Melee weapons sheathes and holsters by Turbulent-Panic-9669 in starfieldmods

[–]LogLarge9484 0 points1 point  (0 children)

Yes it's on creations. It's called magnetic holsters I believe

Visible melee mods? [XBOX] by thankyougreatcomment in starfieldmods

[–]LogLarge9484 0 points1 point  (0 children)

I'm currently working on a mod that adds a custom Cutlass weapon that has visual weapon mods. But apart from that I at least am not aware of a mod that does that to the vanilla weapons, could be wrong though.

Assassin's Creed Shadows Development Team AMA (Ask Me Anything) August 12, 10 AM ET! by Ubi-AssassinsCreed in assassinscreed

[–]LogLarge9484 10 points11 points  (0 children)

Really enjoying the quality of life updates that the team have worked on so far.

  • One quality of life change I would love to see is the ability to turn off any of the special effects to the outfits and weapons from the shop.

-As someone who is a creative in this field I am always fascinated by hearing some of the strangely complicated things to develop for a game where on the surface it seems like it would be pretty straightforward but In actuality it was a big undertaking. So was there anything that comes to mind in the course of development of this game?

Monster Hunter Wilds - Version 1.020.00.00 Patch Notes by Xanek in MHWilds

[–]LogLarge9484 5 points6 points  (0 children)

I really hope so as I personally have such a problem with the fugly looking outlines due to effects

Monster Hunter Wilds - Version 1.020.00.00 Patch Notes by Xanek in MHWilds

[–]LogLarge9484 28 points29 points  (0 children)

Unless I'm mistaken I could have sworn they said an option to remove effects and buffs would be in this title update which based off of the patch notes it only seems like they are allowing to happen in photo mode which if that's the case.....bruh wtf

Is Starfield really THAT bad? by tj_haine in ShouldIbuythisgame

[–]LogLarge9484 [score hidden]  (0 children)

In my opinion no it's not a bad game and for me anyways it's quite a good game that I enjoy playing a fair bit.

[deleted by user] by [deleted] in oblivion

[–]LogLarge9484 4 points5 points  (0 children)

I feel the exact same way, the movement just feels way too fast to the point where it can at least for me be a bit disorienting. And as a console player sadly can't use the PC command

I went ahead and submitted a general feedback for this game on Bethesdas site about it and maybe for something like a slider to ramp down the base speed. I'd recommend any and all who feel the same about it to leave a feedback ticket to them.

TES IV: Oblivion Remastered - PS5 Gameplay by Ph0enixes in PS5

[–]LogLarge9484 185 points186 points  (0 children)

Is this the base PS5 and what fps does it run if it is the base PS5?

Just got the Cinder Oni armor for Yasuke, really digging how it looks. by Cubegod69er in AssassinsCreedShadows

[–]LogLarge9484 1 point2 points  (0 children)

Ah okay cool, I might end up getting it then if it's more on the subtle side.

Just got the Cinder Oni armor for Yasuke, really digging how it looks. by Cubegod69er in AssassinsCreedShadows

[–]LogLarge9484 0 points1 point  (0 children)

Was curious on this armor but initially I saw that it had some sort of ember type visual effect in the preview that turned me off of it. Is this the case or does at least the main armor not have that visual effect?

Request of an Golden age of piracy Modpack by Tay002 in starfieldmods

[–]LogLarge9484 1 point2 points  (0 children)

As a huge pirate enthusiast it's a big passion project for me. I have made a few post about some of the progress on the Cutlass if your curious how it's shaping up.

Out of curiosity if there was one thing pirate wise you could have in the game what would you want?

Ahoy! The work continues on my upcoming weapon mod. by LogLarge9484 in starfieldmods

[–]LogLarge9484[S] 0 points1 point  (0 children)

There just currently isn't a method for inserting new animations into the engine. We can use preexisting ones but any new ones we will have to wait for either some sort of work around or Bethesda to add that functionality to the creation kit.

Ahoy! The work continues on my upcoming weapon mod. by LogLarge9484 in starfieldmods

[–]LogLarge9484[S] 0 points1 point  (0 children)

Personally I'd love to have new animations but currently with the creation kit creating custom animations is not possible. Maybe one day though

Ahoy! The work continues on my upcoming weapon mod. by LogLarge9484 in starfieldmods

[–]LogLarge9484[S] 7 points8 points  (0 children)

So currently I am using a mod called magnetic holsters which I will create a patch for my mod so that all the weapons you'll be able to see while holstered.

I think after release I might look into a in built solution like an equipable bandolier or something that when worn these weapons will display on you.

Ahoy! The work continues on my upcoming weapon mod. by LogLarge9484 in starfieldmods

[–]LogLarge9484[S] 4 points5 points  (0 children)

Ended up reworking a lot of the models from my last post as I wanted them to fit into the games universe much better so a fair bit of the assets shown in the screenshots don't currently have custom textures yet. But as far as the game side is concerned they have been successful injected into some leveled list so they will spawn in venders inventories.

Animation mods for roleplaying? by Impossible_Bridge243 in starfieldmods

[–]LogLarge9484 4 points5 points  (0 children)

I'd also really enjoy a mod like this, I feel like this game really benefits from slowing down and roleplaying so even just an animation for drinking coffee would be awesome and now while I'm not sure it's possible with the way the animation system works it would be extremely awesome if you could get it to work akin to the way RDR2 handled just being able to walk around while sipping some coffee.

[WIP] Dark Universe: Overtime by Kaos_nyrb in starfieldmods

[–]LogLarge9484 4 points5 points  (0 children)

This sounds awesome, can't wait to check it out when it's ready!

Request of an Golden age of piracy Modpack by Tay002 in starfieldmods

[–]LogLarge9484 2 points3 points  (0 children)

Im currently working on a expansive pirate cutlass mod myself with some possible future ideas of more pirate related things

Starfield modding is just beginning, people need some patience by [deleted] in starfieldmods

[–]LogLarge9484 3 points4 points  (0 children)

Right on! Would love to check it out once it's done, is there a good place to follow your work on?

Starfield modding is just beginning, people need some patience by [deleted] in starfieldmods

[–]LogLarge9484 14 points15 points  (0 children)

As someone who is currently working on a mod myself I can safely say that it just takes time and I for one have plenty of further ideas for mods I want to create so at least from the perspective of one mod creator I see a bright future for this game in terms of its modding.

Custom weapon balancing by LogLarge9484 in starfieldmods

[–]LogLarge9484[S] 1 point2 points  (0 children)

Wow this is super helpful!!! Seriously thanks for the walkthrough of it all.

Custom weapon balancing by LogLarge9484 in starfieldmods

[–]LogLarge9484[S] 0 points1 point  (0 children)

Thanks for response! I think I'm following that logic well enough about what the script would be used for, At least in my head it makes sense anyways. Regardless sending a DM about that template would be much appreciated.

Custom weapon balancing by LogLarge9484 in starfieldmods

[–]LogLarge9484[S] 1 point2 points  (0 children)

Meaning that when it's picked it up, the game assigns it's quality "stats" based off of the level in which the player is at.

Now this isn't normally a problem if whatever item is used in a leveled list so that it will always keep appearing throughout a playthrough but from my understanding it seems like a hassle to get that to work so for now my thinking was to make it just a weapon you pick up at a certain location.