-
Posts
26 -
Joined
-
Last visited
Everything posted by babutler
-
I'm looking for a fist or glove melee weapon that I can equip in my main or off-hand (or both). Attack and damage rolls would be calculated similarly to unarmed strike. Ideally, it would not negatively affect unarmed strike attack rolls or could buff them to offset reductions in dice pool. Would use unarmed attack animations.
-
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.
-
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.
-
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.
-
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.
-
[Mod Request] NO Landing or Flight Barriers
babutler replied to Chris346logo's topic in Hogwarts Legacy's Discussion
Seconded... Not being able to land and take off when on or around buildings just doesn't make sense. -
[Mod Request] Contextual Spell Selection
babutler replied to gopher98's topic in Hogwarts Legacy's Discussion
Seconded. -
[Mod Request] Diffrent wand core
babutler replied to Gwhoves's topic in Hogwarts Legacy's Discussion
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. -
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.
-
Seconded.
-
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.
-
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?
-
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.]
-
So Victor describes the biochip as a 'ticking time-bomb' and that no one knows how long V will have before they die... [Certain parts of this concept might only be possible with a robust set of modding tools... or be taken on outright by CDPR.] As a novelty for people really looking to roleplay the V that they play, I think it would be appropriate for V to potentially die during a randomized Relic Malfunction. I think in general terms it would work something like this : The player starts a new game or loads a save and if this countdown timer isn't present already, a randomized countdown timer (based on the in-game time) is started outside of a determined time frame (possibly set by the player in something like Native UI)... This way the player can know they will have a certain amount of time in game before the Relic really might kill them. Ideally this timer will persist between saves until it expires. From here the player goes on as normal and is not able to see the timer counting down. Should the player reach the timer running out, a Relic Malfunction effect overlay plays, V's health and stamina drain, V coughs up blood, and eventually collapses... Flatlined. Perhaps the player could start to see the writing on the wall ahead of time with five or so relic malfunctions that drain growing percentages of V's health and stamina each time. (Currently, I believe that the relic malfunction affect normally only drains some amount of V's stamina.) Maybe elements could be included to extend the timer like eating, drinking, and sleeping. Checks and balances would have to be considered so that a player could not sleep continuously or gorge themselves on food and drink regularly in order to artificially extend the timer... Nothing about the foods and beverages in Night City suggest that they wouldn't kill V on their own in excessive quantities. (Though I'm sure they are full of preservatives.) I don't know how this part would work exactly, but I think that during the final relic malfunction death sequence (or maybe a few minutes before at the start of a secondary point of no return countdown) the game should make a save with the main timer expired and removed so that the player can reload and start over from that point with a new timer unless they want to roleplay their V and start a new game hoping for more time. An alternate option to reloading a save or starting a new game after the countdown expires and the biochip flatlines V is that the player is given the option to have their character wake up where they were but they are physically transformed (or transforming?) into Johnny (impressive c%ck and all) and the player now gets to roleplay a rockerboy-gone-solo with an axe to grind... or amends to make... or both. Might have to unlock his iconic arm as a cyberware at this point to complete the effect... Maybe get a lead on it from another Adam Smasher minion in an additional Side Mission with Rogue and a few other top tier mercs. (For sure Adam Smasher would have kept it as a trophy when he got rid of his body. Continue gaining experience and abilities as before... Maybe fill in the sixth Attribute slot with a perk tree that is specific to Johnny or a Rockerboy character. (Now that the NPC civilians can be armed, maybe Johnny can incite them to violence and have them join him temporarily.) Initiating any of the final confrontation sequences would have to be at the discretion of the player somehow since the normal in-game route to starting them would now be gone. I guess all of the final confrontation sequences except siding with Hanako or suicide (because, why?...) should be made available but the only sequences that would really make sense are the ones where Johnny would have been in control; by default the secret ending would probably be unlocked and initiated by walking into the Arasaka HQ building. Maybe just setup a phone call to Rogue or Panam and start a series of dialogues to begin their respective final confrontation sequences. The motivation for getting into Mikoshi would have to change to doing it out of spite for Arasaka with the goal being to get Alt access to free the stored engrams that have been interned there and finally destroy the program; all of this in lieu of V no longer be a factor in the story. All of the messages in the credits would still make sense as V just Faded Away... [ see what I did there :) ] After the credits finish, the player could continue on in the open world of Night City as a triumphant Johnny with Mikoshi destroyed and Arasaka collapsing from within since Yorinobu would have likely survived and continued what he had intended in The Devil ending narrative without 'losing himself'... assuming Hanako doesn't herself have him killed. Any unfinished missions/gigs would need references to V in dialogue would need to be changed to refer to Johnny in some way. The end goal of this is to place a sense of urgency (if self imposed) on getting through all of the main story as V and possibly having to pick and choose what side content is pursued. If the 'continue as Johnny' option became a reality, it could also open a lot of alternative narrative options within the course of normal gameplay but I think that would take CDPR getting on board. In my opinion, it doesn't seem like the player as V should have enough time left (unless they are exceptionally fortunate) to do everything on the map in one playthrough. I think this would pair well with NG+ if it ever comes; though it would probably would be best to give the player the option to skip The Heist and start up at the Dex meetup afterward. I don't think there is a lot of value in replaying the content before you have the biochip unless the city is opened up somewhat so that you can level your character more beforehand even though there is only one way to complete The Heist. Alternatively, give V the option to slot the biochip first and get Jackie to a ripper so that he can remain with you for your remaining time... Or have him keep the biochip and he slowly turns into Johnny after he dies. A lot of dialog would have to be added in order to just hear Jackie's side of the conversations with Johnny unless V and Jackie were somehow made to share Jackie's perception of Johnny. Maybe have Jackie die in the final confrontation sequence so that he becomes the NC legend that he so wanted to be and really earn his drink at the Afterlife.. Meanwhile V goes on as a living legend. So... that got a bit out of hand. Kinda started off as a mod idea and turned into a expansion pack. In any case, maybe it will inspire someone with the know-how to implement it. Just give credit for where the inspiration came from...
-
A dynamic conjuration mod... This mod could probably seem like a cheat to most but could also be a resource for some and in general I think of it as a tool. I don't know the scripting that might be required and I don't have the time to learn it... Otherwise I wouldn't be here pitching the idea to whomever might listen. What I'm hoping that someone could do is create a spell that allows the player to summon any item or creature (as either ally, neutral, or enemy; NPCs included) and any quantity thereof (within reason so as not to crash the game) based on lists generated from all of the content (base game, dlc, and mods) that the player has installed. I presume that the lists could be categorized so that the menu wouldn't be unmanageable. I'm not sure if it would be possible to include an option to summon a base version of the summoned item/creature, have the summoned at a particular level, or base the summoned's level on the player level or applicable skill level. Of course, quest items could be held back or cautioned against as they could break the game in some aspects. I imagine that magicka costs could in some way be made to reflect what the player is attempting to summon... I think a percentage would work so that the player could use it at any level though some restrictions could be incorporated to make the spell lore/game friendly. Also, a companion spell to banish summoned creatures/npcs or destroy selected items from the player's inventory could be good so that game resources aren't stretched thin on inventory or excess summoned entities. Please post something if you read this and think it would be a mod you would like to see. Alternately, if you know where something like this already exists please point me in that direction. And if you are someone willing to give this a try, please post that you are working on it so that I can look forward to seeing it in the future. Thanks for your consideration. B.
-
Has anyone worked on or seen a mod that increases the speed that spells are cast? I have seen perks in a number of mods that increase the speed that the player attacks with all manner of weapons but nothing that works on spells. I was hoping to find a perk tree addition that would do this similar to the Quiet Casting perk in the Illusion Tree. I have found perk mods that only change vanilla perks in the destruction tree. I am looking for something that can speed up casting for spells from all trees and only for characters that possess the perk (so no blanket mods to speed up casting for everyone in). Thanks. On a side note, I'm not the only one that misses the perk system from the fallout games, am I? Where you could import a set of perks that you wanted in game without blocking out an entire perk tree...
-
LE Transmute mod to end all transmute mods!
babutler replied to babutler's topic in Skyrim's Mod Ideas
Wow... up for over 6 months and no one even commented? -
Just wondering if there is already a mod that assists the PC in locking onto targets for spells and projectile attacks... and where I might find it. I remember there being one for Oblivion but I haven't seen one for Skyrim yet. Thanks. B.
-
For your consideration... The concept for this mod is simple at its roots. However, I do not have the necessary skill set to accomplish this, so I am submitting my idea here in hopes that someone might pick it up and run with it. (I really don't know why Bethsoft didn't make the Transmute spell work like this in the first place...) Ideally the spell would run a script that would access the players inventory and single out all of the ore and ingots that the player is carrying and display them in a list similar to one of the crafting menus. From there, the player could select the type and quantity of the material that they want to transmute. With this selection made the next step would be for the player to select the material that they want their selection to transmute into. If there are other existing mods that add material types I would hope that this mod would be able to integrate them. If at all possible, I think that restricting the transmutation to a similar state item would be best so as to avoid turning ore into ingots or reversing the process without the use of the smelter. (I would personally shy away from turning ingots back into ore as it really doesn't make sense to un-refine raw material. With that said, I suppose that at a high level or through learning a character could transmute ores into ingots.) This mod could be restricted by a series of required books to learn the transmutation and refinement processes (similar to the Crafting 300 mod's method for learning diferent weapon styles) or simply via skill level requirements (most likely Alteration and/or Smithing). Where this mod primarily differs from other Transmute spell re-hashes is that the player could change ANY material into ANY OTHER material rather than only being able to change them into (at best) the next most valuable material in a scale. The other noticable variation from common reimaginings of this spell is that it would incorporate a user interface that would allow the player to select the amount of the material to be changed instead of only being able to change one at a time or all of the one type at a time. Farther expansion could offer the ability to change non-metals into metals (ie. wood to iron and vice versa) or alchemy ingredients into other useful things based on skill levels; most likely it would be alteration and alchemy based (ie. fire salts to frost salts, salt to sugar, charcoal or coal to gems, etc... Preferably things that make sense). At incredibly high levels, the transmuter could be allowed to turn anything into anything; though this would mostly be for humors sake and entirely optional to the player... the idea of turning a mushroom or a fish into a chunk of ebony is humorous to me anyway. All community input is more than welcome... And if this mod already exists somewhere, my apologies for the mistake in posting this here. Please post replies here if you think this can be done and/or if you are willing to work on it. Thank you for considering taking this on or adding constructive criticisms. B.
-
Hello all. A while back I downloaded a UI mod that added numbers to the sliders in the face generation screen during character creation. I recently had to wipe the hard drive where I had the mod saved and now that I'm reinstalling Fallout 3 and New Vegas I am looking to download that little mod again. Trouble is, I can't find it. If anyone knows what it is named and/or where I need to go to download it again, that would be immensely helpful. Thanks in advance, Brandon. On a side note regarding the same mod, do you know if that mod will work in FNV? I didn't notice any differences in the options for the face generation process. I'm thinking it should be compatable... but I've been wrong before.