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Everything posted by lizardsoul
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Mod request: more output slots for dew collector
lizardsoul replied to skmaeda's topic in 7 Days To Die's Discussion
Yeah, I would like that too, considering it has a barrel as container. Not simply to make it more convenient, but also more consistent with the size of the barrel used as container in the model. -
Hi guys, As per title, I am trying to make a mod that allow some upgrades, like scopes and extra pockets upgrades, to be usable between different types of weapons and armors, in the limits of practical sense. The most glaring example being pipe weapons (gun, action bolt, revolver and syringer type), as they all share the same 3D model of 3 stock types (rifle's, marksman's and recoil compensating one). For simplicity in this post I'll focus on the marksman stock upgrade. I would prefer to achieve my goal without having to edit any weapon,or add too many (if nay) keywords, so to keep it light and compatible with other mods, but no luck yet. The closest "success" resulted from replacing the "loose mod" misc item in the "object mod" of the related weapon types, into a universal "Pipe Weapon Marksman Stock" item. This trick made it so that when for example I replace the marksman stock installed on a pipe revolver, for a different type, the universal stock misc item is correctly added to my inventory rather than the specific "pipe revolver" counterpart. I can then modify a pipe gun and (with no other loose weapon mod in my inventory or workshop's) add a marksman stock to it without being asked the materials and using instead the universal mod extracted form the pipe revolver. The problem is, it doesn't seem to work when I try to use the universal mod on other pipe weapon types, which instead keep asking the materials to craft the marksman stock, even if I still have a universal one in my inventory. Any idea what is causing this issue, or why it only works with the pipe gun type? P.s. I included the esp file, in case it could help.
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Hi guys, I am aware an extra point of comfort is not really that big of a deal, especially if linked to a POI that is not even generated in every map, and hard to find to begin with, but if anyone has the time and skill to edit the comfort bonus effect range of the Maypole, it would made it a bit more worth it to be found. At the moment the Maypole seems to have the same range of campfires, if not a bit shorter, which would force the player to build their house, or at the very least their bedroom, right next to it, ruining in a way it's beauty, as it clearly meant to be a center piece of villages, with a wide circle of fence around it. The range of its comfort bonus should, in my opinion, cover at least the size of the entire village that usually spawns around it. That should mean a radius around 2 or 3 times that of a workbench, so between 40 or 60 meters. Let me know if it is feasible.
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[Mod request] Entrails from animals rather than Draugrs
lizardsoul replied to lizardsoul's topic in Valheim's Discussion
Not really that early, as sausages still need thistle, and it's not really a walk in the park to explore dark forest, let alone marshes, early on, nor is thistle a common resource, maintaining sausages as a food one would use only for dangerous situations like dungeons cleaning, bosses etc. I have see no mod changing the loot drops though, so I am starting to wonder if it is even possible with the current tools available. -
Hi guys, If I had more time I would be giving a proper try to make this mod myself, but no such luck unfortunately. The mod I have in mind consist in adding entrails to boars and deer loot, while removing it from Draugrs. The main reason being how disgusting is the idea of making sausages out of rotten corpses intestines, and also because we do use herbivores entrails to make sausages IRL (adding a extra bit of immersion). Also, the game description doesn't even need to be edited, as it is a conveniently generic line, "A slimy length of something's insides." hence fit to be dropped by multiple mobs. In regard to Draugrs, the entrails would instead be replaced with Scrap iron or, if possible, to make the material dropped, depend on the armor they wear (Deer hide from those wearing Leather helmet, Bronze from those with a Bronze helmet, and Scrap iron from those with a Iron helmet). Naturally this change would have to follow the same game mechanic of increasing in number depending on the number of stars they have. Considering how sausages still need Thistle (a somewhat rare resource, and spawning in a biome dangerous in early game), and how annoying/dangerous are Draugrs to kill, I see no risk of game unbalance, but I am interested in discussing any argument against it. That said, I hope some more user friendly modding tools are released for this game, and I thank you for your time. Cheers
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Full helmets that could already fit on beast races's heads
lizardsoul replied to lizardsoul's topic in Morrowind's Discussion
Thanks Hollaajith, I already knew about "adul's leggings", but gave a try to the "Open Helm Pack" as soon as I read your message. Nice one, I'll sure keep it on my least, but it's not really what I am looking for. About removing the "beast race trait" instead, I am not sure if it is completely safe..asides from allowing to wear even impractical equipment (like shoes and small closed helmets) it could also leads to problem with any script or quest check that keep track of that condition. But thanks for the answer :thumbsup: . -
The concept is simple. Some full, enclosed helmets, could easily fit beast races's heads. Some examples are: - the Telvanni Cephalopod Helm (and the enchanted one as well) ; - the Native Chuzei Bonemold Helm ; - and the Redoran Watchman's Helm . Some others helmets may be considered as well, but for now, the main issue is how to go around the "beast races snout" restriction. I've tried to turning the "body part" used by those pieces of armor from "head" to "hair" (for anyone not familiar with the morrowind construction kit, by "body part" is meant what body segment is going to be replaced by it) , but it has lead to some minor clipping issues (negligible enough to make those piece of armor I mentioned, perfect candidates). Now, the only other "solutions" I have been able to turn up with are: - modifying the 3d model of those helmets (enough to fit an "hairless" argonian\khajiit head) ; - using the morrowind script extender to enable some exceptions to the "no full helmets for beast" rule. I always loved the natural feeling of morrowind, with no forced symmetry (some sets of armor are not completed for example) and the ability to customize your character "wardrobe"(pauldrons, underlying clothes etc) , so I am glad to discuss this idea with anyone. P.s. My apologies in case my english wasn't constantly clear, but it is not my first language :blush: ...
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As the title says, this is more of a fix request, than for a mod. The bug I am referring to, is only visible during the cutscene after the alien base assault mission, where Dr. Vahlen show the Hyperwave beacon, and it is the texture at the base of the artifact (see picture below for reference) I know it just a minor thing, but I am sure it bugs me as many other people, everytime that scene plays. I even tried fixing it myself, but 3d modeling softwares aren't really my thing. The file needed should be this HyperWaveBeacon.pskx located inside the folder StaticMesh3 of the Anim_ScienceLabs_Hyperwave.upk package. But I can't be sure of this. I hope this helps and that is not too much trouble to fix it. thanks in advance.