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plz change the way items from mods are recieved...


Z3R0B4NG

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Before the big wave of Armor and Weapons hits the Nexus i would like to see a Merchant or a Chest extra for these kind of Mods which then should be used by everyone.

Like it was done with the CALIBR mod for Fallout 3.

 

 

Just imagine, you have like 20 Weapons and 50 Armor Parts added by Mods.

What happens when you start a new Game with these mods active?

Your Inventory will explode and you will have lots of items you can't use by that time...

 

Not to speak of that stupid bug i allready seen that Items were added to the inventory EVERY time you load a savegame so you will recieve the items multiple times.

 

 

For immersion it would be better if there would be a new Merchant added to the Camp which would mean that you need to pay Gold for the items you want...

but that could be annoying if you change your mods often or just want to test stuff and have no more Gold...

 

My suggestion would be to place a new Chest inside the Camp where everyone just places there items as loot.

 

 

 

Possibility 2, somone capable will take on the Quest of collecting every avaible item on the Nexus for the next years to come and implement them in one big Mod which will be updated frequently so people dont have to download 100 small item mods but one big collection, but with some kind of quality and ballance standards.

Well without the Sourcecode of the Mods this might be impossible anyway. Dont know how open those .dazip files are to changes.

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I only know of one chest and that is only supposed to be used as a chest for your own stuff.

 

Anyway the goal of this would be to get modders to use it and they will not if it is not a special mod for that kind of use.

The community needs to tell new modders about it and so on, this will only work if somebody thinks this through, maybe hands out a tutorial how to use the box / merchant whatever properly so that new modders understand and dont screw up.

 

If a new Gun is uploaded to FO3 Nexus you will see that people request the creator to make it CALIBR compatible, instead of letting it use a new selfmade ammunition wich soon will be empty.

 

If someone starts it and gets some modders to use it, users see that its good and use it, this thing would get a life of its own after a while but someone has to start it and tell people about it.

 

 

For immersion... hmmm yes it kind of destroys the concept of searching and looting for new items if you can just download them and have them for free, on the other hand why do a mod item that people may not even find or need instructions to find?

If someone creates a cool Weapon/Armor he wants people to use it!

There has to be a way to make it immersion friendly but not to hard to find and somehow ballanced.

 

A merchant would be the best way i think... but if you return an item you should get all the money back, if not you will put all your money in that one merchant and will not be able to buy skillbooks for example.

 

As i said, somebody should think this through and come up with a ballanced but easy way.

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What you are asking is reasonable, expecting people to do it is another thing all together.

 

The replication of an item was not a bug but a modder error in the script check function (guilty!).

 

I like the idea myself and would agree to use a chest or special merchant/npc to upload modded items into the game.

 

Except of course my "starter gear" mods which are strictly for newly created characters and should not last for a player too far into the game.

 

Otherwise yes, I agree, a "one chest to loot them all" mod would be great.

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Should be easy enough - if nobody else wants to i'll create such a Mod - if possible using a new 2DA-File other modders can just expand upon.

(just insert their items in a M2DA and the "Base-Mod" will do the rest - no special coding needed that way)

 

edit: was way easier than i thought - allready got a working demo mod /o\.

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Should be easy enough - if nobody else wants to i'll create such a Mod - if possible using a new 2DA-File other modders can just expand upon.

(just insert their items in a M2DA and the "Base-Mod" will do the rest - no special coding needed that way)

 

edit: was way easier than i thought - allready got a working demo mod /o\.

 

voila:

A Summonable Mod-Chest (that keeps its contents even after Area-Changes)

Addind items to the Chest via a simple M2DA-File - not even 1 line of code needed!

 

http://www.dragonagenexus.com/downloads/file.php?id=135

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