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Showing results for tags 'toolkit'.
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Hello Modders of this beautiful game ! thank you for all the wonderful cometic mods that makes this game even greater , i have a request if anyone is kind enough to take it , a wearable item to use in accesory slot mod ,with the witcher knife the bolts rope and many things together that would make it seem like geralt is carrying a tools fitting for traveling and killing monsters ! would appreciate it please! thank you!
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Greetings. I am requesting help from scratch to be able to install Toolset in 2024. I would be very grateful if someone with experience on the subject could advise me, since when I manage to solve an error, another 10 appear.
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I, for one, yearn for the day when item repair in the later Fallout games does not hinge on the contrived notion that, while certain vendors can repair absolutely anything without a like item on hand, the player is forced to destroy one item to repair one similar. With that being said, there are numerous mods available that do give the player a better, more immersive means of repairing their equipment, but they are not without drawbacks. There are a few that allow one to use a workbench or an anvil to make repairs, but they still cost money, even if they utilize the player's own repair skill. http://www.nexusmods.com/fallout3/mods/7881/? http://www.nexusmods.com/fallout3/mods/12844/? I understand that the monetary cost is a means of gameplay balance without the need for expendable items. Still, it is unimmersive because it's nonsensical that it would cost money. Another workbench-related repair mod improves the character's repair skill when in proximity of a workbench, which I find to be really neat. http://www.nexusmods.com/fallout3/mods/2024/? Some add craftable and/or purchaseable repair kits to repair items. The gameplay balance comes from the consumption of the repair kits, instead of money. http://www.nexusmods.com/fallout3/mods/16151/? http://www.nexusmods.com/fallout3/mods/17572/? http://www.nexusmods.com/fallout3/mods/19021/? http://www.nexusmods.com/fallout3/mods/4418/? However, they leave workbenches neglected. My idea is to utilize both workbenchs and tools, combining concepts of the above listed mods into something more true-to-life: using tools in conjunction with a workbench to facilitate item repair. Part 1: Option A: There would be a separate inventory item that, when activated, opens the Vendor Repair interface (minus the player having to spend money, of course). Option B: The repair interface is opened from repair kits, themselves, found in the “Aid” section of the inventory. (Given that they are expendable, I wouldn't think it possible.) Option C: The repair interface is opened from the workbench. (There seems a plethora of other mods that use the workbench to open their own interface, so this option seems likely more likely to conflict with them.) Part 2: Option A: Repair kits are functional on their own, but used in proximity of a workbench improves the effectiveness of the repairs. i.e. repairing an item to 100% requires fewer “Uses” of a repair kit, meaning that more items can be repaired before the repair kit is consumed. Option B: Repair kits are functional on their own, but they are not expended, at all, when used in proximity of a workbench. Anyway, this is what I could come up with. Hopefully, this will garner the interest of one or two others, but I'm would be surprised. Note: this isn't intended as a dig at the mods listed above. I'm merely using them as references. In fact, I have most of them installed.
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Hey, So I am attempting to make a new spell for a sublcass I wanna build that will apply a curse to a target that will deal damage and debuff similar to Hex. This spell will be the core mechanic of the class (the way hex is for Warlocks, and Hunter's Mark is for Rangers) so it is my starting point, and it's quite a bit more involved than most of what I need to do. I have spent a lot of time today trying to get it to work, but I can't seem to get the damage to apply. I have the cycle going, It applies the status, both to the enemy and the user, and once the enemy dies it gives me the free cast, but I can't get the damage working. I am pretty sure that this part is happening in the passive, but I can't seem to get it to call properly. Below I have shown Hex, Hunters Mark, and my Custom attempt. IF(HasHexStatus() and IsAttack()):DamageBonus(1d6, Necrotic) IF(HasStatus('HUNTERS_MARK',context.Target,context.Source) and IsWeaponAttack() and HasDamageEffectFlag(DamageFlags.Hit)):CharacterWeaponDamage(1d6) IF(HasStatus('LIFEDRINKER',context.Target,context.Source) and IsAttack()):DamageBonus(1d6,Necrotic); If anyone can help me figure this out it would be awesome. Edit: With some help from reddit, I have dropped the "has status" portion, and simply run it as IF(IsAttack():DamageBonus(1d6, Necrotic) now, and that has applied the damage to cantrips and physical attacks properly at least, however, it is not applying to spells (I tried both thunderwave and magic missile) I assume it would run better if I could get the context part of the function working, the status has to be working or else the passive wouldn't even be there, but I still need to figure out how to get it to do this with spells. I have added the pak in case anyone wants to peek inside. WraithWitch_cc8a12ee-a2d1-fff8-42d9-9f2ff1244224.pak
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