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medievalman86

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Everything posted by medievalman86

  1. Ive run into a predicament. At present with a syringer, you can swap out syringes when you go to reload. What keyword? or line /setting in Fo4Edit enables that? Im attempting to enable a missle launcher to do that. Ive created my own ammo types in my mod. Do I also need to create my own missile launcher in my mod as well? I dont see any important looking difference when I go to fallout4.esm for example and compare Weapon: Missile launcher to Syringer Ammo Syringe to Missile etc.
  2. Found this by uaing search engine, "kill prestom Garvey mod" https://www.nexusmods.com/fallout4/mods/30575
  3. Proposal for a few a Mod that includes a few different, new weapons or perhaps borrows single ideas from different mods. Infectious Diseases: Flavor text /description: "If you ever wanted to use a gas attack against an entire room/complex, and sit back and enjoy the screams while everybody either dies, suffocates, or have boatfly maggots attach themsleves like leeches and burrow.. this is for you" A few different ammo types I think would work: Missiles, Grenades, and Syringes. All craft-able at usual stations, with similar level material requirements First type of attack: Boat-fly poison. Infects those within blast radius or hit by syringes with a poison, (use posion texture from bloatflys/blood-bugs and maggot animation from bloat-fly). that kills very slowly. ( I think 30 second timer max). When the victim reaches ~ 5% health a few different things might happen a) victim dies, and explodes- with a chance to infect a new target in the loaded cell. (more potential targets, more chance to infect)b) victim is knocked out (similar to knockout syringe) awakes with a horrible fever that causes him or her to attack anyone near by. Missile and grenade variant simply hit a wider audience. Perhaps there is a way to infect a person without firing a weapon at them- like when you romance piper or garvey and the screen goes black? maybe there is a button prompt to "infect"? Depending on a certain perk level, perhaps you are naturally immune. (non immune stuff covered later) Suffocation attack.(needs new name lol). Remember the leaking gas room in the gauntlet for nukaworld? This is simply that same gas, in Mine, grenade, rocket form. Simply walk into corvega assembly plant. Fire /throw one round. and over a certain period of time, the whole loaded cell fills up with that, chocking everyone in site to death.. Perhaps there is a small chance it doesn't kill, for those that survive they awaken to find themselves suddenly "Friendly" to you. Feel free to interact with them, perhaps allow them to sample your other offerings. Perhaps they want to be a settler and move to sanctuary, so you can try other toys on them? Immunity for player. remember that courser outfit on nexus, that lets you craft a few different addons to the armor- one injects a stimpack, one highlights a enemy? Perhaps there is a armor addon that you can craft taht makes you immune to your attacks. That way you can keep your same appearance, but have some sort of "answer" as to why it didnt hurt you. Examples from existing mods of similar-ish things..(yes, this mod effects the loaded cell, so you could wipe out all of diamond city in one sitting). https://www.nexusmods.com/fallout4/mods/25502/ the SEBOV. As matter of fact this is pretty much a perfect example of what Im describing. the problem this particular mod has: 1) you cant craft the syringes. so If you prefer to use a less colorful looking syringer, or another syringer from a different mod- your out of luck 2) the timing thing takes days and days of in game waiting... so you would have to probably sit and way for 5, 24 hour periods at corvega. Im proposing a few 30 second periods. 3) You cant craft your own armor addon on or something to be immune you have to use his specific asset- that again is uncraftable. Lore justification? Not sure, I guess you were a chemist for some pre-war company. Vault tec seems to be shady as all get out... Perk requirements. Since your already a grown human being, you already went to college before the war, etc I think the maximum level at which you unlock everything would be 7-10. I would be wary at locking it behind anything past Chemist Rank 1.
  4. I downloaded the Deployable Turrets Pack 2, Using MO2. It installed fine. I then used LooT. I played the game. +I can craft the turrets, I can have them in my inventory, and I can go through the skeleton motions of deploying them. However from the moment they leave my inventory, they dissapear. I have tried reinstalling. I have tried moving it to various load priorites (I put it pretty much at the top, then at the bottom, then at the middle). https://www.nexusmods.com/fallout4/mods/11465 The only mods I can think of- in a similar vane- that might interfere: Homemaker Settlement objects Expanded Manufacturing extended i have a lot of syringer based mods, I have grenades expansion pack 2 installed.. From what I can see those all work as expected? Any ideas?? From what I can see a few others have had this issue, but looks like author has moved on to other things.
  5. I am wondering, is there a seduction spell mod that: Has single target /aoe variants isnt "one use per day" type of thing Grants you some temporary and permanent buffs causes the victims to become so infatuated with you that: can command them to fight to the death(even if they are same faction) can command them to commit suicide can feed on them (if your doing a vampire or succubus toon) without flagging you with crimes/bounties. The idea here is that perhaps not target gets seduced, usual factors apply(level, skill, etc). Even when seduced, some targets still have a strong enough mind to not do the fight to death/suicide thing. The idea is not to have it so you become unstoppable, but it grows with you.. It seems with some things like Vampires/Werewolves there comes a point where it doesnt seem to scale with you anymore... At what point it should stop scaling, I dont know but it seems somethings stop too soon. Does such a thing exist?
  6. This idea is the result of playing with a few different overhauls, and thinking about ideas to make various aspects better.Big picture: Reworks Vampire, Vampire Lord to treat vampire lord not as a "on/off transformation" but as a progression. As Daedric Smithing is to Smithing tree, so are vampire abilities to vampire tree. Contracting vampirism.If acquired during a play through, there is a base chance of acquiring it, and then perhaps there are various things that increase the chance... so its never 100% chance of infection, but never 0% either.When contracted, it mimics the frostfall/hypothermia event, in that instead of just waiting three days, you collapse when you awake you awake in a coffin, in a vampire lair, etc.. the same way in frostfall you wake up in an inn.If you do an alternate start, instead of starting out with it you essentially made a request of a vampire to turn you, and then as time progresses the chance of the vampire turning you the next time you sleep goes up... might start 15% the first time you sleep in a bed, 45% the next day, etc.. so you do infact get infected, and early on. When this happens, the frostfall thing happens... you went to sleep in an inn for example, but were whisked away to a vampire lair and turned by a master vampirePerhaps you request from Mo-lag himself, as a result you get thrown in coldharbour, and after a bloody cut scene you are sent back..maybe you have to find a shrine of molag, to commune and ask the favor. Feeding Vampire:When you have a companion that is a vampire, he or she feeds every-time you feed, or default attack for them is to essentially to pounce on you- same way they seem to do in the movies.. only if the target has certain tags or keywords though.... so only playable races <Humans, elves, fur-balls, lizards> It would be super awkward to see a vampire trying to pounce on a spider... if playable race then feed attack, else melee or range.Feed has 2 options: Feed(feed) and feed(kill) Feed(feed) is, depending on factors like spell ideas mentioned below not meant to kill a NPC. perhaps there is always a chance you lose control but... feed(kill) is meant to kill. the option to make blood potion remains the same. Sneak is not required, but perhaps there is a different activation key for it?Perhaps failure to feed, at first doesnt affect you, but at some point begins to make you a lot weaker... ~ 50% health, etc... Spells(all Mana or stamina based):Vampire related spells should have either a mana cost, or a stamina cost, some scaling function paralyzing one target might be 10% of your mana, paralyzing 5 might be 50% not base, or perhaps the same way spells and spell schools work already... novice, adept, master etc...There are too many vampire spells out there in overhauls, that seem to have less to do with being a vampire, and more to do with just being a mage... I would stick it to a "drain 1 life --- > aoe drain life" the effect would be more channeled, as in eso with the stream of bloodParalysis, Charm/mesmerize. Charm of mesmerize is what you use to speak to an inhabitant behind a owned door so they invite you in. Entering without invitation has negative consequences, but not necessarily stake through he heart level either. Paralysis is an aggression thing so you can force feed, mesmerize is a non aggression tag thing which allows you to feed. Simple, easy to understand names and descriptionsInvisibility, should have less to do with light levels, and more to do with time of day. perhaps it cost more mana to do during daylightbats - doesn't necessarily need to be a flying thing, but perhaps like riding a horse but 1) faster, 2) falling speed is greatly reduced. So you can still use bats to get across a room or over an obstacle, or to that chest you cant reach any other way, but its a "state of being" vs "one time event"Slow Time: as name implies... perhaps is tiered, so novice level is 5 seconds, and by the time you unlock master vampire perk its 20 seconds..Predator Vision: perhaps you can modify it in a menu option so that "only feedable targets" show up?Drain(Single target) --> channeled spell, similar perhaps to how feeding in ESO is "channeled".Drain(multi-target) --> same as single​turn 2 vamp ---> target must be alive, perhaps there are some ways where doing this isnt always an aggressive thing, single target thoughPerks:Vampire Master, other vampires are not aggressive to you at all, unless you attack them firstDusk walker Night time hours start a little earlier, end a little laterMolags Servant maximum of once every _____ hours, days? when at 10% health or less, transform into the old vampire lord form for a brief time, get some extra health or something.. Leveling:as hinted at early, you level the way you level smithing or destruction... vampire spells fall under vampire skill tree, not illusion or destruction anymore. In theory a new vampire could cast a master level spell earlier, but it would cost him or her all their mana/stamina, the same way I can cast some spells now that are a step or 2 above me, but it empties mana.when you do the harkon / dawn-guard stuff, this functions the same way that book from Transmundane? does... when he offers you the gift, you dont get lord form, as that is done away with but you do get + 20 levels in the vampire skill tree. He infuses you with royal blood.. Companion:when your companion is a vampire, you can direct them to feed on a target, the same way you can direct them to attack, or search, open, etc..default attack vs playable races is feed, but usual melee/range/caster attack vs dogs, spiders, dragons, etc.well auto mesmerize a nearby npc or auto paralyze, depending on what feed option you use. Crime:the chance of incurring a bounty while feeding on a mesmerized or feed(feed) target is greatly reduced... perhaps the more folk in a certain radius increases the chance, but across the board- the chance of getting a bounty is reduced greatly for mesmerized... Skill Tree(remember, we are doing away with vampire lord form):Vampire Skill tree is only visible during night time hours, and replaces the vamp lord.Branches: 1) Novice - Master branch. Can advance to next rank every 20 levels. 0-20,20-40,40-60, etc. 2) a buff(s) branches off of each rank (so when you unlock adept, you can then put a point or two into __. perk is unlocked every mid point between every N--> M.... so at 10, at 30, at 50, etc... Sample Use Case: USE: starting game as vampire: Joe starts a new game using alternate life mod. Selects "I requested of Lord__ to be made a vampire" I am _____ in falkreth or whiterun, etc". Joe then sleeps, starts game.. as ingame day passes, each time he sleeps the chance that Lord ___ snatches him during the night increase to 100%(perhaps when you sleep on the 3rd ingame day is when 100% is reached). When joe awakes, he awakes from a coffin. Perhaps some dialogue with Lord ____ .S Sample 24 hour day: During daylight hours, you suffer debuffs, still maintain some buffs, and can not activate your vampire spells(unless indoors maybe?). During Night time hours some debuffs(fire damage, etc) but other debuffs are gone, other buffs are better. Where as in vanilla, pressing "Z" would activate vampire lord transformation, perhaps there is some sort of visual, but you still look human, etc the vampire skill line, all spells (presently unlocked) are available Compatibility:This is an overhaul, so other vampire mods like better vampires or sacrosanct would be out
  7. Hi, so Im not sure if all that follows sounds more like one mod, or many mods. Since Better vampire has some options that seem to fit well with survival/RP, I think they are sort of one and the same question perhaps. Right now, in addition to more baseline mods like the unofficial patch, static mesh, etc I use Better vampires alone. What I am looking for is the ability to. I am not wanting to override BV perk/leveling/abilities. Which is a concern I have about sacrosant? + have blood potions count as food items(per survival needs) vs simply health potions only, or cooking things with blood potions that count as? Think vampire survival mode, in a more "lore" friendly way. or some interaction with cannabalism, since sucking blood is only one step away :smile: + immortal thralls (im hungry, why stop at one little bit?) or ability to send thralls to ______ for later feeding + vampire followers melee-feeding attack only vs spells and weapons. There is a oldrim mod that causes vampire followers to feed, it does work when ported over, however I think it would be fun to have more customization as in NPC: "what do you want me to do" me "feed on___" or when I feed my follower will look for a feed.. + vampire children, options that dont involve "killable children" mods Like if me and my pixel wife adopt a kid, an option "do you want to make kid into a vampire". which then in some aspects my act like a melee only vampire as an addon, perhaps a way to make your female spouse preggo, but without the need for FNIS and the whole sexual cut-scene the traditional "you and spouse go to sleep", black screen, wake up and spouse says something smart... + In fallout 4, under Agility I think you have the ability to use VATS and blitz around killing things, based on your AP. If i wanted to Blitz around in skyrim, feeding off of folk? + ability to do a speech check on convincing folk to let you bite them or something without aggro/bounty.. I just want to know that when I make a vampire in a city, I can come back in 3 days and find a whole coven, I share because I care. :smile:
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