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  1. A has Spanish culture in hammerfell and B has normal Yokuda culture and north africa
  2. First of all, I would like to express my gratitude to the fantastic modding community of Baldur's Gate 3. There are so many beautiful, elaborate, and game-expanding mods out there. Yet, I haven't found one that helps me with my issue so far. So here is my request: I noticed that you can't modify Shadowheart's deity (Shar). Whether it's through changing classes with Withers or using a mod like "Appearance Edit Enhanced" by @Eralyne. (Spoiler: Even if Shadowheart Is it possible to create a mod that unlocks the option to choose a different deity with Shadowheart? This mainly concerns the dialogue options in the game, which vary greatly depending on which god you serve as a Cleric. If someone could do this, I would be soooo happy. Thanks for reading <3
  3. I'm proposing that our game with the power of our community needs to fix upon Bethesda's writing and mistakes. Giving us a voiced protagonist was already a big mistake cause I don't think the actors want to be harassed and taken to record lines for a mod. Here are my ideas on Redesigning certain quests. Sanctuary Now in the beginning, its customise character, interact so your characters say a bunch of random things, wait for vault tec guy to come, give special stats, interact with the baby and run to the vault and go in the pod. Linear and doesn't encourage any exploration. Now here's my idea. You start up the game, I would almost want to change up the beginning. It goes "War. War never changes. In the year 1945, my great-great-grandfather, serving in the army,(cutscene change) wondered when he'd get to go home to his wife and the son he'd never seen. (Cutscene change) He got his wish when the US ended World War II by dropping atomic bombs on Hiroshima and Nagasaki. (cutscene change) The World awaited Armageddon; instead, something miraculous happened. We began to use atomic energy not as a weapon, but as a nearly limitless source of power. (cutscene change) People enjoyed luxuries once thought the realm of science fiction. Domestic robots, fusion-powered cars, portable computers. (cutscene change) But then, in the 21st century, people awoke from the American dream. Years of consumption lead to shortages of every major resource. The entire world unraveled. Peace became a distant memory. It is now the year 2077. We stand on the brink of total war, and I am afraid. For myself, for my wife, for my infant son - because if my time in the army taught me one thing: it's that war, war never changes. Now here is what I would do and I'll explain why "War. War never changes, In the year 1945 US forces were fighting through mud, blood, and rain on all fronts hoping that one day, there will be no fighting, no death, no sacrifices. Their wishes were granted when Atomic bombs dropped and consumed Nagasaki and Hiroshima, therefore preserving the lives of young and proud Americans but at the cost of many innocent casualties. The World awaited Armageddon; instead, something miraculous happened. Through the works of science and research, the US began using atomic energy but not as a weapon, but as a nearly limitless source of power. Many people enjoyed the luxuries once thought the realm of science fiction. Domestic robots, fusion powered car, portable computers, multi-billion companies. However, that dream wasn't meant to be. The start of the 21st century saw people awoke, years of consumption lead to shortages of every major resource. As the Streets rioted, companies lost stocks and peace was but a distant memory. Weapons of mass destruction were created as well as fusion powered suits of armor. It is now the year 2077 and war brinks upon Boston and knowing one day, the communist will pull the trigger. Your story begins in a small island town called Sanctuary with your wife and a newborn child. Though you enjoy all that was given to you, all of it will fall under a long distant memory because war, war never changes" So what I basically did was remove all the points that relate to the character because it doesn't make the game an RPG that way. Keeping it simple will make sure that the rest is for you to decide. I talked more about US fronts and a few English techniques. Talked about the birth of new technology and the fall of it, as well as the outcome. the memory I used as a symbol because Sanctuary means that it's a safe haven and is suppose to move away from all the 'riots' as shown in the cutscene. Memory is used to reflect upon what you used to have and what you won't have since you all know that the bombs will be dropping. The opening should be long and set up the story. Since this was before the bombs dropped, I decided to keep that context of that and recall some of the war history of 1945, as well as the discovery and uses of atomic energy. Instead of being named Nate and Nora, its just you live with your wife and newborn child. NOTHING TOO SIMPLE AND REVEALING. Now you start normally, recall that war never changes but the line with "your gonna knocks them dead at the veteran hall BS" remove the line. Instead, it will pop up on the screen with, "we're gonna be late for our survival training, so get ready and stop hogging the mirror." You build your character and head off. You interact with the items and then you get a doorbell. Not vault tec guy but one of the local marines pick you up and takes you to the National Guard raining Yard. If you take the Vertibird, you will ride on the side pilot seat and through the flight, you can talk to your wife/husband and the solider. Ask the soldier questions about himself, the course, why it's needed and some sarcasm. Expansive dialogue and interaction help you to get to know the important ones. Interacting with the wife doesn't do much. you get generic answers and stuff like, "I'm your wife/husband, nothing more to say". "hope our kid is doing well with Codsworth" small things to not reveal much. In the background, there are riots that can be heard and some chatter to show views on the situation. You then arrive at the place and you land on the helipad and you proceed walking into the building, you see a bunch of people lined up all from different town and areas and you can interact with them and they share their views on the whole situation and the program. You then go see the Solider with papers for you to sign. Before you do, you can ask questions again opening up people's views and you pick your special stats and name them. Next, you head off to a theatre room where you listen to what you'll undertaking and it benefits. After the briefing, you get a custom computer similar to the cutscenes and you fill out skill tags and your traits, so that means the be exceptional mod needs to be on this. You proceed outside. You then have a choice to skip the tutorial if you know what you're doing or go with it. Your first objective is using the weapons of course. you can an issue 10mm pistol and a combat knife. you learn shooting targets and dummies. Lectured about the side effects of radiation, the benefits of stimpacks and drugs, knowing what armor to wear, modding weapons to make them stronger and repairing armor and finally you get to see the power of power armor and it's capabilities. you ask questions how you get it and give answers. You then go back to the sanctuary to find out a vault tec guy getting into an argument with Codsworth, you then go onto to say you been selected into the vault but the robot can't come. Told more info about it and views on current issues. go back into the home if you want or go around town and discover what there is to do, that's where you walk normally and not restrictive. each member of Sanctuary is unique and has some story. After spending time, you hear about a news report like normal in whatever house you're in. you then go back into your house and say you need to get to the vault, plays normally and then your in the vault. Now things change at the vault. Instead of linear and fighting Roaches, you actually see many different rooms and all until you reach the bottom floor called "cryo chambers". spouse starts having worries and some others too while others are excited. Plays out normally and Kellogg kills your wife. You wake up and take the ring of your dead spouse or if your medicine skill is high, you can diagnose and find a way to bring her back later where I can expand on what I would want in this section. Now you're finding your way out of the vault, you head back to the elevator but find out you need to find a keycard, no marker to indicate but gets you to go explore the vault, learn about it. You then go onto finding the dark secrets, if you want to and find out everyone died in the vault, you go and fight roaches but then as you progress, you find an infected vault security guard who turned out to be a ghoul and you ask him what's been happening. you can kill him but also the reason why you should be trusted. you then go off and he helps you find the other keys and lead you to the overseer office. you find skeletons and hostile rogue ghoul security that only attack you and he explains that they don't like humans. As you approach the overseer office, the ghoul officer explains everything that happened and he gives you the 10mm pistol off the desk and also vaguely explains about the cryolator but doesn't name it. you then find the pipboy and take it normally and you and he get out of the vault or just yourself. you do final things and reach the surface, you express and pant a bit and then after the music, the ghoul comments on what a world this used to be. He then decides to part ways and find out what's been going on at his home of if its around or if you have a high speech skill, you can reason with him to get to help you and stay at sanctuary and become a companion. Now how would it work? I'll have to mention that another time but let me know your thoughts of this idea and try to make something like this. Thanks
  4. Just some advice, please. I use a controller, and I use "Full Dialogue Interface" for FO4. But I get inconsistent menus. I'll approach a modded companion and get 4 conversational choices - none of which are trade. Yet approach them again and the Talk/Trade/Cancel/Follow menu might pop up. I can't grasp how I can guarantee getting the trade menu to arrive. Is it a distance thing? Or random luck? Thank you.
  5. I am trying to write a script for a perk mod that I am creating for werewolves. I am trying to make it so that based on who the player feeds on, certain perks will open up for them to choose. When I compile this scrpt, I get the error: SirBeastInnocentorImmoralScript.psc(29,11): type mismatch on parameter 1 (did you forget a cast?) As well as user flag hidden errors. My script is below. Scriptname SirBeastInnocentorImmoralScript extends Quest ;IDS Float Property SirBeastFeedImmoral Auto Float Property SirBeastFeedInnocents Auto Quest Property SirBeastFeedingInnocentORImmoralQuest Auto Quest Property CompanionsTrackingQuest auto Faction Property CrimeFactionEastmarch Auto Faction Property CrimeFactionFalkreath Auto Faction Property CrimeFactionHaafinger Auto Faction Property CrimeFactionHjaalmarch Auto Faction Property CrimeFactionImperial Auto Faction Property CrimeFactionKhajiitCaravans Auto Faction Property CrimeFactionOrcs Auto Faction Property CrimeFactionPale Auto Faction Property CrimeFactionReach Auto Faction Property CrimeFactionRift Auto Faction Property CrimeFactionSons Auto Faction Property CrimeFactionWhiterun Auto Faction Property CrimeFactionWinterhold Auto ;Code Function Feed(Actor victim) If victim.IsInFaction(CrimeFactionEastmarch || CrimeFactionFalkreath || CrimeFactionHaafinger || CrimeFactionHjaalmarch || CrimeFactionKhajiitCaravans || CrimeFactionOrcs || CrimeFactionPale || CrimeFactionReach || CrimeFactionRift || CrimeFactionSons || CrimeFactionWhiterun || CrimeFactionWinterhold) SirBeastFeedImmoral = SirBeastFeedImmoral + 1 Else SirBeastFeedInnocents = SirBeastFeedInnocents + 1 EndIf EndFunction
  6. Hello there guys and gals! I was just wondering on what everyone's opinions were on the matter of CBBE vs UNP? I myself have never used UNP but I am thinking about moving to the UNP, the reason being I am more than likely going to be doing a clean install of Skyrim soon and I'm thinking about mixing it up a little. Another reason being the "The Book of UUNP". I have looked through some of the armors in that and I really like what they're doing! Also the Immersive Armors mod has a UNP option the installer, not sure how well it works but its worth a shot :). I was hoping on hearing some other peoples input on the matter to help me decide what to do. Thanks P.S. Sorry if this is not the right place to post this thread, first time posting on this site :'), sorry for any inconvenience.
  7. Heya, so i recently came back to starbound after a break and i had an idea for a mod that as far as i can tell, hasn't been made yet. My idea is to give the players the ability to choose not just their race and appearance at the start of the game, but to let them choose all of the other related styles aswell such as: ~ Their Ship ~ Their Ship Pet ~ Their Ships's VI ~ Their Crafting Style ~ Their Speech Style And i think it might also be a good idea to have an option to temporarily hide the clothes during character creation to be able to see some of the options that are normally impossible to tell the difference between because they are hidden by the clothes such as human bras. I think it would let you create much more diverse characters and let people have more of what they want. If anyone would like to make this mod please feel free and let me know!
  8. I'm not sure if this exists or not, but since I have been looking around for a while now with no results, I'll assume it doesn't. I'm looking for a mod that allows me to freely distribute which wings/add-ons to add, as in, instead of choosing between three for each side, i want to be able to choose freely between them and which side I want them on, so i can , fr example, create a house with a greenhouse, a library and an armoury.
  9. Hello all, I apologise in advance for this post, I have only recently upgraded my rig (first time in 5 years) to a level where it is able to play skyrim I have a GTX 970 now and I think it should be able to deal with Skyrim with some mods. I am looking forward to playing Skyrim and want to play the best possible version so i have gathered a list of mods which i would like to add (from various top ten mods etc...) I would really appreciate if anyone can throw some advice on any additional mods that would enhance the game significantly and also offer advice on the list if there are any incompatible mods or where i have to choose between a couple of mods that do the same thing. TLDR :- Advice on mod list below, compatibility issues, additional mods and help on choosing between two mods Thanks a lot and again apologies for the long post UI SSKE SKYUI A quality world map – with roads Even Better Quest Objectives Categorised Favourites Menu Better Dialogue Controls Better Messagebox Controls Patches Unofficial Skyrim Patch Unofficial Dawnguard Patch Unofficial Hearthfire Patch Unofficial Dragonborn Patch Unofficial HD Dlc Patch Project Optimisation Stable UGRIDS Visual Realvision ENB Pure Waters or WATER or Realistic Water 2 Realistic Lighting Overhaul or Enhanced Lights and FX Improved NPC Clothing Skyrim HD Skyrim Floral Overhaul Dat Grass or Grass Field or Lush Trees and Grass Realistic Smoke and Embers Enhanced Blood Textures Static Mesh Improvement Mod Ruins Clutter Improved Better Dynamic Snow Immersion Climates of Tamriel or Pure Weather Sounds of Skyrim dungeons and the wilds Interesting NPC’s Wet and Cold Guard Dialogue Overhaul Immersive Patrols Run For your Lives Content Immersive Armors Immersive Creatures Immersive Weapons Amazing Follower Tweaks or Extensible Follower Framework or UFO Apocalypse Spell Package Cloaks of Skyrim Convenient Horses Legionettes Armoured Skeletons and the Walking Dead Bandoliers Warmonger Armoury Wearable Lanterns Unique Uniques Winter is Coming Cloaks
  10. I know little more about modding than adding them with a mod manager... But I wanted to get some ideas out there to see if it is something that can be turned into a mod, or if it's good enough to convince Bethesda to add into fallout 4 I wished that tag skills had more meaning than a small boost, I wanted them to describe the history of the character and I thought that each skill should have an ability assigned to it and tagging them gives you that ability... For example, I wanted to play like naked snake in MGS3, and wished that I could perform some CQC with my pistol equipped.. The closest thing I could get was awkwardly fumbling the ranger takedown move by unequipping my pistol, but that never worked consistently It got me thinking of skyrim's shout system, I thought if VATS could be separated as a default power, or maybe a beginner quest to acquire, that the button could be mapped for powers.. Just like skyrim's shouts/powers.. Since I only use the controller to play. I don't have all of the powers figured out yet but will leave it up to others more creative to work it out. But to start the brainstorming process.. They would all have varying cool down timers Unarmed: quick takedown Melee: stunning boomerang, or perry quick kill/damage boost Survival: dodge roll (invincible animation) Guns: bullet time Energy: same as guns Science: shield boost (blocks fire/energy attacks) Sneak: assassinate or camouflage (resets detection status to unseen when out of eyesight) Explosives: quick defensive mine, conical blow back effect Barter: scatter caps (calms enemies for short time) Speech: silver tongue (turns human enemy to ally) Repair: over-clock equipment (short armor and damage boost) Medicine: morphine shot (no stagger or crippled limb effect) Lock pick: ?? Auto pick?? This would also open up a path for perk powers or context powers, like climbing or shooting an under barrel weapon ( grenade-launcher/shotgun/bayonet/flamer) Anyway it's something to ponder on I figure somebody else has to like thinking of ways to better their favorite games
  11. I was wondering, what factors into the choice NPCs make on equipping spells? I've been trying to get my follower to use fireball instead of that stupid small ice spike thingy, however no matter what I change it just doesn't work. I've also tried creating an overpowered version of fireball with minimal cost for it, but it still won't equip it and would prefer lightning strikes instead. It seems to me that followers would prefer spells in this order, assuming they are of equal tier: Shock>Ice>Fire, and unless they are forced to do so(Such as fighting an enemy with elemental resistance) they will seldom switch to fire spells...I thought it'd be more fun to have followers use a variety of spells instead of just spamming that same old spell when they have more than 20 spells to choose...So I was wondering does anyone know how to add "spell diversity" to NPCs or followers? Never heard of such a thing before, though I thought I might try :) Thanks in advance.
  12. Late game in Skyrim. Here comes Hermaeus Mora appearing to you as 'the wretched abyss,' gloating all over the place about how your free will is an illusion and he'll be in your mind anyways, and hey, want to be my champion? This proceeds on into opening the the vault with the various blood samples, and then you've got this incredibly dangerous book of secret knowledge the use of which will actively advance the interests of an altogether wicked and evil creature, and... "Hey, sounds good! Let's use it for free bennies!" And I sigh. I know, I know, I can always just drop the book and not use it if my character really wouldn't do so, but that's extremely unsatisfying, not to mention not actually solving the problem of this dangerous book full of secrets that the more people know, the more it serves the aims of Hermaus Mora. Sure, I could drop it into the ocean. No guarantee it won't wash up on the shores a few days later. The book must be destroyed. So. How hard would it be to alter this quest to give the player a choice? I figure there would be two primary branching points: the first would be at, "Hey, collect blood samples for me," and would have the player realize, "Actually, a seal that requires blood magic to break is getting into pretty shady territory. No. I'm not helping you do this." After which the quest is permanently, irrevocably failed. The second would be after Hermaus Mora's final appearance, after his "nyeener nyeener nyeener" speech, assuming the player told him to get bent. It would involve the player character realizing that she'd been kind of a moron to assist in this project, and OK, I made this mess, I better fix it, which then leads to actually taking the book to be destroyed. You'd need to figure out how to destroy it, and where such a thing might be done, then go there and get it done, all the while evading the Daedric Prince's agents who would really rather you didn't destroy this source of forbidden knowledge that actively makes their lord more powerful by the spread of the knowledge contained within. I'm interested in making a mod that does this, but I've never made a mod before, and I want to know if something like this is even within the realm of possibility for someone who is a complete newbie to this sort of thing.
  13. Instead of learning how to make mods, there could be another way to have a mod of your own choices.
  14. Alright, I have searched far and wide for a mod that does something like this, and I swear to everything good and holy that I saw one once. I don't want to be the harbinger of the companions. Vilkas isn't even the dragonborn and he gets to make that choice. I really like the whole roleplaying aspect of playing in the companions, but I'm not always playing Mr. Perfect. My companions characters tend to be drunkards looking for coin, dumb muscle, or even if they are technically qualified to be Harbinger, they're too humble to want it. And yes, I can technically just not complete the quest, but... that leaves no harbinger. I want Kodlak to be cured, I want to be able to marry some companions, I want to help Farkas be cured of Lycanthropy after the main quest. I like the NPCs and I want to help them, but I absolutely hate being forced to take control. I want a mod that makes Kodlak just give me more power to elect a new harbinger. I'd like to be able to choose one, but beggars can't be choosers. I'll take anything you give me. Even some dumb robotic NPC that magically shows up and becomes harbinger would be better than this. I guess ideally, you would have a dialogue option with Kodlak when you cure him to either accept your role as Harbinger or set it to someone else. I feel like there's probably even a soundbite of most of them saying "I'd be honored" or something. I'll take anything the community can give me. Bless you all for being there and creating for the greater good.
  15. I have an idea for a really cool quest and follower mod, but i really don't have the skills to pull it off myself. i would need someone to do the scripting and pretty much anything non basic ck. what i'm proposing is a partnership between myself (for the writing and planning, which i excel at) and a real modder to put my plans into action, and maybe teach me a thing or two about the ck so i can do it myself in the future. my idea begins with a book that sends the player to an new dungeon looking for a super rare precious gem. but when the player picks it up, a lookalike of you spawns, and you have to pair up with your doppelganger to solve the mystery and defeat a bad guy who i haven't written yet, but i just came up with the idea today, so give me time and i will. the follower would have pretty complex dialogue, and maybe if i could find voice actors, it would be voiced. if anyone is interested, feel free to email me at [email protected] or message me. i really hope you, if you're reading this, will consider this.
  16. hey i got request for weapon choice in arena [native 1.153] similar as in ad 1257 mod ty
  17. Mod: It is not my choice - Idea by Nexus User Do8888 I have thougth about this quite a time and I would like to create a mod that gets rid of the need to make irrevocable choices throughout the game and also enhance other details of the game. i have tried to do this myself, only to find out that i am very untalented in working with the creation Kit. For the start, these alterations to the very first quests would fit my demands: When entering the fort with Hadvar: -The Imperial Captain and that one soldier accompanying her , these two whom you gotta fight when entering whith Ralof, they should spawn dead in the room with Gunjar's corpse. -The Imperial Soldiers who spawn when entering with Ralof should spawn dead instead of not spawning at all. -The Torturer and the Torturer's Assistant should be set to essential until their dialogue is over. -The player should be able to sell firewood to Gerdur in riverwood to raise disposition so you can take items from her house that you are allowed to take when siding with Ralof and you can ask Gerdur to give you items. When entering the fort with Ralof: -The two Stormcloak Soldiers that are fighting the Torturer and the Torturer's Assistant should be set to essential until their dialogue is over. -The Stormcloaks who spawn when entering with Hadvar should spawn dead instead of not spawning at all. -Doing Alvor's smithing tutorial in Riverwood should raise disposition so you can take items from his house that you are allowed to take when siding with Hadvar, and you can ask Alvor to give you items. Additional: -The Torturer's Hood should be made a playable piece of headgear and named "Leather Hood", having slightly lower armor rating than the thieves guild hood. With this mod, the player will have access to the same gear, no matter whom he follows into Helgen Keep. English is not my first language, so if any grammatical mistakes of mine are bothering you, feel free to correct me.
  18. I am a huge fan of RPG's. I am also a huge fan of simulation games. Wouldn't it be great if you could put both together. I want a New Vegas where I can do anything I want to do. If one of my companions die, I want to be able to bury them. If I want to use the toilet, I should be able to use the toilet. If I want to eat, I want to see my character eat. I want basically, sorry if this is bad, the Sims mixed with Fallout to create one amazing hardcore experience.
  19. Ahem , so me and a few others (myself and I) began writing the ideas and such for this mod a while ago, it's now a fully developed story line Yeah, yeah I know , and before you ask no , I'm not looking for a cookie. HOWEVER I do need people , because I only have two arms and 24 hours in a day, well actually it's 23 hours 56 minutes and a few spare seconds. But science is boring so who cares. Random information people won't read. The jist of Things - A new "exciting" island to visit (or get miserably trapped on , but what do you care right?) - A 2 path story line, involving time travel, interdimensional portals, and pretty colors - did I mention time travel? - interesting new characters for you to ignore - a never ending rainstorm - a huge dark cult - a mysterious guy from a different universe - A lot of dead guys - A huge abandoned castle - a lot of made up names - free candy? maybe that'll do the trick - Oh and did I mention there's time travel ? people love that stuff -------------------------------------------------------------------------------------------------------------- If you're still here congrats I need level designers and scripters. That was short and simple. ---------- At a later point in your life I will need voice actors but I have to uhh finish the script first. was that all ? awesome I'm going to go hide in the shadow of my own shame , SO if you need me pm or reply, If you think you've dropped low enough to enlist then welcome to the club (seriously , do it , what else do you have to do? THIS) well that's all I got , if you want to help reply and whatnot , if you want to know more about this mod then ask I'm not stopping ya. If you have any questions also ask. If not then good luck finding this quantity of time travel anywhere else! because... we have that here (time travel).
  20. I'm looking for a mod to highlight the best dialogue option in-game. An asterisk would be good enough (*) to tell which option is the best but ideally I would like to know what the consequences are for choosing that option. Perhaps text in parantheses at the end of every dialog option would work? Will donate. Thanks,
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