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  1. Post # 1 [1.1] GaiaArkA0314 Under Attack The mutaghoulers had breached through the damaged barriers zone, screaming in rage and hate as if driven by pain along with hard orders. The SQuins aimed their tripulserifles to bring down attacker after attacker. Most mutaghoulers were not very intelligent, were armed with basic hand weapons only, but there were smarter ones who used their pipeguns with dangerous skill. The defenders stun dropped some of the enemy shooters, so as to study them later, but would kill most of them or so ran the plan. That was heavy stun pulses for the chosen few but death pulses for most Sharry, of the SQuins, spoke through helmet 2ways to the other power armoured Gaiaregainers there who, like her, were Gaiareseekers as of a special Gaiaregainer unit. "Somebody has been equipping mutaghoulers with makeshift body armour, melee weapons and pipeguns. Seems a crazy thing to do unless the mutaghoulers are scavenging items to pay for such gear." K9herois was in his human shapeform, with some wolfdog features, firing off his quadruple barrelled shotgun. He used it to fire off spinbullets from the upper two barrels and spinslugs from the lower ones, the spin projectiles were designed to do so while going through a smoothbore. K9herois could take the form of a human, a wolfdog or a squat wolfdog human that was good at climbing. Now he was a human in his Gaiareseeker power armour. Blondes, with blue eyes, were Sharry, Shenny, Shimmy, Shotty and Shully being all attractively dangerous young women. Not that these details showed up much in their power armour that sported individual identification symbols. The male human, Le'Nerd, fired off an arrow missile from his semiautomatic launchergun and blew apart a tight cluster of more stupid type mutaghoulers. An enemy spinbullet pinged off his helmet even as he ducked down with a curse. Stanleygo hid in a tree, with a pair of scan binoculars, not shooting so as not to expose his position to the enemy but reporting to the others, their activity, through the 2ways. He wore power armour adapted to fit his geng (genetically engineered) gorilla body. Shenny 2wayed. "This could be a testing attack on our defences with the mutaghoulers being used as expendable cannon fodder." Shimmy added. "It could also be a diversionary attack." The artificial cavern chamber echoed with what was a large scale skirmish taking place. There were some trees, a few bushes, grasses, a defense security wall and some guard towers. Sunlight was coming down from two big sky windows inset into the rocky ceiling high above where it was hotly sunny in a semiarid desert. Solar power panel arrays took advantage of the sunshine and somebody had hung out shirts on a clothes line. The locals had fled into their underground warrens as manoid humanoids. Shotty frowned. "Smells of insider information, of betrayal." Shully spoke. "Could be there was old information found out there, somewhere, but... yes, I support your 'instinct'." The enemy force, such as it now was, broke of the attack and retreated quickly away.
  2. May be impossible with how the game is built but the 5e ability to hold an action. Maybe not rules as written but more of a be able to select a different position in the initiative order.
  3. Hello chaps, I've got a few days off work and thought I'd finally model a SAA to put into Fallout which I've wanted for about 500 years. Not really into the modding scene so have absolutely no idea how to implement the model or animate it so looking for collaborators if anyone's interested? Don't know if this is the right area to post this either . . . Some recent personal projects: http://circle6.net/wp-content/uploads/2017/04/Anubis_wip_002.jpg http://circle6.net/wp-content/uploads/2017/04/galil_final_III.jpg http://circle6.net/wp-content/uploads/2017/04/Nick_Atherton_BEAST.jpg
  4. So I recently made this Colt Single Action Army .44: http://circle6.net/wp-content/uploads/2017/04/SAA_008.jpg . . . . . . Basically I have no idea how to implement this into the game and am looking for collaborators who might be interested in lending a hand. I've also put a similar post to this in another section here. I have a few days to spare and plan on maybe getting another gun of a similar aesthetic/era completed by the end of the week. I would learn the implementation steps myself but am somewhat tight on time and want to be as productive as possible. Cheers, Nick.
  5. So for about a month or so I’ve been having this bug in survival where if I’m dehydrated/hungry, and I eat food or water to fix that, the notification and negative effects don’t go pop up and go away until about 10-20 seconds after the fact. It’s not just with this either, Most notifications, such as the little animation that appears from the “lover’s embrace perk” can take up to a minute to appear after the actual event takes place. Sometimes it will never even happen and the game will just freeze, not crash, just freeze with any music audio still playing. I read that 2 people with the Survival Options Holotape mod were having the same problem, but the thing is I still have this problem even after deleting this mod, so am I screwed? Would like some advice from anyone whose having and especially been able to conquer this game-breaking bug. Kudos! Here’s my load order by the way Unofficial Fallout 4 Patch True Storms: Wasteland Edition Endless Warfare AWKCR Blacksmith’s Crafting Expansion Deadly Raiders of the Commonwealth Deadly Gunners of the Commonwealth Deadly Triggermen of the Commonwealth Deadly Supermutants of the Commonwealth Deadly Ghouls of the Commonwealth NPCs Travel Valdacil’s Item Sorting (VIS) Immersive Hud Lite DEF_UI Core DEF_UI_HUD_preset by GrandSlam063 DEF_UI_Tabs Inventory Tabs (VIS) Plenty O’ Exploration The Beantown Interiors Project Crowded Commonwealth Stumble Upon Interiors Expanding Boston Longfellow’s Cabin Bridge Aquatic Beastiary, Sea Life Aliens of the Commonwealth Rad Spiders World to Come – Quest Mod A Cannibal in Concord The Collector – Bobbleheads Concord Speakeasy – Subtle Changes Ransacked Relays and Shuddersome Subways Quests+ WRVR – New Companion and Radio Station Everyone’s Best Friend (Dogmeat and standard companion) Conquest – Build new Settlements Anywhere Manufacturing Extended Commonwealth Livestock Solar Power Sentry Bot Light Colors Nuka-Cola Display Racks Better Crops Improved Level 3 Shops M.D. Wolfe’s Shipping Services Dave’s Settlement Fast Travel Enhanced Gameplay (Considering Deleting for other reasons) Hardcore Purified Water Overhaul Hardcore Fog – Far Harbor Hardcor Sanctuary Hills Hardcore Radiation Storms Deadlier Deathclaws Survival Options Realistic Ragdoll Force Draco’s leveled NPCs Mod Dracos leveled NPCs Auto DLC Patch Dracos leveled NPCs Far Harbor Patch Faster Terminal Displays Alert Carry – Lower Your Weapon Better Automatron Weapons No Aggro Impact Landing (Power Armor) Non-lethal fall damage (companion mod) Optimized Building Textures Seen Better Days – Player PIPBOY retexture [DN-0] Darker Nights (level 0) Fallout IV Gore Overhaul – 3.0 Settlement Limits Slashed Fizztop Grille – Settlement Ready Far Harbor Workshop Doctor Fix Ron Staples – inventory fix Provisioner Guard Dog Don’t Call Me Settler Open Carry Provisioners No Crafting XP No Crafting XP Automatron Move Power Armor in Workshop! Vault Tec Workshop – Power Conduit and Lighting extension Improved Map with Visible Roads Change Power Armor Interface – Clean Change Power Armor Interface – Green More Map Markers Missile Weight Reduction People are Strangers Loving Cait Loving Piper Pistol Reanimation Pack Vault Booty UNDER-WEAR UNDERWEAR – AUTOMATRON UNDERWEAR – FAR HARBOR UNDERWEAR – VAULT TEC WORK SHOP UNDERWEAR – NUKA WORLD Ponytail Hairstyles by Azar Taboo Tattoo Cut Content Restored M82A3 .50Cal AMR Defense Gun M4 Assault Carbine Improved Minutement Artillery Tumbajamba’s Power Armor Survival Quick Save – No Sleep till Bedtime Liberty Power Armor Lite Version Enclave X-02 Power Armor More Uniques – unique weapons Heroes Revolver (updated and supported) 10mm carbine – nuka world support Alien Assault Rifle Marksman Pistol Fusion Gun Scar-H M2045 Magnum Revolver Rifle M1014 Standalone Shotgun Mac-11 Machine Pistol Laser RCW (Alpha) Grenade Expansion Pack 2 Cargo Buddy Ish’s Respec Mod Deathclaw Armor/Skinning Handmade Rifle Apparel Item Cheat Terminal Immersive Coffee Mod K-9 Harness – Tactical Body Armor Plunketts Helmet Schematics See-through Scopes See-through Scopes – Nuka World .38 Submachine Gun Receiver Tactical Weapon Mods Realistic Sound (OWR-Boston) Old World Tunes Aesthetic Radio Fallout Suite Soundtrack Extended Ambient soundtrack Jihad supermutant test.esp Swearing animals Hey that’s pretty good! – ***** savant sound replacer [English] Full Dialogue Interface
  6. Simple Mosin Nagant M91/30 bolt action to the game.
  7. I've seen the Nazi Vampire mod and it is pretty cool. http://www.nexusmods.com/newvegas/mods/45875/? I would play Captain America Vs Nazi Vampires in the Fallout wasteland http://www.nexusmods.com/newvegas/mods/46109/? but I think a Nazi Zombie mod would also be pretty cool, Feral Ghouls in WW2 Nazi uniforms and using WW2 weapons. I've searched the nexus up and down and the only Nazi Zombie mod I found was for Fallout 3 http://www.nexusmods.com/fallout3/mods/7172/? so what's your opinion.? . . would that be a good idea for a mod?
  8. The only possibility to kill some fiends is to enter theyr territory. But I was wondering to create a small quest:Attack of the Fiends on McCarran. And actually to have defend it.
  9. Greetings, I'm Hironaru. I have decided to delve into modding, out of an obsession to create an immersive bruce lee dialogue set for the player actor. I have selected and edited dozens of sound files and created 16bit .wav files in approximate lengths to the original sound files, and have begun mapping them into a copy of the FalloutNV, under sounds and their respective actions, and placing them in folder groups identical to their original paths and file naming conventions. However, it seems that even though the test function yields positive results under sounds, the action itself no longer retains the reference to the original sound path and file after loading the .esp? ------------------- How do i remap the sounds to their respective actions? Using the "WPNHandEquip" sound as an example? Or, am I incorrect in my approach?
  10. I was wondering if anyone knew how to check if an actor (specifically the player) is performing an action or is no longer performing an action. Like a way to check if the player is using a workbench or if they are no longer using a workbench. My aim is to make the player play a certain animation using "playidle" while they are using a workbench, but when they stop, the idle stops too. The animations I am wanting to use are: idlewriteledgerenter idlewriteledgerwrite sae idlestop I was thinking of using a script that looked something like this: Event OnActivate Game.GetPlayer().playidle idlewriteledgerenter while (???) Game.GetPlayer().playidle idlewriteledgerwrite endWhile Game.GetPlayer().SAE idlestopEndEvent but I wasn't sure how to check if the player was in the crafting menu. Any ideas of how to do this? Any solution (including workarounds if scripting is not possible) are welcome! Thanks in advance!
  11. Currently I am working on some high level conceptual modelling for a sand-box that I am making as a hobby project in my part time through Unity. One of the most important elements of such a game is how a player can act within the game universe / interact with other entities. After some significant reading in terms of social, physical and biological interactions, I found very little relevant to my goals. Some game design documents were significantly more helpful, but were generally at too detailed a level - specific to the types of mechanics and not sufficiently broad enough to assist in my efforts. During my investigations so far I have been considering what types of interactions are possible in a gaming environment and was hoping to get some guidance from the Nexus community. I have elected to approach this in terms of considering the potential interactions in our own universe, or the potential gaming universe rather than the programmed representation of those universes. The reason I have decided to approach it in this way is that it is easier for me to comprehend. Using this approach; to my understanding basically there is only really three forms of interaction Interaction by changing Characteristics of an Entity This involves altering the entity directly by changing it's characteristics; in many ways this could be considered the most simple and easily recognisable form of interaction. Examples include picking up a cup; flipping a switch; inflicting a debuff on an enemy. This relies on clearly establishing potential categories of characteristics of entities and method of change. Interaction by changing Connected Entities This involves altering the entity indirectly by changing physical and logical relationships; this is often the intended result of the previous form. Examples include water sloshing in a cup you pick up; lights turning off when a switch is flipped; a second enemy being altered when their ally is debuffed. This relies on clearly establishing potential categories of interfaces of entities and method of change propagation. Interaction by changing Conditions This involves altering the entity indirectly by changing the conditions in which entities are present or have some form of interface; this often acts to trigger changes in characteristics. Examples include increasing the viscosity of 'water' to try and prevent the water sloshing out of the cup; the inhibition of light reflection to assist in limiting the visibility of objects; the creation of a vacuum at a location to prevent sound from reaching the ears of another character. This relies on clearly establishing potential categories of interfaces of metaphysical effects and method of manifestation. To be honest, this is likely to be largely leveraged through the use of a competent physics engine, with adjustments to account for game universe specific metaphysics (such as how the science of 'magic' might function). While I have been attempting to model interactions in different ways (including Inherent interactions/Action Capabilities, Passively / Actively triggered, Focused on a Subject/Unfocused, Performance/Suppression of an action, Attempt/Execution of an Action) I am keen to obtain input from a wider audience. So I suppose my query is this: What sort of actions and interactions are possible? What do you WANT to be able to do in a game - whether as a humanoid character or as something completely different (such as a horse, a slime or a cloud)? For the PC thread I am particularly interested in your perceptions given the flexibility you have in input mechanisms within an environment with a relatively strong ability to use modding (and therefore a game which is more customisable to the experience you desire).
  12. Currently I am working on some high level conceptual modelling for a sand-box that I am making as a hobby project in my part time through Unity. One of the most important elements of such a game is how a player can act within the game universe / interact with other entities. After some significant reading in terms of social, physical and biological interactions, I found very little relevant to my goals. Some game design documents were significantly more helpful, but were generally at too detailed a level - specific to the types of mechanics and not sufficiently broad enough to assist in my efforts. During my investigations so far I have been considering what types of interactions are possible in a gaming environment and was hoping to get some guidance from the Nexus community. I have elected to approach this in terms of considering the potential interactions in our own universe, or the potential gaming universe rather than the programmed representation of those universes. The reason I have decided to approach it in this way is that it is easier for me to comprehend. Using this approach; to my understanding basically there is only really three forms of interaction Interaction by changing Characteristics of an Entity This involves altering the entity directly by changing it's characteristics; in many ways this could be considered the most simple and easily recognisable form of interaction. Examples include picking up a cup; flipping a switch; inflicting a debuff on an enemy. This relies on clearly establishing potential categories of characteristics of entities and method of change. Interaction by changing Connected Entities This involves altering the entity indirectly by changing physical and logical relationships; this is often the intended result of the previous form. Examples include water sloshing in a cup you pick up; lights turning off when a switch is flipped; a second enemy being altered when their ally is debuffed. This relies on clearly establishing potential categories of interfaces of entities and method of change propagation. Interaction by changing Conditions This involves altering the entity indirectly by changing the conditions in which entities are present or have some form of interface; this often acts to trigger changes in characteristics. Examples include increasing the viscosity of 'water' to try and prevent the water sloshing out of the cup; the inhibition of light reflection to assist in limiting the visibility of objects; the creation of a vacuum at a location to prevent sound from reaching the ears of another character. This relies on clearly establishing potential categories of interfaces of metaphysical effects and method of manifestation. To be honest, this is likely to be largely leveraged through the use of a competent physics engine, with adjustments to account for game universe specific metaphysics (such as how the science of 'magic' might function). While I have been attempting to model interactions in different ways (including Inherent interactions/Action Capabilities, Passively / Actively triggered, Focused on a Subject/Unfocused, Performance/Suppression of an action, Attempt/Execution of an Action) I am keen to obtain input from a wider audience. So I suppose my query is this: What sort of actions and interactions are possible? What do you WANT to be able to do in a game - whether as a humanoid character or as something completely different (such as a horse, a slime or a cloud)? For the console thread I am particularly interested in your perceptions given the restrictions on input mechanisms within an environment with a somewhat restricted ability to use modding (and therefore a game which is closer to the original experience as implemented by the developers).
  13. Hi, I wonder if anyone is making a Puppeteer master mod for Fallout 4? And by that I mean same type of mod as Skyirm has, with animations, and scene set ups, action poses, etc. It would be great to have.
  14. So, all in all, Fallout 4 is a pretty good game with a few things that could use some tweaking. A few of these tweaks have become evident and should be made. Unfortunately, I have no experience with modding. The idea for the mod(s) is that in power armor... (1)When you're looting, it shows better loot than what you're wearing currently with a plus on the side. But when you have power armor on, it has to be better than the power armor for the plus to show up. Because of the long and tedious animation, it is annoying to take off the power armor every time you want to loot somebody. Even with a mod that speeds up the animation, it still takes longer than it would to just ignore the power armor in terms of looting. (2)Whenever you're about to hack, lockpick, and a few other actions, it will say "You cannot do this in Power Armor." Again, it's stupid and tedious to get out of the power armor, hack, and get back in. (Especially if you're in combat.) So as a recap, a mod or set of mods that would fix the looting system and actions in power armor would be great.
  15. I don't know if anyone has reported this issue before or not; if yes, please link me to it, if not, please help. I've been playing skyrim for a while, and have been using mods for a while, but recently a strangle bug has started occurring: Whenever I try to do ANY action done by pressing "E" (Even impossible actions like interacting with/activating a cow), the same box pops up as the one for when you use the tower stone and it asks if you want to unlock or use the tower stone; it's also the same box as when you try to search a dead body with the ring of namira on, (My affected character has both of these) however it presents an extra blank option, which seems to be a "cancel action" option since when pressed the action isn't done. This obviously makes doing things like talking to an npc or opening an unlocked door very annoying. Also when it IS a multiple choice thing, such as feed/seach with the namira ring or unlock with picks or power with tower stone, there is still the extra option. Clicking the extra blank option is the only way to make it go away, only to reappear when i try to do anything. I have no idea what this is, please help. Am using Nexus. LOOT Load Order: 0 0 Skyrim.esm 1 1 Update.esm 2 2 more_Travelers.esm 3 3 WinterholdDestruction.esm ImmersiveBountyHunting_Bandits.esm 4 4 SkyMoMod.esm 5 5 Hothtrooper44_ArmorCompilation.esp 6 6 Skyrim Unbound.esp 7 7 more_Travelers.esp 8 8 more_Travelers-light.esp 9 9 Immersive Weapons.esp10 a ExpandedWinterholdRuins.esp ImmersiveBountyHunting.esp11 b Hunter's Mod.esp12 c ImprovedFood.esp13 d Realistic Wildlife Loot - Reduced.esp14 e drop_skulls_sp0ckrates.esp15 f Equip more Rings (8)_EN.esp16 10 tumbamounts.esp17 11 WantedPosters.esp18 12 Convenient Horse Herding.esp19 13 Convenient Horses.esp20 14 NameYourHorse.esp21 15 SkyUI.esp22 16 The Dance of Death.esp23 17 The Businessman's Guide to Alchemy.esp24 18 becomeahighwayman.esp25 19 ogDiverseDragons2_noDLC.esp26 1a dbzrace.esp27 1b SkyMoMod Lore-Friendly Standard No Dragons.esp28 1c Hothtrooper44_Armor_Ecksstra.esp29 1d merchants.esp30 1e SlowMotionDeath.esp31 1f Smelt Gold.esp32 20 SpearsBySoolie.esp33 21 DwemerBombs.esp34 22 recipeammoarrows.esp35 23 HothFollower.esp36 24 HothFollower UFO Patch.esp If I've missed out any required info, please tell me.
  16. I'm currently attempting to create a script that will trigger when the player's jetpack is in use. Here is what I currently have, however I haven't been able to get the game to trigger the event at all; Scriptname JetpackMode extends ObjectReference Event OnInit() RegisterForAnimationEvent(Game.GetPlayer(), "jetpackStart")EndEvent Event OnAnimationEvent(ObjectReference akSource, string asEventName) Debug.notification("OnAnimationEvent Triggered") if (akSource == self) && (asEventName == "JetpackStart") Debug.notification("Hurrah!") endIfRegisterForAnimationEvent(Game.GetPlayer(), "jetpackStart")EndEvent I have also tried using an OnAction event (to use with the games 'ActionJetpackStart' Actor Action form), with equally lacking success... I've exhausted just about every idea I could come up with and my attempts to use every concievable combination of possibilities has led to nothing, any help would be greatly appreciated!
  17. So, there was already a topic about it, and nobody helped the poor dude, so I will make another or. :smile: So my issue is, I'm using Unnecessary Violence 3, my Action button was bound to Enter/Return, it was working, and the another day it stopped working completely, I did absolutely nothing but walked around dealing with it... And then it started to work for some stuff, but the MAIN thing itself it decided to stop working... I can no longer Change Grip/Switch Grip, Dual Wild and not even make Two Handed become One Handed or One Handed become Two Handed... Using vanilla weapons, I have Marts Monster Mod and some Map mods, I have HUD Status that this mod recommends with the proper ini files... I have all the requirements and have read the Manual and the PDF document, I changed the Action button bind to Keyboard, Mouse, Keypad.... It doesn't allow me to change the weapon status. I also am unable to Taunt people. (I already learned the skill) Some of the Action button things work, the main ones for my character stopped working out of nowhere, no new mods since the start of this game and load order untouched... UV Attack and UV Throw work flawlesly. Could REALLY use some help on this issue... Here is the mod list, don't have many mods ON right now, just hanging there from Mart's Monster Mod installation: http://img.ctrlv.in/img/17/09/28/59cd74943d422.png http://img.ctrlv.in/img/17/09/28/59cd74c752a97.png
  18. I am attempting to remove the ability to activate things like anything harvestable (clams, mountain flowers, butterflys and the like). I'm wondering if that's even possible and if so if anyone has information or knowledge about this subject.
  19. Hello, i have a serious problem in game: my action button (E) no more works... cannot open lot od doors or interact with lot of containers, cannot take object. Some yes and some not. About followers (i use UFO and currently i have 2 followers), dialog menu no more show.... I don't know how to fix this... Please help me. I would like to enter in Ansinvuld but i can't open that fXXXXXg door :D Thanks
  20. Do you want a MOD to the disk around everyone of fans Skyrim, companion? http://imgbbs1.artemisweb.jp/3/idolburuma/img/l1362889635_023663_000001.jpg http://imgbbs1.artemisweb.jp/3/idolburuma/img/l1362889579_023551_000001.jpg http://imgbbs1.artemisweb.jp/2/original011/img/l1165104202_064163_000001.jpg
  21. Want to be able to such as around before Shiriagari such as such as reverse rise in the High bar is also a companion Skyrim?
  22. Skyrim version of "Sephs New Animations" want? My link
  23. Hi and welcome, I've had for long time and idea on mind for a simple althought very immersive speech mod, the idea of the mod might be simple but it seems creating it might be very complex, The idea of the mod: Every time the player interact with a NPC that have dialogue and dialogue options the player get a small ammount of speech xp increased. (It doesn't matter what dialogue option was chosen) The reason behind this idea is for a very immersive merchant-speech roleplaying. So thinking about skills as same as a mage practice spells from different schools, a warrior practice different combat skills, an archer practice archery, an alchemist study alchemy ingredients and creates potions and poisons to increase his skill, a blacksmith creates weapons and armors for level up his skill, etc., and so on all the skills and perks the game offers. For speech (or speechcraft) there are only persuade, bribe and intimidate but those options only happens in some separate cases interacting with certain NPCs and at certain contexts, there isn't a "generic" way to increase speech skill. As an example: Imagine your character runs a business or have a faction and wants to do some free advertising talking to potential customers or potential recruits or just wants to spread the voice about his business or faction, or want to increase his reputation among the people of Skyrim or just is a very talkative person who enjoys constantly being involved in all kinds of conversations and parties. Considering that, don't you think would have sense while talking and talking to people (generic dialogue from NPCs; any kind of dialogue option), through time the player would get better to express him/her self and in some indirect way improve his speech abilities? I know there is a mod very close to it name's Immersive Speechcraft, but instead of picking a specific dialogue option for increase speech, my idea is every time the player interact with the NPC for dialogue (it doesn't matter what kind of dialogue option choose), the player gets a small amout of speech xp. There are so many well made mods that adds different kinds of NPCs to interact with, some really immersive with very deep stories behind and personallities, there is a whole world to explore talking to NPCs... and talking is actually an action and have its own skill tree... I'm not sure my speech mod idea could be fully possible due game mechanics, but a modder always find a way, I know it could be possible in some way, I think it could be done by many different ways dealing with SKSE, papyrus, or any other scripting, or in the worst case even something so absurd as editing every single vanilla NPC in game... xP the important here is to make it work, it doesn't matter what is the chosen path to achieve it. I would be so thankful for your comments, some hints, tips, suggestions, modding knowledge, modding script "tag" words to find the proper scripts to deal with, etc.
  24. I NEED TO SLOW THESE MOBS DOWN. wall of text to follow... I am hoping someone with some knowledge around here could be so kind as to help me, or at least point me in the direction of help so that I might figure out how to fix a recurring problem on my own and possibly share the result of which with others who might enjoy my fixes. My problem is with the large overhaul mods out there. They all have their own charms and downfalls to make them all worthwhile and very enjoyable but after much trial and error I have come to the conclusion that I find Cinders to have a lot to offer for those new to the mod scene, Convergence has the most to show people who want to play dark souls but at the same time play something completely different and Champion's ashes has the most to show people (only on nexus though...because imo EKWRP trumps this) like me who, after so many years of playing, need combat to feel fresh again... SO! My problem is this....Dark souls is easy. Cinders is Too easy... but Ashes and Convergence are toooooooo god damned hard for me to enjoy them for very long even though I really really want to. It's just simply no fun at all to get the s#*! kicked out of me a million times by some random motherf*#@ing pleb mob (or even easy bosses like vordt, for that matter) that I steamroll in vanilla. I tried fiddling with difficulty scaling in HoodiePatcher but quite honestly, that dont do f*#@all it seems. I just need to know what files to edit or get rid of to make the asshole peasants need to catch their breath between beatings so that I can stop torturing myself by trying over and over and over and over. Please. Pretty please, Help me.
  25. Hi. I'm looking for a radio mod for mafia 3. In watchdogs 2, when you leave your car, you can make the radio still play. I'm wondering if there's one available or if someone can help me to make one. Thanks.
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