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Showing results for tags 'identify'.
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I’ve been thinking about getting back into modding. I tried it when I was a teenager but was never good at it. I have an idea for a town in Fallout New Vegas, and the Cabin Home by Lonewanderer87 is perfect for it. I could’ve sworn I saw that model listed as a Modder’s resource years ago, but I can’t find it now and I think I should be certain before using it. The cabin does not require a separate space to load into, it looks better made than the usual shanty wooden shacks while simultaneously looking like something made post-war. I can’t get into contact with Lonewanderer87, it appears he has not been on the site in years. He did credit the cabin model to “Sandro T,” but I can’t find a user by that name. I’m unsure where to go from here, does anyone know if this cabin was a Modder’s resource, or am I thinking of something else?
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Hi all, During research on the Fallout wiki I saw a picture featuring a T-60 power armor with a custom paint job and more importantly a female character with goggles on her forehead. I have attached the pic to this post. Do any of you guys what mod the gogglers are from? Thanks for reading.
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I propose a mod be created that makes enchanted equipment have hidden effects at the start of every play through. If you pick up a fire enchanted sword, it looks like a normal sword except that it says "hidden effect" where it would normally display the fire damage and it won't have the red markings on it. Once you disenchant an item that has fire damage on it, all fire damage enchantments will be common knowledge and, thus, visible to you. You'd then be able to tell the sword is a fire enchanted sword, see the numerical values and charge left on it. Even better, once your enchanting skill reaches a certain threshold, (a mcm configurable skill level, or after x perk) you can have all enchantments visible to your now magically inclined character. This would allow for more unique playthroughs, where you have one character that is magically uninclined and has no idea what their enchanted equipment does, and one where your character is like how it is in vanilla and knows what every item does. Scrolls of Identification would be sold somewhat cheaply (100g vanilla, 350 Requiem) that could identify a single item, revealing its effects for you. That means if you identify a ring of devastating blows (+20% two handed dmg) then all items that have +two handed dmg in the future will be discovered. It's a wierd concept with a lot of creative direction to move in, but I strongly feel anything even remotely functional would be really cool for a lot of playthroughs. I've seen the Identify Item mod on the nexus, but it isn't exactly functional in the way I'm perceiving this mod idea. Thanks for reading my huge wall of text, guys. :happy:
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- enchanting
- magic
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This would be a mod where you can have all synths in the game highlighted not just at settlements, but in the rest of the world as well. Don't know if it can be done but it would be interesting to know just how many there are, Spoiler Seeing how the institute seems to be able to hammer one out every minute.
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One thing that gets me is that when I pick up a magic weapon I already know what it is. Could it be possibly to create a mod that requires you to get a weapon identified to know what it is - like in Diablo? Thanks
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I have an esp which provides glass windows called Don't throw stones.esp. It has no author in the info field on creation kit and I am not sure where I got it from? I tried searching but cant find it and am looking for the actual mod name it belongs to ? any help would be appreciated. Thank You
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Hi, I was wondering if anyone could identify the armor mod in this screenshot from an animation mod's user-uploaded images: Thank you in advance.