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SaiyanHeretic

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Posts posted by SaiyanHeretic

  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 M19
    • Speed Loader (SLS 60) in the West Office replaced with W-870
    • Suppressor (MQ-11) in the Underground Stairs replaced with Lightning Hawk
    • Laser 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 5
    • Reinforced Frame (SLS 60) in the Treatment Pool Room replaced with Flamethrower
    • High-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 Minigun
    • Minigun in the Turntable Control Room replaced with Anti-tank Rocket
    • Quickdraw Army [2nd] in the Guardroom replaced with Combat Knife
    • All Large-caliber Handgun Ammo [2nd] replaced with Handgun Ammo
    • All Gunpowder replaced with Large-caliber Handgun Ammo
    • All Gunpowder (Large) replaced with Shotgun Ammo
    • All High-grade Gunpowder (White) replaced with Acid Rounds
    • All High-Powered Rounds replaced with MAG Ammo

    Leon's Scenario

    • Muzzle Brake (Matilda) in the Waiting Room replaced with Quickdraw Army
    • High-Capacity Mag. (Matilda) in the West Office replaced with MQ-11
    • Long Barrel (Lightning Hawk) in the Underground Stairs replaced with GM 79
    • Gun Stock (Matilda) in the Parking Garage replaced with MUP
    • Long Barrel (W-870) in the Kendo Gun Shop replaced with LE 5
    • Shotgun Stock (W-870) in the Treatment Pool Room replaced with Spark Shot
    • Red 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 Minigun
    • M19 [2nd] in the Guardroom replaced with Combat Knife
    • All Large-caliber Handgun Ammo [2nd] replaced with Handgun Ammo
    • All Gunpowder replaced with Large-caliber Handgun Ammo
    • All Gunpowder (Large) replaced with Submachine Gun Ammo
    • All High-grade Gunpowder (Yellow) replaced with Acid Rounds

    Even 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 Grenades
    • Poison Zombies spawn in the Sewer
    • A-Gear Zombies spawn in NEST
    • Pale Heads spawn in Scenario B

    Some 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 crisp
    • Mr. X is invincible (i.e. he never takes a knee) until Leon's final boss battle
    • Backpack 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 weapons
    • To 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.


    Crimsomrider wrote: I personally will be clutching onto the old design until the moment it dies because I really am not a fan of this new one. And it's not about me clinging on to the old one because I hate changes or something, I welcome changes when I think they're an improvement, but this is honestly not an improvement in my eyes. It's simply the fact that the compact look of the old design was traded for this plain ugly "modern" design which involves big images and fonts, too much scrolling down, too much eye-movement along with information being scattered all over the place. What's up with all the depressing colors of dark gray, light gray and occasionally white ? Did someone run out of color when designing this place ? Is the "modern" design too afraid of colors ? Am I in 50 Shades Of Gray ?

    And then there's other things, some of which I mentioned in the forum post.

    My honest opinion is that this is a downgrade rather than an upgrade, because of reasons I stated in the forum post. Such a shame that this is now turning into Bethesda.net 2.0 design... only more uglier and effort requiring.

    If anything should have been changed, then it was the forums section because it felt so disconnected from the main site in terms of designs and bringing it up to the Nexus design would have been amazing.

    I will remain on the old design until hopefully some changes are made to the new design that make it at least somewhat visually pleasing and convenient.

    I said it once and I'll say it again. Old design was compact, displayed important information when required, was easier to navigate and much more viewable.

    The new design is too big, too flashy with images and fonts. Absolutely no colors. Information is scattered all over the place. A lot of scrolling and looking around. The biggest sin of all however is that it forces the user to SEARCH for IMPORTANT information, instead of handing the important information to them. Just look at the mod pages for example and see the first 5 lines when you open a mod page.

    This new design would be a great design for a phone, not a PC.

    Just my opinion.
    Jokerine wrote: It took me a while to figure out how to reply, but I gotta say I agree. Having a lot of trouble with this.
    OlivierDoorenbos wrote: agreed! old is better.
    Jeir wrote: Definitely agree. I think the issue is that the new site's design was primarily made for mobiles. On desktop everything is just too big, with huge images, bigger text/text area, and images where they do nothing but take up space. I don't need a banner image that takes up 50% of the page. I don't need images (or game/author/category/log info) in the tracking centre or download history. I'd rather be able to see 15-20 mods without scrolling.

    At least they brought back the 'New Recently' section; it was missing the last time I saw the new site, although it's now 'Recent Activity'; and while the text still takes up too much space (current site: 13 links for today and 10 of yesterday's visible without scrolling. New site: only today's visible without scrolling, and it's missing the icons indicating what got updated), hopefully they wont 'improve' it by adding pointless thumbnails to all the links.

    I'm going to need a new mouse with all this extra scrolling I'm going to have to do.

    Oh, and seems the drop-down link to 'Manage files/Mods I have access to' is missing. I check those a lot more than I do my own mods. Yeah, I know I can just click once more once I select 'Manage My Mods', but my mouse is already going to be worn out without the extra clicking. =P
    Hoamaii wrote: Entirely agreed with Crimsonrider and Jokerine. I only took a quick look at it because I have absolutely no time to work on my mods nor my mods pages layouts right now: too big, very important infos scattered, too much scrolling, no "quick view of all that matters" in one glance, to which I'd add a terrible use of overlays - why are all the mods images grayed out with an overlay?
    Most mod authors carefully pick up their description images to stand out and best describe their mods. In the new layout, all my images appear blended under a thick gray layer, none stand out - and the worst of it: author's images display only beneath users, you need to scroll down to get to them?!.. Why? Hasn't it always been obvious that we should always be careful to strongly encourage users to pay attention to what the authors has to say about the use of his mod, whether it's in description, images, read-me's, etc.?..

    I'm not diminishing the amount of work or skills which have been put into this, I respect it, but it truly feels it's been designed by people who are not mod authors nor are used to dealing with users who report false bugs when indeed they never read the description.

    And as a general opinion, I'm afraid the new layout entirely eclipses the Nexus personality and uniqueness in a copy-cat attempt to look more like other mods websites. I'll never understand that, why this need to blend in and look like all the rest? That's not what the Nexus is, that's not who we are. We are different - we are not an aspiring litlle brother of Steam or Bethesda.net!..

    Robin, I'll just say this: as an old pro who's been working in communication and design for many years: when you have a distinct personality - and the Nexus definitely has one! - stick to it, magnify it, stand out and be proud, don't try to put on a camouflage suit that'll make you look like every other penguin in your league or you'll just get lost in the crowd.
    Lord1 wrote: I definitely hope the kind of subtle but effective indicator of what exactly was updated comes back to New Recently/Recent Activity. Being able to see less entries without scrolling is an annoyance, not having anything to indicate if it was files updated or not without checking the mod directly is outright functionality-breaking (the entire purpose of Recent Activity is to get a quick overview of recent activity, after all).


    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. You refer to the model that is simply called "Ring" in the BSA? It will not work as wearable ring as the mesh is not rigged. It is a simple static.

     

    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. Does the item in nifskope still show a path to the textures? Honestly this is confusing, I've had meshes turn invisible in the game but non in nifskope before.

     

    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. =)

  15. Out of the blue, I noticed that the loadscreen that shows an ink well and quill with a map is suddenly missing the quill texture. But in-game, I can spawn a quill and it looks fine. I don't think I even have a texture pack that changes the vanilla quill. Any ideas what could be causing this?

  16. It struck me that there are A LOT of custom player homes to sort through and not every modder is especially diligent about detailing the amenities. So I thought, why not ask for recommendations from you good folk?

     

    I'm in the market for a medium-to-large estate, centrally-located within or near the borders of Whiterun hold. Must be compatible with full ETaC. Castles don't really do it for me; I'm looking for a home, not a base.

     

    Lore-friendly is preferable, but as long as there are no sci-fi elements or animu decorations, I won't be a stickler. Six children beds for multikid adoption required; additional beds for favorite followers are also desirable.

  17. I recently started using Another Sleep Mod, which I think used to be on Nexus but was taken down. Steam community doesn't offer much in the way of mod support and the author (?) LP pretty much disappeared, so I'm turning to you fine folks for help.

     

    For the most part, ASM works exactly as intended, but I'm getting a bug in which it fails to recognize some of the clothes and armor in my inventory for the purpose of changing into sleep wear. Body items are the problem specifically; the options to change other equipment slots register all the appropriate things in my inventory, like hats and gauntlets and rings.

     

    What's really perplexing is that the mod does recognize just one thing: Blue Robes. But not Green Robes or Ragged Robes or any other regular clothing, to say nothing of armor. Anybody else using ASM? Any ideas?

     

    Just to cover my bases, I already asked the author of the body mod I'm using, BBL2.0, to see if his tweaking vanilla gear might have caused a mix-up in the slotmask values, but no.

  18. I decided to test out Armed To The Teeth - Easy Version, the one where you just add a line of text to the Skyrim.ini file. While amusing, it doesn't play nice with hotkeys and you can easily end up with weapon models sticking to your hands (or disappearing despite being equipped) when switching weapons or to spells. So I deleted the line out of the ini, but I'm still getting the same effect! Does anybody know how to clean this out properly, short of reinstalling the game from scratch?

     

    EDIT: Alright, got some advice from a friend who's more experienced with this stuff. Going into Steam for file verification seemed to resolve the issue. That might be useful to anybody else having .ini problems.

  19. It's a mashup of several map mods, including that one, so you could flip between which map you wanted in-game with MCM. It was still available just last week, but I hadn't started downloading mods yet. Seems weird that it hasn't come back yet.

  20. I haven't started on Recruit More Blades yet, but it seems to be the first of several episodic mods that expands on fighting the Thalmor. And when CWO comes back as Epic Gameplay Overhaul, maybe it will include a King's Moot quest line.

     

    For now, I'd be happy with the option to marry Elisif/Ulfric, or alternatively, challenge her/him for the crown. It could even go down like 'Season Unending'. Becoming Thane of each hold is already a built-in yard stick for gaining popular support.

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