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Showing results for tags 'stat'.
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can someone make modifiers to decrease base values for: Swim, Sea glide, Seamoth, prawn etc.. ? Values like: speed, damage, hp, depth scaling(change max depth by % if it can be done) The reason for this mod is that there are mods that give extra upgrades for speed etc. with is awesome but kinda op, and if base values were half'ed or something those mods would act as progression prolonger instead of god like stuff
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In a nutshell; there are a few mods on the Nexus that allow the player to increase their SPECIALs and Skills past their vanilla limits during Level Up, but there are no mods that keep the vanilla limit, but allow for the various temporary ways to increase your Attributes and Skills. In other words the mod would: Make no changes to the level up process, the characters permanent base SPECIALs and skills Vanilla limits of 10 and 100 respectively would be kept as is.SPECIALs and Skill bonuses from armor and wearables (Like +STR from power armor) would be added to a characters SPECIAL of 10.Consumables that increase SPECIAL, or increase Skills (Like magazines) would also be added and compounded with the bonus from armor and wearables.Perks that add SPECIAL or Skills would add to the base number, but any perk that would permanently increase a stat plus 10 should be prevented. (Such as Intense Training).Implants that increase SPECIAL should effectively be considered as permanent temporary buffs and should allow stats to go over 10. (This would be my personal preference and it's arguable that the better balance would be to prevent implants that allow SPECIAL over 10.)Preferably: The mod would be script-based for maximum compatibility with items added by other mods.For those SPECIALs and Skills which do not add an actual benefit after 100 because of scripting limits or game design: SPECIALs would be distributed into their associated skills, Skill bonuses adding greater than 15 past the 100 skill limit would add a SPECIAL point to their associated Attribute. (For example; a skill of Survival boosted by a modifier of +15 from clothing could add an Attribute of 1 Endurance.SPECIALs or Skills bonuses that have no effect or an undesirable effect past 100 or another reasonable limit could be transformed into modifiers for reduced damage, a modifier to Caps gained, or a buff to reputation gains, etc.The WHY? This mod concept has been requested on the pages multiple mods that do similar things, but none of the mod authors are active, nor has anyone picked it up.It's a relatively simple an unobtrusive mod that re-enables a fundamental game design feature back to endgame, or specialized characters with builds who have already surpassed the hard limits imposed by the Vanilla design.This concept could also be ported to Fallout 3 or TTW.This concept could be added as part of an overhaul mod (Although I would prefer it be separate).
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Is a SCOL technically the same as a PreCombined Cell?
- 26 replies
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- scol
- performance
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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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Could someone make a "perfect" personal combat Sim that will add the effects of every other Sim at the 3 tiers or at least the highest tier so you get the 4 hp, 33 dodge, etc? Thanks!
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As the title says, i was curious if anyone has information on a mod that makes it so that i can see the stats of weapons before i pick them up? I.E. if i killed a raider and wanted to see the stats of his pipe rifle without picking it up. Same thing for armor too. Just wastes a lot of time imo. thanks.
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There is an option in bokauk's wonderful toolboks that you can reduce the willpower penalty of critical wounds down to 0. I was thinking perhaps it could be taken even further as a modlet, for example, recieving a critical wound gave a willpower bonus of +5 instead. Why? Well, There is a saying: That which does not kill you, only makes you stronger (well, unless it melts your legs off - then it just makes you shorter) Perhaps the experience would stengthen their resolve instead of weaken it. A soldier lucky enough to survive - and make the lengthy road to recovery back from a critical wound, would be able to say "I've survived worse, this is nothing, this aint gonna kill me." either that or they could be out for some serious payback. Either way the reasoning is that the experience would harden their resolve and it would also be some measure of compensation for having a key soldier out of comission for over a month. I know permanent willpower reduction is a realistic interpretation of irreversible trauma and PTSD, but realism arguably would also include the years of follow up surgery, rehabilitation, physio, prosthesis etc. Realism is optional when it comes to G.I.-Joe action heroes vs the Martians'. Whats important is the ability to choose how you want to play. In terms of balance It would not benefit soldiers with second heart gene mods as they don't recieve the permanent critical wound debuff when the go down, and that makes sense in it's own way also, no risk no reward. It would be hard to abuse (unless you save scum) as grinding this mechanic would be risky gamble at best (+5 willpower and up to/over a month in the infirmary vs death). In terms of implementation I'm guessing it could be as easy as editing the value from -15 to +5. Can anyone confirm this? Also what would be the interest in such a modlet if it was made?
- 2 replies
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- critical wound
- stat
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So, i was thinking of making a mod that has rings that give the corresponding races stats/abilities. i.e.: "Ring of the Altmer" +50 Magicka +50%Magicka Regen Rate (Since idk how to make it give you highborn power) and +10 Illusion i.e.: "Ring of the Khajiiit" +15 Unarmed Damage - Night Eye - +10 Sneak Just throwing it out there, of course i would make something you need to fight to obtain these so it isnt to easy to obtain them. I want to make one for each race. If someone has already made this than sorry for posting this. I just thought that this would be a way to do something becuase i def need to contribute. ive downloaded so many mods and dont contribute. Sound okay? NOTE: There will be no new meshes and textures (Unless somebody wants to make them for me, ill credit them than) becuase i have no idea how to make them.
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Hi guys I've been trying to create a mod for myself for another playthrough and it is about creating a standard of NPC values. I understand that a child, an elder and an adult shouldn't have the same health but a NPC having 1000 health and another having 100 is so unfair. The leveling system gives better armor to your enemies as you level up anyway. What I'm trying to point is there should be a standard of health (and other values) in the game say 50 to 150 or 100 to 200 and it should be varied around these values. So a mod like this should be appretiated a lot. What are your opinions?
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Looking for a mod that would show stat changes during smithing. like when I'm crafting a helmet and itll say 20 armor on the helmet. but it doesn't say what my current armor of my equipped helmet is, so i have to keep switching back and forth. thanks for the help
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Hi ! It would be nice to have something like number/detailed stats mod. It would be great if you could see NPC s health in numbers. Also it would be great if you could see their level. And seeing your dealt damage would be great too. It can look like this : The red health bar, that is normally in the game, would have two numbers in the center. Those would look like "health"/"total health" for example 70/100. Right under these numbers would be a number as well , showing the level of the NPC. And the damage can be shown anywhere on the screen.
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I think the implants should not be bound to attributes of a character, what if I am netrunner that wants to compensate lack of strength with gorillas hands and survival with second heart, but no, you don't have enough strength. Removing the lock would bring more immersion without need to hack stats.
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- mod request
- cyberpunk
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Is it possible to change the way skyrim's 3-4 stats regenerate ad drain from their respective pools? For example, If I wanted to make magicka/stamina regenerate slower the more you used and drain fro health if you tried to cast/power attack at 0 of either(+having it stop at 10 HP or if you don't have enough health to cast/power attack so it would only kill you if you had Exactly enough health to cast/power attack)? In another way, is it possible for shout cool-down mechanics to be changed so that the script instead drains the cool-down "value" from stamina and gives shouts a 1/3/5 second cool-down to prevent derping the physics engine? Or is this stuff hard-coded and unmodable?
