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babutler

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  1. When editing character appearance via the mirror in camp (or spell if you have a mod for it), have the character editor work on your current form rather than editing your actual character appearance in order to modify your disguise appearance. It would be ideal if it could save the edits so that you can change up your appearance whenever you like without having to remain as the default model for each race/gender/body-type until you edit it again.
  2. Call me lazy but I think it would be useful to plot out the resource veins on the planet cell map (dot point map) so that players don't spend time wandering aimlessly to find a location to setup an outpost to collect a resource that they want.
  3. TL;DR - I want to be able to fly (and most likely steal) any ship that I have the piloting skill for. I don't know if this would be possible without the official modding tools but it would be great to be able to pilot any ship if you have the correct piloting skill level. I have run into a number of instances where I was unable to pilot ships for no readily apparent reason... I am playing through now with the 'Wanted' background/trait and it doesn't make sense to me that if a crew of mercenaries comes after me and I end them all that I wouldn't then be able to take and sell their ship for my trouble. I also just did a short mission on mars that involved a ship previously stolen by someone and I boarded it and removed the thieves. Obviously the previous occupant was able to steal it so I don't see why I wouldn't be able to as well. I'm sure there are a multitude of other scenarios where the game flags a ship as unusable by the player but unless it actually breaks a quest, I don't see why they shouldn't be pilot-able.
  4. I'm wondering if anyone here knows a mod that caps walking speed so that cyberware and perks will increase running/sprinting without taking away the ability to walk at a normal speed. I'm at a point where my walk speed is close enough to a jog that the game uses that animation. Thanks in advance for any guidance.
  5. Thanks for the tip but I failed to mention that I'm playing with keyboard and mouse so I don't currently have an option for variable speed movement without using a modifier key.
  6. Not sure if this is possible with the current tools available but would it be possible to add an option for the player to, over the course of a playthrough, learn to cast non-verbally? It was hinted at in the introduction to one of the Griffindor NPCs and I've noticed that on occasion, the player character doesn't use the verbal component of spells when they are cast repeatedly (eg. Revelio). I'd like to see this exploited so that the player slowly stops using the verbal component altogether except for perhaps the most powerful or rarely used spells.
  7. Seconded... Not being able to land and take off when on or around buildings just doesn't make sense.
  8. I agree with @Gwhoves and would take the request a step farther asking that wand make-up actually matter in the game in a balanced way. Positives and negatives for each wood type and core separately would create an interesting gameplay mechanic and add replay-ability. Perhaps in the future a quest could be added for Olivander so that the player could learn some wandlore and learn to make or modify their own wand(s) in the Room of Requirement.
  9. This might seem an odd request, but does anyone know of a way to change the default movement speed to walking instead of jogging? I know youths are supposed to be full of energy and seem to have infinite stamina (I used to be one after all...) but they actually don't. There isn't a piece of real world media that I'm aware of in which any realistic person is always running... and it wouldn't be stood for in a school anyway. If there is a setting in the config files that changes this, please educate me on this. I haven't had time to read through those files. Thanks in advance.
  10. If this already exists as a whole or in part, please point me in the right direction... Is there a mod out yet that unlocks and activates the city before you do the Act 1 events? I've been on a new playthrough and found that one of my mods (probably for no invisible barriers or something similar) allows me to drive out of Watson somewhere north of Kabuki. But the city is basically dead. No gigs (or fixers)... No NCPD scanner hustles... No cyberpsychos... Nothing. No vendors even! That doesn't make sense to me. The city is an organism all on its own... It doesn't need V. Shouldn't players have an opportunity to explore the whole city and build up V's street cred, garage, arsenal, and cyberware before heading into the biggest mission of their life as someone who's well known instead of as an abject nobody... Then only being able to do small time work afterward with main story missions sprinkled in? I could see a cause for restricting gigs and hustles where there's dialog with Johnny to be unavailable until after he's with you and obviously main story events should only activate after The Heist. This would create a perfect opportunity to do what was otherwise just filler side content with Jackie and build that bond before the events of The Heist. Could maybe even call up T-Bug, use some recycled dialog and get her to help out when you need something hacked if that's not a part of your build. I imagine it could be difficult to rearrange or delay some of the early game events for some of this to work and make sense. Same goes for the dialog... Would probably have to use an AI voice clone generator to recreate some of it (or try to cut it up) so that you can go see Jackie and then Vic for The Ripperdoc mission without talking with either of them about Dex until you're ready. I don't know if most of this is even possible... But here's to hoping.
  11. I am struggling to find a mod that does away with level/damage scaling in favor of making all of the enemies in the world exist at a variety of levels independent of the player with the possibility of exceeding the player level at times. Like how things are generally in reality... some challengers are easier while some are harder and the full spectrum can exist at the same time; even in the same group of enemies. I'm looking for this rather than having the entire world scale in level and damage along with my player character progression. Can anyone point me in the right direction?
  12. The title pretty much says it all... For the most part, all of the daemons that have a passive effect to enemy actors when under the affect of a quickhack (which apparently includes Breach Protocol) or when uploaded as a Daemon via Breach Protocol cause them to aggro... Something tells me that this isn't supposed to be the case. Is there a fix for this already? [This is posted in the General Discussion area as well.]
  13. Now that item quality can lock you out of using some of the mods in our collections, is there a way to let players select the quality of the mods as they are being crafted so that mods can be crafted to match the quality of the item that they are going on?
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