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About ADD1CTEDGAM3R
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Skyrim
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Skyrim
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[Mod Request] Rubber Bullets
ADD1CTEDGAM3R replied to ADD1CTEDGAM3R's topic in Ready or Not's Discussion
I would be willing to pay for a mod like this. -
This idea stems from a combination of a few different mods. Abbreviations: Battlefield or Not = BoN Gunfighter Basic = GB Lethal or Not = LoN Details: Gunfighter (specifically the GB file), which adds the MK18 Training Rifle, but it's lethal instead of non-lethal. Lethal or Not, which changes the VKS Pepperball to either the MK18 or to a URGI M4. They look like a regular rifle, except they have a blue magazine because it's firing non-lethal rounds. Battlefield or Not, made by the same author as Lethal or Not, which adds a variety of weapons, including the MK18 Training Rifle and the Glock 19 Training Pistol. They're non-lethal, but they don't look like a standard rifle. Sadly, both BoN and LoN refuse to work with GB, no matter which version of the GB file you use. I thought at first it was the version(s) that add new weapons causing the other two mods not to work, but it doesn't matter which version you try. Changing the file name of BoN or LoN to 999 instead of 99 to have them load last also does nothing. The GB file simply cannot be loaded or the other mods won't work (no, I'm not using both BoN and LoN at the same time). The Mod Idea: Create a mod that gives every AR a third ammunition type; Rubber Bullets. The magazines ideally would be blue, but I'd settle for them not changing in color at all if it's too difficult for someone to do, but they can make the rest of the mod work. I mean, think about how nifty it'd be to be able to swap between lethal and non-lethal mags for your primary... A comment made on the LoN mod page suggests that the rounds do both Beanbag and Pepperball damage, which makes them pretty effective, but in my testing, I still had to switch to my secondary and take out a few suspects who wouldn't surrender after being lit up with non-lethal rounds. I think this would be so badass if someone could make it happen. I'd attempt it myself, even if just for my own personal use, but I have no idea what the hell I'm doing when it comes to making mods.
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I use a mod called "Vivarium Upgrado," which allows me to increase the number of beasts that I can have in each of the three Vivariums to ninety nine... That's a lot of beasts! The mod also increases the number of Beast Feeders to three, to help with the automation of feeding all of them. Is there a way that someone can come up with a mod that helps to automate the brushing of beasts as well?
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Is it possible to add an additional Spell Set, making a total of 5? Or perhaps, multiple additional Spell Sets?
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Would it be possible for someone to create a mod, or separate mods that make Lumos brighter, make dungeons darker, and make nights darker? As I traverse through the world of Hogwarts and the surrounding Hamlets, I find that caves and dungeons aren't all that dark, I find that nights are not even remotely dark (and I even use a ReShade), and that Lumos is pitiful in comparison to the movies. I'd love to see a mod, or mods, that fix these things by making dungeons darker, make nights actually dark and require Lumos, and make Lumos actually light up the area like it did in the movies (think back to Lumos Maxima in Harry's room).
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EDIT: Yes, I know I forgot to put the a description of the mod request in the title. My bad, lol. Hello! I don't know if it's possible or not, but is it possible for someone to make a mod that changes the way "Stab" skill in the Combat Skill Tree functions? To me, it makes absolutely zero sense why it consumes a throwing knife every time you us it. It's not gonna break. You're not gonna just leave it stuck in the corpse... Anyone think they can tackle this?
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Starting the Game - Steam, or NMM?
ADD1CTEDGAM3R replied to ADD1CTEDGAM3R's topic in The Witcher's The Witcher 3: Wild Hunt
Awesome! Thank you! :) The reason I had asked is because when modding Skyrim and Fallout, you use NMM to launch the game. But, this game doesn't use a Script Extender, so that's probably why you don't need to use the NMM to launch the game. -
When using mods, do I have to start the game through NMM or can I start it through Steam? I played for several hours today, having started the game through NMM, and when I later looked at the game in steam, it hadn't logged any of the hours that I'd played, and I wonder if I missed an achievement or something too. Can I start the game through Steam, or will it not load the mods if I start it that way? I don't want it to NOT track my progress and achievements by starting it through NMM. :(
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Hey, everyone. So, I know everyone and their Mother is sick and tired of threads created by players looking for help with Macro Stutter. But, I seriously need some help here. I've been looking and looking here on the forums to try and solve my Macro Stutter issue, but it persists regardless. There's a number of things that I've tried, including (but not limited to) changing Distant Object Detail settings, changing Shadow settings, adjust Display Driver settings, etc. So far, the only thing that seems to have actually helped is adding the following line to my Skyrim.ini file under the [General] section: iFPSClamp=60. iFPSClamp=60 is apparently supposed to force the game's engine to stay at 60 FPS. It's been effective at reducing the severity of the stuttering, but when they do occur (the stutters), everything seems to slow down into slow motion. If my character is running down a pathway and a stutter occurs, the game seems to move in slightly reduced motion until the FPS climbs back up to 60. Now, this might sound frustrating, but it's honestly been less frustrating than the stuttering itself! Macro Stutters, for me, are very jarring because of their severity. The slow motion doesn't seem quite as bad because it's not jerky and jarring. That said, I'm still trying to find ways of eliminating, or at least heavily reducing the stuttering without having to use the iFPSClamp=60 method. Below, you'll find everything useful that I can think of. If there's something else you need to assist, just ask me. System Specs: Load Order (note that some of these plugins have been disabled and merged by Wrye Bash) (also note that most texture packs are high-res) Now, I know that there are a lot of high-res texture packs there, and I also use an ENB (Seasons of Skyrim ENB True HDR of "Performance Mode" w/ Ambient Occlusion enabled). However, disabling the ENB honestly doesn't appear to do much; I still get almost the same amount of Macro Stuttering... I even dropped Skyrim Flora Overhaul from the latest version to the "Basic Edition" which adds A LOT less to the game. But, even that hasn't availed me of this nagging Macro Stuttering. What else do I do here, guys and gals? If I have to, I'll live with using iFPSClamp=60 to simply have the game go into slow motion when a stutter hits, but I'd prefer to just be able to do away with them entirely.
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Hey, everyone. Is it possible for someone to make a mod that increases the amount of caps you get for completing quests? For example, after successfully finding and bringing Nick Valentine back to his agency, his secretary gave me a measly 200-some caps. After going into a vault and eliminating a plethora of armed gangsters. I know it's post-apocalyptic war, but there's still plenty of bottlecaps in the world, and more are always being made. So, why are the quest rewards so skimpy?
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Hello, all of you Mod Makers! :) There was a mod for Fallout: New Vegas that I absolutely loved, called Realistic Reloading. Here's a link to it: http://www.nexusmods.com/newvegas/mods/48242/? Basically, if you reloaded a magazine-fed weapon before the magazine was empty, the ammo left in the magazine was transferred to an item in your inventory called "Partially Spent Magazines." You could then use a customizable key-press to load one of those magazines into your weapon later on, or "use" them at a reloading bench to take all of the ammo out of them and put them back into full magazines. It made reloading feel more realistic, and much less like Call of Duty, where players will reload a 30-round magazine after firing only a few bullets out of it. In real life, unless you perform an Administrative Reload, you're dropping the magazine on the ground, and actually losing all of that ammo. I've love to see this concept be brought over to Fallout 4, if it can be done! Thoughts? Is anyone interested in seeing if they can do this? The author of the Fallout: New Vegas mod appears to be inactive.
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Some of My Textures Have Suddenly Become "Soupy"
ADD1CTEDGAM3R replied to ADD1CTEDGAM3R's topic in Fallout 4's Discussion
Perhaps Bethesda needs to think about undoing those changes! -
Some of My Textures Have Suddenly Become "Soupy"
ADD1CTEDGAM3R replied to ADD1CTEDGAM3R's topic in Fallout 4's Discussion
I might give that a shot, although it sounds like the problem is the patch. I'm not sure if verifying the game files will actually do anything other than cause me to have to go through the hassle of replacing all the .INI files back with the copied ones.