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SaiyanHeretic

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  1. Put some additional thought into how I'd place Leon's weapons into Claire's scenario, and vice versa. Roughly in order of when you can acquire them: Claire's Scenario High-Capacity Mag. (JMB Hp3) in the Waiting Room replaced with M19Speed Loader (SLS 60) in the West Office replaced with W-870Suppressor (MQ-11) in the Underground Stairs replaced with Lightning HawkLaser Sight (JMB Hp3) in the Parking Garage comes attached to the JMB by default (no change)Shoulder Stock (GM 79) in the Elevator Controls Room replaced with LE 5Reinforced Frame (SLS 60) in the Treatment Pool Room replaced with FlamethrowerHigh-Capacity Mag. (MQ-11) in the S.T.A.R.S. Office replaced with ATM-4 (single shot)High Voltage Condenser (Spark Shot) in the Nap Room replaced with MinigunMinigun in the Turntable Control Room replaced with Anti-tank RocketQuickdraw Army [2nd] in the Guardroom replaced with Combat KnifeAll Large-caliber Handgun Ammo [2nd] replaced with Handgun AmmoAll Gunpowder replaced with Large-caliber Handgun AmmoAll Gunpowder (Large) replaced with Shotgun AmmoAll High-grade Gunpowder (White) replaced with Acid RoundsAll High-Powered Rounds replaced with MAG AmmoLeon's Scenario Muzzle Brake (Matilda) in the Waiting Room replaced with Quickdraw ArmyHigh-Capacity Mag. (Matilda) in the West Office replaced with MQ-11Long Barrel (Lightning Hawk) in the Underground Stairs replaced with GM 79Gun Stock (Matilda) in the Parking Garage replaced with MUPLong Barrel (W-870) in the Kendo Gun Shop replaced with LE 5Shotgun Stock (W-870) in the Treatment Pool Room replaced with Spark ShotRed Dot Sight (Lightning Hawk) in the S.T.A.R.S. Office replaced with ATM-4 (single shot)Regulator (Flamethrower) in the Nap Room replaced with MinigunM19 [2nd] in the Guardroom replaced with Combat KnifeAll Large-caliber Handgun Ammo [2nd] replaced with Handgun AmmoAll Gunpowder replaced with Large-caliber Handgun AmmoAll Gunpowder (Large) replaced with Submachine Gun AmmoAll High-grade Gunpowder (Yellow) replaced with Acid RoundsEven on Hardcore mode, I often find that I finish the game with stockpiles of ammo which never get used. So my reasoning is that having more weapons to juggle, but a finite amount of ammo for each, is actually more challenging. Miscellaneous Notes Leon gets MUP the same way Claire gets JMB, both of which are superior to their starter unmodded 9mm handguns.Both Leon and Claire get LE 5 as a straight replacer for the MQ11, just as they'll find better handguns.I moved the Minigun for Claire to the Nap Room, because G-3 puts more pressure on the player, whereas G-4 is a less interesting boss fight because he's just a bullet sponge.Leon doesn't get Flame Rounds for GM 79, but he gets Fuel for the Flamethrower by default, which seems fair. Flamethrower is also more useful in general, since it can damage crowds, instead of one target at a time like the Spark Shot.Placing the single-shot ATM-4 in Wesker's Desk is mostly for shits and giggles. Even one rocket is a helluva "get out of jail free" card, so it should naturally require a lot of backtracking.
  2. Existing difficulty mods are pretty disappointing, imho. The main thing I'm looking for is to incorporate Ghost Survivor features into the base game: Leon and Claire can make Hand GrenadesPoison Zombies spawn in the SewerA-Gear Zombies spawn in NESTPale Heads spawn in Scenario BSome wishlist features that might be harder to implement: Zombies, Dogs, and Lickers don't stay down unless you destroy the head or burn to a crispMr. X is invincible (i.e. he never takes a knee) until Leon's final boss battleBackpack and Gas Tank zombies mixed in (may require placement by hand? low priority)Instead of weapon mods, Leon and Claire have access to each other's exclusive weaponsTo accomodate ^, replace High-calibur ammo locations with 9mm (Scenario B) and Large Gunpowder with High-cal (Scenarios A & B)I suppose something would also have to be done regarding overlapping gunpowder recipes?If anyone has already done this, or can point me to the tools to do it myself, I'd be ever so grateful.
  3. For some reason, I've always had an affinity for Silent Moons Camp. Has anybody tried making this location conquerable (like Tactical Valtheim) and turning it into a Hearthfire-esque player home? Convert the interior to living quarters, with the double doors separating the children's sleep/play space from the master bedchamber. Rebuild the guard tower to barracks for hireable guards. The camping area could become a covered outdoor cooking and alchemy pavilion, with a garden around those cairn thingies. And of course, putting enchanting stations up in the Lunar Forge rotunda. Probably find a place for stables too. Could be quite cozy, but modding world spaces is well beyond my abilities.
  4. In response to post #54660448. #54660493, #54661078, #54661098, #54662668, #54662753 are all replies on the same post. I'm jumping on the hate train too. Crimsomrider nails it; the new design is far too clunky. The reason you see so many websites coming out with this design aesthetic is to be more mobile friendly, but who the hell is surfing Nexus Mods on a smartphone? Until Bethesda ports Skyrim to Android (and I'm sure it's coming), there's literally no reason for this.
  5. Whew, crisis averted! Somebody on the Steam forum suggested reinstalling the mod as a first effort, which is fortunately very easy since it's just a single ZIP archive through NMM, and that seems to do the trick. I don't know what's in that update, but I guess it's nothing that actually changes the same things my mods do. God only knows why it caused a conflict in the first place. If anybody else encounters this problem, it should be just as easy to address.
  6. I've been playing with a small assortment of mods, mostly QoL stuff and not gamebreaking, but after the latest update via Steam, they're no almost entirely disabled! Only a couple things still seem to work, like texture replacers. I was just playing yesterday with no problem, so this update is the only variable. Has anybody else had this problem? Any idea if game updates can be rolled back?
  7. I want to edit the Diadem of the Savant duplicate outside Froki's Shack to be a Circlet of Waterbreathing instead. I know USKP made the swap with a leveled Circlet of Archery, but I can't figure out how this was done. Trying to delete the spare Diadem from the cell and place a different Circlet only leads to a dirty edit which TES5Edit keeps reverting. And there doesn't seem to be any simple pull-down in the Cell View or editing windows which lets me replace the item at this spot. So what am I missing?
  8. Trying to find a mod I remember seeing on Nexus not so long ago, but I guess I forgot to bookmark it and it's not popping up when I just search for "staff" or "staves." Basically, it turned magic staves into two-handed weapons that you could use in melee combat, but still cast their magic with a power attack (I think). I specifically remember seeing a YouTube demo of the player swinging the staff like a battleaxe, but casting Ice Storm with it. Anybody remember this mod? P.S. No, I'm not thinking of Fighting Mage Staff.
  9. Yes, and as I explained in my first post, I attempted using NifSkope to attach all the necessary data that ought to make it playable. At the moment, it now seems to have all the same information as any other ring in Skyrim, but it still isn't working, which is why I'm asking for help.
  10. Yep, textures are still there in NifSkope. When I tried loading it in Outfit Studio, the ring also appeared as normal with textures and everything. (I haven't tried putting in in-game yet, so I guess that's the only thing I can try now.)
  11. I thought I'd try implementing the unused ring mesh tucked away in the Skyrim BSA, which already has its own textures. Comparing it against the gold ring in NifSkope, I managed to move it into the correct position and attach all the necessary branches. Just when I thought I was done, I noticed that the mesh itself is now invisible in NifSkope. I loaded it in Outfit Studio, and it does appear, but trying to export returns an error that there are unweighted vertices. Are these issues related? Is this something I can fix in NifSkope? Or am I boned unless I have a proper 3D modeling program like Blender?
  12. So I'm adding some staves to my mod and after a little poking around, I found a set of mostly unused keywords for each school of magic: MagicSchoolAlteration, MagicSchoolConjuration, and so on. (A few spells and such from Dragonborn make use of the Conjuration keyword, but that's all.) I plugged them in as a lark and found that my Fire, Frost, and Shock staves now level Destruction skill the same way spells do. So far, this doesn't seem to work for staves belonging to any other magic school. I traced things back to the Magic Effect forms, but even after testing, I can't find a correlation between the assorted values that would account for why only the Destruction staves are leveling. Ideas?
  13. To learn a bit more about modding, I'm making a new material-type weapon/armor set for myself. I've been trying to cover all my bases so that it's integrated like any other vanilla set. The main hang-up I'm hitting is that even though I added my axes to the Limbsplitter and HackAndSlash perks, these don't show up in the Use Report for my new WeapMaterial. Does anybody know what I might be missing? EDIT: Well, nevermind. After coming back the next day, I found that the Use Report corrected itself. I guess CK has to refresh or something, by being shut down and restarted?
  14. Has anybody come up with a mod that opens a keyboard window upon text input, the way console Skyrim does? This might seem odd to dyed-in-the-wool PC gamers, but I come from a console background and it's more comfortable for me to play on a gamepad and big screen TV. Getting to play modded on Skyrim is the whole reason I switched to PC gaming, but it's getting annoying that I still have to walk back to my desk for little things like naming enchanted items. I figured it'd be worth asking whether somebody already has a mod which addresses this, if only so I won't have to buy a wireless keyboard. =)
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