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Found 2 results

  1. Is there a way to make ^it work? If yes, then what needs to be edited, because I don't see anything of interest in skills, abilities, or def_item_ingredients.xml entries. Yes, you can edit the values of non-synergy bonuses, but for some reasons, synergy doesn't work with monster\unique mutagens, only with vanilla ones (lesser, greater, etc.) I'm talking about the "color synergy" bonuses, when you put same color mutagens and skills "together".
  2. I've had this mod of mine in the works for a while, and figured I would share some info, and get some feedback on what direction I should take it in. The mod I'm working on is one that I'm pretty proud of. It's been done before, sure, but nowhere close to as in-depth and detailed as I'm planning to take it. Psyker. If you've played the original Fallout, you'll know what that word means. A Psyker is an individual in the Fallout universe, human or otherwise, that possesses a certain paranormal ability, either through mutation via radiation, or FEV. My eventual goal is to add a few new lore-friendly locations and questlines, revolving around a Commonwealth installation's research on a new mutated strain of FEV and its impact on the local wasters and wildlife. A psychic ability would be given to the player through this questline, the player would recieve an ability randomly. (You might get telekinesis, or you might get the ability to control lamps. It'll be a major gamble.) My mod adds these abilities, each one with its own strengths and weaknesses. You'll gain an extraordinary ability, but there will always be a catch. It's my way of making sure the abilities are somewhat balanced, and aren't too overpowered. The abilities will be upgraded through the accumulation of "Crystallized Mutagens", rare and difficult-to-find items that will be placed all across the wasteland, in hidden places. It should be noted that the mod's very DLC-dependent. All DLC (in other words, GOTY), is required in order for the mod to run. Without DLC, you'll just have a lot of missing meshes and bugs, and just a bad time in general. I mean seriously, if you haven't bought all the DLC already, go do it. Now. It's great. That, and you get this nifty new mod to mess around with! New items, new creature variants, and new characters and factions. Eventually I'd like to add voice-acting and detailed character development for every new NPC throughout the story. I know this is ambitious, but I've been planning it for so long, and I'd like to finally see it through. If anybody would like to help, they would be more than welcome. If someone contributes significantly, they'll be credited as co-authors and receive full editing permissions to the mod. What I need is the assistance of somebody who has extensive experience in NifSkope, who can change the textures of effects and projectiles, and design new ones. It also wouldn't hurt to have the help of someone who can create new meshes from existing vanilla ones. Some of the weapon and armor concepts that I have can be pretty easily produced, or at least they would be, if I had any idea what I was doing. And of course, voice actors! If you're interested, message me and we'll figure out where to go from there. Ability descriptions and details to follow, let me know what you think, I'm open to suggestions.
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