Files updated todey

FNV Clean Animation Sets - Laser Pistol

57 Minuten 54 Sekunden ago
[font=Courier New][size=4][b][size=5][center]CLEAN ANIMATION SETS | LASER PISTOL[/center]
[youtube]Z9achUrY8gI[/youtube][/center][/size][/b][b][size=5][center][i][size=2]Please note that iron sight meshes are not included. It is highly recommended that you use a mod like [url=]Laser Weapon Iron Sights[/url] (featured) or [url=]EVE[/url] if you want iron sight animations. Patches are provided for both mods in the Files section. [/size][/i][/center]
ANIMATION LIST[/b][/size][/font]
[*][font=Courier New][size=3]Idle, iron sight idle[/size][/font]
[*][font=Courier New][size=3]Two attack animations, and one iron sight attack animations w/ISControl support (will not play if using vanilla/[font=Courier New][size=3][url=]WMIM[/url][/size][/font] meshes)[/size][/font]
[*][font=Courier New][size=3][url=]Two attack animations[/url], and [url=]two iron sight attack animations[/url] (<--click for showcase) for unique, "high-power" laser pistols from both NV/TTW (iron sight animations [font=Courier New][size=3]will not play if using vanilla/[font=Courier New][size=3][url=]WMIM[/url][/size][/font] meshes)[/size][/font]
[*][font=Courier New][size=3]Reload
[*][font=Courier New][size=3]Jam[/size][/font]
[*][font=Courier New][size=3]Equip, unequip[/size][/font]
[*][font=Courier New][size=3]Full set of movement animations, including: run, walk, sneak run, sneak walk, [font=Courier New]injured run, injured walk,[/font] jumping, sneak jumping, and ISControl support when walking/jumping[/size][/font]
[b][font=Courier New][size=4]REQUIREMENTS[/size][/font][/b]
[*][font=Courier New][size=3][url=]xNVSE[/url][/size][/font]
[*][font=Courier New][size=3][url=]kNVSE[/url][/size][/font]
[b][font=Courier New][size=4]RECOMMENDED MODS[/size][/font][/b]
[*][font=Courier New][size=3][url=]Laser Weapon Iron Sights[/url] [i]or[/i] [url=]EVE[/url][/size][/font]

[*][font=Courier New][size=3][url=]Immersive Recoil 2.0[/url][/size][/font]
[*][font=Courier New][size=3][url=]Viewmodel Recoil[/url][/size][/font]
[*][font=Courier New][size=3][url=]b42 Weapon Inertia[/url][/size][/font]
[*][font=Courier New][size=3][url=]Reload Reloaded[/url][/size][/font]
[*][font=Courier New][size=3][url=]FOV Slider[/url][/size][/font]
[*][font=Courier New][size=3][font=Courier New][size=3][url=]Jamming Fix and Optional Tweaks[/url][/size][/font][/size][/font]
[/list][font=Courier New][i][size=2]All of these mods are featured in the above video.

[/size][/i][/font][font=Courier New][size=3][b][size=4]OTHER CLEAN ANIMATION SETS
[*][font=Courier New][size=3][size=4][font=Courier New][size=3][url=]FNV Clean Animation Sets | 10mm Pistol[/url][/size][/font][/size][/size][/font]
[*][font=Courier New][size=3][size=4][font=Courier New][size=3][font=Courier New][size=3][size=4][font=Courier New][size=3][/size][/font][/size][/size][/font][url=][font=Courier New][size=3][size=4][font=Courier New][size=3]FNV Clean Animation Sets | 9mm Pistol[/size][/font][/size][/size][/font][/url]
[/list][font=Courier New][size=3][b][size=4]
Compatible out of the box with any mod that does not use [url=]kNVSE[/url] to modify the 10mm Pistol animations.

Patches provided for:
[*][size=3][font=Courier New][url=]Laser Weapon Iron Sights[/url][/font][/size]
[*][size=3][font=Courier New][url=]EVE[/url]
[/list][font=Courier New][size=3]
The meshes for your Laser Pistol--or whatever weapon you apply these animations too--must be patched to have an ##ISControl node. If neither of the provided patches work for you, you will have to patch them yourself. You can patch your meshes with [font=Courier New][size=3][url=]SNIFF[/url][/size][/font]. [font=Courier New][size=3][url=]Here is a tutorial on how to do this[/url][/size][/font].

Please note that vanilla/[url=]WMIM[/url] [i]do not[/i] have iron sight animations for laser weapons. If you want iron sight animations to function, you must download one of the linked mods above.

[center][size=5][b]SUPPORT[/b][/size][font=Courier New][size=4][b][font=Courier New][size=4][size=3][b][size=4][font=Courier New][size=3][font=Courier New][font=Courier New][size=2]

[url=][img width=92,height=26][/img][/url]
[font=Courier New][size=4][b][font=Courier New][size=4][size=3][size=4][font=Courier New][size=3][font=Courier New][font=Courier New][size=2][size=3][i][size=2]If you enjoy these animations, please consider joining my [url=]Patreon[/url] and supporting me, or making [url=]a one time donation[/url], if, and only if, you have the means. I work a full time job, and
animating is hard work. Your support helps me develop and support my
animations with greater efficiency. [/size][/i][/size][/size][/font][/font][/size][/font][/size][/size][/size][/font][/b][/size][/font][/center]

[/size][/b][/size][/font][font=Courier New][size=3]When designing these animations, I focused first on the firing animations. I wanted to make them visually distinct from traditional firearm animations. I decided to make the weapon look like it was "charging up" for the shot, while still making it gameplay friendly (as such, it doesn't take very long. It actually seems the Bethesda devs had a similar idea--the vanilla text key for the projectile is slightly delayed, but the animations don't really reflect this. As such, you get the "shake" or "wobble" you see, and then its quickly released, creating some force to know the gun back.

For the reload, well, I mostly took inspiration for the reload [url=]from my old mod[/url], since I really love it. However, as is normal now, there has been a greater emphasis place on detail, and I may or may not have gotten the idea for snapping the door shot from [url=]Halo Infinite's Mangler reload[/url]. It just looked too cool to not try out and, really, even though you're still an amateur at the point in the game where you'd find/use this weapon--it's a laser gun. It deserves to look cool.

[/font][font=Courier New][size=3][b]GAMEPLAY NOTES:
[*][size=3][font=Courier New]The base reload time for this weapon is now 3.6 seconds, which is a .6 increase from vanilla's 3 second fire rate. While testing, I found this .6 second increase to be negligible, especially considering how many shots the Laser Pistol can fire before having to reload. It's already a fairly powerful early-game weapon.[/font][/size]
[*][size=3][font=Courier New]The jam animation is also slightly longer. Take care of your weapons!
[*][size=3][font=Courier New]All fire animation timings remain unchanged (i.e. this weapon still has the vanilla rate of fire).[/font][/size]

[font=Courier New][size=4][b]F.A.Q.[/b][/size][/font][font=Courier New][size=4][size=3][spoiler][/size]
[/size][/font][font=Courier New][size=3][b]Question: The reload for this gun is super fast and looks bad. Why?
[/b][/size][/font][font=Courier New][size=3]Answer: You have a very high [url=]Agility[/url] [url=]stat[/url] and/or are using the [url=]Rapid Reload perk[/url]. This will generally make animations look bad. This happened in vanilla, too, but vanilla animations already looked bad, so you never noticed.

[font=Courier New][size=3][b]Question: According to Fallout lore (or something) laser weapons don't have recoil!
[/b][/size][/font]Answer: I truly, sincerely, do not care.

[b]Question: What should I set my FOV to?[/b]
Answer: Between 55 (vanilla) and 75 will look best. Mine is set to 64. I cordially think that anything over 75 looks like utter dogshit, but you're free to set it higher if you'd like. I try to mitigate any weirdness that might happen at higher FOVs, so you should be fine. However, if you encounter something weird looking when you're running at 110 FOV or whatever, you have been warned.

[font=Courier New][size=3][b]Question: I don't have iron sight animations!
[/b][/size][/font]You're using vanilla/[font=Courier New][size=3][url=]WMIM[/url] [/size][/font]meshes. If you are happy with those meshes, nothing is going wrong--iron sight animations are not set up to play with those meshes.

If you think you should have iron sight animations, but don't, your meshes need to be patched. Use the patches provided on the Files page. If those somehow don't match your meshes, you can use [url=]SNIFF[/url] to do this yourself. It is very easy to use and a tutorial, made by [url=]hitman4101[/url], [url=]can be found here[/url].

[font=Courier New][size=3][font=Courier New][size=3][b]Question:[/b][/size][/font][b][size=3][font=Courier New] Why no inspect animation this time around?
[/font][/size][/b][size=3][font=Courier New]Answer: Because I didn't feel like making one.[/font][/size][/size][/font]

[font=Courier New][size=3][b]Question:[/b][/size][/font][b][size=3][font=Courier New] Will you apply these animations to [i]X High Poly Gun Mod[/i]?
[/font][/size][/b]Answer: Nope! Thankfully, it's easy to do so yourself. You can find out how by visiting [font=Courier New][size=3][url=]kNVSE[/url][/size][/font]'s mod page (you will need to edit the .json file with something like [url=]Notepad++[/url]). If you don't want to do that, you might wait until someone else does it for you. Unfortunately, I have neither the time nor the desire to hunt down every weapon these animations could be applied to and patch them.

[/size][/font][font=Courier New][size=3][b]Question:[/b][/size][/font][b][size=3][font=Courier New] I don't like the style of this animation. Will you change it completely?
[/font][/size][/b][font=Courier New][size=3]Answer: Nope! Criticism is [i]very[/i] welcome, but the style you see is the style that you get. It's notchanging.

[b]Question: Will you make an animation(s) for me?[/b]
Visit my [url=]Patreon[/url].

[/size][/font][font=Courier New][size=3][b]Question: Can you help me start animating?
Answer: [/b]Yes and no. I'm actually a technical dumbass, so in many respects, no. [url=]But there are resources available to you here[/url]. They are outdated now, but they should help you get started enough to  where you can begin asking questions. I might be able to help you if you PM me, but please note that I am busy, and can't promise anything. I will do my best, though--I know it's hard to get started. But you also have to take some initiative.

[font=Courier New][size=4][b]KNOWN ISSUES[/b][/size][/font][font=Courier New][size=4][size=3][spoiler][/size][/size][/font]
[size=2][i]Please don't report these as bugs. I'm aware of them. These will be closed if you report them, because I'd rather make room for bug reports I'm actually [b]unaware[/b] of.[/i][/size]
1) Col. Autumn's Laser Pistol has weird looking attack animations. This is due to it using a Loop attack animation, which I hadn't initially accounted for. A fix will be provided later.
2) Compliance Regulator's reload animations clips. It's fairly noticeable. I will not, however, be fixing it. I'm only supporting TTW weapons from here on out--any NV-specific weapons/variants that get included are a bonus.

[size=4][b]CREDITS AND THANKS[/b][/size]
[size=4][size=3][i]Without the help of the following individuals, I would not have been able to animate at all[b].[/b][/i][size=4][size=3][b]
[url=]Januusz[/url]:[/b] for inspiring and encouraging me to continue, your technical knowledge  of blender, your advice, and your boundless patience with my confusion.[/size][/size]
[b][url=]hitman47101[/url]: [/b]for supplying the vanilla rigs and answering questions.
[b][url=]DecerBW (Asurah)[/url]:[/b] for answering questions and troubleshooting.
[b][url=]jmajero[/url]: [/b]for answering questions and troubleshooting.
[url=]Jacksonelhage[/url]: for answering questions and troubleshooting.
[url=]Xolerys1[/url]: for your input, perseverance, and generally making our little animation community better.
[url=]korri123[/url]: for [url=]kNVSE[/url], troubleshooting, and for being tolerant of my technical ineptitude.
[url=]ShinyHax[/url][b]: [/b]for their [url=]tutorial[/url].
[size=4][size=3][b][url=]Obsidian[/url]: [/b]for making the game.
[b][url=]Bethesda[/url]: [/b]for creating such a malleable - if wonky - game engine for us all to muck around in.[/size][/size]
[url=]blender[/url]: the primary tool I use to make these animations.
[url=]NifSkope[/url]: the secondary tool I use to make these animations. [/size][/size]

Extra Pockets Perk Enhancement

1 Stunde 11 Minuten ago
This mod adds two more perk ranks to the Extra Pockets perk from the Pickpocket skill tree, for a total of three ranks.

You can choose from 4 different variants:

[u]Variant 1:[/u]

Rank 1 (Vanilla rank): Carrying capacity is increased by 100
Rank 2: Carrying capacity is increased by 150
Rank 3: Carrying capacity is increased by 200

The required skill level for all ranks stays at 50, as required for the perk in vanilla Skyrim.

[u]Variant 2:[/u]

Rank 1 (Vanilla rank): Carrying capacity is increased by 100, required skill level 50
Rank 2: Carrying capacity is increased by 150, required skill level 60
Rank 3: Carrying capacity is increased by 200, required skill level 70

[u]Variant 3:[/u]

Rank 1 (Vanilla rank): Carrying capacity is increased by 100
Rank 2: Carrying capacity is increased by 200
Rank 3: Carrying capacity is increased by 300

The required skill level for all ranks stays at 50, as required for the perk in vanilla Skyrim.

[u]Variant 4:[/u]

Rank 1 (Vanilla rank): Carrying capacity is increased by 100, required skill level 50
Rank 2: Carrying capacity is increased by 200, required skill level 60
Rank 3: Carrying capacity is increased by 300, required skill level 70


Install via your favorite mod manager.

Uninstall via your mod manager or remove the file ExtraPocketsPerkEnhacement.esp in folder Skyrim\Data.

The Spellbound Obelisk

1 Stunde 13 Minuten ago
[color=#00ffff][size=5][b]The Spellbound Obelisk[/b][/size][/color]

A mid sized mage tower with dynamic lighting, the home has no location as the only way to get to the home is to find the teleport spell found at the Winterhold college in the Arcanaeum (Screen shots for the location)

[*]Bookcase for 192 books
[*]Dynamic lighting ( Lighting changes based on time of day)
[*]Workbenches include : Skyforge, enchanting, Smelting ,alchemy, tanning rack & a Oven
[*]Room for 4 followers
[*]Teleport spells to some major cities
[*]16 Planters
[*]Void Storage
[b][color=#a2c4c9]Hope you enjoy this simple home with great view, feel free to share feedback positive or negative as it helps. Have a nice day![/color][/b]

Enderal SE - Conditional Expressions

1 Stunde 17 Minuten ago
[b][size=3]Compatibility patch for Enderal SE and [url=]Conditional Expressions[/url]. (Conditional Expressions is required for this to work)

Removes some small errors with form ID lists and adds proper Enderal alcohol and drugs to the lists.[/size][/b]

Enderal SE - Simple Wearable Lanterns

1 Stunde 22 Minuten ago
[b][b][size=3]Compatibility patch for Enderal SE and [url=]Simple Wearable Lanterns[/url]. (Simple Wearable Lanterns is required for this to work)

Fixes Half Qyranian and Half Araelean not being able to wear the lanterns.

If there is enough demand I may think about adding blueprints for the lanterns. It works fine for now though.[/size][/b][/b]

Enderal SE - True Directional Movement (Boss Widget Fix)

1 Stunde 28 Minuten ago
[b][size=3]Compatibility patch for Enderal SE and [url=]True Directional Movement[/url]. (True Directional Movement is required for this to work)

True Directional Movement works wonderfully in Enderal on its own but the Boss Widget doesn't support Enderal bosses.

This mod enables the Boss Widget feature for all Enderal Bosses. Includes Main/Side Quest Bosses, Myths and Legends Bosses, Arena Bosses, Wanted Bosses, and miscellaneous unique Bosses.

Stalhrim like Mara used to make

1 Stunde 34 Minuten ago
I don't know why, but I love the idea of Stalhrim. If you take the translation "Steelice" literally, you are looking at a material you can work at room temperature, casting into shape as you need. Unfortunately, the lore is not that simple I suspect. Certainly no one has made the stuff in a long time, and only a couple of merchants on Solstheim carry it. So how did the Ancient Nords make it?

Baldur Iron-Shaper tells us that its similar to working Ebony. What if that is no coincidence? Ebony in the Lore is the blood of Lorkhan, and Nords were created by the breath of Kyne. Kyne's breath interacting with her husband's blood? (Okay, Mara has nothing to do with it, but her name rolls off the tongue better.)

In either event if you go to the Smeltery, any one will do, you will find a new means of crafting the stuff. Two means actually, one for doing it from scratch, and the other for making more of the stuff if you have some already. You'll need Ebony Ingots and Frost Salts for both.

I've tried to balance the prices as best I can. If you would prefer not to have access to the recipe until you helped Baldur out and/or can work Ebony, there is an alternative file with both Prerequisites put back in.

As I say, this is my first mod, and I'm looking for feedback if possible, as I'm still learning the Creation Kit.

Thanks everyone.

Male Viera Upscales

1 Stunde 44 Minuten ago
Quick n dirty upscales of the male viera textures- face, hair, ears.

Use for whatever you like, just please [b]do not[/b] reupload these to xma.

[url=]My tumblr.[/url]

Santa Hat Slayer

2 Stunden 1 Minute ago
Replaces Santa Slayer

- if I could remove the mustache I totally would but I couldn't for some reason
- also the first person hands revert back to the Santa Slayer's hands during glory kills

Use Telekinesis on Traps

2 Stunden 38 Minuten ago
[center] [url=][img][/img][/url][/center]
The main goal of this mod is to allow you to disarm [url=]soul gem traps[/url] with [url=]Telekinesis[/url]. This is something that is intuitive but was impossible in the vanilla game. In the process of fixing this issue, [url=]Telekinesis[/url] became effective against other traps too.
[*]Use [url=]Telekinesis[/url] to disarm [url=]soul gem traps[/url]
[*]Use [url=]Telekinesis[/url] to trigger [url=]tripwires[/url]
[*]Use [url=]Telekinesis[/url] to trigger [url=]pressure plates[/url]
[*]Use [url=]Telekinesis[/url] to trigger [url=]hinge traps[/url]
[*]Use [url=]Telekinesis[/url] to drop [url=]oil lanterns[/url]
[/list]There are 2 versions:
[*]Regular version[list]
[*]Edits [url=]Telekinesis[/url] spell (0001a4cc).
[*]po3's Papyrus Extender version[list]
[*]Uses fancy functionality from [url=]po3's Papyrus Extender[/url].
[*]0 edits to vanilla records.
[*]Universally compatible with any spells with [color=#9900ff][b]MagicTelekinesis[/b][/color] keyword.
[*]Should be compatible with new spells and spell edits from mods.
[*]I assume 0 responsibility for compatibility issues: It is impossible to test this with every spell from every mod.
[*][color=#ffff00][b]Spell edit version[/b][/color] is incompatible with mods that edit the [url=]Telekinesis[/url] spell record (0001a4cc).
[*][color=#00ff00][b]po3's Papyrus Extender version[/b][/color] is compatible with every spell that uses the correct [color=#9900ff][b]MagicTelekinesis[/b][/color] keyword and sensible delivery and casting types.
[*]Install whenever.
[*]Save in an interior location without soul gem traps (save1).
[*]Uninstall/Upgrade mod.
[*]Load save1 and make a new save (save2).
[*]Clean save2 with [url=]FallrimTools Resaver[/url].
[*][url=]Unofficial Skyrim Legendary Edition Patch[/url]
[*][b]po3's Papyrus Extender version[/b] requires [url=]po3's Papyrus Extender[/url].
[*][url=]Unofficial Skyrim Special Edition Patch[/url] for the basis of the soul gem trap script[list]
[*]Unofficial Skyrim Special Edition Patch team
[*]Please see Unofficial Skyrim Special Edition Patch readme in the download. This list is rather extensive and ever changing.

Deprived (Based on the Dark Souls Class)

2 Stunden 38 Minuten ago
This mod can be used as a challenge run, or just general RP purposes. As the description states, it's based off the dark souls starting character "Deprived" which has no items and all stats start at 1.


When you first start this mod, as a safety net, it will ask if you're on a new character. (If you accidentally click yes, clicking no on deprived will not change your stats, or you can reload a save.) This will only pop up once per character. Then:

If you select yes, you have the option to choose to start a deprived character or a normal one after character creation. 

Alternate Start version:
If you select yes, after you sleep in the bed it will ask if you want to make the character deprived. 

Both versions:
It will set all your skills to 1, remove all your items, and the starting spells like sparks, fury and conjure familiar (or more if you choose the options in the fomod). It also sets your health, stamina and magicka to 50.

If you select I'm no milk drinker, [spoiler]It will set your health, magicka, and stamina to 10[/spoiler]

Velkhana Icy Retexture

2 Stunden 43 Minuten ago
Attempts to re-create the look of AT velkhana by adding iridescence and a shiny, glass-like finish to Velkhana. Also makes Velk's eyes blue and re-shapes the drag makeup around its eyes so it looks less like an angry, jaundiced frost-goose.

Depravity - A Harmless Bit of Fun - Traduzione Italiana

2 Stunden 51 Minuten ago
[center]Prima di tutto un ringraziamento a [url=]Thuggysmurf[/url] per questa fantastica [url=]mod[/url], endorsatela perchè lo merita fino allo sfinimento.

Ora andiamo al sodo

[u][b]Premessa di questa traduzione
È fatta per il 70% a mano e per il restante 30% con un API di traduzione automatica.
Era da tanto che avevo ferma questa traduzione a quel punto e non volevo farmi attendere oltre.
Metto le mani avanti dicendo che non sarà perfetta, ma prometto che la revisionerò e farò uscire degli aggiornamenti.

A parte qualche stranezza qua e là, dovuta al software di traduzione automatica, è godibile al 100%.

In caso di problemi fatemi sapere nei commenti.

Finita la premessa, passiamo alla traduzione della descrizione della mod:

"Fallout 4: Bel gioco, brutto gioco di ruolo" - PC Gamer Magazine

[color=COLOR NAME OR #CODE]Proviamo a sistemare le cose[/color]

[youtube]9H4t7MpLWgQ[/youtube][/center][b][u]Cosa c'è in questa mod?[/u][/b]
40 missioni con circa 20 ore di contenuti, tra cui:

[b]6 compagni personalizzati completamente doppiati (in inglese - sottotitoli in italiano)[/b]

1) Murphy: Ghoul schiavista moralmente ambiguo
2) Harley: membro problematico di una gang con un'ossessione per i vecchi fumetti
3) Eden: Combattente cazzuta specializzata in armi da taglio
4) Alerios: Ghoul col machete con un'affinità per le maschere di moda e i film horror prebellici
5) Roxy: Ex-Predatore, è possibile averci una storia d'amore
6) Stella: Bambina compagno (cazzuta più del Sole Survivor)

[b]7 compagni del gioco vanilla:[/b]

1) Kellogg: Se lo convinci a lavorare con te invece di ucciderlo (è facoltativo)
2) Tina de Luca: Ora ha più di 400 nuove linee vocali, una quest personale, e dà anche missioni secondarie
3) Schiava Kasumi: Se si sceglie di consentire la schiavitù a Diamond City dopo essere diventato sindaco (nessun conflitto con Far Harbor)
4) Cito: Se lo lasciate vivere nella missione Safari Adventure di Nuka World
5) Isabel Cruz: Se le risparmi la vita in Automatron
6) Sheng Kawolski: Se si fa saltare in aria Diamond City
7) Nat Wright: Se si fa saltare in aria Diamond City

Murphy guida la trama principale ed è un compagno obbligato per una quest. Tutti gli altri compagni sono opzionali.
Nessuno dei compagni utilizza uno slot compagno vanilla.
Harley, Roxy, Tina, e Stella hanno missioni personali.
Eden, Roxy, Harley e Tina danno missioni secondarie ripetibili.
Se un compagno si perde, puoi teletrasportarlo da te con il "Teleport Depravity Companions a te", un olonastro che viene aggiunto al tuo inventario durante la prima missione.

Murphy, Harley, Eden, Stella, e Alerios si trovano al Fallon, a Concord.
Roxy è al New Rexford Hotel & Casino.
Non parlare con Roxy, oltre che per giocare alla roulette, se un compagno sessualmente esplicito non fa per te.
Lei è completamente opzionale e potrebbe dar fastidio ad alcune persone.
Maggiori dettagli qui sotto nella sezione "Missioni secondarie Roxy".

[b]3 basi per il giocatore[/b]

1) Concord Fallon's - Disponibile subito
2) Il Nuovo Hotel Rexford & Casino - Una volta che ne prendi possesso
3) La camera blindata di Diamond City - Una volta che sei diventato sindaco di Diamond City

Sono completamente arredati, ma hanno anche le Officine, e si può inviare i propri compagni e coloni a vivere lì. Concord Fallon ha un dungeon dove potrai mandare i coloni più fastidiosi, e il New Rexford Hotel & Casino ha una spa per il vostro benessere.

[b]Elementi RPG che sarebbero dovuto essere presenti nel gioco vanilla:[/b]

- Possibilità di lavorare per una banda stabilita a Concord invece che solo per Preston dopo aver lasciato il Vault 111.

- Risparmiare Kellogg e usarlo per aiutarti ad accedere all'Istituto piuttosto che essere costretto ad ucciderlo. Invece di aiutare Virgil, puoi lasciare che Kellogg lo torturi per le informazioni e gli schemi necessari (opzionale).

- Aiutare Goodneighbor a costruire le loro difese, eliminare i rivali politici, ripulire le loro strade, e risolvere i problemi della loro economia.

- Uccidere Marowski, prendere la proprietà dell'Hotel Rexford, ripulire gli interni, reclutare nuovo personale, rinnovare il posto con un casinò, club, nuovi venditori, ecc, e guadagnare soldi dalla gestione.

- Rilevare il commercio di sostanze del Commonwealth: produrre la propria droga, eliminare i concorrenti e proteggere i propri spacciatori.

[b]Modi alternativi di giocare l'Atto I e II della quest principale vanilla:[/b]

Il gioco vanilla ti costringe a seguire un percorso specifico attraverso Atto I e II della missione principale.
Se vuoi progredire, devi salvare Nick, devi seguire Dogmeat, devi uccidere Kellogg, devi visitare Amari, devi seguire la sequenza cerebrale, devi aiutare Virgil, devi costruire un relè, e... Preston.

Il percorso forzato andava bene per la prima run, ma in una seconda, terza, quinta, o decima run, cosa succede se non si vuole sorbirsi di nuovo tutta quella roba, quando non si ha alcun controllo sul suo svolgimento?

Se [url=]Project Valkyrie[/url] (Traduzione [url=]qui[/url]) è una mod per un finale alternativo, pensate a questo come ad una mod di un inizio alternativo, destinato a darvi più opzioni di gioco di ruolo tra il momento in cui lasciate il Vault 111 e il primo accesso all'Istituto, ma puoi comunque giocare la mod in qualsiasi punto del tuo salvataggio.

Compatibile con [url=]Start Me Up[/url], [url=]Sim Settlement Conqueror[/url] (e anche sim settlement 2 - ndr)
Ecco alcune cose che puoi fare diversamente dal vanilla:

- Ignorare Preston e ricevere il consiglio di andare a Diamond City da un'altra fonte.
- Saltare il salvataggio di Nick Valentine finché non ne hai voglia. Starà bene, e la missione principale andrà avanti senza di lui.
- Accedere all'appartamento di Kellogg, trovare gli indizi da solo e dirigerti direttamente a Fort Hagen.
- Niente più Dogmeat che si materializza dal nulla a Diamond City, e poi finge di non sapere dove è diretto.
- Evitare le missioni cerebrali di Amari, Virgil e Kellogg in cui fingete di non sapere quale sia il grande segreto del teletrasporto dell'Istituto.
- Risparmiare Kellogg se volete, e vi mostrerà lui stesso qual è il grande segreto, e poi vi aiuterà a uccidere un Predatore e decodificare il suo chip.

Queste sono tutte le nuove opzioni che si possono scegliere, ma non sono necessarie. L'obiettivo è quello di fornire più gioco di ruolo e meno grind su una ripetizione di più run. Se usi Project Valkyrie (finale buono) o Diary of a Madman (finale malvagio) con questa mod, puoi prendere un percorso completamente diverso attraverso la missione principale di Fallout 4 da Vault 111 alla fine.

[b]File richiesti:[/b]
1) Tutti i DLC ufficiali Fallout 4: Automatron, Far Harbor, Nuka World, Wasteland Workshop, Vault-Tec Workshop, Contraptions Workshop
2) [url=]Outcast and Remnants[/url] v1.4 o superiore

[b]Come cominciare la mod:[/b]

Parla con Stella, la bambina che si trova all'ingresso di Concord, in fondo alla strada dal Red Rocket Truck Stop. Accetta di aiutare a trovare il suo amico, e il resto dell'avventura inizia da lì.

È possibile avviare la mod in qualsiasi punto del salvataggio, indipendentemente dal progresso o con quali fazioni ti sei schierato o quali missioni hai completato. Se vuoi Kellogg come compagno, dovrà essere vivo. Se vuoi Kasumi come compagno, dovrai scegliere l'opzione per permettere la schiavitù a Diamond City dopo essere diventato sindaco.

[b]Compatibilità e mod consigliate:[/b]

Compatibile con tutto se non diversamente specificato, il che significa che la mod funziona con tutto a meno che la documentazione della mod non dica che non è così.
Se giochi a Horizon, Sim Settlements, Start Me Up, Diamond City Expansion, Welcome to Goodneighbor, Better Goodneighbor, Mollie the Cheerleader, Bob Ross' Happy Little Moon, Enhanced Sideboob Armor, Shaun is the Antichrist, Taylor Swift Pip Boy Background, Unisex Catholic Schoolgirl Uniforms, High Velocity Cat Cannon, Amputee Body for Unique Player, o una delle altri 30.000 mod per Fallout 4, non c'è bisogno di chiedere sulla compatibilità per ogni mod.

[b]Le seguenti mod sono raccomandate, in quanto miglioreranno la vostra esperienza, ma non sono richieste:[/b]

[url=]Project Valkyrie[/url] - Inizia nel secondo atto della quest principale vanilla con scelte GdR dove lascia Depravity.
[url=]Fusion City Rising[/url] - Si integra con il personaggio e la storia di Roxy. Anche Amber e Tori.
[url=]Radioactive Signs[/url] - I cartelli del Concord Fallon si illumineranno e sembreranno più belli con questa mod.
[url=]CBBE[/url] - Alcuni NPC hanno abiti basati su CBBE. Se non gradite l'outfit e/o non usate CBBE, chiedetegli di commerciare ed equipaggiategli qualcos'altro.
[url=]Thug Co - The Companionator[/url] - Se vuoi un olonastro per controllare tutti i compagni di Depravity, Project Valkyrie, Outcast and Remnants, e Fusion City Rising.
[url=]Thuggyfied - A Fallout 4 Mod List[/url] - Se stai cercando un'esperienza Fallout 4 basata su flessibilità, divertimento, sicurezza, facilità di installazione e popolarità rispetto alle preferenze personali. Include una mod opzionale per le impostazioni di gioco che ridurrà il grind e libererà alcuni slot esp.

Depravity è una mod companion di [url=]Outcast and Remnants[/url], [url=]Project Valkyrie[/url] e [url=]Fusion City Rising[/url]. Le storie di queste mod sono tutte parallele. È possibile giocare a qualsiasi mod prima, o tutte allo stesso tempo. Né Project Valkyria nè Fusion City Rising sono necessarie per godere di Depravity. C'è una dettagliata [url=]guida play-through[/url] su come queste mod interagiscono tra loro e la missione principale vanilla.

Throwing Knife Spell

3 Stunden 1 Minute ago
To install, go to PC\Quest 2\Internal shared storage\Android\data\com.Warpfrog.BladeAndSorcery\files\Mods
Then simply drop the newly imported folder into the "Mods" folder!
[size=6]Requirements(1): [url=]Throwing Knives[/url][/size]
[size=6]INCLUDES: [/size][size=4]
 - Spell that makes Throwing Knives.
 - New Spell in Spell Menu

- No Annoying FireBall Throw sounds
- Throwing Knives at People
- Infinite Knives
- Floating Knives
- Better Spell Icon

There may Be some Bugs...Lemme Know what they are and I'll do my best to fix em.
[size=5]I hope you enjoy![/size]
[size=6]I'd Like to thank [url=]CustomDev[/url], [url=]Mythic Zxppy[/url], MikahVR, [url=]ShortBoiCisco[/url], SparkyRiver250 because without them I wouldn't have been able to make this mod.[/size]

Garuba Daora

3 Stunden 6 Minuten ago
A graphical mod to replace Kushala Daora with a custom texture for Garuba Daora. Artistic liberty was taken with the crystal horns, as Kushala's model has less and smaller spikes that Garuba would have.

Instructions are in the zip.

Texture mods are client-side, so only those who install this will see the change.

It has been working without MHS2 Modloader in both singleplayer and multiplayer, but use without that at your own risk! Edited files may cause multiplayer compatibility issues!

Let me know what variation you'd like to see in game next!

Faerie's Respite

3 Stunden 15 Minuten ago
You've discovered a recently repaired shack at the site of a faerie ring.. a journal in the abode gives a little insight into the history of the place... but not much ;)

A modest player home close to Bilegulch Mine with a few bits and pieces around. Aimed at a nature-based/alchemist character. In keeping with the up and comingness of the place there is the beginnings of some food storage in the area below the hut, but the previous owner didn't get a chance to do much else.

But what happened to the previous owner and who is that dog hanging around?? The faefolk are mischevious, to be sure...

Active Fast-Travel marker should show after install.

If anyone wanted to take this up and add any actual faeries or even a quest that creates a gateway to another dimension through the faerie ring, please feel free!

Hope you enjoy!

If you like this one, please check out my other Nature-themed mods:
[url=]Pinegarth Mill[/url] (player home and NPC's)
[url=]a little camp on the shore[/url] (player home)
[url=]Of Valley and Hedgerow[/url] (enchanted robes)

• Skyrim up to date

:: FEATURES Template::
• Tanning Rack, Wood Chopping Block, Alchemy Table, Cooking Pot, various other bits and pieces in keeping with the general lore of the place including various none-safe containers (all sorts of theives wander the wilds you know)
• Bedding give Rested only bonus

• There are 'prayer' idle markers for NPC's at the faerie ring and also the stone circle

• none known yet
56 Minuten 51 Sekunden ago
The files uploaded to the Nexus Mods Network file database today
Files updated todey Feed abonnieren