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Showing results for tags 'gameplay mod'.
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Mainly for hardcore mods users, but can be great in general. Below a certain overkill damage value received, the player is not killed and is given a very last last chance at 1hp with blurry vision and just a little slowed movement to retreat and heal himself. Other games have similar mechanisms, and it's a type of feature that could easily have been implemented in vanilla game. Example of value and results : The instakill threshold is 150% -> 100/100 hp remaining : 150 hp damage necessary to get instakilled -> 20/100 hp remaining : 30 hp damage necessary to get instakilled Sometimes, with hardcore mods (e.g. Ascension, badass mod, try it out), if you take a peek you can get one shotted having full health when it's a headshot, very brutal. With this type of gameplay mod, you can still instadie from a second shot from an automatic weapon or a status effect, the damage and tension will be real but never overpunishing, especially when you go hardcore marathon without saving.
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I have seen sse mod for tht But no such mod for oldrim No bbackport even Tht mod sound shella fun so i wanted it to be available on oldrim
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Hi, this is a humble request to anyone out there willing to listen. Can someone please please please make a mod to remove the inherent controller right stick deadzone in Starfield for console. Or at the very list a mod that can allow one to adjust it. I and am sure a lot of others will be immensely grateful!! Thanks
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- starfield
- controller mods
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morrowind Mod for check stolen items when player leaves the cell.
nexusher666 posted a topic in Mod Ideas
A guard or cell owner checks players for stolen items when the player activates the door and exit cell. (dialogue form?) Cumulative or fixed head reward if stolen items are found. Check player's sneak skill or/and attribute for resist it. (skip checking dialogue and just exit cell) -
Would like What the title says. Would love if projectiles behaved like in the first game as well IE not having to lock on to hit and being able charge and release a skill even if I'm not locked on to an enemy like you could in the first game but that's probably impossible but if anyone could make it i would love it i hate my projectiles just vanishing into thin air or passing through an enemy cause i was not locked on.
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- Dragons Dogma 2
- modrequest
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Hi all, I have an idea for a mod I would like to share. I would love to make this mod myself, but I have no modding experience. I am going to try and figure out what I need to make this happen, but wanted to post this here in the mean time if any experienced modders want to steal my idea lol. Please reach out if you have any tips or resources on how to make this mod a possibility, and please comment if you have any additions or revisions that would make this a better experience. Ultimate Plus * Make the game harder but more engaging - Not just increasing damage numbers, increasing the power of your kit so that everything must be utilized to survive * Requires the player to fully master everything at their disposal * Enemies do increased damage, and take more damage before getting knocked out - Multipliers tbd, needs to be tested * on top of having to play better, I want enemies to survive longer to encourage higher combo counters and full utilization of gadgets. This goes hand in hand with damage scaling with combo count(mentioned below), I basically want it to where you need atleast a 20-30 combo count to do 100% of your base damage output(rough example). so with no combo counter active, you are only doing like 50% of base damage(another rough example) * Perfect attack now does increased damage per hit, as well as generates more focus - Multipliers tbd - Nice to have: perfect attacks on finishers generate a lot of focus * I want perfect attack to basically be essential to the combat system, so damage would have to be scaled in such a way to where non perfect attacks do way less damage * all regular finishers require 2 focus bars, big enemies require 3 - I don't want finishers to be a cop out, you need to earn those kills! * Higher combo meters generate even more focus, and damage output scales with combo count - Scaling tbd, need to make it so that all the other increased damage scaling works properly and doesn’t make the game too easy/impossible * The combo counter should play a larger role in the gameplay. This would make keeping a high combo essential to survival, and also create a snowball effect where the better you play, the more effective you are in combat *The following suit mods are always enabled by default - Battle focus *encourages gadget use - Long range scanner * this should just be a default skill - Discharge power cells * makes perfect dodge more rewarding - Bio scanner *should also just be a default skill - Full charge capacitors * rewards perfect play, maybe increase the threshold to full health?? - Metabolic converter * you will have less opportunity to take damage due to increased enemy damage, so this is kind of a saving grace - Stormbolt discharger *encourages the player to utilize both air and ground attacks - Bio mesh *with how important I want the combo counter to be, I don't think dropping a combo due to one bullet is fair - Charged outer mesh *another saving grace due to how punishing taking damage will be - Nice to have: longer cooldown on Charged outer mesh * Enemies and gadgets - Webbed enemies take increased damage - Nice to have: Impact web has increased knockback to better guarantee an instant wall stick - Nice to have: spider drone adds to combo counter but do reduced damage - Attacking enemies that are affected by shock increases focus gain - Nice to have: Web Bomb has greater range - any suggestions on how to rework concussion blast, trip mine, and suspension matrix are appreciated. * Focus heals less, but there are now more opportunities to increase focus - Might have to also decrease the base focus gain depending on how easy it is to generate focus * More Nice to haves - More aggressive enemy AI - Shorter perfect dodge window - Every 50 hits on the combo counter activates resupply - Quad damage reduced to double damage - more damage scaling and health increase from superior levels Nice to have basically means that it's not essential, but would be pretty dope to have. Let me know if this all sounds cool, or if I'm way in over my head. Again, if anyone can point me in the right direction to doing this myself, it would be a fun little project for me to sharpen my skills. This would be balanced for new game plus, ultimate difficulty, and it would be expected that you are level 50 with everything unlocked/maxed out
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- gameplay mod
- combat rebalance
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Hello folks. I'm looking for a realistical / immersive gameplay overhaul. Horizon let the npc be too much spongy to me. Do you know a gameplay mod good for survival that do these things?Or a mod list? -One/two shot and you kill any human - balancing game economy and loot -decent npc AI for combat I'm looking at many of them, but many mods don't make weapons deadly s i want. THere are many mods that don't make possible kill humans with one or two shots of any weapon.