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There's several things Fallout 4 got right. one is a hotkey management tab on MCM. We do a lot of hotkey here.
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There are a few mods that allow customization to the inventory and SkyUI has made the inventory much more tolerable on the PC. âHowever, I am still flustered by the amount of clutter and long lists in the inventory. âI was thinking of a mod that behaves like a key ring but for more categories. âSomething along the lines of âCuirasses: âThen it would have chest pieces âBlades: âAll the sword weapons âThe most likeable option would be one where you could simply name the sub-category yourself and then have items automatically sorted into the inventory container of choice. âAgain, I've seen some mods that have done this, but they seem to scratch the surface at a basic level. âAnd if you know of a mod that serves this function, please enlighten me. âThanks!
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I play on Xbox One and when I want to manage my settlements using the Settlement Management Software mod (primarily to delete supply lines) many of the settlements do not appear on the list. These settlements seem to be ones located on the south of the map; the ones you would typically discover later in the game, such as The Castle, Spectacle Island, etc. Also, as I scroll through the list of recognized settlements, many of the names appear more than once. Is this a known issue? Suggestions for making mine work?
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Hey all, I have an idea for a settlement mod that would basically spawn a worker's logbook, and you could see what everyone is assigned to and reassign or move people from that screen instead of using the bell and calling everyone and trying to find out who isn't assigned. Many thanks, Xendor
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I was thinking how nice it would be if, when in workshop mode, you could see an icon over a settlers head to know what their current job assignment is (if any), or if they're unassigned. I've been manually doing this by putting them in "uniforms" to match their jobs. (e.g. - if someone is unassigned I put them in a hard hat). How hard would it be to write a mod that either: 1. Automatically places a settler in a specific uniform, depending on the job they have or 2. Creates a dialogue option when speaking to a settler that results in them putting on the appropriate uniform?
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How about a utility that i found for TESIV...
ayashadowblood posted a topic in Fallout 3's Mod Ideas
There was this really useful utility called Oblivion Character manager that allowed you to manage your saves based on which character it was, and organized the saves too. I would like it if someone would be able to make that for Fallout 3. -
I am not a seasoned Fallout veteran, but I picked up the game and the gameplay is a lot of fun (about 7 hours in); however, the UI is the worst I think I've encountered in a PC game. Bad enough that I almost consisdered a refund because it is rage inducing. On to my request: Is it not possible to have a character screen like an MMO with your weapons and apparel? Why is it such a chore to find out what armor you're wearing compared to what you have in your inventory compared to what the difference in the stats will be? I'm not a modder so I don't pretend to know the difficulty, but is it possible to add a section to the pipboy that is called Character and it shows you all your current stats and previews the stat changes with different types of gear?
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Hi. I dream of a mod to make the game consider all armor and weapons that I loot as "trash", which I can sell with one click to any vendor; unless I manually toggle the "Trash" status off for any individual item. It would be amazing if the mod would also consider all other new loot (other than armor & weapons) as "bank" loot—again unless an individual item has its status toggled off manually, so I can also deposit all that stuff in one of the containers in my in-game house with one click. Is such a mod possible? I believe way too many games should be user-friendly enough to have such a feature by default. It's so tedious and such a time waste to keep emptying my inventory manually and one by one every half-hour or so, once in my home, and once at a vendor! P.S. If I had to choose one mod for which I would make a donation, I promise that it would be this one! Because the developer of the mod would be doing me a huge "real-life" favor. What's more valuable or precious than time, huh? And accordingly, what bigger favor can someone do me than to save me a lot of time!
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Hi. I dabbled a little with simple mods for Fallout New Vegas, but do not know enough scripting yet to even figure out whether such a mod is possible: I'd like a mod to make the game consider all armor and weapons that I loot as "trash", which I can sell with one click to any vendor, unless I manually toggle the "Trash" status off for any individual item. It would be amazing if the mod would also consider all other new loot (other than armor & weapons) as "bank" loot, so I can also deposit it in one of the containers in my in-game house with one click. Is such a mod possible? I believe way too many games should be user-friendly enough to have such a feature by default. It's so tedious and such a time waste to keep emptying my inventory manually and one by one every half-hour or so. P.S. If I had to choose one mod for which I would make a donation, I promise that it would be this one! Because the developer of the mod would be doing me a huge "real-life" favor. What's more valuable or precious than time, huh? And accordingly, what bigger favor can someone do me than to save me a lot of time!
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The sequel to Run a Shop is coming this year! The mod will allow you to buy property, build a building on that property, furnish it, and set it up as a store. You'll be able to run multiple stores and start your own Courier Six industries. The mod has not officially started development and will not start until about june. This forum is for you guys to give ideas and input on this idea, do you think it's a good idea? The reason this mod will take awhile to start development is because I'm working on a bigger project at the moment, I just wanted to see what you guys thought. Also, for those of you wondering why I am announcing this and not Kalazaka, is because I did the scripting and voice acting for Run a Shop and I am working on this completely by myself. The mod will probably be released around october or november, maybe as early as late september but don't count on it.
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Hi all; First of all, I am not a modder at all. As it is I never considered being because of lack of time. Yet I really enjoy all the great works that all modder are producing and sharing on the Nexus. A BIG THANKS TO YOU ALL MODDERS. This being said, I came with an idea, not knowing if it is even possible to create as it seems to me quite complex. I tried to come with ideas that are lore friendly. MAKING A SHOP MANAGEMENT MOD for skyrim. Let me explain... 1. The main idea It would start early in the game as a simple abode in the open country side. Something nobody would really notice. This place would be big enough to hold a small leaving area, and a separate room for the shop. Something really cheap (the idea is to make it better and bigger over the long term). In there, you could basically sell whatever you find during your quest, whatever you craft from the alchemy lab, the forge or the enchanting altar. The number of item to be available for sale should be limited, but could be increased over time. As you are early in the game, the item you will sell will also be of limited quality. At this stage you should be able to hire a shopkeeper to run the place for you, who would get a percentage on sales. The idea is to not stay around until someone shows up to buy. Later, as you become more powerful you can expand your building with more rooms, better objects, better living quarters. But, as your shop gets bigger and better, it may attract attention from people who are more interested in stealing than buying, and the bigger your shop the more powerful they are. Leading you to hire guards, with the need of expanding your living quarters for those guards. Alongside with its growth, your shop will develop its reputation, attracting merchant that in the first place would not pay attention, like Khajiit caravan for example and richer client.The overall concept, is of course to make money, but with a hint of management (meaning, if your sales are bad, your "people" will cost you a lot). The growth of it should be parallel with your character's power. 2. The main features Definitely one of the thing to consider is the ability to choose to accept stolen good or not in your shop. This is assuming that your shop might be regularly visited by local guard to insure you respect the law. The finding would lead to a penalty equal to the complete loos of all the item in the shop... or part of it. Another feature would be to implement what I mentionned earlier, a reputation ladder. I imagine ten (or more!) levels of reputation gained on the average quality of the items you sell, the quantity and variety offered, your price policy (and others?). Each level give some extra points in your speech skill, an access to better clients, but also the growing attention from the local thieves and bandits (everything has a price!). Each new level also grants you access to new option for your shop, allowing you to expand it, protect it (defensive mechanism, better locks, guard dogs, etc.) or hire new personnel to protect it or run it for longer time (your shopkeeper will not work 24/7, are you a slaver or what? ;-) ). The level of reputation should remain fluctuant all the time, as some of your choices can improve it, but some other can reduce it (see below for more details). Another feature would be to be able to set the amount of "commission" your personnel will get, based on a percentage of sales. That way you can keep your budget tight. Of course the better the cut, the more efficient they'll be (logic!). Eventually, if you're too greedy, they would become unsatisfied, ruthless with clients (lowering your reputation), and would leave you in the end with the shop empty!! Imagine if you loose reputation, you have some quality items, but nobody to buy because your rep level attracts clients with not sufficient purchasing power. Another way to loose reputation would to not being able to upgrade your item, to cater to the needs of a hire category of clients. Also, lacking protection will keep your clients away if your area is too dangerous. You could imagine the ability to bribe the Jarl for increasing the patrol in the area. You could also imagine the setting of side tasks, like a bandit camp setting nearby your shop that you would basically have to clean up. Another feature would be to be able to go to mines or other shops to order shipments of goods to increase the quantity of goods you offer, or this could be managed through a logistic specialist (another employee accessible only at higher level of reputation). At some point, even if you are a very talented adventurer, you should not be able to provide sufficient material for runnig the shop properly. I hardly beleive that you would spend all the game just mining, crafting, gathering just to be able to "feed" your shop. Your intervention should be kept only to the bringing of the best rare or unique items. Also the shop could receive, special order for favored guests, vey specific and detailed (An example: a Daedra dagger imbued with the power of strong fire - min specs 30 pts). Of course the reward woud be in relation with the order. the more exceptionnal the better the reward (not only movetary but also in term of reputation). Moreover some could be time constrained, increasing even more the reward, but also the loss od reputation if you fail. The player should be free to accept the offer or not, at his own risk. 3. Components Here is some of the idea I have for the shop extension (based on the Hearthfire DLC concept): - A main shop hall (early stage) - Shop alchemy extension - Shop Armory extension - Shop general store extension (food, jewelry, ore, etc...) - Living quarters (a bed, a fire and pot a cupboard for early stage) - Living quarters guards - Living quarters specialists (logistic specialist, negotiator, etc...) - Crafting hall: forge - Crafting hall: alchemy lab - Crafting hall: crafting altar For the possible NPC or creatures: - Shopkeepers - Guards swordsman - Fighting wizards (can place defensive runes) - Negotiator (improve price from suppliers) - Logistic specialist (implement regular supply from different mines and shops) - Guard dogs or other tamed animals - Dragon guard (hey! Why not? He's just a relative! can help after all!) - Thralls - Horses (improve logistic specialist and negotiator speed - yeah, phone does not exist yet!) - Cart (improve good transfer) Reputation level and implication (to be debated!) Level 0 - this is where you start. you client purchasing power is limited to maximum 50 septims (I know! Not very encouraging!) Level 1 - Unkown shop (grant 1 skill level to speech, clients purchasing ability goes up to 100. You also get 1% chance to be attacked by bandits (5 to 10% of your goods stolen - 1 guy) Level 2 - Humble shop (grants 2 skill level to speech, clients purchgasing power goes up to 200. Your desirability for thief also goes up to 5% (still one guy) Level 3 - Noticeable shop (grants 3 skill level to speech, clients are now up to 400. Thieves attention goes up to 10% (still one guy) Level 4 - Descent shop (speech +4, clients up to 700. Thieves attention remains 10% but now (10 to 25% of your shop content is stolen - 2 guys) Level 5 - Good shop (speech +5 - clients up to 1,100 - thieves up to 20% (2 guys) Level 6 - reputable shop (speech +6 - clients up to 1,600 - thieves remains at 20% (15 to 30% of your shop content stolen - 3 guys) Level 7 - renown shop (speech +7 - clients up to 2,200 - thieves up to 25% (3 guys) Level 8 - Small market (speech +8 - clients up to 2,900 - thieves remain at 25% (20 to 40% of your shop content stolen - 4 guys) Level 9 - Great market (speech +9 - clients up to 4,000 - Thieves up to 30% (4 guys) Level 10 - THE shop! (I know it sucks! I am short of a cool name here!) (speech +10 - clients have no limits - thieves up to 50% (the totality of your shop can be stolen) The speech skill increases are treated as enchantement on weapons. They improve your overall ability to speak and interact but does not grant you the ability to acces new perks, just like enchantments. That way, it may go up and down as your reputation fluctuates. Also here I did not treat the access granted to the assets mentioned above for each level. To be developped later if anybody wants. At this stage I got other ideas, but I am interested in your feedback and to be told by comptetent people about the feasibility of such a project. The fact is I can built probability tables and "business" models. I do not know if it would ever be useful in the creation of such a mod. I really have no idea. I wish my competences would be good enough, so I could work on it myself or just know it is not possible. Yet from the wonderful mods That are available on the nexus, I got a feeling that it might be. I leave it now to your comments. Thanx for taking the time to read it. Enjoy your game Cheers Noyb
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I would like to see a mod where the dovahkiin is the lord of a city or a fortress, with functional npcs, where you could upgrade the fortress. i mean REALLY UPGRADE. I dont think it's impossible, i've seen other mods where you can upgrade breeze home,you just talk to an engineer and pay him, automaticaly breeze home is upgraded. And the npcs i've also seen quest mods where the npc where completely functional and they even have voice. I imagine the mod like, you beeing the lord and having a banner, with an armor and shield. maybe you could be granted the castle after completing the quest of the civil war, in either imperial or stormcloak side. in the fortress you could have a blacksmith a stableman an engineer a mage and also an Inn. you could also have a personal guard with the colors of your banner and a captain. The captain could be a follower maybe. I would love to see someone making this mod. i think its a great idea, and not very complicate.
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What's up all, I have this idea for a mod that allow the player to bind hotkeys to potions and have them be automatically managed. Here are the details + Instead of binding a key to a potion, which has been done, you would bind a key to a type of potion. For example, You would go into the menu and bind [sHIFT]+[F3] to healing. Now, what this would mean is that when you press the key, it will equip and drink for you any of the healing potions you might have. More + Have a screen in the MCM to allow the user to add rules to govern it. So if player is in a fight and is at 250 / 300 health, it would drink the minor healing if available. This of course would be governed as the user established rules. You might for example want to establish a rule that will use up my minor healing before touching the greater ones. The same would apply for stamina and magicka. I don't see this being effective for poisons or the like. This would mean less or no entering the menus to drink more potions during a fight, thus keeping the flow of the combat and not breaking imersion. If it could be made as versitile as possible, it would suit many people's style of play. Thanks for reading this and let me know what you think, for all i know it might be a horrible idea.
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Hello, How nice would it be to have settlers taking care of upgrading their equipment themselves? From my playthroughs i feel that hauling all the stuff home, overencumbered is the least exhausting part, as i now have to track down and manually give each settler new and better gear. I would love to have some container from the workshop, in which i drop items like armor and weapons, food, aid and chems, for the settlers, and they will look in there for anything better than they already have, and throw their old stuff back into the crate. The upgrade of settlers shouldnt be immediate in my opinion, let it take somewhere from 2-6 hours ingame, for all settlers to drop by and have a look what i hauled back from the wilds. This also allows me to sell the items thats leftover in the box, after a day or so passes as i now know that whats in the box is totally useless for my settlement. The mod itself should of course be compatible with most mods, that alter the workshop in any way, like SKE, CreativeClutter, HomeMaker.. You get the idea :) Hope im not the only one feeling this part of the game is a struggle.. :) (If this mod exists, please do me a favor and point me in the general direction)
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Not sure if this is possible, so if not...darn! I've always liked the idea of a micromanaged army. Something that always seems missed though is the equipment management. I'd like to see if it is possible (and if someone will do it) to make a mod where the army only uses the equipment in the inventory. So, if you want archers, be sure to have a supply of bows and arrows. If you want pikeman, be sure to have polearms. If you have nothing, then you basically have looters with clubs and rocks. Want your army to have armor? Better be providing that or you'll have a bunch of foot soldier running around in loin clothes! (Well, maybe not that extreme but maybe they're barbarians!)
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Hello to y'all wonderful community, my name's Alex and I recently wanted to return to Skyrim and try to install some mods to discover a whole new game. I did what (almost) every beginner modder would do...install a lot of mods and discovers wonderful...glitches everywhere. So here I am, holding my "wanted" mod list, hoping for some HD Skyrim mixed with a lot of new content, but lost because of the installation order / load order / compatibility. My request is, I need someone/some ones to guide me through the whole process. People who could help me figuring what would be the best "mod combo" to prevent any problem and still bring HD and awesome content to my next Skyrim games. In advance, I thank you all for your attention and cross my fingers.
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I can't figure out how to delete my post so I edited it. Issue I was making a request regarding turned out to be user error. Feel free to close/lock/delete this post.
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Hey guys! I had installed about 90 mods over the last week or so. But my issue is that if I go to skyrimnexus, and go to a mod page, I can't click on the downloads page or the comments page. I can watch all the videos, and view every screenshot. I just can't click download. Sigh. If anyone could help me I'd give them some mead.
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[[[it took forever to find this technical discussion topic to re-post this thread in.]]] The Latest version of Nexus Mod Manager (v0.44.1.0) (2.54 MB) (downloaded at 2013/03/06 13:55) is terribly frustrating!! When you right click a mod file one of the things it should indicate is the name or names of the file(s) it's name is attached to! Same problem with the PLUGINS tab.. heres a list of plugins of all sorts of rando,m names, like drip.esp and rip.epm yoda.esp and 4523jsfdg.esm and yay it shows it's Dependancies.. ooo, but what file is parent? how do i know that BillysWiggelingWillies.7z is responsible for 9001KneeKnightWillies.esp and not epicLightingModOfHolyGrail.rar? no where anyplace inside of Nexus Mod Manager can you find the filename of the file it dl'ed. Nexus Mod Site: http://skyrim.nexusmods.com/mods/9936 "A Realistic Hope ENB The photorealistic ENB by Sharpshooter8" has the Nexus mod manager name: "A Realistic Hope ENB The photorealistic ENB - Classic" and actually has the file name of: "Classic-9936.rar" in the mods folder. This is infuriating! ESPECIALLY when NexusModManager reports that it just downloaded version 2.2 of the file when version 2.4 is what there own site is hosting!!!! (Even deleteing "Classic-9936.rar", restarting NMM and re-downloading from http://skyrim.nexusmods.com/mods/9936 didn't help..) I haven't seen this much file name obscurity and confusion since windows decided to hide the 8.3 names of it's font file sets! 1> Why is NMM keeping these files secret? 2> and why does it keep downloading the wrong, older versions of mods?? NMM has pushed me to the point where i have to go punch something to feel better. ((Also the forum here isn't exactly self explanatory for where to post bugs, gripes or feature requests,))
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The Latest version of Nexus Mod Manager (v0.44.1.0) (2.54 MB) (downloaded at 2013/03/06 13:55) is terribly frustrating!! When you right click a mod file one of the things it should indicate is the name or names of the file(s) it's name is attached to! Same problem with the PLUGINS tab.. heres a list of plugins of all sorts of rando,m names, like drip.esp and rip.epm yoda.esp and 4523jsfdg.esm and yay it shows it's Dependancies.. ooo, but what file is parent? how do i know that BillysWiggelingWillies.7z is responsible for 9001KneeKnightWillies.esp and not epicLightingModOfHolyGrail.rar? no where anyplace inside of Nexus Mod Manager can you find the filename of the file it dl'ed. Nexus Mod Site: http://skyrim.nexusmods.com/mods/9936 "A Realistic Hope ENB The photorealistic ENB by Sharpshooter8" has the Nexus mod manager name: "A Realistic Hope ENB The photorealistic ENB - Classic" and actually has the file name of: "Classic-9936.rar" in the mods folder. This is infuriating! ESPECIALLY when NexusModManager reports that it just downloaded version 2.2 of the file when version 2.4 is what there own site is hosting!!!! (Even deleteing "Classic-9936.rar", restarting NMM and re-downloading from http://skyrim.nexusmods.com/mods/9936 didn't help..) I haven't seen this much file name obscurity and confusion since windows decided to hide the 8.3 names of it's font file sets! 1> Why is NMM keeping these files secret? 2> and why does it keep downloading the wrong, older versions of mods?? NMM has pushed me to the point where i have to go punch something to feel better. ((Also the forum here isn't exactly self explanatory for where to post bugs, gripes or feature requests,))
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My idea/request is to create an open, clear island where you can build stuff for money/resourses. It can be done like Tale of Kingdoms (mod for minecraft) where you just pay money/resourses to build/update buildings in predefined places, or even full SimCity-type buildstyle where you can build roads/buildings/decorations (with money/resourses). (Don't really need to go deep in micromanagement aka house-internal design - it should be predefined) All houses should be open to enter and work like houses in skyrim: shop, castle, townhall, clanhall, Forge, Mine shaft, lumberjack, Rich house, wealthy house, poor house, etc.. You should be able to make profit and make sence, for example: Mine shaft requires 6 poor houses and 1 Rich house or 3 wealthy, Clanhall requires Townhall, more buildings require bigger/upgraded Townhall, etc.. - build mine shaft = provides iron(depends on placement) - build forge = takes iron(or whatever) from shaft and makes weapons/armor/other - build shop = takes weapons/armor/other from forge (and other resource chains like alchemy/hunting) and sells (stable money provider) Caste/big townhall takes money to maintain, rich houses give more taxes, etc.. i think you get the idea ;) (obviously SimCity should not be in the title of the mod, because EA is such EA)
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How do you delete your NexusMods account?
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