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Showing results for tags 'progress'.
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Hello! This is a Teaser for a mod I have been working on for a whole now ('bout a month and a half). If you know anything about a certain, uhm, like, group of wide ranging pop culture content, and know a little more about the old lore of that said content, you'll know what it is. Other than that, I want it to remain a mistery. I wasn't going to say anything about this untill I needed help, and that time will come. I will probably need voice actor's later I guess and maybe if a writer knows what he'se talking about and wants to get ahold of me right now I might work with him, but I have a direction I want to go and im going to go it. Back on topic 'cause I ramble, I will say this mod is going to basicly be a big, self contained, quest mod outside of the fallout universe and when you play it, it will be as much it's own game as it can be but some elements will obviously be fallout. I am making most of the static models myself, and I am going to do my best attempt at the quests and armors myself but I might need some help from some community members on doing that, but at the moment I just want to see what people think of these select few screenshots, and to those people who know what this is I hope its what we've been waiting for! thanks for reading this and peace out.
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In Fallout you can get skins for cigarettes and etc? But why not smoke them?? Someone should make a mod for smoking, not just an animation! Make it so you can take 1 cigarette every time you smoke, 20 in a pack? Addictive? Gives you +1 Luck and intelligence for 10 min? A smoking interface where you have to get a lighter to lite the cigarette and left click to hit and right click to throw away also, the cigarette burns? Damages you health (very little) option not to hurt you? That's not all but thanks for reading this! I would love to see this happen please kik me (Tankster2002 is my kik) if you want some ideas or anything like that! I have so much ideas for mods in fallout 4!
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Currently I need Mappers, Voice Actors and Creation Kit Users. I need someone to help map and make certain things for the mod. This is a work in progress mod which will add New Towns, New NPCs, and New Quests for the player to enjoy... Currently this project is focusing on adding extra content to the game that players can find fresh and new, The first release of the mod will include a Nord town called "Lonewood" which features some NPCs and followers for your adventure. You will see that Lonewood (And some other towns) have had trouble with bandits, sorcerers and many other threats that you (with the help of followers occasionally) will have to take down. Story Information ("Bandit" Quests Only) Factions (Some of them) Project Info 3 main storylines and 3 side quests by the time it's finished.2 new townsTwo (or more) custom voiced followers.New weapons for the playerNew spells for the player4+ custom voiced NPCsA few story details that can't be namedSome more things which have not been decided. Progress So far... Main Quest - 20%Landscape - 15%NPCs - 35%Lonewood Interior - 0%Lonewood Exterior - 15%Side Quests - 0%Lone Wolves Faction = 0%Custom Voice Follower = 0%Requirements for the Mod - SkyrimI can't show most of the progress as of right now (Creation Kit crashing makes it difficult to get work done...) due to Creation Kit making me lose my data...
- 6 replies
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- silverwind
- skyrim
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Hello Modders and Modderettes, first of all everytime i play Skyrim and do some questlines or ultimately finish them i am utterly dissapointed that first of all, it went to fast, i mean the mages guild, really? Second, and foremost, where is that feeling i got when i did the Bluebrand-quest in Morrowind? Or what about the Visual progress my (and your) Outpost grew overtime in solstheim? Sorry now it gets clearer: My Idea is that quests you finish actually add something to the game-world, Take morthal, the burned down house is no longer needed, so it could be rebuild over time and some new NPC could live there. So Every major quest should somehow benefit or change the settlement, town, guild, thus adding immersion and making the world a little less static and unchanging. Actually i got the idea From the thieves guild and the Ragged Flagon. The changes could be random or in direct connection to questgivers, questlines etc. So tell me what ya think.
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I decided to share with you this quest I'm working on: http://s3.postimg.org/52kmryrsz/Dagger_Lady_Logo_Beta_01.png I am currently working on a quest mod named "The Dagger Lady". The quest revolves around the mystery of The Dagger Lady, a legendary woman who is said that no one has ever laid a hand on her. People talk that she is as fast as the wind itself. A shadow in the mountains, who her only weapons are daggers. That's the only thing you see, and the only thing you feel. Many have challenged the Dagger Lady, and no one has defeated her. And the ones that challanged her to the death... had never returned. You, as the Dragonborn, decide to take on the challange of defeating her, but since the rumors seem to be too serious, you first have to train in order to face her. On that journey, you encounter an orc named Nagok, who tries to interfere in your quest to defeat her. He wants to be the only one that has been a true challenge to this legendary woman. Nagok claims to have hurted the Dagger Lady in a fight to the death; but since he is still alive, no one believes him. But once you see the Dagger Lady herself, you notice that she is covering the left side of her face with her hair, like trying to hide something. And then it is... when you notice a scar on her left side of her face... The quest will feature custom NPCs, locations, and armor and weapons from other mods (with permission of course http://afkmods.iguanadons.net/public/style_emoticons/default/tongue.png) It will not be too lore-friendly since the character of the Dagger Lady has some kind of superpowers like not taking falling damage and moving really fast. Dagger Lady Prewiew: ----------------This quest was inspired by an armor mod made by newermind43 with the same name-----------
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New savegame but uncommon progress already present
Tymolord posted a topic in Fallout 4's Discussion
Hi everyone, i need a bit of help regarding a new savegime i started just two days ago. As said, is started with a new savegame and installed just a few mods. When i arrived at sanctuary with the first group of the minutemen, all weapon/armor/etc mods are already visible on the workbenches. Not all are selectable because i dont fulfill the level and perks but they are already there. If i remeber it correct, the mods and enhancements got visible via scrapping weapons and progressing the story. Also all settlement buildings are ready to be build. I dont know why everything is already unlocked.. Is there anything where i can switch this? Or does anyone know or has a hint where is should look? Following mods are currently installed via vortex and where not changed manually by me; - Backpacks of the Commonwealth - South of the Sea - Unofficial Fallout 4 Patch - We are thge Minutemen - Commonwealth Conifers Seasons - SavrenX HD Vanilla Landscape, Detailed Hair, 1K Buildings and Interior, HD Vanilla Clothes, Vanilla Armor - Pipboy UHD - F4SE - Place Everywhere - and a few single weapon retextures Is there maybe a console command which may show information about unlocked recipies? Thanks in advance! -
Hey. Is there any possibility to make a SLOW XP mod for KCD? My Henry advances too rapidly. He is already lvl 13 but he has not even killed Runt. Progress is way too quick
- 1 reply
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- mod request
- kcd
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Hello all! So I've been searching the web for an hour now with no help as of yet. I've installed a decent amount of mods on my Fallout NV and one in particular is causing me a good amount of trouble. The worste part is: I CANNOT remember which mod it is as I have not played in a while. The mod turns nipton into an "infected town" filled with ghosts who cannot die and toxic fog that kills you quickly. It's very difficult to progress the main story with this one, so any help is appreciated! My Load order: FalloutNV.esm More Perks.esm ELECTRO-CITY - CompletedWorkorders.esm ELECTRO-CITY - Highways and Byways.esm GunRunnersArsenal.esm DeadMoney.esm HonestHearts.esm CaravanPack.esm ClassicPack.esm OldWorldBlues.esm MercenaryPack.esm LonesomeRoad.esm NevadaSkies.esm TribalPack.esm SomeguySeries.esm CFWNV.esm FCOMaster.esm Better New Vegas.esm NCR Rearmament v1.5.esp More Perks Update.esp NewVegasBounties.esp CourierCacheWSE.esp Mojave Nights.esp populatedcasino.esp Advanced Recon Armor.esp TheLozza's_Gasmasks_V2.esp CAGE 1.9.3.1.esp NevadaSkies - Ultimate DLC Edition.esp WeaponModsExpanded.esp RCSS.esp MSR556.esp G3SG1.esp HKUSP.esp Elijah ending.esp Crossbow.esp outsidebets.esp Brotherhood Fix.esp avangraffscorned.esp DragonskinNCRPersonnelWearingOutfits.esp DragonskinTacticalOutfit.esp Mission Mojave - Ultimate Edition.esp PerkEveryLevel.esp PancorJH.esp FCO - GlowingOne.esp FCO - Playable Races.esp NiptonRebuilt.esp
- 1 reply
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- fallout nv
- mods
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i really want golden weapon with go on progress (walk though main line) but this modifier is not go on progress. I'd like to request a mod that prevents the cheat dice from being checked even after using a modifier cheat! I'm sorry I used a translator.
