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  1. Im sure by now we should have the tools to create entirely custom assets and textures and not having to rely on replacers and scripts anymore. I wish some of the iconics in the game were a bit more than just higher crit chance, more status chance kind of things but actually unique feeling weapons. One example would be to have a heavy shotgun that ricochets 3 or 4 times basically bouncing off of tons of surfaces and enemies with projectiles flying around like crazy. Another idea could be a tech weapon that chains to other targets when fully charged (not sure if this would be too complicated to pull off? Maybe use some of the same logic that cyberhacks like contagion use to spread???) Another cool idea could be an iconic smg or AR that when shooting enemies builds up charges on the target and once it hits like 15 or 20 charges it either explodes or causes an effect like electrocute. What do you all think?
  2. Can someone make it look more unique, maybe add horns to it as a throwback to BG1 & 2? By the end of act 3 there are NPCs in the cut-scenes running around with he same exact model as it, it has always annoyed me that an ancient legendary helm is somehow copied and worn by normal guards.
  3. just a little thought,, but the unique 357 revolver lucky has a poker 3 leaf clover on the handle and I was wondering if anyone could replace it with a lucky 4 leaf clover given the name and lore.
  4. TLDR: My unique supermutant's new face textures don't work and just appear as the vanilla supermutant textures in the creation kit and in game. Help! Much longer, did read: So I'm trying to create a unique blue supermutant character for a mod. I went through the process of editing the vanilla textures, creating new material files that get their diffuse information from these new textures and then duplicating the vanilla skin, armor addon, and head parts to create unique variants for my character. The body and eyes were simple enough to create new variants of. I simply made copies of the vanilla armor addon and head part and then redirected the model to my new materials using material swaps in the creation kit. The face however seems to work differently. I made a unique version of the head part and used a material swap to tell it to use my new materials but in the creation kit and in-game the npc still has the vanilla, green face. I've tried the following fixes, none of which have worked: -Regenerating the face-gen textures and meshes with ctrl+f4. -Duplicating the vanilla supermutant face mesh and redirecting the material path to my new materials in nifskope. -Creating a texture set file in the creation kit and then directing to it in the head part settings. I'm totally lost on this one, so any assistance would be greatly appreciated. Thanks!
  5. I like to see mods which use preexisting concepts, tweaking and building on them, adding just a few more things 'Uniques' should be the keyword of my request, or restricting game assets to factions. Unique weapons, gear, armour, magic, enchantment, ect. for every faction Let's consider equipment: there's a lot of repetition and generics like every playable faction can use every magic, weapon, enchantment, gear, perk, combat skill, ect... And the player can mix everything in a mash up. Killing the particularity of each faction, things get boring because nothing is unique anymore. Every character be it elf, orc or human can do every magic or craft every gear, ect. Vampires and the dawnguard, werewolf/bear factions are a bit different Example. Only Dawnguard and Vigilants, the silver hand- should possess silver weapons and between them not all should be able to craft the same stuff like weapons, gear or enchantments. Just stuff fitting their purpose with some exceptions to the rule, like giving them the ability to craft *some* common stuff. Same aspects like penalties and bonuses should apply for the player, gaining experience to craft different stuff by joining factions but still with some drawback (e.g. if using daedic weapons and your race isn't daedric) Currently I use already Scarcity, bring my silver and various weapon / gear/improving perk tree mods to get what I want but... Would be nice to have a mod controlling this aspects in depth and more expert than me relieving us from collecting many other mods of this kind.
  6. Similar in concept to the Minutemen General uniform, there should be a sort of endgame, special outfit for any Institute playthroughs. I imagine it as the Courser coat, but unzipped and open with the collar popped. (Maybe a fur lining like Maxson?) The same pants and boots could be used, but of course from the knee up would now be visible. And for a shirt, maybe a sort of bulletproof vest or even a modified, lightweight Synth armor chest plate. It should look like a Courser uniform but with liberties taken on appearance. Very suave, very lightweight, but still tactical. (Maybe the coat could even be white to distinguish from "normal" coursers and to show rank?)
  7. Yeah, lame title for the post... lolz I am working on a mod called "Unique Skyrim Overhaul" which will mix a good portion of my mods together. At the current moment, I have combined Unique Loot, Unique Harvest, and Unique Artifacts so far. Are there any of my other mods folks would like to see combined into it ? https://www.nexusmods.com/skyrim/mods/searchresults/?src_order=2&src_sort=0&src_view=1&src_tab=1&src_language=0&src_auth=misterb1969&src_showadult=1&page=1&pUp=1
  8. www.nexusmods.com/skyrim/mods/19052/? I tried porting into SSE but I had no luck. can anyone help? I really like how this blade looks. I have no idea if the original mod author is even active.
  9. So what I want to do is rather simple, but I have yet to find anything on the Internet that has an explicit tutorial for how to do it, so here I am. I want to assign textures that I already have to a new standalone weapon in the CK. It's a simple Laser Rifle retexture, I just want it to act as a unique weapon. Again, I have all of the textures needed. I have experience doing this with Fallout 3, NV, & Skyrim, but the obvious difference with Fallout 4 is going to be all of the mods that there are for the weapon. Also, I can plainly see that Bethesda has changed the way they handle weapons in the CK since their prior games. Essentially, I need help finding exactly which CK objects will need to be duplicated and modified to create a new Laser Rifle with the new textures. Thanks!
  10. Could someone create a mod that makes it so all NPCs that wear unique items have them respawn if they are pickpocketed from them after like a few days or such. I know a bunch of NPCs already have their stuff respawn after awhile but I'm not sure which ones do or do not. As for weapons I don't think that is important, I just don't want a bunch of major NPC characters left naked for an a eternity. I'd apreciate it as this drives me crazy as I collect everything and I just don't have the skills to do it myself, I only really build things.
  11. The wasteland has been harsh on you let your body be proof of that .. gun shot wounds (varietyburnsscratches and cutssome scars from the facial reconstructive surgerytattoo's , online , or ones you find on nexus with mod authors permission ( as long as the ink turns out perfect I wont give you anything that will look grainy or awful )you will need to have a unique bodyabsolutely risk free will cost 100 caps but ill negotiate to free ... :tongue:In reality im a tattoo enthusiast and artist and its a hard business to get into when your not of the male persuasion , so i do this for fun especially when I see so many people asking real modders to do special orders which takes up to much time for the modders when they have bigger things to do . just leave a comment or PM me , let me know what you want and where :smile: of course this wont be an instant job I do have a life and family but it'll never take longer than a few days max. few hours min . after im done ill upload 'em on my account and you download them . just my little way of giving back to all you great modders and ink lovers . PS : not interested in being popular or anything prestigious I just honestly love doing it <3
  12. Anyone know of a mod similar to PC Exclusive Animations for Skyrim, but for Fallout 4? :)
  13. Do we have any mod to turn generic NPCs to have unique appearance? Or to add some more diversity into facegeom data base. Bandits, guards, soldiers, other folk - clones everywhere. Plus such twins NPCs as Briehl (the Temple of Mara), Sond (Eldergleam Sanctuary), Erikur (Solitude noble).
  14. Hello again, Would anyone be interested in creating a possible series of hairstyles and unique colors? I'm looking for a hairstyle that is long (preferably thin dreadlocks, but I can do without it if it's too much) with one side of the head shaved. Not bald, but just short enough to tell there was hair there. I would also absolutely love for it to be a rainbow dye job. I have been trying to find something like that for awhile now and no luck. I hope that's not too difficult.
  15. 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.
  16. I wish I knew at all how to go about doing this myself, but I think it would be awesome if someone made a powerfist with a chainsaw/ripper attached to it or as a weapon mods maybe it causes additional limb damage or causes bleeding or both. Anyway, I just think its be a lot of fun.
  17. I've looked on Nexus and Youtube, but I could not find anything (maybe I missed it). What I am looking for is a way to make followers have custom bodies, textures and meshes. I love using CBBE and Bodyslide, but it can be a little monotonous for every female character to have the same body. I'd love to get Cait, Curie, and Piper unique body types, or be able to edit them myself. It would be great to have Curie be a bit shorter, Piper have a curvy figure, and Cait with an athletic figure. Is there a way to modify them to have unique body types? I figure it could be similar to Unique Followers. Unique followers makes the textures unique, but still works off the same body type for each character (as far as I understand). I'd make this myself, but I am quite green when it comes to modding. I've played around with the creation kit a little bit, but not enough to make a decent mod (a few basic retextures here and there, but nothing to brag about). Would this be possible? How difficult would it be? Would it conflict with mods like CBBE and Bodyslide or be able to work with them?
  18. I'm just curious, say I am working on a mod and just had a great idea to add in leveled lists some Unique NPCs to be callbacks to Legends. If, say Tyr or Legate Cassia, was given Unique status, was added and they spawned from a leveled list and subsequently died, would they ever spawn again? Or would they be dead permanently, regardless of the fact they are in the leveled list? To follow that up, say they spawned, didn't die, and got to go on their merry way? Say like if they spawned in a Civil War prisoner escort encounter. Would they still be able to spawn elsewhere, since these NPCs tend to despawn when the player is some distance away? Just asking. Because that'll determine if I bestow Unique status to these NPCs.
  19. So after a brief search on the forum and an extensive search in the actual fo4 files i was wondering if the unique named weapons such as the Last Minute and The Deliverer are in the model files as their own unique items or are just a mashup of the parts and named. i would like to extract the 3d model of the Last Minute and 3d print it/ build it for a cosplay
  20. Hello Nexus! I am nearly complete with the first stage of a mod I have yet to name, which will include 10 unique, hand-placed, one-handed swords into the game, each with a unique appearance, effect, and location. These will be over-powered by vanilla-game standards, but should fit well within other mods. They will also require players to go out and (re)explore the world, get to hard-to-reach places, and find the unique structures surrounding the swords. The abilities of the swords are sometimes complex (two of which require my own scripting), but are very unique and true to the swords' lore, location, and aesthetics. The lore will be seen in-game with a book in the city of Whiterun, which also hints towards the locations of the swords. The 10 swords are already textured and are complete aesthetically, 8 of the enchantments are complete, and 5 have been placed into the world. I hope to upload this to the Nexus as soon as all 10 swords are complete and in-game, and testing proves the mod to be completely functional. Afterwords, I hope to add even more content, including an armor set in the works, my take on the Battleaxe of Hatred, and more. I have used many modders' resources to help me get to this point, and will credit them upon posting of the mod (Ghosu, InsanitySorrow, and Gizmodian for various resources). I will add an image of one of the more visually-appealing swords, the Shard of Lorkhan, which contains elements from two of the modders listed before (I apologize if the image quality isn't great). I am posting this both as a bit of a teaser and proof-of-concept, as well as a way to see if you, the modding community, would enjoy playing this mod. Let me know if you would enjoy this mod! Thanks!
  21. Recently downloaded the Unique Companions Mod, which was cool, I got to create my own follower and whatnot, however, I wanted to go on the Construction Kit and change a few things and I realized that my follower doesn't have an editorID to find. I've checked through the active mods and checked the master data that the mod was connected to, but couldn't find anything. please help me not stress on this matter! I'd like to say I'm pretty competent about these kinds of things, even though the present situation doesn't quite do myself justice haha in any case, just point me in the right direction and I can figure it out from there. thank you in advance!
  22. Hey guys, so this is my first request, and I'd like to ask if anyone could make a set of shadow/darkness armor (preferably heavy armor, but why not both heavy and light ?) with shadow/darkness visual effects, like the Sinister Shadowmere from http://www.nexusmods.com/skyrim/mods/8841/? but a little more darkness and shadow effects. I don't have a specific look I want, but if it would look sinister and possibly evil and be somewhat lore friendly (could look like Daedric armor set for example) that would be appreciated (not too evil with like devil wings and horns, unless it's optional). That sounds like a lot of hard work, but if anyone's willing to do this, please tell me. Edit: Also, I would appreciate it if it didn't cover the whole body like the Ebony Mail, or at least not be as dark (being able to see the actual body instead of just darkness and silhouette).
  23. A "classic" knight armor, non power-armor. Could fit decently well into fallout for melee characters & would make sense to be found in either Hubris Comics, nuka world (maybe) or the Minutemen Fort. Similar stats to combat armor (same or slightly above) with light medium & heavy versions: Ranging from a more chainmail suit at light tier to a fully plated armor with few gaps at heavy level. Possibility for faction symbols on the suit would work really well & a possible darker color for shadowed modifications. A set like this could also allow for the possibility of unique variants scattered around the map. I can't think of any enemies that this set would make sense to be found on (maybe b.o.s but would remove the tech-based theme they have). (Both genders, female version not skimpy)
  24. It would be great if someome could make a mod that allowed legendary and unique item effects to work while in power armor. You don't remove them to enter the power armor, they're still equipped, you didn't strip down to your undies to get in...
  25. Below is a description of my mod and the ideas to make it more interesting to play, any other contributions are welcomed. The mod page is http://www.nexusmods.com/skyrim/mods/76314/? Author:redrakiton125 Collaborators: Ideas(the ideas were taken from the posts section of the mod): Animator95 said : I really like the deadric prince quest-line idea but i'm not a modder so i couldn't help you with it. The extra dungeons are always welcome and i'm not against a passive power as long as it's not over-powered. And for the Alduin training idea would only be useful for people starting over or if they haven't beaten Alduin yet, so i think it's the least favorable idea. evittalex said: I believe an idea along the lines of "Include dungeons that give the player a balanced passive-ability as a reward for completion" should be the focus of this mod, and other ideas (such as your Alduin one) should be focused down a separate mod. raresmocanu said: I don't really recommend the new worldspace ideea. There's plenty of that already . Skyrim itself though is pretty empty in comparison. People training the Dovahkiin for the Alduin battle poses two problems: People that have already done the battle and people like me, that don't really want anything to do with the main story. I usually try to play as much as I can with the ideea that my character isn't the dovahkiin, but a simple adventurer, for a more sandboxy experience. I honestly have no opinion on daedric quests. They ARE lackluster in vanilla Skyrim, but they never interested me in any TES game. Also, I would reccomend not giving passive abilities as rewards. These tend to stack up an OP the player. I'd focus more on the story, having some sort of cohesion between these dungeons. Shiny baubles are aplenty in TESV. Good stories are not. Alas, I can't really mod myself. I'm willing to help with design (and, why not, the story), but CK work is out of reach for me. Edit:Why not use these dungeons to implement some armor mod from the nexus? Seems like a reward enough. Cueyo123 said: Honestly, I find the new dungeon idea to be really interesting. After playing through all of the unique dungeons in Skyrim itself, I feel like I haven't seen that in a while on the Nexus, and hence I would welcome it- as long as the passives aren't overpowered. There ideas will take this mod further! New ideas or variants are always welcomed Thank your for your contribution Discover The Red Dragon’s Tomb and the hidden secret within.Yourjourney will start by the delivery of a letter from a mysterious man that goes by the name of the Unknown Scholar.After you will read this letter you start the search of the tomb that is somewhere in the vicinity of Winterhold.You will discover that the Red Dragon has some surprises in store for you and your companions. 2.Your opinion matters This not just a commercial for me, your opinion really matters and helps me understand the way this mod will evolve. The Modding Community is powered by the people who enjoy playing it and create it! So let's make our ideas reality and have fun! You will decide how this mod continues, I almost hear you saying “How?” It’s quite simple really, you can decide on the following ideas that I already have, or propose new ones: - create a new world space add more quests and npcs that will train the player before facing Alduin. - create another 4 unique dungeons to explore in Skyrim like the one in the mod and receive special powers. - if anyone is willing to act we can transform this mod in daedric quest using Molag Bal and Mehrunes Dagon as the masters of Alduin. - any other ideas are Welcomed Thank you
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