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Found 7 results

  1. There is one specific aspect of stealth gameplay that really bothers me: How I can grab any enemy. I have invested exactly zero points in the body attribute. I have not installed gorilla arms. And despite the fact that there are enemies with attributes like "break hold" (when you scan them), they can be hold a long time without breaking free. Most idiotic is when my rather slender female character is able to choke-hold a gang member of the Animals triple in size. Makes no sense. So I'm either looking for something really simple, like a mod that drastically limits grab time without any kind of attribute check or differentiation between enemy types or gang affiliation. Or maybe something more sophisticated. Something that looks at my body attribute, looks at my cyberware (gorilla arms or any kind of arm prosthetic), looks at the type of enemy and wether they have the "break hold" attribute and whether they are walking tanks of the Animal gang. That'd be great.
  2. My mod request is simple, yet somehow still doesn't exist for Fallout, I have not a single clue on modding so I wanted to ask.. Can someone make a mod that allow us to throw stuff farther? (As we all know, Bethesda, after many years without such basic needs, they decided to add a Throw Function into the game) I would like if possible a "realistic" version as well as a unrealistic one. By example, I would love to be able to throw stuff farther away than the default, but not to the point they just vanish from the players view. And another that other probably would like, that allows you to throw stuff very far, wich would probably be used for killing stuff with Teddy Bears... Another request would be to allow us to Lift Heavier objects, such as some bodies, those cars that are moveable, deathclaws, Skinny Malone... It would probably be fantastic to have both together, imagine people throwing those tiny cars against a deathclaw! Thos are my ideas for two probably fantastic mods, that by far aren't anywhere to be found! (Now all I have to do is wait till HL3 is released for someone to see this :nuke:)
  3. Id like to put down a couple of pretty things in my house so i drop them from my inventory and grab them by holding E and try to rotate them by grinding them on various furniture. Its driving me nuts...why not make a Button to rotate them directly?
  4. GOAL PICK UP weapons, armors, and utility items mid-mission and USE THEM immediately! Integrated with Grimy’s Loot Mod and coded with many, many, NEW attachments (at least it will be). Utility items are 1-time use. Meaning things such as Grenades will be removed from their utility slot(s) upon use/activation. This is to make up for gathering more of them in the field.Reloads are limited, encouraging you to scavenge, by incorporating the mod “[WotC] Limited Reloads [WiP]”. Some attachments provide more or fewer reloads. Includes the Melee Strike ability in case you run out of ammo.Armor and Vests deteriorate and require repair upon taking damage. ALPHA BUILD I’d like to define Rarity based on attachments (or the other way around), similar to how Grimy’s Loot mod does his with the 3 tiers of crates you open, but I’d like to have 5 tiers differentiated by color in the field. 1. Colored Loot Drops (based on Rarity: White [Common], Green [uncommon], Blue [Rare], Yellow [Epic], and Orange [Divine]). 2. Loot Drops have no time limit and are dropped by every enemy that isn’t killed by explosives. 3. Loot Drops have different icons indicating loot type (see image above, Example shows Weapon vs Armor icons). 4. On Loot Pickup the following popup appears with the option to IGNORE or EQUIP (or SWAP): 5. Note that with Utility items, all Utility slots will be shown if there isn’t an empty one – so that the player can SWAP with an item he/she chooses. 6. If you SWAP, your old gear remains on the ground so that anyone can pick it up. There isn’t a 3x3 Loot Highlight around the old gear, but if you or another squadmate stand within its invisible confines the Pickup Loot Hand Icon appears on the action bar. 7. Armor is damaged whenever a unit is hit. Picking up/putting on armor in the field costs 1 action that’s turn-ending, unlike all other Loot pickups - which are free actions. Picked up armor provides its abilities, but only grants 1/2/3 extra HP until it’s repaired. 8. All Armors can be repaired at the cost of supplies/alloys/elerium where you normally buy items (See image below). Whenever armor is damaged it will need repair, unless it’s non-upgraded starting armor. 9. Weapons/Armors beyond the starting set cannot be mass produced. This is a scavenge war. 10. You can sell your unwanted items on the Black Market. For Alpha I’d just like to be able to generate/pickup rarity-appropriate weapons, armors and utility items mid-mission using loot from Grimy’s Loot Mod. After Alpha is complete, I may release the mod and start the Beta build. BETA BUILD In Beta I’d like to write my own attachments and modify some of Grimy’s attachments to better suit the Run & Grab playstyle. I’ll approach Balancing to a greater extent, and probably have some new ideas by then. Plee All said and done, this is my first time even editing .ini files, and I need help if this is going to succeed. If anyone is interested in joining (or even taking over) the project you’re also welcome. Any help you can provide is welcome. I seriously have no idea how to start.
  5. Hello Is it in fact possible to remap the grab key from holding the activate key to just pressing the Z key? Personally, I think it was a bad move that they would change it to that, and from my point I tend to accidentally pick up stuff too often when trying to move it - often with disastrous consequences if the item is marked as owned, and I end up stealing it and the town turns hostile :P Would it be possible for a mod to re-implement the Z-key as the grab object key instead of needing to hold E to pick stuff up?
  6. Doesn't it suck how you want to set up potions in your house to make it look fancy and nice? Well it also sucks that there's only one grab area for potions. In oblivion when you wanted to do that you would grab on to the top of the potion and the bottom would naturally fall to make it look standing up - how easy was that? Now you have to drag the potion to the wall and force it to stand up. It's very difficult. There must be a way to add item grab areas to the objects. Like, bottom, middle, top, etc. If anyone who knows how to mod these sorts of things explain a little about it? What exactly is making the potions only have one drag area? Also. I don't mean a mod just for potion grabbing, more like, everything. Soul gems are another hard object to fit in the right spots, ingots are also a tough one. I did some mod searching and I did not find anything on this topic. So I'd like to request it. I'm sure there are many people out there who would wise for this enhancement to the game. Thanks! Note: If there is a mod for this, and I missed it, could you please link it? Also. If there is a way to turn objects like in Garry's Mod - holding E and using mouse to rotate, I don't know about it and would like to know about it! xD I appreciate your time reading this. Have a nice day guys. :smile:
  7. So I'm playing through morrowind again (I've beat it once with a marksman thief) as a warrior. I decided I wanted to change the game up a bit... a lot. So about an horu later, here I am with about 40 mods installed, looking for a few more fun ones. Something I really liked when playing through Oblivion was that you could grab almost anything and just through it around. Are there any mods that add that to Morrowind? Also in the short time I played Skyrim (My computer cannot handle it at all), I really enjoyed the level up system, mainly the skill trees. I know that's a lot to ask for, but is there a mod that adds that to morrowind? Thanks for anything, guys.
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