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Dhegonus

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Everything posted by Dhegonus

  1. i actually have been thinking on this for the past day. I came to the conclusion multiplying the damage dealt to and by the player is a more hardcore thing instead of just nerfing the player's damage output. I decided to use a multiplier of 10 for both the damage given and taken to the player. so it is a 1 or 2 shot game for the most part (bosses will be different, naturally.
  2. hey look, they stole one of my mods, too: http://www.fallout4mods.net/fallout-4/armor/fsc-field-scribe-commando/
  3. rule of thumb - do not post anything that has copyright and the WWE are a company and all the wrestlers names, images and soundtracks are made and do belong to the WWE and americans "sports" organisations never take kindly to people or groups using a likeness of their brand. - irrelevant of how innocent it is.
  4. Edited the level list some more, now the chance of stimpaks and chems to drop in a container or corpse has been greatly reduced.
  5. having some issues with perks - they seem to be reversed, so rank three of a perk is showing as rank 1 and vice versa, might leave the perk part of the mod on the shelf for now until i figure it out. currently editing the level list and reducing ammo loots
  6. it certainly will make it a bonus to have them, especially if you like living, but perks will be nerfed to not be so op. So it will still be a struggle even with the perks related to health etc.. that is the theory anyway
  7. Aye, i'll be fiddling about in the ck when it is released :) Also, added a few things to the completed list.
  8. I'll see what i can do, might be restricted though currently due to no creation kit.
  9. http://i.imgur.com/0kIcG48.png http://i.imgur.com/9nnPk1a.png Nexus download page: http://www.nexusmods.com/fallout4/mods/4794 Howdy, For a fair few days now i have been working on a mod to bring a true sense of dread and masochism into the game. To make the vanilla experience an actual task to complete (i know a few HC modes have been released, but this is my take on things.). Things completed thus far updated to 1.3: http://www.nexusmods.com/fallout4/mods/4794 Even more Modular installation! 25%, 50%, 75% and 100% explosive damage added x2, x4 and x6 radstorm occurrence added Superior Combat AI Companion tweaks (less starting health, reduced carry weight) RadStorm damage raised to 100/150/200 (100 in normal difficulty, 150 in hard and 200 in nightmare mode) Radiation pools and areas have had the Rad damage effect greatly increased. All Explosions have a wider radius and deal more damage. Damage dealt to the player by npcs and damage dealt by the player have both been multiplied the higher the difficulty version you play, the more damage dealt and received. All consumable items have had their positive effectiveness (health, AP and buffs) nerfed by 50% All consumables have had their negative effectiveness (Addiction and radiation gain) increased by 50% Fall Damage Increased Limb Regen Decreased. Chance of Legendary Enemy NPC's spawning dramatically increased in all areas. (higher difficulty mod level, the more likely a legendary will spawn) Enemy level health bonus upgraded from 5 to 11. Ammunition level list - Ammunition is now scarce. Stimpak & Chem level list -Life saving meds now scarce. All health regen items now take far longer to kick in, so health doesn't instantly slide back up when using a stimpak, it will take about 30 seconds to kick in. Made Combat AI more Aggresive. Ranged NPC are likely to flank more often and are relentless Survival debuff regen set from 10 to 15 Reduced all mission experience points dramatically (Harder mode you play, the less xp you gain) Reduced player carryweight and carryweight multipliers by 60% Nerfed companions so they are not "Mules", they have half the stamina, less health offset and less starting health. Split the mod up and managed to make a .esm master file. Boston Wanderer.esm (Main file) Boston Wanderer - Normal Difficulty.esp Boston Wanderer - Hard Difficulty.esp Boston Wanderer - Nightmare Difficulty.esp Boston Wanderer - Combat Perks.esp Radstorms, damage dealt to and from player and XP have been placed into the normal, hard and nightmare esps. You do less damage and take less damage (but it is still difficult) the easier the mode you play. You also earn more xp (still less than vanilla) the easier the mode you play. Perks: Edited weapon related perks all of them share the same attributes to the following: Level 1: Unlocked for purchase at level 10. Deal 10% extra Damage Level 2: Unlocked for purchase at level 20: Deal 20% more Damage. Level 3: Unlocked for purchase at level 30. Deal 30% more Damage. Level 4: Unlocked for purchase at level 40. Deal 40% more Damage. Level 5: Unlocked for purchase at level 50. Deal 50% more Damage. Currently working on: Tweaking weapon stats Tweaking armour stats Items pending alteration localized damage. Perk Overhaul {on hold for now} Short video showcasing some of the changes https://youtu.be/bzVxZ84IZm8 Some Screenies: http://imgur.com/a/ZjIsV
  10. http://forums.nexusmods.com/index.php?/topic/3455360-tutorial-for-building-nmm-installer-scripts/ there you go.
  11. Figured the problem out, you can delete this thread ^^
  12. Right... Getting this error: when i try to install a mod i made using this moduleconfig.xml: http://pastebin.com/id5S8Sqh Anyone have an idea where i went wrong? If so, please help me :P
  13. EDIT: Figured the problem out, ignore this post.
  14. certainly possible in skyrims creation kit, so i would highly assume it will be possible with the geck when it released.
  15. Been trying to use the link from the WIPZ thread but it always comes up with this error when i hit the Download button:
  16. Been trying for the past 6 odd hours to download 3.1.3 of TES5Edit from the main website of thiers. But to no avail.. keeps coming up with the "Opps" message.. So, can some one kindly please upload their one whilst the main is down? i really need the new TES5Edit /sigh.
  17. it's all to do with your charisma, apparently. So if you raise your charisma level - you get more settlers. try http://www.nexusmods.com/fallout4/mods/828/?
  18. This is an original mod idea, i like it. I would say start off with having half the orchestra if not 75% complete personnel wise as a typical orchestra consists of 60 ish musicians. Unless, of course, when you are collecting the musicians it is more than one at a time. Would get rather repetitive. Just had a quick thought - Perhaps one of the missions is to retrieve a long lost sheet music document from the musuem of freedom and the salem witchcraft museum. Make it a totally investigative with no map references or mission markers with plenty of riddles to solve along the way. Something like that would be highly engaging and fun to play. I'll be following your progress, good sir!
  19. if you downloaded the beta update - they automatically disable mods as it is a beta patch and they are wanting feedback on the vanilla game. Easy to get around, just use the exe that takes you straight into the game, do no use the games launcher.
  20. actually, internet sites are bound by the laws of the country the server the website is hosted on, i do believe. Just because it is on the internet, does not mean you are free from the law. That is just childish ignorance.
  21. don't forget to see if your pc casing is large enough for your desired card and to see if your motherboard is compatible too.
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