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documn

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Everything posted by documn

  1. I like the character concepts here. Sounds like a fun companion. I know some people might think it's stupid for a little girl to use big weapons. An alternative to this would be to make her a sneaky demolitions expert. She could breakdown guns and ammo and use the parts to make explosives. She could sneak and reverse-pickpocket grenades. She can have that perk that makes her immune to landmines. She can spot landmines and disarm them for you. She can blow open locked containers. And all while, she can spout explosion-related puns (which, incidentally, would work well with her coarse sense of humor). RE: Sex I can believe that a kid has a "surprising knowledge of sex" but I'm having trouble thinking about WHY my character would be privy to such information. I can understand her cracking dirty jokes, but it would start to get weird if we, for example, had a frank discussion about the state of sex and sexuality in the Mojave Wasteland. Personally I'd prefer an innocent/awkard kind of humor, like "Can we go to the Atomic Wrangler? I want to meet a sexbot." EDIT: Sorry if I sound like I'm trying to direct your idea. These are just a few humble ideas to consider. Also, I have never made a companion (or an NPC with dialog, for that matter) so I'm afraid I wouldn't be much help in making this mod.
  2. I don't know of any mods to accomplish what the OP is asking, but it could probably be done with scripts. To me it seems very possible to make OBSE scripts to detect skill usage through event handlers, animation states, etc. and then adjust the player's experience with various skill use functions. http://obse.silverlock.org/obse_command_doc.html#getplayerskilluse
  3. If DR6 is still similar to the DR I used to play (4 or 5, I can't remember), then you can simply delete the animations you don't want, and the game will use the vanilla animations instead. I'm not at home so I can't check the files directly, but all the 3rd-person animation files are named intutively, have a .kf extension, and should be in the folder path Oblivion\Data\Meshes\character\_male or something like that. Or, you could overwrite those animation files with files from another mod if you want. However, I don't know how much DR relies on these specific animations. I don't recall having problems, but then again, I did not use DR for very long and it was an older version of it.
  4. Nice to see the outage wasn't anything major. Also, the facebook link in the OP simply takes me to my Facebook home page (the feeds). Am I doing something wrong?
  5. Is this possible? I know it's a really minor nitpicky thing, but I'd like to use an apostrophe once in a while.
  6. nGCD: http://tesnexus.com/downloads/file.php?id=14065 You'll need OBSE too: http://obse.silverlock.org/
  7. Another thing you can try is making an activator appear near the werewolf and making it cast a weak damage health spell at the werewolf.
  8. If you use the console, you can use the setav or modav commands. Like: player.setav strength 20 (sets your strength to 20) player.modav strength -20 (reduces your strength by 20)
  9. How about adding a low damage health effect to the spell? Also, it may matter whether you put it before or after your fortify speed effect. I would try both to see if any turn out the way you want.
  10. There hasn't been an update to that mod in a while. It does have quite a bit of NPCs covered already though.
  11. How's this? http://forums.bethsoft.com/index.php?/topic/1053707-relzwip-cyrodiil-npc-remodeling-project/
  12. You may also want to look at TIE. http://www.tesnexus.com/downloads/file.php?id=35265
  13. Didn't Dark0ne already write that negative endorsements are going away, and that a new review system will be implemented? http://www.thenexusforums.com/index.php?/topic/265363-on-the-internet-trolls-and-finally-creating-an-effective-rating-syst/
  14. To install OBSE you just gotta follow the directions included in OBSE's readme. You just have to copy some files into your Oblivion folder, and then run the game through obse-loader.exe instead of your regular oblivion shortcut. Installation is different depending on whether you have a Steam version of the game or not. If you start a new game, you should feel the mod's effect. Yes, it is possible to edit almost all the calculation parameters (including block timing and timed block bonus) in my mod by editing the ini file that I included with the mod.
  15. I made a mod called Doc Block Recoil Stagger which may interest you. Every time somebody gets hit, it crunches numbers to see if somebody should stagger or recoil as a result. http://www.tesnexus....le.php?id=35933 EDIT: Also, the other power attacks (hold attack + direction key) have a chance to do extra effects if you level up your weapon skill. For example, if you're using a sword, the sideways power attack has a chance to disarm your enemy if your blade skill is 50 or higher.
  16. I made a spell blocking mod once, but for whatever reason my testers and I got random crashes. Never figured it why. It did work whenever it didn't crash though. It would be easy to adapt for absorbing and reflecting spells too if I used the kinds of scripts from my magic and spellshields mods. But alas, I am not into Oblivion modding right now. FYI, if anybody wants to know how the blocking mod worked: I used OBSE's reference walking functions in a quest script to continually find spell projectiles. If the projectile was close to the player and facing the player, and the player is blocking, then I moved that projectile to a different cell. I put an invisible activator in its place and made that activator cast a modified spell (same spell effects, reduced magnitude) at the player.
  17. I probably won't buy Skyrim at release cause I'm not convinced that my computer can handle it, the game will probably be $50-60, and it will probably be buggy. I'll probably stick with Oblivion for a time. EDIT: Holy crap I used "probably" more than I intended.
  18. You can also try my mod Doc Block. It doesn't strictly do what you wrote, but it instead checks your stats versus your enemy's stats to see who should stagger and for how long. http://www.tesnexus.com/downloads/file.php?id=35933
  19. Nature's Arsenal has a couple unique blunts. http://www.tesnexus.com/downloads/file.php?id=26478
  20. Skycaptain's I Just Hit You does something like that. http://www.tesnexus.com/downloads/file.php?id=35768 Doc Block also does something like that. http://www.tesnexus.com/downloads/file.php?id=35933 Note that neither of these mods works exactly like you stated. I Just Hit You cancels your attack if you get hit by a powerattack. Doc Block checks a bunch of different factors before deciding whether or not to cancel your attack.
  21. It is definitely possible to do something like this. I know that there are some mods that use activators to cast spells along the player's line of sight (including one of my own mods), so if you time that with the swing of a sword then you should get the effect you're looking for. I recall reading about two mod projects that wanted to do something like this (one of them wanted to make wands instead of shooting spells through the sword), but I haven't seen anything on them since. Not sure if they were abandoned, never finished, or never released.
  22. Well there is Amusement's co-op mod, but it has extreme limitations. http://www.fallout3nexus.com/downloads/file.php?id=15596
  23. Are you talking about DR5 or DR6? I heard that a body replacer was accidentally packaged in the DR6 beta.
  24. I don't use companions. Their combat AI is just horrible, so I just gave up on them. Of the ones I tried, I liked Vilja the best.
  25. Thanks for the replies guys. I just find it amusing that BFF4L is the first of my mods that I've seen to get this treatment. :)
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