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Showing results for tags 'skill'.
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In w3, you have to time the redirection to bounce back at the attacker. In w2, it just reflected back and hit. In w2, too easy. In w3, too much hassle to use. A much better solution is random deflection about a 90 degree arc from center-line. The better the skill the less the arc. L1 = 90 degree arc L2= 45 da L3= 20 da Another, add more levels. Say 9 levels - 10 degrees each. For added challenge. Post here, if you want to do it. Thanks... Unrelated, the crossbow is junk and never use it. Still, progressing the in game. So, I'm going to wait a while.
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As the title suggests, I'd like a readjustment of the skill level it takes to unlock perks in Ordinator; tuned specifically to better fit the confines of Skyrim Skill Uncapper and Skyrim Skill Uncapper .ini for Ordinator. https://www.nexusmods.com/skyrimspecialedition/mods/8889 https://www.nexusmods.com/skyrimspecialedition/mods/11194 https://www.nexusmods.com/skyrimspecialedition/mods/1137
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Mod Request/Idea: Scale Up Tech Check For Car Theft Reasons: Overall making character builds a tad more meaningful (tech tree in this instance) and would compliment car theft/sell mods like Thalonmook's Sell Stolen Car mod (https://www.nexusmods.com/cyberpunk2077/mods/1395?tab=posts) a bit more interesting and a little less exploitable as a game mechanic. As of now it seems low to mid range vehicles require a mere 4 Tech to jack and all luxary/sport vehicles require an embarassing 8 Tech. Does that sound like the security a rich kids daddy or corpo would pay for to protect their investment? So there is an immersion aspect to this also. Idea/Suggestion: If there has to be low end to high binary, I would suggest starting low end vehicles at 8. This is impactful yet modest leveling investment. For high end I would start at 12 at least. I'd personally be ok with that. A more dynamic spectrum, could be fun and more immersive though. Character just starting out wants to jack a ride? Tech 4 for a clunker doesnt seem so unreasonable. Mid range less emabarassing: 8. Sport/raceer: 12. Higher end sport, luxury, military: 16. My intention for this post is to see if someone would be intersted in making this (i realize this may not be the most interesting idea for some) or suggestions in how I might achieve these tweaks on my own. Than You for your time :)
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- skill check
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This Custom Background Skill Profs mod by mapow27 has been left dormant for 3 months. Unless the dev said they'll be back soon or something, this mod is currently abandoned & doesn't work as intended; at least on the main version of the mod which I want to use. The mod takes your skill profs & doesn't let you add the new ones. I am unsure how to fix this, I have all the requirements, I asked the dev, I got nothing back. And I REFUSE to play without that mod bc I am trying to play BG3 as close to 5e as possible & that mod is essential to replicating my characters to BG3 perfectly. So desperate times call for desperate measures. I want a mod that IMPROVES upon what this one does. Will have to be from the ground up tho bc the dev of that mod only allows modding of his mod if you ask for permission first... which doesn't help. One major change I'd make is to put choosing your skills either under where your default skills would show on a background or in it's own column where you would choose your race & class skills. The mod put the skill choice under race skills which I think was causing issues. I'd, of course, like compatibility for any modded in or changed backgrounds, & compatibility with any mods that add new races. It's either this or someone who knows the ins & outs of the original mod explains to me how I can fix my issues with it. Thank you
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I haven't really posted in this forum before and I am new to using mods, but something I see missing is like an expansion to the tailoring feature of the game. I have never gotten into tailoring because it doesn't feel like there is much of an incentive in the game to do it (other than aesthetics). I think it would be cool if there was some type of incentive to tailor and dye clothing - like a skill you can increase by tailoring more clothes, a collection you need to complete (either to attain True Perfection or some other achievement with a cool prize).
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So I have a request, I love having Dogmeat with me but I think he lacks a personal skill or flavour other than grapple, I would love to have him either scare away other enemy dogs or make him bark at them to make them friendly like the skill we got with Wasteland whisperer but passive if you have him with you. So when enemy dogs comes in reach of him he barks at them and they are either pacified, going friendly or run away, this would also work on mutant dogs etc as they also are a dog faction and they are like my greatest fear in the game :/ Thank you in advance!
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Hello everyone, sorry, I wanted to ask you if there is a Mod in the Nexus that allows me to import the Abilities and Specializations from DAA to the DAO. To clarify, I only want the abilities and Specializations, nothing about Runes, or Potions or Poisons or other types of Arts... al Just as I want the Class, General Packpage Type, Packpage, Packpage AI, Treasure Category of DAA to appear in the Toolset is that I am Editing the entire DAO World and I really want to add new challenges... integrating it into the DAA is easy with the introduction of this Mod "Higher Level cap and more specialization slots" by Bleemak so the level to use the skills will not be a limit.
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So, I'm brand new to modding and by extension coding. I've decided to take on the challenge of creating a custom class, because I've played D&D for many years and I'm very familiar with homebrewing my own subclasses, subraces, and races. I figured most of it would come rather easily if I kept it pretty simple, which I more or less have. I didn't go into this thinking the experience would be remotely the same-- but I knew I could come out of it with a class that is fun to play and great for thinking about character lore. However, there is one ability that I have no idea how to implement: I'm looking to change a character's skill ability to Charisma (class spellcasting ability) depending on whether or not they have proficiency with that skill. So, say, rolling Arcana with Charisma instead of Intelligence; or Acrobatics with Charisma instead of Dexterity (it makes sense within the context of the class, I promise lmao). I'm reasonably sure it'd be a passive ability, but I have no idea how to make it happen. If someone out there could provide me with a template or just some general pointers, that would be great! And to be a bit clearer, I do understand the format I need to write in, but I don't know what variables to input. Thank you so much for your time reading!! <3
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That is the Script, but I don't know how to apply it to the game. My goal is to put it into the game, and make it so whenever one skill levels, the other 17 do as well. I don't know if that will make a new event and cause it to nest forever, but I was going to test that. I just can't find a way to put it in the game. I have that on notepad++ and I have 2 files made, I have the file set up as follows, right underneath SkillIncrement01 as I'll show here. That is all the cards on the table, aside from having that plugin saved, that is everything that I have done, I would appreciate help, I can't watch videos as I'm on limited internet.
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Basically, a mod that changes Lily's Melee tag skill to Guns (and have it increase as she levels up). Mainly because I like using the "Lily-NCR" mod and thought it would be fun for her to excel in Guns as opposed to Melee, which would go along with the "NCR mutant solider" model.
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LE Individual Skill Tracking - Track Skill Levels on HUD
darkwolf720 posted a topic in Skyrim's Mod Ideas
So I've had this idea for a while, but I don't know anything about modding Skyrim. Early on, it's pretty easy to level most skills. Combat skills, armor skills, and things like Destruction Magic level fairly quickly. But once these skills start to get much higher in level, it's gonna take a lot longer to level them. For skills like One-Handed, Two-Handed, and Destruction, a lot of people level by simply beating up Shadowmere (poor guy). While this is a pretty effective way to go about it, I found myself pulling up the skills menu quite a few times, to see how close I was to raising the skill another level (I suppose I'm just impatient :geek: ). So, I have an idea that I think would be a nice fix to this, and would also look pretty cool with the HUD. I would like to have an on-screen addition to the HUD that shows the level and progress to the next level of skill specified by the player. I imagine the skill could be selected through something like MCM. I'm not great with photo editing, but I've attached an image to give sort of a visual representation as to what I mean. I'm not saying that it has to look just like this, but this is the basic sort of format that I'm thinking of. Anyone willing to make this a reality or would just love to see this as much as I would please email me; [email protected] Thanks for reading! I really hope this idea becomes a reality :psyduck: -
I saw that there are mods that revamped the skills, though it's just an adjustments of numbers like damage and etc. I Just want to ask the following: 1. Can we completely remake skill trees, skills, upgrades? 2. Is there a tutorial on how to do it? 3. How hard is it gonna be, like does it require any skills or knowledge? I would like to request, help or create a mod, if possible, that will overhaul the skills in DAI.
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I've encountered in my new playthrough the biggest issue with using Light Armor: All the good shields are Heavy. The thought came to mind that, since Shields all naturally fall under two categories in Skill - Heavy/Light and Block - maybe it would make sense for a mod to unify the shield types into one seperate thing? So, instead of a shield being marked as Heavy or Light, it's just a shield. Like. Shield. It doesn't need clarification between Heavy and Light. And I feel like this could probably be done through scripts so individual items don't need to be modified. What I'm asking for, TL;DR, is a mod that marks all items flagged as 'Shield' as the armor class 'Shield' so it does nothing to skills and stuff. Pretty please. Pretty pretty please.
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There are plenty of mods out that there increase the leveling of ALL of your skills, by x2, x5, x10, even x100, but that's not what I'm looking for. I want a mod that lets me choose which stats to give faster leveling over others. I, specifically, want to multiply restoration, alteration, security and illusion by x3 speed, destruction x2 (or 1.5 if I could), and most importantly, block by 3 aswell. The issue is that I can't use a mod to multiply ALL skills by 3, because some, like conjuration and blade, would level waaaay too fast. I already have OOO extended installed, better mercantile leveling, supreme magicka- this isn't an issue of me needing a larger mod, i honestly just want one that will let me select which skills to make x2 faster or x3. Thanks for reading folks. :cool: :happy: :happy:
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nobody has made this yet so IDK how hard it is to make for SE
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Why do not you use only 8 skills. Let me write more Why do not you use only 8 skills. Let me write more
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I saw this mod http://www.nexusmods.com/skyrim/mods/6570/? Player leveling overhaul. Thought the idea was good. However, this mod hasn't been updated in 5 years. It also states that skills can only increase with trainers. Spent some time thinking about immersive leveling. There are some that require you to rest to level or spend perk points. This isn't immersive enough. Especially for a SkyRealism mod set up. My thoughts were skills do increase as you use them, but instead of just magically leveling up mid fight (which has saved me many times) to level up you must rest like previously stated, like results from work out recovery. Perk points can only be spent by visiting a trainer for that skill which requires more money based on level, friendly discounts apply. For example, I took martial arts. Had to pay monthly. My kicks and punches improved with practice and use, my teacher didn't advance me to learn more techniques, attacks and defenses until I was ready. Maybe to make it easier, leveling up base stats can be done by visiting the trainer you're training your perk points with. I feel like this is more logical in terms of leveling and function for trainers. Levels can still stack, if you're on a long adventure and have considerably improved skills. I would love to make it, tho I don't have any basic knowledge of modding, besides snaggin them and pluggin into MO and resolving conflicts :) Please share your thoughts. Game on!
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Hi, having read a bit of the lore of TES, and Morrowind specifically, I've found that for several reasons the "right" (for me, at any rate) race to play in Morrowind is the Dunmer. However, I'd like to tweak them a bit, since I do in fact want to play a (pure) mage character - which the dunmer really are not. What I was thinking is to duplicate the Dark Elf race and create a new version that has been culturally brought up in say, e.g., High Rock. Yes, you guessed it: I simply want a Dunmer that has the skills and abilities of a Breton (tweak the attributes a bit, though). To create this in itself in the TES CS isn't the problem. What has me stumped is the Body Parts bit and voices. So I was wondering if either a) I could give the full requirements specification of how I want this to work, and hope that an angelic soul of a fellow Morrowind player/modder can do this for me :-) or b) someone could give me CLEAR instructions on how I create Body Parts for my new race. I simply don't get it; do I need a 3D modelling program to do this? Basically I thought I just had to duplicate the existing ones for Dunmer... But also seems like A LOT of work, and I'm not sure what I must do in order not to mess up the Body Parts for the original Dunmer. I use the Morrowind Overhaul MGSO 3.0 with better bodies. No other head/hair mods for Dunmer (I do for Bretons though).
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I'm looking into making a mod that disables the returning of perk points upon making a skill legendary. I want to have to go re-obtain the perk points through game mechanics (Deadly Dragon soul conversion, perk point potions, etc). I generally end a game with hundreds of available points that I don't want to spend and I want that process to remain something I have to work for instead of a given. I am aware of the Skill Increase Story Node, the WISkillIncrease01, and the WISkillIncrease02. What I am hoping to do is create a script that detects the number of available perk points upon making a skill legendary, saves it as a global variable, then returns the number of available perk points to that number after everything else has happened. What I know I can do so far: (Note: This Requires SKSE) Create a Global Variable (PerkPointReturnNumber) Script1: float NumberPerkPoints = Game.GetPerkPoints() PerkPointReturnValue.SetValue(NumberPerkPoints) (Rest of Skill Increase Things Happen) Script2: Game.SetPerkPoints(PerkPointReturnValue) So what I'm concerned about is that I'm unfamiliar with how the Story Nodes actually work and where I should place the scripts. If anyone is familiar with how to do this I would appreciate insight into if this is feasible and if I'm on the right track.
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- perk points
- legendary
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Hello, i have been enjoying some fallout new vegas lately. I'm currently about to finish lonesome road. I got to the part where ed-e zaps me and than flies away. So than there are those two deathclaws in my way so i try to shoot them with my sniper rifle, but it sways really badly which is strange since it was perfectly stable a few minutes ago! I look through my skills and stuff and i realise all of my combat related skills went to literal 0. I tried sleeping thinking it's just an effect that will last for a few hours becaue of something, but pretty much nothing helps. Is it because of the special grenade that decreases enemy's combat effectivity? Is there a fix for it? I don't really have spare saves so i'm in a pretty bad situation. I tried fixing it with YUP, but i'm not sure if you have to start a new save to make it work or is there a diffrent way to fix the bug?
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Cannot figure it out how to make lockpicking getting exp with pickpocketing. What script should I write? any help please
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- skill
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I love playing as a thief in RPGs but I've always disliked RNG-based pickpocketing. I want player input, skill, and learning to curve to matter, not rolls of the dice. When you take away player agency, players just result to save scumming until they feel that they haven't been cheated out of the experience. With that said, here's an example of a player skill-based pickpocketing system: The green color that flashes when pickpocketing means that you've found an item on the target, but I would have prefer it if the color was an indication of how close you are to being caught. Green would mean that you're in the clear and if you reached dark red, then you would be caught. The area between the starting point and the yellow notch would be the safe zone. The idea is that you start the pickpocketing and constantly move your cursor in order to stay out of the red. The longer you maintain this, the more time you have to get the items upon letting go, just like the current system. The safe zone is just there to give you a second to get out of the red area and if you let go within the safe zone, then you will automatically be caught. The higher your pickpocketing, the larger the green area is that you're trying to find and stay in. That's my idea for skilled-based, RNG-less pickpocketing. Unfortunately, I don't know how to mod and I'm not even sure if we have to capacity to implement such a system yet. If anything, someone could also just take the lockpicking minigame, replace the textures to look like a hand in a pocket, and upon "unlocking" it, you would be placed in this menu with a specific amount of time to gather items. I'm not particularly picky about what system is used, I just want something that's not a roll of the dice or super easy.
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- pickpocking
- rng
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As we all know getting a skill to lvl 100 is sort of easy depending on what skill it is. However... is there a mod that lets you continue leveling your skill? I'm lvl 35 with my redguard warrior and feels its sort of wasted time to clear out ruins and caves while using two-handed weapons (which is at rank 100). Anyone who knows of a mod of this sort? Which lets you continiously rank your skill?
