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Found 15 results

  1. For a long time I've thought how awesome it would be if we could add our own entries to the journal(even just writing without drawings) and if a talented modder could turn arthur n john into real draftsmen by enhancing the artwork that arthur and john do? Would love to know what everyone thinks, and if others think of this also! Thanks for your time and consideration
  2. Can we please get a mod that changes all the stats of every rune you pick up have better stats like from 50, 100, 500, 100, and 9999 please and can we get a mod that changes the model of the weapons such as the blades look like level on or two at level 5 same goes for the axe as well. and can I get a mod that changes some detail on the armors as well and maybe a separate mod that Adds more slots to all the lower ranked armors and if possible raise the levels a bit PLEASE I'm sick of seeing all the reshade mods man add some really good one id do it myself but I really don't know how to make any mods
  3. There is a specific Flat in cyberpunk called BaseStats.HeadshotDamageMultiplier.isPercentage that I would like to disable, I can do this manually through CET but I have to do this every time I start the game up and I'm not aware if there is a way to save the, if someone could either make this small mod for me or teach me how to do it myself I would be eternally grateful.
  4. The idea is that you could instruct dogmeat to look (or not look) for certain type of items passively, food, ammos, weapons, drugs, mines and other traps, foes and collectibles, maybe have different types of Barking when it's dangerous (Foes, mines and traps) and when it's not. That would make the furball even more relevant and it would be more or less Lore-friendly.
  5. If a mod like this already exists please point me to it! I was playing on survival on my lvl 80 character and i noticed while in power armor that i was getting hurt way too easily. power armor is supposed to have been made to replace tanks as one man armor. But i realized that while taking damage the armor pieces health itself was not affected too much but the player itself was loosing a lot of health. You could die before any armor pieces were even broken off. My Idea for a mod: Make it so you can only take direct damage to your hp pool if the armor is broken. that way initial damage would be taken by the power armors hp pool but once it broke you would have nothing protecting you and any further damage would be taken by the players hp pool. In my opinion this makes the power armor much more useful and realistic as well as Lore-Friendly. Example: if you were getting shot in your power armor and only your chest piece broke off. if you were getting hit on the chest portion you would take damage but if you got hit on unbroken armor pieces then the armor would take damage, not you.
  6. The idea would be for a system, that allows you to change weapon mods like in the Crysis games (see image below) or something similar. Meaning you could change out, say a reflex sight on you weapon of choice for a scope when sniping, then change back to reflex when done, so you don't have to worry about trying to aim up close with a scope. The main reason I ask for this is, I really hate having to carry around multiple guns (normally 4 or more I am OCD about having the right scope/sight, for the correct job.) to switch between, depending on the situation, a night vision rifle for sniping at night, a normal version for day, one equipped with a recon scope for scouting and a reflex sight for close quarters e.g. in a building or if I am in a open firefight. If the mod were to made, I could simply carry around the 1 gun but have the different scopes/sights in my inventory, which at a push of a button, I could switch to without returning to a workbench. It would also work for muzzle/barrel attachments and other weapon mods that make sense.
  7. Since the game came out, there have been a number of things about the game that I thought could be fixed, changed, or added to the game to not only make sense, but to improve the game. (at least in my opinion) So I've made a list of things that I think (via mods) could fix and improve the game. check it out and let me know what you think. Levitate This is a core skill for magic users that needs to be fixed. Honestly I don't know why it wasn't fixed with the release of the Dark Arisen DLC. In the wiki description, it says that it "mitigates gravity's pull, enabling you to safely land from great heights." ..B..S. It doesn't matter if you use this skill at the top of the cliff or at the bottom, the end result is the same. You hover for a few seconds, then you go splat. The way I think it was supposed to work, was that upon using the skill, the game recalculates your fall height. So what started as a fatal fall, becomes nothing more then a short safe drop to the ground. What I was thinking for this skill, was to not only fix it so it works the way it's supposed to. But to change the name to hover and add a new core skill called levitate and have it be available only to sorcerers at discipline rank nine. What it would do is that it would allow you to levitate as the wights do. (you know, those annoying pain in the neck skeleton's that float just out of reach of your melee characters. Although I do have a fix for this problem later on) how it would work is that you jump then press the jump button again to start levitating, you use WASD to move around. And then to go up or down you use the grab and sheath weapon keys. (because honestly you're not going put your weapon away in the middle of a fight. And as a staff wielder you're definitely not going to want to grab on to a large enemy, leave that to the melee characters) to land you would press the key that cancels a charged spell. In the case of xbox 360 it would be the B button and the circle button for the ps3. Now for those who would think that this was overpowered or cheating, just remember, while you may be out of melee range, you're not out of range for bows and projectile spells, not to mention flying enemies, so don't go flying too high. Hack and Devastate This is a core skill and it's upgrade for the warrior class. The only problem I have with these is that you need to hit something with the first swing in order to pull off the rest of the attacks. It doesn't make any sense. why is it every other vocation can fully carry out their basic attack combos without needing to land the first blow, but the warrior can't? Instead, if the warrior misses that first attack, they have to waste time getting their weapon back in the starting position so they can try again. This is something that should definitely be fixed. warrior skill slots Since we're talking about the warrior I'd like to mention this little problem I have with the warrior vocation. They only have three skill slots. That doesn't seem very fair. Every other vocation can have six skills at their disposal, but the warrior only gets three? Why's that? did the developers think that it would be overkill if they had six? they fight with a weapon as big as they are! I'm pretty sure overkill is what they're going for. Actually, while we're on the subject of skill slots, I had an idea for that. What if the player and pawns could have twelve skill slots? so you'd have six primary skills and six secondary skills. You'd be able to toggle between your primary and secondary skills. For controllers it would be on the directional pad replacing one of the call for help buttons (because seriously why do you need two?) For mages this whole feature would be awesome. Because you could have your healing and elemental buffs without having to lose any of your offensive capability. For the other vocations you could set it up so that you'd have a skillset for fighting bosses, and a skillset for fighting small fry. Permanent health damage This is something that has a lot of people divided. Some like it, some don't. What it does is this. When you take damage, a portion of that is permanent health damage. Meaning that when you use a healing spell like anodyne or scension, you'll only heal up to a certain point and will need to sleep or use curatives to heal yourself the rest of the way. personally I don't like the way the health system currently is for two reasons. (1) I don't think it makes any sense that herbs can heal what magic can't. (2) you and your pawns are the only four entities in the ENTIRE GAME whose health works this way. Every other NPC that you escort and enemy you fight can be fully healed by healing spells. So why can't you? Augments There are a few things about the whole augment thing I wanted to talk about. First of all, I think there should be enough augment slots so that you could have every augment from a single vocation (seven augment slots instead of six). Second. that some of the augments need to be changed. Mainly the ones that boost your health or stamina. They only boost it by 100 points so they're pretty much useless. What would make them useful however, is if they were percentage based instead. So if they boosted your health or stamina by 30% (just as an example) it would make them much more useful end game. Of course if you felt like having 30% more health would make the game too easy, you could always use a different augment. (Because let's be honest, who really uses these augments as they are anyway?) There's also the autonomy augment, that poor thing got so nerfed with the dark arisen DLC. Exequy exequy (pronounced eksikwe.. google it if you want) is one of those spells that really need to be changed. For one thing takes way too long to cast on a boss, you end up running out of stamina before you can finish it. The spell doesn't work on human enemies (seriously what's up with that?) and it functions completely different from the exequy spell that enemies use, just doesn't make any sense to me. How I think it should work is that you first start charging the spell. While it's charging a sigil appears on the ground that you can then position. Once it's ready you cast the spell, the sigil starts it's countdown, and then once it finishes removes one bar of health from any enemy that is standing in it. That way you can't insta kill most bosses, just the ones that have only one bar of health (ogres and golems) along with all the small fries. Aimable Throwing items This would be an awesome feature to have in the game. When you equip a throwing item (water flask, throwblast) the camera would move closer to the player and a throwing arc would appear. allowing you to aim it wherever you want. To throw the item you could use the button or key that fires the bow. That way you can solo as a fighter and still be able to deal with pesky floating enemies and magic disks that are normally out of reach. Another feature that would be a must have is when you have a throwing item equipped, you can keep throwing them one after another without having to go to your inventory each time. To help keep track a counter could appear to show how many of that item you have. To unequip, just hit B (xbox 360) or O (ps3) or whatever key the keyboard uses. Multiplayer Now I know that nothing can really be done about this one. But I just wanted to share the idea anyway. The way it would work is that players would be able to invite other players into their game. up to four can play at any one time. meaning that if there were two players it would be you, your main pawn, your friend and their main pawn. if there were three players it would be you, your main pawn, and two friends. With four players there wouldn't be any pawns at all. That's pretty much most of the things I can think of. I'm sure I can think of more, but it's getting late so I'm calling it a night. If there's something you think needs to be fixed, changed, added, removed. Why not say something about it? Who knows, someone might be able to make a mod that can fix it.
  8. you all know what i'm talking about? the slow sinking into death that happens to enemies totally kills the visceral feeling. they should get there asses knocked out, not have a delayed gradual slump onto the floor. can anybody change this? thanks for your replies!
  9. I know little more about modding than adding them with a mod manager... But I wanted to get some ideas out there to see if it is something that can be turned into a mod, or if it's good enough to convince Bethesda to add into fallout 4 I wished that tag skills had more meaning than a small boost, I wanted them to describe the history of the character and I thought that each skill should have an ability assigned to it and tagging them gives you that ability... For example, I wanted to play like naked snake in MGS3, and wished that I could perform some CQC with my pistol equipped.. The closest thing I could get was awkwardly fumbling the ranger takedown move by unequipping my pistol, but that never worked consistently It got me thinking of skyrim's shout system, I thought if VATS could be separated as a default power, or maybe a beginner quest to acquire, that the button could be mapped for powers.. Just like skyrim's shouts/powers.. Since I only use the controller to play. I don't have all of the powers figured out yet but will leave it up to others more creative to work it out. But to start the brainstorming process.. They would all have varying cool down timers Unarmed: quick takedown Melee: stunning boomerang, or perry quick kill/damage boost Survival: dodge roll (invincible animation) Guns: bullet time Energy: same as guns Science: shield boost (blocks fire/energy attacks) Sneak: assassinate or camouflage (resets detection status to unseen when out of eyesight) Explosives: quick defensive mine, conical blow back effect Barter: scatter caps (calms enemies for short time) Speech: silver tongue (turns human enemy to ally) Repair: over-clock equipment (short armor and damage boost) Medicine: morphine shot (no stagger or crippled limb effect) Lock pick: ?? Auto pick?? This would also open up a path for perk powers or context powers, like climbing or shooting an under barrel weapon ( grenade-launcher/shotgun/bayonet/flamer) Anyway it's something to ponder on I figure somebody else has to like thinking of ways to better their favorite games
  10. Is there a mod out yonder that deals with unconsciousness for NPCs? I'm looking for / requesting a mod that deals differing periods of unconsciousness to NPCs (both essential and non-essential! ) depending on the conditions. e.g. - Sneak Attacks --> 30 minutes unconsciousness - Combat Knockout --> 5 minutes unconsciousness - Sitting --> 30 minutes unconsciousness - etc...etc... If there is it would match nicely, in my opinion, with mods that deal with knockouts. But the big question is, is it even possible to do this in game?
  11. âI got this idea while i was mowing the lawn... I play with the above mentioned ST Robot Raceâ ââmod, and realized that if the Food stat is supposed to represent general maintenance for your character, why is it unaffected by your health? â which is why I came up with this idea, a new trait, or change to the race perk, that- â-sets your health to a flat 1000 HP. â-when ever the player's health is raised, so is food, and vice-versa. â âsounds OP? don't worry- â-max health can NOT be changed... up or down, in ANY way, including leveling. â-your health drains constantly With your food. -the more damage you take the worse your food becomes as well, i.e.: the lower your health the worse the "starvation sickness" gets... mid fight. well that's all I got for now, let me know what you think. âand if it's even possible. â thanks for reading.
  12. I'm trying to make a mod that limits the magical ability of warriors and thieves and the physical ability of mages, so that the Dragonborn is less omnipotent. I want to reduce the player's magicka/stamina to 20% based on the standing stone they choose, but I've been unable to find any possible way to multiply attributes. Using spells and magic effects, the only operation you can perform on attributes is addition and subtraction. Using perks, you can multiply values, but for some ungodly reason "Modify Actor Value" isn't an entry point. Ignore this thread, I've found an alternative.
  13. I know that GECK hasn't been released yet and I have yet to really get into modding (making mods) but I really want to this time around. I was thinking about the fact that as melee or pistol fighter it feels a bit odd, like...where did riot shields go? Why can't a raider take a bunch of scrap and build a workable shield to use with single hand weapons? I am aware that a shield isn't ideal against gun fighters but a lot more tries to kill you in this world then pistol wielding bad guys. I've been more then once attacked by a melee dick. So my idea for a Mod is trying to find someway to maybe introduce shields into the game. Is it possible to make a mod that far reaching without screwing the whole thing up? I'm still relatively new to modding and never even once dabbled in really making mods because I feared it would be too much wasted time and effort OR I would just screw up mine and a lot other people's games. If someone would have some advice or thoughts on it I would appreciate it. Since this seems to be close to the Skyrim system I figured the shield wielding ability wouldn't be too far off. Thanks guys in advance! Cheers, Bauldric
  14. I've been using CyberSpyder's "Signature Weapons" and "Signature Armor" for NV for a while, and I was hoping somebody could implement something similar for FO3.
  15. Exactly what the title says. I'd lile to see my Elissa Cousland having a romance with Ser Gilmore during the noble human prologue (maybe they already lovers). I know the Farewell Ser Gilmore allows a goodbye kiss, but that's it. I'm looking for a proper romance Thanks!
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