Jump to content

Search the Community

Showing results for tags 'gathering'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Nexus Mods Hub
    • Site Updates
    • Site Support
    • Account Support
    • Vortex Support
    • Nexus Mods App
  • Modding Discussion
    • Mod Troubleshooting
    • Mod Ideas
    • Modding Academy
    • Articles and Guides
  • The Lounge
    • Newbies
    • General Chat
    • Gaming
    • Hardware and software discussion
    • Off-Topic
  • Moderation
    • Formal Warnings and Bans
  • Discussions
  • Vortex
  • Cyberpunk 2077's Mod Ideas
  • Cyberpunk 2077's Discussion
  • Baldur's Gate 3's Discussion
  • Baldur's Gate 3's Mod Ideas
  • Blade & Sorcery's Discussion
  • Blade & Sorcery's Blade & Sorcery: Nomad
  • Elden Ring's Discussion
  • Elden Ring's Mod Ideas
  • Fallout 4's Discussion
  • Fallout 4's Mod Ideas
  • Fallout 4's Creation Kit and Modders
  • Skyrim's Skyrim SE
  • Skyrim's Skyrim LE
  • Skyrim's Skyrim VR and Consoles
  • Skyrim's Mod Ideas
  • Skyrim's Creation Kit and Modders
  • Monster Hunter's MH Rise
  • Monster Hunter's MH World
  • Morrowind's Discussion
  • Morrowind's Spoilers
  • Morrowind's Lore
  • Morrowind's Construction Set and Modders
  • Morrowind's Troubleshooting
  • Mount & Blade II: Bannerlord's Discussion
  • Mount & Blade II: Bannerlord's Old Games
  • Oblivion's Discussion
  • Oblivion's Mod Ideas
  • Oblivion's Mod troubleshooting
  • Oblivion's Oblivion Construction Set and Modders
  • Oblivion's Spoilers
  • Ready or Not's Discussion
  • Red Dead Redemption 2's Discussion
  • Red Dead Redemption 2's Mod Ideas
  • Resident Evil Remakes's Resident Evil 4
  • Resident Evil Remakes's Resident Evil 3
  • Resident Evil Remakes's Resident Evil 2
  • Resident Evil Remakes's Resident Evil Village
  • Starfield's Discussion
  • Starfield's Mod Ideas
  • Starfield's Creation Kit and Modders
  • The Witcher's The Witcher 3: Wild Hunt
  • The Witcher's Mod Ideas
  • The Witcher's The Witcher 2: Assassins of Kings
  • The Witcher's The Witcher
  • The Witcher's REDEngine and Modders
  • Spider-Man's Spider-Man Remastered
  • Spider-Man's Miles Morales
  • Spider-Man's Mod Ideas
  • Fallout New Vegas's Discussion
  • Fallout New Vegas's Mod Ideas
  • Fallout New Vegas's Mod Troubleshooting
  • Fallout New Vegas's GECK and Modders
  • Fallout New Vegas's Spoilers
  • Stardew Valley's Discussion
  • Fallout 3's Mod Ideas
  • Fallout 3's Discussion
  • Fallout 3's GECK and Modders
  • Fallout 3's Spoilers
  • Fallout 3's Mod Troubleshooting
  • Dragon Age: Origins's Discussion
  • Dragon Age: Origins's Builder Troubleshooting
  • Dragon Age: Origins's Mod Troubleshooting
  • Dragon Age: Origins's Mod Ideas
  • Valheim's Discussion
  • Dark Souls's Dark Souls
  • Dark Souls's Dark Souls 2
  • Dark Souls's Dark Souls 3
  • Dark Souls's Dark Souls Remastered
  • Mass Effect's Legendary Edition
  • Mass Effect's Original Trilogy
  • Mass Effect's Andromeda
  • Hogwarts Legacy's Discussion
  • Subnautica's Subnautica
  • Subnautica's Below Zero
  • XCOM's Discussion
  • XCOM's Mod Ideas
  • XCOM's Enemy Unknown
  • XCOM's XCOM 2
  • Jurassic World Evolution's Jurassic World Evolution 2
  • Jurassic World Evolution's Jurassic World Evolution
  • 7 Days To Die's Discussion
  • Anno 1800's Discussion
  • Assassin's Creed's Odyssey
  • Assassin's Creed's Valhalla
  • Fallout 76's Discussion
  • Fallout 76's Mod Ideas
  • Far Cry's Far Cry 3
  • Far Cry's Discussion
  • Final Fantasy's Discussion
  • Final Fantasy's VII Remake
  • Final Fantasy's XII The Zodiac Age
  • BattleTech's Discussion
  • Dying Light's Dying Light
  • Dying Light's Dying Light 2
  • Dragon's Dogma: Dark Arisen's Discussion
  • Dragon's Dogma: Dark Arisen's Mod Ideas
  • Dragon Age: Inquisition's Discussion
  • Dragon Age: Inquisition's Mod Ideas
  • Dragon Age: Inquisition's Troubleshooting
  • No Man's Sky's Discussion
  • No Man's Sky's Mod Ideas
  • The Elder Scrolls Online's Discussion
  • State of Decay's State of Decay
  • State of Decay's State of Decay 2
  • Planet Zoo's Discussion
  • Neverwinter Nights's NWN Discussion
  • Neverwinter Nights's NWN2 Discussion
  • Neverwinter Nights's Mod Ideas
  • My Summer Car's Discussion
  • Metal Gear Solid V: The Phantom Pain's Discussion
  • MechWarrior 5: Mercenaries's Discussion
  • Kingdom Come: Deliverance's Discussion
  • Kingdom Come: Deliverance's Modding Tools and Modders
  • Devil May Cry 5's Discussion
  • Star Wars Jedi's Fallen Order
  • Star Wars Jedi's Survivor
  • Star Wars: Battlefront II (2017)'s Discussion
  • Sekiro: Shadows Die Twice's Discussion
  • Pillars of Eternity's Pillars of Eternity
  • Pillars of Eternity's Pillars of Eternity 2: Deadfire
  • Palworld's Mod Ideas
  • Palworld's Discussion
  • Palworld's Unreal Engine and Modders
  • Dragon's Dogma 2's Discussion
  • Dragon's Dogma 2's Mod Ideas

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Found 5 results

  1. I'm looking for mods that increase the amount of resources and ingrediencies that we gather for crafting. When I mine, chop wood or pick ingrediencies, it just seems like I should be able to get more then two. I'm not asking a lot. Just a slight increase in the amount I usually get. I also want to be able to go up to a tree and cut at with an axe for firewood. So, if you know of any mods that fit what I am looking for, please leave a comment a link to the mod. Thank you. Your help is appreciated.
  2. So I googled, searched through nexus, and steams community, as well as a few other places, and I cant find what I'm looking for. I would make it myself if I had the know how but I do not. So, I'm coming to you guys, the community, to see if anyone has the know how and the time to develop such a mod. My thought was inspired by Lumberjacked by Kain-Xavier, His mod is really entertaining (mainly because of it's description) but it's practical application actually intrigued me. I figured, Hey, I wonder if maybe, someone can make a mod that takes the gathering of ingredients in the game (IE the flowers and mushrooms stuff that is fixed, not like fish, antlers or fat) and make it so every time you use a node, it causes you to gain X amount of experience. Personally I don't think it would need to be scaling, but it might be something to add as a perk in the beginning teirs of alchemy. Or even just a simple addition. *Shrugs* I don't know how to engineer it as I've not developed mods before. If anyone figures it out, Please, Shoot me a message, I'd love to have such a mod.
  3. Dear Modding Community, Something has been bothering me immensely within Fallout 4... Something awful... Something that was fixed in Skyrim by our beloved modding community. The fact that when you look at a Hubflower, or Bloodleaf (can't remember if that's what they're actually called) the plant has several flowers on it 2-3 and sometimes 3-4 even. The fact that I gather these and suddenly it only gives me one subtly infuriates me. I am sitting here thinking "Where did the other three go?!?!? Dogmeat did you freaking eat them!?!? Did I eat them? Did they mutate and run off?? Am I being bamboozled!!!" So please modding community. Create this mod. Create it and they will come. Side bar from my rant, I would love to create this mod myself, as I do have a fair bit of programming skills, but alas I have no idea where to even start when it comes to modding games. -Thanks and sincerely, Subtly Infuriated FO4 Player.
  4. Hi guys, I just wanted to drop a post here about the Gathring Nodes in FF14. At the moment, when I am gathering in FF14, I can only see the active Gathering Nodes on my mini-map. When I press the M key and open the Map, I cannot see the active Gathering Nodes. I was hoping that one of you wonderful programmers could make a Mod that also shows the active Gathering Nodes when you open the Map. Thanks. Greetz, Argai74
  5. There is one thing I found odd when it comes to foraging for resources is that some nodes should be able to provide more than what you get when interacting with a source node. Let's talk about something related to that - the Jalapeno plant; you can only forage for one jalapeno per 'node', when the model for it makes it look like it has... 3-5 good looking jalapeno's on it. You'd think you get more than one, but either that is some oversight and you weren't suppose to think on it too much, or intentional, but you're not suppose to think too hard on that one. There are plenty of other Jalapeno's on that bush that could make for some great Gecko Kebabs - but no, only one is plucked from the bushel. Another good example is, in regards to robots, is that you will only get a metal scrap or a metal scrap and some other resources, depending on the perks you have VIA vanilla and/or provided by mods. You'd also think you'd be able to take that sucker apart and get a lot more than a few pieces, albeit I reckon it makes sense if you engaged it in combat ruined some of the components - but if you hadn't and disabled it by any other means, I'd figure you'd have an entire cow intact to work with... What's more is how you come across open barrels that tumble around when you collide with them, shopping carts, shelves, abandoned and overly rusted cars that barely budge when you shove them but can be sent careening with the right placement of several C4's, etc; you'd think those would be an optimal source of scrapping into other parts you want? (I think there was a mod for that, but I can't find it anymore - but I'd like for this mod proposal to have some function of that nature). So it got me thinking -- suppose if anyone is up for it, could they create a mod for those who love to forage and scavenge for stuff in their spare time and make exceptional use of what the Mojave has to offer? I propose the idea as a couple perks (albeit, it can be expanded upon): For each point invested into these perks, the player is guaranteed one extra "finding", and as points are put into the perk, players can find one more per point, and at some point - whatever cap there is, they receive an added bonus for a chance for an extra of a given resource when interacting with a node. (I.E. - One investment into the "Botanist" perk (placeholder name as of right now) guarantees +1 extra resource for that respective node. Another investment now makes it so you get +2 extra; accruing 3 of that resource, and the last investment either increases the maximum to +3, or leaves it at +2 extra; with the added bonus of 10%-50% chance for one more.) The perks will apply this principle for organic and inorganic gathering sources, albeit the way players interact with them will be different. With plant life, it's a matter of simply going up to them and harvesting. However, with metals and other junk, players can crouch and interact with robots and anything/most things metal, letting players disassemble and scrap them into other useful parts. Perhaps this can also expand when hunting for creatures for their meats and hides, and anything else depending on what the developer might find interesting. I have no coding skill, nor the patience or time to learn how to develop a mod, so I'm hoping someone could take up this suggestion. Let me know your thoughts!
×
×
  • Create New...
  翻译: