking planet generation. Added thanks to GrindTerra. A bespoke, customized Moon and Titan that look like science dictates they should. Countless bug fixes and common says QOL and gameplay improvements. Please don't hesitate to help me get some Reddit hype going to try to turn some negativity against Starfield away in the new year https://www.nexusmods.com/starfield/mods/6397
  2. This mod helps with picking things up! https://www.nexusmods.com/starfield/mods/6260 Linked companion spacesuit: https://www.nexusmods.com/starfield/mods/2632
  3. So much has been done with this game already. I guarantee you, half your problems are already fixed by mods. https://www.nexusmods.com/starfield/mods/6397
  4. Hey all, Been working on a mod for a while, getting close to release, but don't want to miss anything obvious if anyone has suggestions or knows of some underpowered weapons, perks, or abilities. Here's some values so far, but there's a lot more to it. Big one was buffing full auto damage, as right now full auto just seems to be a waste of ammo. Note that all weapon buffs also apply to enemy damage. In an earlier version I turned the game to nightmare difficulty, that's why I rolled some of the intended buffs into weapon mods rather than base damage. Not all enemies will have fully modded out weapons. Full auto damage: Vanilla 0.3x --> now 0.6xish, some are now up to 0.8x Burst fire damage: Vanilla 0.4xish --> now up to 0.75xish Here's some brief highlights of what else I've done so far: Suggested to be used alongside more weapons have tiers and TN's melee, but stands alone just fine (I think). Load after "early game weapons empowered" if running both mods, which I will suggest. The main goal is to let players who want full auto playstyles to be viable. AK-47, Maelstrom full auto, grendel burst-- all should be up there as contenders with the best of guns. Recoil increased for most full auto guns slightly to help balance out their new power. Overall changes: Base stability of all weapons slightly decreased across the board. Stability when crouched increased by 2.0x. Slight (5-10%ish) buffs to: Armor-Piercing rounds, Penetrator Rounds, Depleted Uranium Rounds Flechette, Gut buster These were needed to let weapons gain power without making the enemies INSANELY strong. Buffed Lazer Perk 4 chance to cause ignite to 10% chance, restored this burn, but not damage bonuses, to particle beam weapons. Please let me know if you have any other ideas for weapon balance. I keep tweaking this waiting for something to click to make it feel a little stronger for release
  5. If you want any help getting started with xEdit, hit me up on Discord! It's an amazing tool!
  6. Are you talking about for the Skill Challenge, because unfortunately that's by design. There is a mod that fixes it IIRC
  7. Edited my post from the Discord: Some fixes are heavy hitters that could have earned a lot of DP on their own and a % going to mod authors was always part of the description, so I don't think that should be changed. (I have contributed nothing, just putting in my two cents. I know if I had contributed, I wouldn't want to speak up about maintaining the DP share, so trying to speak for any others who might be reluctant.) I want to repeat that point. For months now, including prior to release, the description has stated that DP would be distributed to mod authors who contributed to the project. If for no other reason than being good to your word, this should not be changed. The current contributors do not speak for all future contributors, or else this is not a community project, but a "team" exactly the same as past unofficial patches. I love charities. I love that the CURRENT main contributors are so generous. But will they be around forever? Will future modders be so generous, or we will we end up in a situation like Skyrim where it takes 14 'fixes' mods before you can really start modding? I want everyone to be MOST incentivized to include their fixes in SFCP because I care about the overall game, and it's long-term health, as well as the convenience for the end user. This project will be competing with paid mods in a few months. Every DLC will require another new explosion of effort by the community to fix things. I also think of the modders from poorer nations to whom a share of this sum would be more meaningful. Its impossible to expect this to be perfect, but I think as long as a good faith effort is made to make the distributions fair, that's as much as anyone can ask. Perhaps it could get a major reshuffling/retooling of the way DPs are handed out scheduled yearly to give a chance to change it up if better ideas arise in the future, without feeling the need to tweak it every five minutes. That might also make it easier for newer mods to get a reasonable percent (I'm sure some great modders will move on from Starfield; other great modders will rise), rather than trying to update it every time a new mod is updated. Of course now it sounds like I'm suggesting 'recency' become a factor, and maybe it should to encourage people to keep working (and to continue sharing newer fixes as DLC/expansions come out, rather than inconveniencing users by keeping essential fixes as separate mods), but that's just an example of how this is quite complex and might need reasonable iteration over time. If DP is turned off or turned straight to donations, we also risk causing users to harass mod authors who want the DP. A thousand posts of "This should be submitted to the Starfield Community Project!!!" when the mod author doesn't wish to will make someone who was working on a game in their spare time appear greedy.
  8. 1) A replacement for critical hits sound/appearance on the UI. In general, getting a text message when you get a critical hit is immersion breaking, and the default sound effect is kind of silly. In a perfect world, the weapons would perform a slightly different animation and give a different sound effect for a crit. This is a bit overambitious and probably unecessary. However, removing the text and instead providing some sort of visual feedback, or at least a cooler crit sound that you *like* hearing... TF2 style. I don't have an exact solution here, but I think modders are smart and the general idea: making getting a critical hit more visually and sonically satisfying is a noble goal. Note that I already have a mod to remove the default sound.
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