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HN66s SIRIUS.16 Assault Armor Armorsmith Patch

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[size=5][b][u]Requirements:
[/u][/b][/size]
[size=5][url=https://www.nexusmods.com/fallout4/mods/27280][size=5][size=3]HN66s SIRIUS.16 Assault Armor -CBBE- and -SHB-[/size][/size][/url][/size]
[size=5][url=https://www.nexusmods.com/fallout4/mods/2228/?tab=forum&topic_id=3687915][size=5][size=3]Armorsmith Extended[/size][b][u]
[/u][/b][/size][/url][b][u]
Features:
[/u][/b][/size]
[list]
[*][size=3]All pieces of HN66s SIRIUS.16 Assault Armor can now be crafted at the Armorsmith bench under Sirius Armor[/size]
[*][size=3]All pieces aside from gloves support a weave addons[/size]
[*][size=3]Only the Bodysuit piece supports thermal optics[/size]
[*][size=3]Helmets support eyewear and headgear addons[/size]
[*][size=3]Gloves have glove specific addon in place of weaves[/size]
[/list][size=3]
[u][b][size=5]Installation:
[/size][/b][/u][size=5][size=4][size=3]Install using mod manager of your choice.[/size][/size][/size][u][b][size=5]
[/size][/b][/u] [b]Manual Installation: [/b]Extract and copy the .esp into your[b] \Fallout 4\Data[/b] directory.
[u][b][size=5]
Note:
[/size][/b][/u][/size]
[list]
[*][size=3][size=5][size=3][size=5][size=3]I have not changed the level requirements or cost to create the armor piece so it is quite cheap to craft for such good gear. (I might make a "lore friendly" version when i have time)[/size][/size][/size][/size][/size]
[/list][list]
[*]This patch [size=5]DOES NOT [size=3]work for HN66s SIRIUS.12 Assault Suit , its only for [size=5][size=3]HN66s SIRIUS.16. If you are looking for an armorsmith patch for [size=5][size=3]HN66s SIRIUS.12 Assault Suit[/size][/size] check out : [url=https://www.nexusmods.com/fallout4/mods/39889?tab=description][size=5][size=3][size=5][size=3]HN66s SIRIUS.12 Assault Suit - Armorsmith Patch[/size][/size][/size][/size][/url] by [i]Sacremas[/i][/size][/size][/size][/size]
[*][size=5][size=3][size=5][size=3]If you have any requests or changes , let me know and will see if i am able to do it when i have time
[/size][/size][/size][/size]
[/list][size=5][size=3][size=5][size=3]
[size=5][b][u]Disclaimer:[/u][/b][/size]
[size=3] HN66s SIRIUS.16 Assault Armor[/size] contains many pieces and i was not able to test out every single piece so its possible i have made a mistake with keywords, if so let me know and i will work on fixing it as soon as possible.

[u][b][size=5]Credits:
[/size][/b][/u][/size][/size][/size][/size][list]
[*]HN66s SIRIUS.16 Assault Armor -CBBE- and -SHB- by [i]humannature66 _ RazorX13 _ Ousnius
[/i]
[*]Armorsmith Extended[i] [/i]by [i]Gambit77 [/i]
[*]Armor and Weapon Keywords Community Resource (AWKCR) by [i]Gambit77 - Thirdstorm - Valdacil [/i]
[*]All changes were made using FO4Edit

[/list][size=5][size=3][size=5][size=3][u][b][size=5][/size][/b][/u]
[/size][/size][/size][/size][list]
[/list][size=3]
[/size]

Masters Of The Universe Castle Grayskull

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I always wanted this place so now i have it so figure why not share and maybe inspire someone else like i have been to use creation kit.

This is my first true mod done on creation kit so im sure some of you would do a better job but i will be updating it as i learn more on how to script and so on(im currently on the basics)

If You Use The Trap Door You will find some Swords And A Key To A Area Im Going To Follow On From Etheria But Atm Im In Eternia Currently Doing Evergreen Forrset To Start. You Can Find The Portal Entrance Near Riverwood Across The River. He-Man Is There too you can look key from him or from outside the door floor.

again this is my first mod im woeking on learning what goes where and so on on creation kit and its been 2 weeks now so hopefully more folks and so on will be added in time



Credit

Appart from me making this from scratch i have used my She-Ra Sword which i asked for permission to tamer with before  so i have used it again and wanted to thank the autour of the He-Man Sword

Venarez   -  He-Man Sword

DX Demon Armor BodySlide Conversion CBBE An UUNP HDT

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A Simple Conversion of DXs Demon Armor for CBBE/UUNP Bodyslide HDT

Three Choices in BS For Tunic HDT No HDT and ParBB HDT which means only belly an butt.

Install: Vortex whatever..

M Install: BS files where ever you put yer BS files..

Uninstall: Vortex an stuff

M Uninstall: Blah blah blah but in reverse..


Credits:
[url=https://www.nexusmods.com/skyrim/users/3373573]DeserterX[/url] for the great outfit! Thanks!

[url=https://www.nexusmods.com/skyrim/users/3330686]Caliente[/url] & Team For Bodyslide!

Based on health adrenaline

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Hi !
First of all I need to precise 2 things : - I'm not english so sorry in advance if I make some mistakes while typing
                                                                 -I suck at modding, except some basics of Xedit I don't understand anything, so this mod might be imperfect and I can't provide much help since my own understanding of modding is poor






[size=4]WHAT THIS MOD DOES :[/size]
[size=3]It disables the survival adrenaline perk based on your killcount and create another one, who gives the same damage buff but who's based on your missing health.
The buff is as follow : under 95% hp : 5% bonus dmg
[/size]                                                       [size=3]85% hp : 10% bonus dmg[/size]
                                                     [size=3] .......[/size][size=3]
                                                 5% hp : 50% bonus dmg[/size]
  
[size=3]It's all based on my personnal preference, since adrenaline is supposed to be a "high risk high reward" perk and since almost all of those who play in survival use mod to get rid of the sleep saving restriction, I personnally find it more balanced.

It also works great with survival slow healing effect so adrenaline helps you defend yourself while restoring your health. And instead of taking risk by not saving, you take risk by deciding to stay low if you want more damage wich is, still in my opinion, more exciting when you're succesfully doing so and less frustrating if you fail cause you didn't make your last save 1 hour ago to keep your bonus.

I also managed to keep the damage display in the pipboy stat menu, so it'll be looking like vanilla adrenaline but will display damage buff from the new adrenaline perk.

I made some testing with the floatting damage mod to see if it works and it was working both after taking and healing damage so I don't think there should be any issues. (Hope so).

[/size][b]However (read this it's important) : [/b][size=3]as I said, I'm not a good modder, and I didn't find a way to directly alter the vanilla adrenaline perk, so I disabled it and created a new one. This new perk isn't tied to survival mod (I don't know how to do it). So if you install this mod you'll get the perk on every difficulty.


[/size][size=4]Regarding compatibility :[/size][size=2] [/size][size=3]I also didn't know how to give the perk to the player other than adding it directly to the player character actor entry in Fo4Edit so it's incompatible with other mods that alter player character, but it's easily patched in Fo4edit by dragging the perk from the player character entry of my mod to the player character entry of the other mod or of a custom patch.[/size]

[size=3]It's not compatible with mods that alter adrenaline cause I deactivated the original perk by making it give no value to the player so if a mod changes that you'll gain benefit from the vanilla adrenaline perk + my perk.[/size]


[b][size=5]If anybody wants to use this mod for himself don't even ask me I don't give a ****** I have no interest in becoming a modder, I only thought that I would share it since I know a lot of people don't like how adrenaline has been integrated to survival (just like me).
[/size][/b][size=5][b]So you can reuppload this mod, integrate it to your own mod, do anything you want with it without crediting me or asking me cause I don't care.
And If someone wants to redo it a better way (like directly changing vanilla adrenaline), please do it and send me the link to your mod so we can't put it here and redirect people to your mod.[/b][/size]

Death Pit Fortress

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[size=6][center]Death Pit Fortress[/center][/size][center]An Original Map by Sushin
[img]https://cdn.discordapp.com/attachments/517071117446283278/624124021998354433/castle.gif[/img][/center]A combat arena built with narrow walk ways over a pit. One small step can spell death, but this can be used to great advantage.[list]
[*]Lots of default waves for combat
[*]A few custom waves for extra challenges
[*]Epic custom music (Dark Souls 3)
[*]Propped up weapons book so you dont have to bend over!
[*]Every surface is peircable
[*]A few easter eggs
[/list][b][center]FOR UPDATE 7+[/center][/b][center][size=4]HOW TO INSTALL[/size][/center]
1. Get Update 7 for Blade & Sorcery
Steam:
A. Right click Blade & Sorcery
B. Click "BETAS"
C. Enter "dnkrozdnstuff" and check code
D. Switch to "beta"
Oculus:
A. Uninstall The Game
B. Search the game on the store
D. Scroll down and click the version drop down and select 'U7Beta4'
E. Install the game
2. Drag the mod folder into the Streaming Assets folder located here: BladeAndSorcery\BladeAndSorcery_Data\StreamingAssets
3. Play the game and you can see the map in the map selection area

Fallout 76 Style Oberland Station

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I've always hated the way Oberland Station looked and wanted to do something with it. Then when Fallout 76 came out and I saw the train stations there, I knew what had to be done!

Currently I have only built the red version of the station, but I plan to release the blue and green variants from FO76 in the near future, as well as Watoga, Berkeley Springs, Whitespring, and Welch stations later on, once I figure out if they are even possible to recreate in FO4.

[b]Importing[/b]
Check "Import Original Objects" when importing if you want the trash, hedges and some of the trees to end up where they are supposed to as they were spawned in via the console.

[b]Workshop/snapping[/b]
The workbench is hidden beneath the back stair landing of the station (see the screenshot) as I did not want to move it someplace else for the blueprint. The power generator is hidden in the attic, along with conduits and connectors that supply power to the roof end-caps, which can be used to power the lights other areas. You may need to re-snap the conduits together in order for them to work after transferring, likewise the flooring inside the station, the sidewalks and the stairs may need to be re-snapped for NPCs to navigate.

[b]Pathing[/b]
For some reason NPCs refuse to walk on the far right side of the settlement, so if someone can figure out why, please let me know. 

[b]Scaling[/b]
I use the mod Place Everywhere which has a scaling function that was needed for the platform roof and columns, as the items are far larger than their counterparts in FO76. If for some reason the items do not keep their scale, the columns need to be scaled down to 60% and the metalkit roof addon needs to be scaled down to 50%.

[b]Required Mods[/b]
This mod mainly uses Snappy Housekit, Workshop Rearranged, G2M, and the Workshop Request Time mod to get the look from F076. The other required mods are mainly for decoration items and lights and can be ignored if you plan to remove what they add (breakdown below).

[list]
[*][b]Snappy Housekit -[/b] the majority of the structure
[*][b]G2M Workshop/Workshop Rearranged[/b][b]- [/b]the platform roof, foundation, carpet tiles, doors and security walls
[*][b]RequestTime Awarhero/Greekrage/Marielv[/b](or the all-in-one Workshop request Time mod) - the concrete stairs and railing.
[*][b]Homemaker[/b][b] - [/b]pulowski preservation shelter, lights
[*][b]Craftable Grass - Bushes - Vines _Plantable foliage[/b][b] - [/b]the leaves, vines and other debris
[/list]

Brisingr - A scavenger hunt

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[center]This mod is a conversion of "Brisingr - A scavenger hunt" by Urwy, for use in SSE. It adds two variants of a standalone 1-handed sword.

All credit belongs to Urwy for its creation, with permission granted for this conversion:

[spoiler][img]https://i.imgur.com/zxTHvK1.jpg[/img][/spoiler][/center][size=3][b]Quick run down:[/b]
[/size][size=2] I absolutely love weapon mods, and feel that great mods deserve to have a breath of fresh air. As such, here we are. If you enjoy this mod, then please visit the [/size]
[size=2]original page [url=https://www.nexusmods.com/skyrim/mods/51678]here[/url] and give it an endorse. I'm sure Urwy would appreciate it!

Special thanks to [url=https://www.nexusmods.com/skyrim/users/2260329]Urwy[/url] for creating this mod![/size]
[b]
[/b][size=3][b]Please note:[/b]
[/size] [size=2]I have ported and tested this mod myself in both a vanilla and heavily modded version of SSE. The mod manager I've used is Vortex. I didn't run into any issues.[/size]

[b]How to obtain:[/b]
[size=3][i]This mod adds two 1-handed swords to the world of Tamriel. Brisingr being a magical sword found somewhere in the world. With
Anathros being craftable under Ebony Smithing.

Anyone can craft a sword at a forge...but do you dare to dream? Word has it that Farengar Secret-Fire has recently acquired a 
mysterious book whispering of a mighty sword...Brisingr
[spoiler]For those milk drinkers amongst us, there is a spoiler for finding Brisingr in the doc tab[/spoiler]
[img]https://i.imgur.com/pBinQVj.jpg[/img]
[/i][/size][line]
[center]Original mod description below[/center][line]
[size=2][i]Spotlights & Reviews
Thanks Gruntlock!

Translations
These can be found under the "Mirrors" tab. Available translations:
- German (Deutsch)

Required:
- Latest version of Skyrim.
- Patience.
- The will to hunt for the unique sword.

Incompatabilities:
- Any mod that greatly alters Farengar Secret-Fire's study.
- Any mod that greatly alters the cell that contains the sword.

Description:
Word has it that Farengar Secret-Fire has recently acquired a mysterious book detailing a mighty sword. Aside from this quest-less scavanger hunt, it also allows skilled Ebony blacksmiths to create a new design of sword. Being just a tad more powerful than the regular Ebony sword, it is aimed at unleveled and/or high level playthroughs.

This mod adds:
- A unique sword. (balanced around an Ebony sword.)(only obtainable by console or actually finding it.)
- A new craftable sword. (Balanced around an Ebony sword)
- Tempering recipes for both swords.
- A book that contains a little backstory and a hint.

Spoiler:
See the Readme tab.

Credits:
[url=http://forums.nexusmods.com/index.php?/topic/1306354-brisingr-sword/]- GavstormNL for requesting this epic weapon.[/url]
- Bethesda for developing Skyrim.
[url=http://www.blender.org/]- The Blender Foundation for Blender.[/url]
[url=http://www.gimp.org/]- The GIMP Team for GIMP.[/url]
- [url=http://www.nexusmods.com/skyrim/users/4022252/?]Yourenotsupposedtobeinhere[/url] and [url=http://www.nexusmods.com/skyrim/users/4219725/?]Primrosemilk[/url] for testing, being supportive and being awesome!
- Robin Scott for ruling The Nexus
- [url=http://www.kitrae.net/]Kit Rae[/url] for designing [url=http://www.kitrae.net/fantasy/kr6_anathros_ad.html]Anathros[/url].

Permissions:
Other user's assets
All the assets in this file belong to the author, or are from free-to-use modder's resources.
Upload permission
You are not allowed to upload this file to other sites under any circumstances.
Conversion permission
You must get permission from me before you are allowed to convert this file to work on other games.
Modification permission
You must get permission from me before you are allowed to modify my files to improve it.
Asset use permission
You must get permission from me before you are allowed to use any of the assets in this file.

Tools used:
[url=http://download.blender.org/release/Blender2.69/]- Blender 2.69[/url]
[url=http://download.blender.org/release/Blender2.49b/]- Blender 2.49b[/url] (With [url=http://www.python.org/download/releases/2.6.6/]Python 2.6.6[/url], [url=http://sourceforge.net/projects/pyffi/files/pyffi/2.1.11/]PyFFI 2.1.11[/url] and [url=http://sourceforge.net/projects/niftools/files/blender_nif_scripts/2.5.x/2.5.09/]Nifscripts 2.5.9[/url])
[url=http://www.gimp.org/downloads/]- GIMP 2.8.10[/url]
[url=http://sourceforge.net/projects/niftools/files/nifskope/1.1.3/]- NifSkope 1.1.3 (Rev 36ebfdd)[/url]
- Creation Kit 1.9.32
[url=http://www.7-zip.org/]- 7Zip 9.20[/url]


Related mods:
[url=http://www.nexusmods.com/skyrim/mods/20533/?][img]https://i.imgur.com/Zhtak.png[/img][/url][url=http://www.nexusmods.com/skyrim/mods/20533] Eruanna - Blade of the rider : An Inheritance inspired sword.[/url] Also requested by GavstormNL
[url=http://www.nexusmods.com/skyrim/mods/21201/?][img]https://i.imgur.com/nMyf0.png[/img][/url][url=http://www.nexusmods.com/skyrim/mods/21201] Dwemer control rod : Blunt-force trauma, with a high-tech twist.[/url]You just need to find it by following a little riddle.
[url=http://www.nexusmods.com/skyrim/mods/21128/?][img]https://i.imgur.com/agv5c.png[/img][/url][url=http://www.nexusmods.com/skyrim/mods/21128] Ysmir's fury : Dispatch your foes with this mighty mace.[/url] Another scavengerhunt!
[url=http://www.nexusmods.com/skyrim/mods/21357/?][img]https://i.imgur.com/TYDaX.png[/img][/url][url=http://www.nexusmods.com/skyrim/mods/21357] Spellward : A scavenger hunt ot obtain spellbreaker's little brother... on steriods![/url][/i][/size]

Claire Sexy Christmas Girl Public Version

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You will need Fluffy Quak's Mod Manager to install this file.
Simply Copy .rar archive paste to Re2 folder in mod manager. Have fun!
If you wanna get more versions you know where to find me :)

If you like my mods use endorse button, its highly appreciated :)

Infinity Blocks

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This is a collection of blocks designed to be used  together to create a very compact infinite generator used on the Infinity Engine series in the Storm Works workshop. These are required in order to fly the Infinity Copter.

Important Note: These .xml files are completely safe to install and modify easily in word or note pad and add new items that will not  override your standard In-game small battery, small motor and small generator. Also it will not interfere with any other mods.

INSTALL DIRECTIONS:  

- First download the Infinity_Blocks.zip containing the three .xml files needed.

-Then go to your C:\Program Files (x86)\Steam\steamapps\common\Stormworks\rom\data\definitions.

- Finally copy and paste the battery_infinity.xml, generator_infinity.xml, and motor_infinity.xml to the definitions folder. Done. Now start the game and you will have three new items in your build menu, and they will show up on the infinity copter after you subscribe to it on steamworks workshop.

Cockatiel Spryo (birb)

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birb spyro! based on a cockatiel, he has a dark to light grey body, and a yellow head!

1. Unzip the file.
2. Find this location in your Steam folder for Spyro Reignited Trilogy:
[b]C:\Program Files (x86)\Steam\steamapps\common\Spyro Reignited Trilogy\Falcon\Content\Paks[/b]
3. Copy and paste pakchunk3-WindowsNoEditor-Mango.pak into the Paks folder.
Start the game! :D

Redskins Warpaint Uniform Mod (redesign)

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New Colts Blue Chrome helmet and Complete Redskins "Warpaint" uniform redesign

KARANDIROO

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This is a 12-level dungeon for characters  level 15 or above. It is non-linear, spreads in three different directions and some of them may be reached by more than one way. At each one of the 3 alternatives there will be  a boss fight with a valuable item at its end, and a magic portal that will lead you back to the very first area so you don´t have to go all way back. 

 The Rock is a restricted area, not an "open world", only some parts are accessible. Don´t go swimming into the ocean, collision boxes will prevent you from going more than a few yards. That fine landscape is for sightseeing only, there is actually nothing there.  There is an adventurer´s corpse in the stilthouse near the shore. Nearby you will find the book "Grim tales of Tamriel- The Karandiroo". It will tell you the dungeon´s history and explains many of the things you will see inside there. Loot the corpse and you will find an "adventure´s note". Read it to get some advice on the most puzzling levels (now, if you want a REAL challenge, DON´T READ IT!). Depths of Karandiroo is very dark, I put a barrel with torches and light scrolls at its entrance. TIP: The way is down, follow the lights. 

Defeat the three invisible bosses (yes, they ARE partially invisible- this is not a bug or a missing mesh) to get three powerful enchanted itens. Moreover, there are three new itens hidden somewhere in the dungeon, only the good dungeon crowlers will be able to find them: chainmail daedric cuirass, fire and ice ring and imperial gladius

.*******************************************************************************************************************
INSTALLATION
******************************************************************************************************************* 

- Extract Karandiroo.esp and Harandiroo.bsa to your "data" folder.  - Add a check to Karandiroo.esp at your game start screen to activate the mod... and play!  - Install the updates when they are released.   The boat to The Rock is located nearby Dawnstar.

*******************************************************************************************************************
BUGS AND ISSUES
******************************************************************************************************************* 

- Sometimes bone greatsword and bone daggers stand "floating" on the ground after you kill undead assassin and undead

champion. 

- Too many quest and new land mods may interfere with the sounds. Activate only the necessary ones.  You should report any bug/glitch you find.

******************************************************************************************************************
CREDITS

******************************************************************************************************************* 

In this mod I used assets from the following authors:

- APEPIOFDUAT
- BADGREMLIN
- DB9 and TANO
- DIGGER23
- FRITZLIUELI1
- GRIMJAW5
- ICECREAMASSASSIN
- LORSAKIAMUNI
- LWATSON95
- MIHAIL
- NICKORASU
- OARISTYS
- ROBOBIRDIE
- RONNIEMAGNUS
- RUNSPECT
- TAMIRA
- TESTIGER2
- TLAFFOON
- USER_14970514
- VICN
- WALKINGMESSOFCOMPLEXES[left][/left]

Ace Attorney- A Hat in Crime - Case 3

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Note: This mod can take a bit to load! Just be paaaatient.

Disclaimer: This mod assumes you've played Case 1 and 2.

All copyrighted content belongs to their respective owners and is used under fair use.


The thrilling sequel to A Hat in Crime Case 1 and 2! Bow Kid has been missing for over a month... nowhere to be seen, until now, when Hat Kid recieved a message from her, telling her to come down to the Alpine Skyline! She agrees, coming down, only to get wrapped up in a brand new case! The Windmill has been attacked! The entire crew had been murdered! That's exactly seven victims total! Hat Kid must make sense of the whole thing...but what's this? Bow Kid is a...prosecutor? She seems much more different! More ruthless, less empathetic...it's almost as if her soul had been lost! What's going on here? Find out in...



Ace Attorney: Case 3: The Alpine Turnabout!!


Optimization by TheGreatAndPowerfulWeegee

Custom Scripts by Starblaster64

Writing by Elsie (LCL)

Programmed by Elsie (LCL)

Co-Writing by True Ninja and Abelix

Custom Expressions by Elsie (LCL)

Kismet Work by Elsie (LCL), Starchulz/Cypher, Abelix, DanielCNR.

Bow Kid Outfit by Don

Custom Titlecard by NGKrinkled

Playtesting by: That One Pigeon, Failboat, DanielCNR, True Ninja, Crash, Abelix, SwiftSky, TheGreatAndPowerfulWeege, Starchulz, MikeyDee, ilikecorndogs, LilBagel, and Rogue9o7!





Features:


- Around 3 hours and 20 minutes of content!


- 4 Acts! 2 logic battles, and 2 investigations!


- Custom script-galore!


- State of the art cinematic kismet work!


- Six cross-examination segments! Two investigations, using 3D Platforming!


- Custom text boxes!


- Unexpectedly dark undertones!


- And more...





Enjoy my content? Wanna support me? Consider donating to me at [url=https://steamcommunity.com/linkfilter/?url=https://ko-fi.com/elsielcl]https://ko-fi.com/elsielcl[/url]

Immersive AS Fuck Main Menu (For MxR Mods)

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Main Menu Replacer for Skyrim that has a beautiful displays of MxR's "Immersive [AS] F#$%" Design hope you enjoy it! and please endorse. I recommend installing manually but through the mod manager will work fine to. Just install it that simple and I also recommend having your game resolution higher than 1280x720 or the main menu will be low resolution! the main menu will go to 4K quality as long as you have your game resolution 1920x1080 or higher.

DMC3 Vergil Style Announcer

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Well, i've got quite a bit of requests for the DMC3 Vergil lines, mostly around "You're not worthy as my opponent" line, so i made this.



                                                                                    [b]A few notes about the mod[/b]


DMC3 Vergil doesn't have many lines, so it's not gonna be like my other Vergil announcer, it's gonna have words that don't start with the ranking's letter;
DMC3 Vergil's lines have a really bad quality;
I tried to make the lines make sense, for example, on D he kinda mocks the player, and on A he starts getting excited, buut.. it's not really possible. At first you feel like Vergil is talking to the player, but from A to SSS it seems like he is the one smashing demons and saying those lines. But.. nobody said it'd have to make sense :v





Anyways, i don't have much to talk about the mod, so.. I guess that's it. Byebye c:

GiantsCastle

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You've found the last remaining civilization of giants. The only issue is... attackers are already there, defeat them!

Xenoargh's Mod Pack

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[size=6][center][font=Verdana]Pack Goal[/font][/center][/size]
The goal of this Mod Pack is to put all of my private modifications to Starsector into one easy-to-install package.  The Mod Pack is broadly compatible with faction mods, Nexerelin, etc.

Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components.  These are meant for broader use within the Starsector community.

However, to run Rebal, all of the components must be installed and active, as well as LazyLib (not included with the Pack).

[size=6][center][font=Verdana]Mod Pack Components[/font][/center][/size][center][font=Verdana][size=4]Starsector Rebal[/size][/font][/center]
[list]
[*]Rebal focuses on rebalancing the combat and non-combat parts of the game to support diversity in play styles and character concepts.
[*]Rebal also includes many innovative sub-systems for modders to use, such as the Special Shot System, Beam / Energy mechanics, shield / flux systems, etc.
[*]A detailed summary of Rebal’s changes to gameplay is further below.
[/list]

[center][font=Verdana][size=4]Starsector AI Overhaul (MT)[/size][/font][/center]
[list]
[*]AI Overhaul is an AI replacer for most core functions of the Starsector AI, utilizing multithreaded Java so that AI can run on multiple CPUs at once.
[*]AI Overhaul is not 100% compatible with all modded AIs that rely on certain AI-Flag combinations, but is designed to be generally compatible, and it features a blacklisting system, for mods where it isn't suitable.
[*]AI Overhaul also includes sub-AI for weapons, including turret controls (auto-aim) and missile guidance.
[/list]

[center][font=Verdana][size=4]Starsector FX (MT)[/size][/font][/center]
[list]
[*]FX consists of two parts: a core Utility mod and an example project specifically designed to support Rebal.
[*]The core Utility mod is designed for modders, and does nothing on its own.  It is a multithreaded Java utility for building particle effects and trails with powerful tools for modders to use. 
[/list]

[size=4][font=Verdana][center]EZ Faction[/center][/font][/size]
[list]
[*]EZ Faction is a Utility mod that makes building Faction mods as easy as possible, yet powerful enough for most modders. 
[/list]

[center][font=Verdana][size=4]EZ Damage[/size][/font][/center]
[list]
[*] EZ Damage is a Utility mod that makes applying generic damage effects to a ship or CombatEntityAPI one line of code.
[/list]

[center][font=Verdana][size=4]Explorer Society[/size][/font][/center]
[list]
[*] Explorer Society is a basic Faction mod included with the Mod Pack to demonstrate EZ Faction, EZ Damage, FX, etc. in the context of Rebal.
[/list]


[center][font=Verdana][size=5]Rebal Mod Change List[/size][/font][/center]
It’s almost impossible to succinctly summarize all of the core mechanic changes in Rebal, but this is an overview.

[center][font=Verdana][size=4]Starting selections have been changed to reflect the style of gameplay they represent.[/size][/font][/center]
[list]
[*]The Wolf start now includes a Scarab and a Dram. This is intended to be a “hard combat start”.
[*]The Wayfarer is now a “trader” start, it now comes with a Mule, Tarsus, and a Dram, as well as some random goods to allow for the player to begin trading while in Galatia.
[*]The “explorer” start has been rebalanced a bit to work better with the new combat systems.
[*]The “mercenary” start has been rebalanced slightly.
[/list]

[center][font=Verdana][size=4]Travel speed has been increased in general, especially in hyperspace.[/size][/font][/center]
[list]
[*]Burn speed is now considerably faster than vanilla's default.  As a result, Sustained Burn is now significantly faster.
[*]The eminently abusable Transverse Jump has been replaced with Hyper Jump.  This new ability allows the player to instantly traverse large sections of hyperspace nearly instantly... but it costs a lot of Fuel.
[/list]
[font=Verdana][size=4][center]Tariffs have been changed to fit the theme of each faction.[/center][/size][/font]
[list]
[*]Hegemony:  Low (20%)
[*]Luddic Church: Very High (40%)
[*]Knights of Lud: High(35%)
[*]Ludic Path:  Very Low(10%)
[*]Persean League:  Low(15%)
[*]Sindrian Diktat:  Moderate(25%)
[*]Lions Guard: Moderate(25%)
[*]Tri-Tachyon: Low(15%)
[*]Independent: Very Low(10%)
[*]The Explorer Society: Very Low(10%)
[*]Pirates:  Very Low (5%)
[/list]

It doesn't make sense that all of the Factions uniformly agreed on a 30% tariff and uniformly agreed to keep legitimate trade away from their planets.  This has never made much sense, nor has the lack of genuine trade routes.  So, in general, tariffs have been lowered, to increase the incentive the player has to trade [i]100% legally[/i] with several of the Factions (including the Pirates).  It should be possible to raise one’s Reputation with the Pirates through legitimate trade runs and Missions and even <ahem> make a living as a Pirate.

[font=Verdana][size=4][center]Experience gain is much faster than Vanilla, to reduce time spent grinding.[/center][/size][/font]
Grinding in Starsector is largely wasted time, after a few runs through the game.  I want to get to the fun parts where I get to bash giant fleets together... don’t you?


[font=Verdana][size=4][center]Money gained from most major Intel activities / Missions is increased substantially.[/center][/size][/font]
This includes income from bounties, exploration, and trade missions.  Bounty missions are far more common, so that players aren’t ever waiting for one to populate.

To help balance this increase of income, expenses are increased as well.  This includes monthly maintenance, Officer pay, and Crew / Marine pay. On the high end, this means that fleets can cost ruinous amounts to maintain.  Players will need to balance their need for firepower against their budgets.

[font=Verdana][size=4][center]Factions are NOT fully dynamic like they were in Vacuum (yet).[/center][/size][/font]
This mod [i]does not[/i] replace Nexerelin’s functions or implement the full features of Vacuum (my previous, barely-lamented mega-mod TC).  Dynamic behaviors will [i]probably[/i] be added when Alex releases the next major build of the game, if Alex doesn't get around to it (which, based on his latest comments, he probably won't).

[font=Verdana][size=4][center]Player fleets are allowed to be much larger than vanilla.[/center][/size][/font]
[list]
[*]Player fleets can be as large as 90 ships.
[*]AI fleets can be as large as 180 ships.
[*]Giant fleets to bash against aren't happening... yet.  This is on my list for late-game tweaks.
[/list]

[font=Verdana][size=4][center]Level caps and Skills have been adjusted.[/center][/size][/font]
[list]
[*]The Player level cap is 80, giving access to more Skills (but not quite all).
[*]Combat Skills also give fleet-wide buffs at level 3.  WARNING: this means that the AI can have a [i]significant[/i] advantage if the player does not invest in Combat.
[*]Officer level cap is now 29.  This allows Officers to max out 10 skills fully, rather than missing points or not filling out their Skill bar.
[/list]

[font=Verdana][size=4][center]Shields and Flux[/center][/size][/font]
[list]
[*]Shields have their base damage-resistance value tied directly to their arc, in degrees.  A small-arc shield is nearly invulnerable to enemy fire, but will not protect the entire ship, whereas a Bubble Shield provides complete protection, but with considerably less resistance.
[*]Form Shields offer players a new shield type that has some major weaknesses and strengths.  Form Shields go up / down instantly and are, as the name suggests, form-fitting, reducing a ship’s hitbox.  However, they are vulnerable to Fragmentation and EMP damage and don’t benefit as much as conventional shields from Skills and Hull Mods.
[*]Hard Flux drains constantly, based on Capacity.  This is a passive ability that all ships have now.
[*]Other Hard Flux mitigation tools are widely available.
[*]Many ships that were widely-perceived as “shield tanks” are more effective in Rebal in their theme.
[*]There are no shield-less ships in Rebal.  Even Pirate “trash” ships have some shielding.  In some cases, this means certain ships are considerably improved over their Vanilla versions.
[/list]

[font=Verdana][size=4][center]Weapons Changes[/center][/size][/font]
[list]
[*]Weapon stats have been extensively altered, across the board, using a balancing system where all weapons have been par-balanced versus their cost in Ordinance Points.  This isn’t 100% perfect, but weapon balance is generally better than in Vanilla; there aren’t “trash guns” or other newbie-traps.
[*]Beams do Hard Flux damage, and do more damage the closer they are to targets.  After extensive testing of alternatives, this appears to be the best way to fix Beam balance.  Certain Beams have had their ranges reduced to compensate.
[*]Energy Damage weapons do more damage the closer they are to targets.
[*]Missile weapons all reload, and do not run out of ammo.
[*]Certain Vanilla weapons have new behaviors (for example, the Thumper is now an efficient “shotgun” that kills fighters well).
[*]Friendly Fire is no longer a thing.  The performance implications of Friendly Fire for the AI far outweigh the small problems it creates for players and AI ships occasionally using each other as cover.
[/list]

[font=Verdana][size=4][center]Hull Mods[/center][/size][/font]
[list]
[*]Most Hull Mods cost fewer OPs.
[*]Lots of Hull Mods have had their effects tweaked, sometimes in radical ways.  For example, Rapid Venting gives players a small boost to passive Flux drain, as well as improving Venting speeds.  Ion Shielding gives ships a big improvement in resistance to Beams, etc.
[*]As a result of the above changes, ships tend to have a much broader selection of Hull Mods and many different ship builds are viable that weren’t really available in Vanilla.
[/list]

[font=Verdana][size=4][center]Ship Changes[/center][/size][/font]
[list]
[*]In general, ships are a little more-firmly placed in their size class.  For example, there are no Destroyers who are faster than Frigates, there are no Frigates faster than Fighters, and so on.
[*]In general, the larger ships have considerably-higher values for Armor, Hull Points and Flux stats.  Larger ships can tank more damage than in Vanilla, in general. The difference in stats between Capital-class ships and Cruisers has been made a little sharper; a Capital-class ship is usually capable of destroying multiple smaller vessels by itself in late-game play.
[*]In general, Fighters are still strong, but not as strong overall as they are in Vanilla (as of 0.91a).  Carrier-only fleets generally don’t work as well, but Fighters are a strong, viable supporting element.
[*]Some ships, particularly Destroyers, are geared for player use while being somewhat viable for the AI.  Destroyers are the “sweet spot” between effective combat power and maneuverability in Starsector, and I’ve tried to make some of them feel very special for players who want to have a ship designed for hands-on play.
[*]For players who prefer a more tactical role as commander, rather than as a fighter, the larger ships are very suitable for this style of play.  Taking command of an Onslaught that forms the core of your fleet should feel like a valid choice, even if you’re just giving directions occasionally.
[*]Expert players, who want to do both piloting and fleet direction in combat, will be amply rewarded.
[/list]

[font=Verdana][size=4][center]Other Notes[/center][/size][/font]
[list]
[*] Rebal is a work-in-progress; it has changed many times as my understanding of what might work best has altered.  This build represents where it is today. It’s not 100% perfect, but I think it’s generally Fun and improves certain aspects of Starsector, both early and late-game play.
[*]I’ve tested FX with multiple computers / GPUs; it should be broadly compatible with most people’s hardware, as it uses very basic OpenGL to do the final drawing of the sprites.
[*]The AI mod does not behave like Vanilla’s AI.  This isn’t a bug, it’s a feature. Getting used to how it works in specific ways (for example, Fighters don’t have an artificial range limit from carriers) takes time.  Be patient and try different ship builds out to see how it works.
[*]Rebal’s mechanics are mainly geared for late-game combat builds, where I feel that Starsector is too reliant on artificial limits and game-mechanics that limit both players and the AI.  In Rebal, players can build vastly-powerful fleets; the problem is largely, “how do I pay for that killer fleet” rather than, “I cannot really build a fleet that can take multiple Pirate Armadas”.  The change in emphasis on Combat Skills to include fleet-wide buffs largely addresses the power-imbalance between players and the AI in late-game, where AI fleets, being less carefully-optimized, start having major problems competing.  In Rebal, the player is forced to either put points into all of the Combat tree skills, or face opponents who may have small (but significant) advantages.
[*]Rebal and the other mods together mean that large-scale battles with the AI scale well and perform very well; this is how I like to play Starsector, with giant battles between epic-scale fleets.  I will probably make this emphasis even stronger in the future.
[/list]

Precious Metals

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[size=5][b]GREEDFALL PRECIOUS METALS[/b][/size]

- by ThoraldGM ( [url=https://twitter.com/ThoraldGM]https://twitter.com/ThoraldGM[/url] )


This is a simple loot table modification of loots_autogen_sets.sli.

Increases loot amounts for: gold, ammo, and ore. Also improves chances to obtain potions, obsidian, and rubies.


[size=5][b]INSTALL WITH NEXUS VORTEX OR MATCH FILE STRUCTURE[/b][/size]

\datalocal\loots\loots_autogen\loots_autogen_sets.sli


[size=5][b]COMPATIBILITY[/b][/size]

No problems when also running these mods:
- "Absolutely Cheap Equipment"
- "Equipement No Requirements"
- "More Carry Weight Mod"


[b][size=5]REQUESTS TO CHANGE VALUES[/size][/b]

... will be ignored, but all the info is here to do it yourself.


[size=5][b]PERMISSIONS[/b][/size]

... are not required. Do anything you want with this data.


[size=5][b]MODIFICATIONS[/b][/size]

Line #:
- original data [mod changes]

Line 8:
- "item_potion_life" count="1" chance="5" [1, 25]
- "item_potion_mana" count="1" chance="4" [1, 25]
- "item_gold" count="1" chance="100" [10, 100]
- "item_gold" count="4" chance="40" [40, 40]

Line 38:
- "item_gold" count="5" chance="40" [50, 40]

Line 39:
- "item_gold" count="10" chance="40" [50, 40]

Line 40:
- "item_gold" count="20" chance="40" [50, 40]

Line 41:
- "item_gold" count="30" chance="40" [50, 40]

Line 45:
- "item_ammo" count="2" chance="40" [20, 40]

Line 46:
- "item_ammo" count="3" chance="40" [20, 40]

Line 47:
- "item_ammo" count="4" chance="40" [20, 40]

Line 57:
- "ing_ore_metal1" count="1" chance="100" [1, 100]
- "ing_ore_metal1" count="3" chance="40" [5, 40]
- "ing_ore_metal2" count="2" chance="25" [5, 25]
- "ing_ore_metal3" count="2" chance="10" [5, 10]
- "ing_jewel_obsidian" count="1" chance="5" [2, 25]

Line 58:
- "ing_ore_metal1" count="1" chance="100" [1, 100]
- "ing_ore_metal1" count="4" chance="40" [5, 40]
- "ing_ore_metal2" count="2" chance="40" [5, 40]
- "ing_ore_metal3" count="2" chance="25" [5, 25]
- "ing_jewel_obsidian" count="1" chance="10" [2, 25]
- "ing_jewel_ruby" count="1" chance="5" [2, 25]

Line 59:
- "ing_ore_metal1" count="1" chance="100" [1, 100]
- "ing_ore_metal1" count="5" chance="40" [5, 40]
- "ing_ore_metal2" count="3" chance="40" [5, 40]
- "ing_ore_metal3" count="2" chance="40" [5, 40]
- "ing_jewel_obsidian" count="1" chance="15" [2, 25]
- "ing_jewel_ruby" count="1" chance="10" [2, 25]


Cheers!


Nexus GreedFall forum:
[url=https://forums.nexusmods.com/index.php?/forum/4984-general-greedfall-discussion/]https://forums.nexusmods.com/index.php?/forum/4984-general-greedfall-discussion/[/url]

"MOVE AWAY, THINGS ARE ABOUT TO GET DICEY!"

Buxom Jodi Character Dialogue Overhaul and Dateable

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Jodi sexy portrait overhaul as well as dialogue option so that she shows romantic interest in the farmer.  Dialogue is extremely explicit and sexual at times. She can be set to "dateable" so you can give her a bouquet but after that you just remain boyfriend/girlfriend (can't marry... yet).

Please note this mod is in ongoing development. If you inspect the mod files you will see unused assets as I plan to add heart events and incorporate additional portrait expressions into the mod.

Feel free to leave comments on additional features you wish to see incorporated into this mod and I will see what I can do :)

1.0
[list]
[*]3 Portrait outfits to choose from: Nude, Bikini, and Short sleeve
[*]2 sprite options: Nude, Swimsuit, (Shortsleeve dress in progress)
[*]Dateable config option
[*]Sexy NSFW dialogue (Additional lines planned)
[/list]
To enable compatibility with mods that load Characters/Jodiand Portraits/Jodi set "PortraitStyle" to "disabled".  

Installation
[list]
[*]Download and extract any requirements into [code]Stardew Valley/Mods  [/code]
[*]Download and extract Buxom Jodi Character Dialogue Overhaul and Dateable into [code]Stardew Valley/Mods[/code]
[*][code]Start a new save file!! (In the future when you update the mod, this step will not be necessary if you have Jodi set to dateable alreday)[/code]
[/list][font=monospace, monospace]
Check out my Sexy Dateable Caroline mod and Sexy Sandy mod( Now Looking for Love compatible):
 [url=https://www.nexusmods.com/stardewvalley/mods/3820]https://www.nexusmods.com/stardewvalley/mods/3820[/url][/font]
 [url=https://www.nexusmods.com/stardewvalley/mods/3749]https://nexusmods.com/stardewvalley/mods/3749[/url]

Tony Redgrave

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Model's based on RE6 action star Leon S. Kennedy.
EX Costume will give Dante back his hair.

P.S. I noticed much later down the line that I forgot to re-adjust the belt to match DMC5 Dante and I'm a lil to lazy too re-do it all over again so he might appear dummy thicc in some shots.
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