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About pippinstrano
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Fallout New Vegas
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Civilization series
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OK, for my next request: are there any mods that assign ownership to all the barrels, baskets, buckets, kettles and other stuff placed in towns that obviously should be owned by someone? It always seems ridiculous that you can glean all sorts of stuff from people who are supposed to be poor (and thus not have the ability to just give away stuff).
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For what is worth, I'm looking for pack animals too. Something that would follow you into dungeons and so forth. It would need to be smaller than horses are so they don't block the player. I've seen a variety of animals that could be tasked with the job. Having to provide feed or something similar to the animals would be a nice touch too. Hopefully someone is interested in taking a crack at this.
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I haven't seen a farm in Skyrim big enough to take on laborers to handle harvesting. At the sizes presented, even if you consider that the farms are trying to represent ones ten times the size shown in the game, the family is going to do the work themselves. The compatibility with RE - Real Estate would be great, once we have it functioning otherwise.
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Have looked and looked and.......can not find a pack animal mod. Something where you can buy one or more animals that are just for carrying stuff. Not mounts, and not crazy animals (a dragon is NOT a pack animal!).
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[email protected] for Yahoo Messenger, pippinstrano for Trillian, [email protected] for Google Talk......I use Trillian for all of them, so connect to whichever you like. :-)
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Let me know how I can help! The modded Skyrim expierence is amazing, but it makes the couple of things missing stick out like sore thumbs. Thank you for taking a look!
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I like to cook in Skyrim, a lot. I also garden, in real life. So I am completely confused as to why the farmers want to BUY produce. I don't buy produce. I SELL produce (when I have more than I need personally). In Skyrim, I'd like to buy produce from the farmers. Further, if someone walked into my garden, I'd chase them off with a rake. And hit 'em with a shovel if they wouldn't leave and also started raiding my vegatables! So why are the farmers in Skyrim complete doofuses? Yes, I know the idea is that the farmer is paying you for harvesting their produce. Well, that's absurd, frankly. The size of the farms involved do not support the idea of paying someone to do your harvesting for you. I imagine the problem was that it was decided it would be too much of a hassle to have the farmer do the harvesting. Well, given the mad skillz I've seen on the Nexus, I've got to imagine that it should be too difficult for a modder to pull off. I saw an earlier request of this type in 2013, that was answered with the Farmers Sell Produce mod. Unfortunately, that mod has not been updated in quite some time and appears to no longer be supported. What I am looking for would do four things - 1) mark the vegatables as owned 2) automate the famers harvesting the vegetables 3) turn off the farmers conversation thread to buy vegetables 4) add a regular merchant interface to allow players to purchase the vegetables the farmer has gathered As an aside, the scripting to automate the harvesting could also be applied to regular merchants who have pickable plants on premise.
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THANK YOU TO ALL MODDERS FOR WHAT YOU DO!
pippinstrano replied to OnoSendai58's topic in Skyrim's Skyrim LE
I work in IT as the antispam engineer for the US Department of Labor. I work alongside some incredibly bright and talented people. That said, I am constantly amazed at the brilliance I've seen come from so many mod creators. My first modded game was Fallout 3. I had played the previous games but was initially really disappointed with Fallout 3. It was very.....console like. Then I found mods, and it changed everything. I got Fallout New Vegas largely because it looked to be closer to what Fallout 3 became with mods. Of course, New Vegas has wonderful modding options which I enjoyed as well. I've now moved on to Skyrim, even though I don't normally do sword & sorcery computer RPGs (pencil and paper only for me). I picked up Skyrim (with all DLC) because of what was available from the modding community. When I play Skyrim, my friend who has also played it but only on Xbox often stops and watches, blown away by the differences. I'm also glad to see that between the efforts of mod creators, the Nexus and others (like the supporters of LOOT), it has become easier and easier to use mods. I've also seen a decrease in the amount of unproductive nastiness that goes on, and I'm glad of that too. I think the ability for mod authors to control to some degree the amount of abuse that is thrown at them has helped a great deal. Thank you to the modders, the Nexus and everyone who helps make the modding gaming expierence so amazing! -
I've seen in this forum two requests for a mod that I'm looking for as well, but no answers yet. Is there a mod that addresses the problem where merchants, home owners, etc, don't own all the stuff in their homes?
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Chem quest discussion forum
pippinstrano replied to senterpat's topic in Fallout New Vegas's Discussion
@GxRay - I did further research on the LSD creation process and you're right. If nothing else, it would be simply so difficult to pull off that no one would bother with it when easier alternatives are available. That said, LSD properly stored is pretty stable, so it should be available from pre-war stashes (possibly very large ones in number of doses, considering the strength of LSD). My concern about piperidine is actually based on it coming from black pepper. Where are we getting black pepper from that isn't completely dried out from 200+ years of storage as a condiment and I assume not usable? Particularly in the middle of the North American South West? I'm hoping that there is a source that I've missed, like the ephedrine source that I came across after thinking it was unavailable. -
Chem quest discussion forum
pippinstrano replied to senterpat's topic in Fallout New Vegas's Discussion
I am really excited to participate in expanding this mod. I need to look at the existing crafting formulas you have and what precusers you have already added. The recipies I've mentioned, to clarify, are extremely simplified and leave out the processing involved....but then the only things the mod really needs to be concerned with are the inputs and outputs of each process. As a short aside - I love Fallout. I've been playing it since the original Fallout, and I can't wait for Fallout 4. I missed Tactics and BOS, but I've played all the others. The reason I mention this is one thing I've always felt was missing was any idea of what most of these folks are doing when they are not shooting at each other. It gets touched on, just around the edges, but it is really lacking. I mentioned ammonia earlier. I had no idea until recently, but apparently worldwide production of ammonia outstrips almost every other chemical being produced by a wide margin. What does this have to do with anything? It means that the NCR is going to probably have ammonia plants (as well as plants producing sulferic acid and lime, just about the only chemicals that are produced in even larger quantities than ammonia). If New Vegas has any local industry of its own, it probably would have some of this as well. Oh, did I mention how important salt derivitives are? And no one is harvesting the salt flats? It is over 200 years from the nuclear war.....society would not be able to subsist off the scraps of the ancients that long. Mods like this actually provides a mechanism for filling in some of these missing elements. And not just relating to drugs. By adding a simplified list of precursers to the environment, crafting and production of other items can become a bit more believable (not realistic, I don't think that is the goal, just believable), even if only in a Fallout sort of way. I would love to see the list of precusurs used as stock for new building location mods (industrial sites, mines that actually produce something, etc), quest mods, and so on. -
Chem quest discussion forum
pippinstrano replied to senterpat's topic in Fallout New Vegas's Discussion
Are you looking to expand the crafting side of the mod? If you are, a couple of thoughts - 1) see if there is a base crafting mod that is currently being maintained that you can work with to expand compatibility (sorry, I'm a crafting freak). 2) for raw matierals, here are some suggestions - a) Ephedra nevadensis grows in the region, and provides the base for ephidrine and all its related drugs b) Psilocybin mushrooms and peyote would be imported....peyote from further south, and psilocybin mushrooms from Zion. c) LSD is complex, as are some of the other drugs, however the components needed for them would be the basis of a large number of other compounds. Abstracted, chlorine (from salt), phosphorus, ammonia, ethanol and ergot (grow from sugar, essentially) are needed to create LSD. Salt extraction should be happening in some of the salt flats (the idea that it isn't is silly). Phosphorus would be coming from Utah via the Mormons. Ammonia would be being produced at the Hoover Dam, since ammonia is one of the most important chemicals in modern industrial chemistry. Ethanol and sugar are a bit more obvious. :-) d) MDMA and MDA require sasafras (of all things), which also should be obtainable from Zion. e) pain killers actually are some of the toughest. Either opium poppy or piperidine (for synthetics) sources are needed, and neither would be likely in the area. Piperidine is a real loss too, since it is also the base for a number of other drugs including PCP and ketamine. I imagine that is probably more than you were looking for, but let me know if you want me to look for more information along these lines. -
Blog piece: Ads, Supporters, Endorsements and Bandwidth Throttling
pippinstrano replied to Dark0ne's topic in Site Updates
Total Awesomeness! First off, and most immediately: I want a Nexus that has "a server network that would only go down if Skynet attacked" :-) Past that, I've tried to find an answer to this before, and now it seems even more relevant: can you purchase memberships (from Supporter to Lifetime Member) for other users of the Nexus? If not, why not? If you just haven't implemented it, may I suggest: somewhere around the link for supporting a mod creator something that would present an option to purchase increased Nexus membership status for the author? I just want to see it be as easy as possible for the Nexus to get ready for Skynet's eventual assault. :-) -
BLOG PIECE: Nexus moderation system overhaul, etiquette and ethos
pippinstrano replied to Dark0ne's topic in Site Updates
A few questions, if I may - 1) "fully hidden from the file comment topic": just so I know that I am reading this right, the post in question will not appear in the listing users' see at all, is that correct? Once hidden, there isn't a stub that say "Hidden post" or something, just the post is removed from what most users see entirely? I am hoping this is the case, but I wanted to confirm this. 2) any chance mod authors will be able to have posts hidden that have been edited by the original poster to read "Ignore this" or something similar? Not to say that the original poster did something wrong, but rather because the post contains no useful content at that point? 3) any chance mod authors will be able to have posts hidden that are duplicates of earlier posts? Not necessarily as a statement that the poster of the duplicate post has done anything wrong (though there could be some debate there, I suppose), but again, because it contains no useful content? There have been posts around this issue in this topic, but I didn't see a definite answer. 4) lastly, any chance the mod author could designate one or more other users to moderate one or more of their file comment sections? I know of more than one author / team I'd love to help by doing their file comment moderation (having no modding skill myself). This was asked by a couple other posters on this topic, but I read all the posts and saw no answer. I looked but didn't see answers to any of these in the last 35 posts. Any word on any of these questions? -
BLOG PIECE: Nexus moderation system overhaul, etiquette and ethos
pippinstrano replied to Dark0ne's topic in Site Updates
A few questions, if I may - 1) "fully hidden from the file comment topic": just so I know that I am reading this right, the post in question will not appear in the listing users' see at all, is that correct? Once hidden, there isn't a stub that say "Hidden post" or something, just the post is removed from what most users see entirely? I am hoping this is the case, but I wanted to confirm this. 2) any chance mod authors will be able to have posts hidden that have been edited by the original poster to read "Ignore this" or something similar? Not to say that the original poster did something wrong, but rather because the post contains no useful content at that point? 3) any chance mod authors will be able to have posts hidden that are duplicates of earlier posts? Not necessarily as a statement that the poster of the duplicate post has done anything wrong (though there could be some debate there, I suppose), but again, because it contains no useful content? There have been posts around this issue in this topic, but I didn't see a definite answer. 4) lastly, any chance the mod author could designate one or more other users to moderate one or more of their file comment sections? I know of more than one author / team I'd love to help by doing their file comment moderation (having no modding skill myself). This was asked by a couple other posters on this topic, but I read all the posts and saw no answer.