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Showing results for tags 'ranged'.
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Evening All, I Resently found and purchased this model pack on CGTrader of Flintlock and Wheellock Muskets ( https://www.cgtrader.com/3d-model-collections/weapon-flintlock-wheellock-rifle-pack-bundle ) and I think these models would make good reskins for the Musket from the Project Flintlock Mod, as they would fit in as early from of firearms in Skyrim, as well as adding some more variety and unique looking firearms, An animated mechanisum is not mission critical. Is this somthing that anyone would be interested on working on? Cheers
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I hate how when I walk up to a dead dragon to loot it, I always see the arrow I shot at it FLOATING OVER THE DRAGON. They never hit the dragon. But they killed it anyways. I want a mod that fixes those ridiculous puncture physics. Make the dragons' hitboxes smaller, whatever! Just STOP THE FLOATING ARROWS!
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Hello =] I just downloaded keep your favorite quiver by Carah and love the addition to my game, a small amount of realism but every little bit helps to engage my imagination. Immediately though, I desire more than just every arrow is contained in 'my' quiver. If anyone wants to help me or give me advice (I haven't done a single thing in the CS except locate a chest one mod created in anvil) or you just want to talk/comment this is what I'm wondering How would I go about adding an item (quivers) giving an item (arrows) a dependencie on quivers overriding the vanilla image being rendered with that of Carah's wonderful works? And eventually appearing in stores near and far - on every archer - randomly generating all throughout cyrodiil! Quivers! Equipable - enchantable, im thinkin stuff like sharpening arrowheads as they leave the quiver, arrows return to quiver...a second or two after impact-in case that type of scripting would interrupt/break enchanted and modded arrows, and the like (quite a goal to create a widespread albeit a small change that is 100% compatible) ps is it possible to 'collapse' the quiver with the arrows to make only one inventory item (If youve selected a quiver And arrows) then have your empty quiver again when its, you know, empty? like the canteen connected to a plethora of mesh and texture paths, i guess? pps and any ideas on the simplest way to empty all? im thinkin switching arrows is easy.. maybe clicking a loaded quiver once empties it, twice un-equips? Thank you for reading all of that and thank you twice who takes the time to share with us your thoughts, theUser Edit- what do you think of being able to hold 1 or 2 arrows without a quiver as long as your bow is equipped
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So after looking through what must have been 1000+ mods, something came to my attention. Oblivion has no Unique/Unusual/Odd weapons, by that I mean no blowpipes, boomerangs, Roman slings, bolas, Monk spades, kusarigama, ect. Also I have found nothing for catalysts (staffs and such that focus your power) and unique spell types. No voodoo, incantations, rune magic, prayers and exorcisms, element control ( i know we already have that with destruction, but having bending from avatar would be cooler), The Jutsu from Naruto (well good ones), The Navajo medicine man magic ( is there a specific term?) yada yada yada you get my drift. So I thought I would come here and post this hoping someone with talent and drive would want to give this a shot ( I tried for a little and well, I nearly lost my mind trying to use blender) Because it just seems an injustice to not have some of the more strange/novel weapons & magic that could add so much to our game play strategy's. I know Oblivion is an old game but it has one of the best modding templates to just go crazy in, between UVIII, Dukes Vampires, all the local mods and everything between, you would have one awesome setup, but hey that's just me.
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I took some time, a while ago, to build an analysis of how weapons are distributed in Fallout 4 based on their ammo type and perk usage. There are essentially four ranged weapon categories in Fallout 4; Pistol, Rifle, Automatic, and Heavy. Unfortunately, the way weapons are distributed among these different types is pretty uneven, and many weapons are the only one to use the ammo of their given type. I set out to find the right mods to balance this and ensure that every type of ammo can by used by at least two types of weapons, and preferably three, while also avoiding redundancies wherever possible. This was done including weapons from Nuka World and Far Harbor, but would probably be even easier to balance with just one, or neither of them. Take a look here for the breakdown. There are mod links commented in several 'plan' boxes, please let me know if you can't see comments, I'm not sure I got the share settings right. Linked mods are the best options currently available for the desired effect. From what I can find. For the basic info, here's what you want. (While staying as lore friendly as possible) 1. (.44) Change Lever-Action to .44, eliminate .45-70. Results in greater usability for both .44 Pistol and Lever Action due to increased ammo availability. I also like to use this, just so the Western Revolver looks different from the .44 2. (10mm) 'Rifle' version of 10mm SMG 3. (.45, 5.56) Add .45 Auto Pistol, add a .223 Pistol (or this one) plus Option 1: Change 'Combat Rifle' to 'Combat Carbine' and make receiver and magazine smaller, .308 option to .44. Conversion of Radium Rifle to 5.56. or Option 2: Change Combat Rifle to 5.56 or replace with R-91 or Service Rifle. Leave Radium Rifle as .45. --Although the original weapon was made with a completely different round in mind, either one works for the Radium Rifles under the logic that they are new productions based on scavenged weapons, adapted to available ammo, rather than the ammo the original weapon was designed for. This makes some sense as the Volksturmgewehr was made for very basic, emergency production. Could also add a non-radium version if desired. 4. (5mm) Convert Handmade Rifle to 5mm --It's seems likely, or at least possible, that 5mm is an analog for 5.45, and it is already established with the AK-112 that the Russians were chambering weapons in it, so this works out fairly well from a lore standpoint. 5. (.308) Option 1: Change 'Assault Rifle' to 'Machine Gun' and .308 (or here for new parts), keep auto and semi-auto options. or Option 2: Replace 'Assault Rifle' with M60 in .308 and as heavy weapon (needs to be made), or convert 'Assault Rifle' to heavy weapon (with new parts). plus Add an FN FAL (or this one) or BAR. 8. (.50) Option 1: Add Anti-Materiel Rifle , or Handmade Anti-Materiel Rifle, Wasteland Melody's Heavy Machine Gun, and/or WH-Mk. 22 (Need M2 for complete lore friendliness, recommend removal of .50 receiver from Hunting Rifle if adding another Rifle category weapon) or Option 2: Remove/change all .50 receivers, since there are no weapons completely devoted to it. Eliminate .50 from the game. 9. (Shotgun Shell) Use Ashot or shotgun shells for flare gun (a pistol sawn-off shotgun would be the best option, but needs to be made) 9. (Flamer Fuel) Add Flamer Pistol and Assault Flamer Still need a gauss pistol. Also recommend creation of some sort of missile rifle. There are abundant options for Fusion Cells (Microfusion Cells), and no changes are really needed. Addition of Small Fusion Cell through addition of classic weapons would make things more complicated. In that case I would recommend the creation of some sort of energy rifle/smg that can use SFC. The Plasma Cartridge has three weapon categories covered with a single weapon. So, although I would like to see a greater variety of weapons use this, no change is required to hit the coverage goal. So there you go, around 10-15 mods to make sure you always have options, no matter what weapons and ammo you stockpile.
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It has been a while since i played an archer, but in my latest playthrough i noticed bandits in forts... do not use the fort defenses to their advantage if i am outside a fort shooting arrows at them, from say 100 meters away , the melee bandits will run out of the fort to try and get close to me, to only pick them off. and the archers also leave the forts defenses to try and get a closer shot. im looking for an ai mod that makes enemies take cover if they cant shoot back. or make ranged enemies stay on the walls or towers to shoot. anyone know any mods that do this, or something similar?
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Hello All, I just wanted to share with you guys my build and play style that is extremely fun and almost overpowered after level 30-33 so you guys could give it a try if you'd like. If you're playing the game on normal, this build will make the game easy. I've been playing on Very Hard and it's decently hard but very rewarding and a little more challenging but still easy enough to not rage quit and loads of fun. This is a build for mainly Melee focusing on Sneaking and getting the Sneak Melee attacks with the Ninja and Blitz Multipliers for extremely High damage. With back up from NON-Automatic Snipers and Rifles / as well as non automatic hands guns as a 2nd backup such as the silenced Deliver. WARNING LOTS OF INFORMATION AHEAD, COMMENT FOR CLARITY. -------------------------------------------------------------------------------------------------------------- PERKS CAN BE ADJUSTED, MUST HAVE 9 AGILITY, 5 LUCK , 5+ STRENGTH, THE REST IS UP TO YOU. Strength 7 Perception 2 Endurance 3 Charisma 1 Intelligence 1 Agility 9 Luck 5 --or-- (Extra perception for VATS range'd accuracy. You can play around a bit with Str, and Perc, and endurance. But required 2 perception, and 5 strength. You may honeslty be better with high endurance cause most of your damage will come from the sneak bonuses - example: I currently can do 1,840 damage in 1 sneak attack hit with a Heated Super Sledge. Strength 6 Perception 5 Endurance 1 Charisma 1 Intelligence 1 Agility 9 Luck 5 -------------------------------------------------------------------------------------------------------------- For Special, you must have 9 agility starting off for the "Blitz" Perk which you want to get early on once you start using melee. The 5 Luck is needed due to the "Idiot Savant" perk, Level this as soon as possible and max it when you can. This perk is amazing and I will tell you a little "exploit" down a little further. You'll need 1 intelligence to fully utilize the idiot savant perk but you can go up to 4-5 intelligence without it hurting the perk to badly but I wouldn't recommend this. Next is 7 strength - general raw physical power, increases melee damage and carry weight. You can drop more points in strength if you want to sacrifice the endurance but the "life giver" perk can be very useful. 2 Perception is for the rifleman perk which you'll be maxing as well since this is a sniper / melee sneak attack build. 3 Endurance for some extra HP and Lifegiver perk can be swapped for Higher strength and the Rooted Perk. --See Below Chart-- The perks with "5s" will need to be maxed out first as soon as you can level, the perks with "1s" are recommended to level when you cannot level the core perks and as you see needed to fit. You will need to starti with Idiot Savant at level 1 to maximize XP gains, then move on to leveling Rifleman since you won't be bashing peoples faces in until a bit later but should put points into it ASAP. However, Before you start leveling Big leagues and bashing people, you NEED to grab Blitz before you melee, this perk is so amazing and makes your melee VATS (you will be using VATs most of the time) basically the range of a shotgun and some, and once Blitz is maxed you can reach anyone in a building and farther with increased damage. When you begin to start using Melee and you've gotten Blitz and some points in Big Leagues, youll want to start dropping points in Ninja and Sneak, generally level Ninja then Sneak, I don't even need to explain why just read the perks and you'll see.. Ninja & Sneak maxed out and sneak attacking melee with Blitz VATS is almost always a sneak attack even when it shouldn't be.. You gotta try it and you'll see the awesomeness. So now you're a bit farther in the game, you've gotten to level 30 by surprise bone breaks and surprise 1 shot head shots; You should have Blitz Maxed, Big leagues at 4, Sneak at 4, Ninja at 2, Idiot savant at 2, and whatever else you chose to get, hopefully decent amounts in Rifleman, Gunslinger, Bloody Mess, Lifegiver/Toughness or whatever. Here's a general leveling hierarchy with explanation above Idiot Savant (Level ASAP) *See below for "exploit"*Big LeaguesBlitzNinjaSneakRiflemanMister Sandman (Goes GREAT with Silenced Sneak Attacks either sniper (Tinker Toms Sniper) or pistols (Deliver) - this increases the sneak attack damage even more. GunslingerBloody Mess (More General DMG) Lifegiver (Survival)Toughness (Survival) ArmorerBlacksmithSo at level 10 you would have: 1, Idiot Savant, 2 Rifleman, 2 Big Leagues, 1 Sneak, 1 Blitz, 1 Ninja, 1 Bloody Mess. This would allow you to have a rifle for distance kills and melee for close combat and medium range due to Blitz. You would also be able to have started building your sneaking skill to maximize your ninja perk-----PLEASE READ THE "SEE BELOW CHART" SECTION BEFORE/WHILE VIEWING PERKS---- 5's(MAXED PERKS) are the core build MAX ASAP ---- 1's are secondary core options, pick what you like and see fit! http://i.imgur.com/uzeRSpr.png ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I will cover Armors and everything else a bit later, just wanted to drop this core framework build out there and updates will come if wanted. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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One of the biggest annoyances for me in Skyrim is that people casting magic are impossible(or possibly extremely difficult) to stagger. The same is true for someone drawing a bow/crossbow back. If I come and power attack someone with my two handed hitty-stick, I expect them to be staggered considering that I just mashed their skull in. I would be extremely happy if someone made a mod that corrected this.
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Hi. I played Skyrim for maybe 10 to 20 hours when it was first released, then stopped at maybe 20-25% of the content and abandoned it. I'd like to give the game another go. And I know that this may sound strange, given the popularity (and apparent superiority) of melee combat in the game, but I'd rather experience this first run as a "ranged" combat experience. And when I say ranged, I mean combat from a distance generally; so even though I would prefer bows and crossbows, and specifically a much faster or more deadly crossbow combat experience if at all available, I'm open to good ol' fireballs and ice shards via magic. Can you recommend mods specifically for this sort of experience, aside from the important and popular must-have mods like SkyUI and such? I would like the experience to be as close as possible to a shooter, but without being ridiculous or compromising immersion too much. And since immersion level is relative or dependent on the person, let me say that I can live with a mod that gives me an old-looking rifle that shoots powerful single projectiles that can one-hit kill enemies with a well-aimed headshot, even if such a gun would still be blasphemous in the eyes of hardcore lore disciples; but I would not use a mod that gives me an AK-47 or some sort of star-wars laser pistol to play with in Skyrim. There is a limit to which I would suspend realism. And of course, a fast-paced crossbow that is powerful enough to allow me to quickly dispatch of most enemies before they come close, in order to keep more than 80% of my combat ranged, would be ideal. I hope I was able to explain what I'm looking for, and I hope that there is a mod out there that does this. I did look at the first few pages of the most endorsed combat mods, by the way, but the only relevant ones I found were the ones that increase the speed of arrows and increases the damage of arrows. I'm not sure if those will give me what I'm looking for, so thought I'd ask.
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I was thinking a mod that adds a feeding power to player vampire characters would be pretty cool. Instead of having to calm characters to feed on them you could just select the power and feed on them whenever you wish. Of course, if you just feed on someone without calming them first they and all witnesses that aren't with you should turn hostile. Further ideas are having the victims resist, based on if they're expecting you to harm them (in combat), but only if they're strong enough to resist. This could be based on how much of your own and the victim's health and/or stamina remains for example. (using the feeding power while invisible should make them unable to resist even in combat.) And if possible it would be awesome to be able to use it on range, i.e. targeting them and then teleporting to them with a nice bats effect and invisibility (<- which would mean they can't resist on range, makes sense, you wouldn't necessarily see that coming, would you?) So yeah, if anyone could do this, I bet there's a ton of people who'd be interested in seeing this happen. :smile: Edit: Or not. F**k.
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Hi! I was wondering if someone could help me find/make for me armor for an adventurer who uses everything in between in his travels. I'm thinking more of a character that is in the middle of everything. they aren't decked out in the best, but it's not the worst. I'm hoping for an armor that's not too baggy nor too skin tight. The loners armor has the right idea, but it's way too bulky thanks for your time. p.s sorry for the title and grammatical mistakes, I can barely see on my phone
