#mod: faction fatigues
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Faction Fatigues
hello hello, i've made another recolor!
you can get it here on nexus :)
it doesn't modify anything other than the texture file, so it should be compatible with other recolors and whatnot (if you use another mod that modifies this specific texture [such as the boring wardens mod] you can override it by placing this mod under that one in your mod order)
#datv modding#dav modding#dragon age modding#dragon age mods#datv#mod: faction fatigues#nysa's modding adventures
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This probably isn't what anon expected but I don't know any other way to explain what mods I have and why.
Foreword
This post will be a comprehensive overview of the mods that I use for The Elder Scrolls V: Skyrim (AE) and why I choose these mods specifically.
When I play Skyrim, I'm looking for survival-gameplay and a level of realism that can't be found in the base game. I dislike the idea that my character can defeat Alduin, Miraak and Harkon, as well as all manner of other enemies from both vanilla questlines and modded, in the span of a few months or years. As such, my aim is to make Skyrim a dangerous land that takes years to fully explore where my character will struggle to survive before they can thrive.
With the mods below, you'll find that you fall into a nice gameplay loop of exploring dangerous dungeons and completing quests while camping, returning to safety to rest and deal with non-fighting related business, and finally planning your journey for the next quest.
This post is split into the following sections:
Character creation
Survival
Non-combat mods
Travel
Combat
Weather
Miscellaneous
This post doesn't include:
Tutorials for installing any of the mods mentioned
Mentions of per-requisite files, compatibility patches or bug-fixes
Aesthetic/visual mods (such as retextures, city overhauls, new armour/clothing or animation replacers)
Companion mods, story/quest mods or expansions
Character creation
I'll quickly mention the race overhaul that I use - Aetherius. I like that each race is instead given a passive ability rather than the powers in vanilla Skyrim.
First, there's the Alternate Start mod. I like this as it not only allows me to skip the opening cutscene which I've seen far too many times, but also lets me start to think about what my character was doing before the start of the game. Starting with a faction or property in any of the holds allows for an easier start but typically I'll go for something that drops me right into the thick of it.
Immediately upon spawning in the world, I activate Dealing With Backstories to further flesh out my character's history. You'll start with detailing your character's childhood, from their parent's station in life to the chores and hobbies they had at a young age. You can start immediately with the "Coming of Age" stage or further flesh out more of their life. Something I love about DwB is that you can reactivate the mod to simulate time passing - which I love doing after completing a few major questlines.
Next, I make a point to travel to Riverwood - not just to start off the MSQ but also to choose my starting Patron God in Blackfall Temple. Rather than having to curry favour with the gods, this simply has you select your patron god (which can be changed at any time). It's simple and non-intrusive - something that's nice compared to the many other mods I have!
Survival
The absolute core of this comes down to three mods: Frostfall, Last Seed and Wounds.
Frostfall is pretty simple in that it's the mod that makes your character feel cold. You'll need to prepare for journeys to the colder parts of the province with warm clothing and plans for setting up camp once you can't tolerate the cold anymore.
Last Seed handles your main needs - Hunger, Thirst and Fatigue (with each being linked to health, stamina and magicka respectively). It also has other features, such as diseases which grow in severity the longer you go without rest or vitality which serves as an overview of your character's overall wellness - with support for Frostfall and multiple other mods that will be mentioned in this section, allowing them also to contribute to your wellbeing!
In order to keep your character fed, I recommend using Simple Hunting Overhaul which allows you to hunt animals for meat, as well as sell their carcasses for money. Combined with Skills of the Wild, you'll find your character improving as a hunter, allowing them to skin/butcher animals with more efficiency (and saving daylight in the process). I will warn that this does remove the compass and HUD - meaning you'll have to rely on the map and landmarks to navigate! I used to hate this but now I love getting lost.
The last of our core survival trio is Wounds which makes it so you can be injured in a variety of ways from bruises to concussions to broken bones. Similarly to the diseases, these can get worse if left untreated and will often leave you weakened from pain (or even unable to hold weapons, in the case of broken and unsplinted arms).
A final addition to round it out is Stress and Fear (and Stressful Darkness) which means that your character will become more and more stressed the longer they are in dangerous situations, such as combat or dungeons. You'll find your character isn't able to keep going without breaks, whether that's from disease, injury or stress. Eventually, they'll need to take a break!
Since my ideal living situation for my character is them being unable to afford a house of their own (helped along with Evolving Economy), you'll be spending a lot of time in the inns of Skyrim - which are a fair bit more pricey thanks to Coherent Inn Prices. A useful mod to go along with all of this is Extended Stay - although you'll need to adjust the prices in the console to match CIP - which lets you rent a room for three days, a week or even a month and gives you a safe chest for storage.
Once in the inn, you'll be able to wash off the dirt and blood from your recent travels with Keep It Clean. Not only will you be viewed more favourably when clean (through a speechcraft boost), but it keeps you healthier too since your disease resistance is lowered when you're filthy.
Finally, when it's time to sleep, make sure you have Idrinth's Dream Framework so that you have the chance to have a dream or a nightmare while you snooze. Make sure to add the various dream mods (all of which can be found in the "Mods requiring this file" section).
Non-combat mods
It's all well and good saying it's time to let your character rest but you'll still want things to do during that time. As such, here are a handful of mods for that exact purpose! First, overhauls of existing mechanics.
Complete Alchemy and Cooking Overhaul does exactly what the title says - overhauls cooking and alchemy! I love making my character learn how to cook and improve over time and it links nicely to Last Seed, in that it gives you so many more foods to eat. The new alchemy additions of grenades and weapon coatings also give you more options during a fight!
Immersive Jewelry gives... so many new types of jewellery for your character to wear. I think that accessories can really tell a lot about your character and the many new styles will help you find something that fits your character more than the limited rings, amulets and circlets in vanilla. And even if you don't want to wear them yourself, you'll be able to sell them for plenty of money!
Thaumaturgy is my enchanting overhaul of choice, it isn't overcomplicated and just rebalances the vanilla enchants and adds some fun new ones.
Personally, I love playing scholarly characters which makes Immersive Spell Learning my favourite of the mod category I like to call "mages should be nerds". Learning spells will take time, particularly if they're of a higher level of understanding than you've currently achieved in that school of magic. It's also compatible with like... every mod that adds new spells. My personal favourite is Apocalypse.
Another mod in my academic-skyrim repertoire is Train and Study. With this, you can use skill books or training dummies to improve your skills. If you use this in tandem with Bibliophile's Arcanaeum, you'll be able to borrow skill books from the College of Winterhold. Great for waiting out the many, many blizzards in the north!
If you're more musically inclined, Skyrim's Got Talent lets you play a bard. Just be prepared to suck at first. Once your character gets past the beginning stages, it's nice to be able to whip out an instrument and sit back and listen to them play a song. In the same way as CACO, you'll find that this is something that your character will improve upon gradually.
Of course, I'm always looking for more mods to give me things to do during my character's downtime. I've recently been looking at Tavern Games, but if anyone has any suggestions then please send them to me.
Once the resting is done, it's back on the road! I like how I have to plan out my journey ahead of time - which quests do I want to complete now and which can I save until later? What quests and dungeons can be found along the way? If I get sick or injured, are there any nearby towns or villages for me to rest before I head to a city? Can I survive the cold at this time of year? Many things to consider!
Travel
Starting off with Journeyman, this mod overhauls fast travel. Rather than restricting fast travel entirely, this mod requires you to have a travel pack in order to do so. You can either craft or buy them but they do weigh quite a bit. I like this as sometimes, I don't want to have to walk up the seven thousand steps every time I need to chat to the Greybeards or Partysnacks. It means I will typically be on foot for most journeys but have the option to skip tedious journeys if I want to.
Some more mods to skip the on-foot tedium are Carriage and Ferry Travel Overhaul and Sforzinda's Destinations. These allow a number of ways to shorten the amount of walking you need to do.
However, exploring the world on foot is very beneficial with the Experience mod. This overhauls how the player earns experience, with it being gained through completing quests, clearing dungeons and even just discovering new locations. Something else to find on foot are Skyshards - collecting three of them gives you an additional perk point which I love a lot! I'm indecisive so I like having extra points to throw into skill trees without worrying whether I'll end up swapping playstyles later on.
Finally, I love the convenience of Convenient Bridges. I wish I was joking about this but there have been many times where I've looked at a river and thought, "wow, I wish there was a bridge so I could cross this" and then I look slightly to the side and there's a bridge there thanks to this mod. Considering that going in the water can risk hypothermia with Frostfall, this mod will really help in avoiding freezing to death.
Combat
Of course, where there's travel, there's danger. To start with, we have Arena which overhauls encounter zones. To put it in simple terms, certain enemy types are best left for certain level ranges and enemies will be harder overall... I think? I still don't fully understand but I do know that I frequently get my ass beat with this mod. Which I love.
Next is Manbeast which overhauls werewolves. My favourite part of this mod is the forced transformations - once, I had a character with several broken bones and a concussion. Though he was trying to recover in the Bee and Barb, the beast within threatened to break free and he had to go running across Riften before he transformed in front of everyone. It's counterpart for vampires is Scion, which is also in my load!
Can you tell I like the simonrim mods? Because here's another one - Stormcrown! Along with overhauling the shouts, you can meditate on them with Paarthurnax in order to permanently buff them (for the low, low cost of one dragon soul!).
As for dragons, I use Simply Stronger Dragons to make our scaly friends more of a threat and Dragons Awaken to add named dragons at dragon mounds (yay! more opportunities for death!). Finally, I add in Cult of the World Eater to encourage me to hunt down the dragon priests, lest Alduin be unkillable once I reach him in Sovngarde.
Weather
I don't have a neat transition to this category. Weather! Yippee!
First off is Frostfall Seasons. This makes it colder during winter and warmer during winter. Self explanatory. Then, it's Wander which adds some new types of weather but I primarily use for the darker nights. Next, I add True Storms which makes storms in Skyrim a thing a beauty. I love storms and this mod makes them incredibly intense.
Wonders of Weather adds rain splashes, shooting stars and rainbows, while Wet and Cold adds some visual effects to your character and NPCs based on the current weather.
Miscellaneous
Finally, we have the mods which I couldn't fit into the other categories.
Skald's Mail adds a mailbox for you to receive all of your letters in, rather than a courier running up to you every time. You can also send packages between mailboxes and order stuff from shops, if you have their catalogue. I love this mod so much. I want a mod that adds spam mail. I want mods that give me more mail. Please. Please.
Immersive Citizens overhauls the AI of friendly NPCs to make them more... immersive. Yeah. And Realistic Dark Brotherhood Kidnapping makes your kidnapping more realistic too! Also, I know I said I wouldn't include any quest expansions but I will sneak in Destroy the Dark Brotherhood. I always found it unrealistic that you just get to wipe out their sanctuary in one go and I personally enjoy hunting people down.
At this point, I've been making this for four hours on about as much sleep. I am COMMITTED to the grindset. jk i'm going to bed after this.
There's a lot of mods that I didn't include since they are down to personal preference. After all, not everyone is going to want crows flying overhead or is excited by the prospect of a completionist museum. As such, here's some special mentions of mods that I enjoy but are (ultimately) down to personal preference.
Fashions of the Fourth Era
Replace Nirnroot Sound with Windchimes
Spaghetti's Overhauls
Keeping Warm - Scarves and Mufflers
Improved Alternate Conversation Camera
Obscure's College of Winterhold
Ordinator
Genuinely Intelligent Soul Trap
JaySerpa's dialogue and quest expansions
Mephala's Curse
Dark Forests of Skyrim
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Do you play modded Morrowind? And if so what mods would you recommend for a first time player?
I’ve been keen on playing for a while (I believe I mentioned Dagoth Ur visiting me in a dream and telling me to play Morrowind) but I’m not touching the unintuitive mess of polygons that is the base game with a thirty foot pole. I’ve beaten both Skyrim and Oblivion, vanilla and modded, and am curious about mods that would improve the graphics and gameplay specifically.
Honestly the gameplay of Morrowind is not that difficult. It gets a reputation for being impossible bc of ppl not rly looking up manuals and games not coming with them anymore. But I’ll give some tips:
You need to manage fatigue. Unlike in say, skyrim, your fatigue informs a lot of stuff and will be used up by anything from running to swinging your weapon. If you’re low on fatigue you won’t be able to hit anything (much like how if you have low magicka you can’t really use spells as well). Keeping stamina up will ensure you can hit things. Walk places and try not to jump everywhere (running around and jumping in cities is usually fine and will help you level up athletics and shit. Just don’t do that and break the law)
Do not spam attack. Trust me I also love doing this but it’s ineffective. Hold down the mouse button to charge attacks to increase damage, which will be more economical for stamina benefit. Done weapons have dif kinds of attacks, and with spears having a bit of distance will increase your damage.
If you’re playing a mage, get comfortable with spell making. Pretty much every spell merchant will have an option to make custom spells. Once you buy a spell to learn that effect you can make spells and enchantments with it.
There are no map markers sadly. Have the UESP up on your phone, they’ll provide guides and they have a map of Vvardenfell that’s rly good. Sometimes the directions in Morrowind suck but usually they’re bad on purpose. Because ppl in Morrowind can be assholes and they want you to fuck off and die. I have a god awful sense of direction but tbh I’ve gotten the hang of Vvardenfell. There’s also local maps that can be useful. The only place I can’t fucking find easily is this one ashlanders tomb you’re sent on to get the bow for the msq it’s insufferably annoying to find. Otherwise places are on some kind of path most of the time.
Pick a race that matches the skills you want and pick skills you plan to use. You can min max or make weird challenging builds like a nord wizard when you’ve gotten the hang of it. Dunmer are good overall builds that incorporate both magicka and melee. If you hate your build you can use console commands on pc to redo your race and skills. (Only once per session, if you wanna do it again save your game, quit, and reload)
Factions have skill requirements. You’ll have to be good at magic to be a mage and good at fighting in the fighter’s guild. Some factions are also mutually exclusive. Pick factions with skills you want to use
Stealing sucks in this game. I’m not gonna lie it really sucks imo
Npcs and enemies can’t go thru doors
There is no map based easy fast travel. However there are silt striders, boats, the mages guide, mark and recall spells, and intervention spells. ALMSIVI intervention takes you to the nearest tribunal temple, divine intervention takes you to the nearest imperial cult shrine, mark you set a location and recall you go back to it. The spells you can also get on amulets or other items. You can use these in combat to bail
Enchanted items recharge over time
Alteration is my favorite school of magic in Morrowind. You can levitate (needed for Telvanni towers and makes getting around vivec city easier) and walk on water and water breathe.
There’s no leveled loot or enemies really. If enemies are too hard in a location you either new dif gear or need to level up more.
You can soup trap your own summons. And summon multiple things at once. Conjugation can be really fun. Typically you can only have one summons of a type at a time but you can get multiples of you like cast a spell and also use an item
Containers have limits to how much they can hold. Dead bodies don’t
You should despawn corpses you don’t need or else they clutter up the game and make it run like ass. There’s a button for it called “dispose of corpse” when you check the inventory
Get creative there’s some rly funny ways to deal with things
Save often there’s way less auto saving
As for mods I have a few that I think make gameplay and graphics a bit better:
Personally I don’t use openmw I use graphics extender and a script extender. But YMMV
Stamina regen mod so I can run without worrying abt stamina management. And magicka regen bc I’m lazy, and a health regen one. But technically you can enchant items to continuously regen health, magicka, and stamina, it’s just annoying to get the soul gems for them and they’re expensive.
Beautiful cities of Morrowind is my fav city overhaul mod but it can be annoying to install ngl. Just don’t install it mid playthru it’ll get kinda weird.
I also use a grass mod bit that can also be annoying to set up. And an Ashlands tree mod.
Various retexture mods. I don’t think you need specific recommendations. I’d pick the ones you like the most. I think there’s dif categories so look at weapons, armor, enemies, static items. There’s a face and hair overhauls mod but it was REALLYYYYYYYYYY annoying to get working so. Good luck if you decide to use that one.
Tamriel rebuilt isn’t finished but it adds mainland Morrowind into the game and it’s fun if you want more Morrowind
Get the pet the damn scrib mod
Carryweight mod but that’s bc I’m a pack rat and hoarder
You can try to get a mod that removes hit chance. Other Morrowind fans will tell you absolutely don’t do that bc “it goes against the spirit of the game” but I’m not one of those. Idc about playing fair in single player games. I just have never seen any that work right. And also if you manage your fatigue and chose skills you intend to use it doesn’t rly matter
Otherwise get mods when you notice smth in the gameplay bugging you. I’ve also gotten one that increases the enchantment limit (oh right there’s like a value to each item that determines the strength of the enchantments you can put on it)
#Morrowind#if I think of more I’ll rb this#you should try playing Morrowind it’s not that bad imo#I’m notoriously bad at video games
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A request that I had a ton of fun doing (read: perhaps too much) - Good Omens but in the Borderlands universe! With additional text below the cut of me waffling lore that should not be scrutinized too closely aha
So for those unfamiliar with Borderlands, the general gist of the game is a space treasure hunt. Planets have Vaults, which are full of treasure/secrets, and they're guarded by monsters. The playable characters are called Vault Hunters, and you're usually battling malicious individuals or corporations long the way. And now for the description that might be confusing for people who haven't played but here I go anyways: So a lot of names in Borderlands are taken from greek mythology, so I chose to create a new mother corporation named Gaia. The idea of Gaia is that it was an older corporation that was originally intended to be a shield manufacturer, not a weapons manufacturer, but a schism within the company came about around the same time they tried to find a foothold on Eden-6, but were beat out by the Jakob's corporation and fell apart into two separate factions. The company's main selling point was a closely-held secret elemental type that they called "grace". Instead of causing a status effect, it's a elemental neutralizer, and causes temporary invulnerability. Likewise, grace-infused ammo does not have a weakness to shields or armor. Bit of a unstoppable force/immovable object situation between the two sides. However, without the combined might of the Gaia corporation to back either one of them, they're left to use what little remains of the "grace" and continue to try to build up their work forces on either side. Maybe with the treasure of a Vault, they might just succeed? Pandora seems the place to be, in that case... More onto the character design, but so I made two versions for each of them: the pre-schism version of their Gaia outfits, and then post-schism where they've established themselves outside of the company. Aziraphale starts off in soldier gear, based loosely off of Atlas and Dahl fatigues, but with canisters of "grace" attached to his back that are infused into an Oz-kit structure around his neck.
The idea was the two cannisters might look like mounted wings. Speaking of wings, two white arches are main motif of the Gaia corporation, so you'll see them also on the armor plating and logo. Crowley, on the other hand, was much more on the planning and negotiations sides of the company, so he gets decked out in Gaia-approved corporate wear that he can't stand, including wing-tipped shoes, lapels with golden wings embossed on them, and even golden ECHO-eyes.
These outfits then get ripped to Pandora and back.
Aziraphale's fatigues get worn down to the base set, losing most of the armor parts in favor of comfort. He's down to one cannister of grace, but a little goes a long way, and he's become a lot more world-wise since being stationed on Pandora. The feather motif remains along the jacket lining. His class-mod (Guardsman) is his coin-fob on the chain at his belt. Crowley, the edgelord that he is and we love, went full-in for the bandit aesthetic. All that remains of his previous look is the white shirt, now accompanied by significantly more leather and spikes, scaled belts and shoes, and a tiny water-mister full of remaining grace for when he needs to keep things in line. His class-mod would be the snake-charm earring, which would double as a ECHO-drive for the port in his temples. I could so easily make a whole comic based on this premise it's addicting aha
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Fallout 4 Mod List!
I promised a very nice Anon a mod list! These are all the mods I have!
I’m going to sort these by the Categories Nexus Mod Manager has set up just to make it easier for my brain and hopefully someone else’s. I left out anything that was a compatibility patch (I have several of those). Every mod should be linked back to its page on The Nexus!
Modders are amazing! They’re out here doing the lord’s work for FREE infinitely and continually improving this game.
Ammo
Commonwealth Vendors Stock Nuka World Ammo
Animation
Idle Hands - Male Idle Flavor and Dialogue Customization - lets you change your character’s idle animations!
Armour
Armorsmith Extended
Captain America Power Armor
Commonwealth Survivalist Gear
CROSS Pre-War Cybernetics
CROSS Chosen of Atom
CROSS Courser Strigidae
CROSS Mojave Manhunter
Dark Drifter Outfits
Eli’s Armouor Collection Remade
Eli’s Armour Compendium
Graphic T-Shirts with Leg Armor
Leg Armor for CC T-Shirts Fix - don’t use the above mod without this!
Kellogg’s Metal Armor Arm Piece
Mac Pack - this has some different styles of Maccready’s outfit its neat
Piper’s Armored Trench Coat
Audio - Music
Main Theme Remix Replacer - Dubstep Remix (If you want to just listen to it on YouTube because it’s lit, click here)
Bug Fixes
Keep Commonwealth Radiant Quests Within the Commonwealth
Buildings
Spectacle Island Bridge
Cheats and God Items
Get All the Starcores because fuck looking for those things every time
Clothing
Alternate Hancock Outfit Standalone (Colonial Duster Retexture)
Boston Jacket Fatigues
Crimsomrider’s Accessories
CROSS Brotherhood Recon
Danse’s Wearable Holotags
Femshepping’s Wasteland Drifter Outfits
FO4 Piercings
MASH very cool mix n match of vanilla outfits and some cool hats
Minutemen Beret
Nuka Cola Collector Armored - makes armor wearable over the CC Nuka Cola outfits
Minutemen Reskin and Standalone - Minutemen uniforms!
Simple Clothing - MC Cloth
The Wandering Scavver Clothing
TheKite’s Handmaiden
Wasteland Fashion - Bandanas and Blindfolds
Companions
Amazing Follower Tweaks
Danse Dialogue Overhaul to make him stfu about the Brotherhood post blind betrayal also my sole calls him ‘hon’ when talking to him and it’s the cutest thing 10/10
Danse Idle Comments Fix same as the other one! ty for fixing him, modders!
Crafting - Home
Build All the Beds
Children Chairs
Choo Choo Ch’Boogie - trains, planes and BOATS!
CREAtive Clutter
Do it Yourshelf - Clutter for shelves and bookcases
OCDecorator - Static loot - any droppable object can become static
Old World’s Containers and Decoration
Ponds - With Placeable Water
Gameplay Effects and Changes
Crafting Highlight Fix
Sofa Surfer - Sleeping on Couches
Useable Cigarettes
Hair, Face and Body
KS Hairdos
KS Hairdos Vanilla Match Retexture - if you get the one above get this so they don’t look like wigs lmao
LooksMenu Body Tattoos
Lots More Facial Hair
Lots More Male Hairstyles
Makeup for Men
NWM Warrior Crest Hairstyles
Ponytail Hairstyles by Azar
WX Hair Colors
Immersion
Mors Sit Anywhere (and Wait)
Player Head Tracking
Models and Textures
Alternative Human Eyes
Automatron Decals and Prints
Automatron Robot Faction Paint Jobs
Cathymeow’s Fun Eyes (Standalone)
Ghastly - Ghoul Eyes Texture - Hancock Eye Glow
MMP4APA - Minuteman Paint for ALL Power Armors
NPC
Kid in a Fridge - Peabody Family Settlers - so Billly and fam can come live on your settlements!
NPCs Travel - this mod is LIT it adds patrolling NPCs both friendly and hostile - you can customize which ones and how many to your liking, it DOESN’T mess up the random encounter spawns from what I’ve experienced. Very cool.
Overhauls
RSE Elements Vol. 2 - Advanced Needs (Survival Mode Replacer) - word of warning in default mode of this mod you have to push a button to pee/poop and oh my god that was awful but you CAN turn it off lmao. I use it mostly to eat/drink up all the food I hoard and for the need to sleep for immersion. There’s also a slider for damage modifiers you can use to simulate the damage modifier of Suvival Mode or when you get to the point where you one-shot everything if that isn’t fun anymore just turn your damage modifier down. Second word of caution is whoever made this mod has some really, really NSFW other mods that uhhhh have some upsetting elements so don’t go chasing their other mods for ‘immersion’ like I did unless you’re prepared for some stuff that sounds, I’ll be honest, r*pey. Like I hesitated to include this one because I didn’t want anyone to accidentally do what I did, but I thought I would with a big ol’ fuckin warning because it’s really good at what it does, and what this one mod does is benign.
Looks Menu Customization Compendium
Player Homes
Nuka-World Fizztop Grille Workshop
Bobbi’s Place Player Home
Player Settlement
Place Everywhere
Signs of the Times - Posters
Snappy HouseKit
Better Settlers
Gruffydd’s Signs and Posters
User Interface
Mod Configuration Menu
LooksMenu
Visuals and Graphics
CROSS Crit Gore-verhaul - instead of ash piles you get cool vaporized skeletons and some other things which is neat but not for the faint of heart
Weather
Fallout 4 Seasons - is under a diff completely unrelated category in my NMM but it should go here probably
NAC - Natural and Atmospheric Commonwealth - I’m glad this is the last one because I just need to talk about his mod for a second. It’s fucking amazing. The weathers are real. It’s lightweight. You can change SO MUCH visually in the game for personal preference or screenshots - it’s like an Instagram filter for Fallout with extras lol. There are some cool visual effects for chems, radiation, underwater, when you get hit etc. You don’t have to fuck around to customize it - there’s a holotape menu and you just click and change it and if you don’t like it go back and change it. Make your shit beautiful with NAC! That’s my plug for this mod, it’s one of my faves.
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Fallout: New Vegas Character Sheet / OC Questionnaire, 5k+ words
This is the part where I pray for consistency with my previous character essays...
The majority of these answers are from a character building perspective. Other perspectives are kept in parentheses.
Mason Shepherd McCoy
which faction did they side with (NCR, legion, yes-man, or house)?
Unwittingly, he sided with the NCR. But he abandoned the cause shortly before the lead up to the Second Battle for Hoover Dam.
preferred armor?
He favors dusters, but beneath that, he usually dresses in raggedly layers. Cycling between two pairs of majorly distressed and ripped jeans, and collected vintage scarves he finds from abandoned buildings.
(In game, light armor. Specifically the courier fatigues from the Courier’s Cache mod, modded with the standalone Lonesome Road courier duster.
Screenshots: front / back)
melee, guns, energy weapons, or unarmed?
Most skilled with a ranged bolt or lever action rifle.
After a compromising incident while he lived in Zion, Joshua attempts to teach him unarmed combat. But because Mase is a difficult, stubborn student, the lessons don’t continue on for long, and Joshua’s patience is tested to its limit.
highest skills? secondary skills? lowest skills?
His skill in everything aside from guns and repair are fairly mediocre, but his worst skills are definitely survival and unarmed. It’s pretty transparent that Mase’s priorities are focused on catering to his preference for gunplay.
(It’s hard to avoid having every skill high when level ups are forced on you, so I'm going to ignore in-game stats in favor of character development. Speech is the most notable skill I prefer to max out, but I don’t know if it’s exactly character-fitting for Mase considering he’s not actually a talkative person.)
SPECIAL stats?
3, 9, 6, 4, 7, 8, 3
what are their perks?
Confirmed Bachelor, babey. And Hand Loader. That one’s important.
(I'm not sure if this is asking me to list all perks my character has, but for the sake of not doing that – as it would be lengthy and tedious – I’ll leave it at these two.)
favorite companions? least favorite companions?
Mase adores Arcade more than he cares to admit. However, that adoration doesn’t overpower his own cowardice. He carries the weight of endlessly wondering what fate befell Arcade after Mase left the Mojave. He likes to...imagine he’s happy with the Followers, tending to new researches that could maybe benefit the public. The mental image distracts him from his guilt, at least.
The only other companion Mase was close with was ED-E. He doesn’t actively hate or dislike anyone, though.
any romantic partners? how do these relationships begin and end? are they healthy?
Yeah...Mase kinda...tries to pursue a relationship with Joshua, but it’s majorly onesided, and overwhelmingly unhealthy. Even Mase is aware of the unhealthy aspect, despite his feelings.
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I’ve thought a lot about how to avoid making this sort of scenario lore-breaking. I can’t realistically picture, given what we see and know of him in-game, that Joshua would ever reciprocate any sort of romantic feelings anyone might have for him.
This might be my own interpretation, but I think by the time the courier meets Joshua, he’s resigned to live his life thinking he can find redemption through his faith. And I think he’s convinced himself to be wholly devoted to it. He even twists the biblical quotes he uses as excuses for his own internal anger. He needs to think that the things he does are justified by God.
Beyond the religious dedication, Joshua tells us that he feels indebted to his family, and the tribes of Zion, for welcoming him back like he had never done anything to shame them. After questioning him about his past, and the defeat he suffered, he ends with, "I will never be able to repay the debt I owe to them, but I must try." The way this is all presented leads me to believe there isn't much room in Joshua's life for anything else.
Also, on another note, one quote by Mr. Sawyer, who wrote the entirety of Joshua Graham’s character, stuck with me:
It's not as simple as being "set on fire". After suffering a terrible failure, he was humiliated by his superior and the people he commanded. He was cast out and left for dead. His entire reason for living was gone. When your entire way of life is completely destroyed, it has a profound impact on how you view yourself and your place in the world. [...]
Read the entire quote here.
There was also a quote, if I am indeed recalling correctly, by Josh Sawyer that expanded upon Joshua’s dialogue in-game that spoke about the love he received upon his return to New Canaan – about how he was in disbelief over it, how he thought he didn’t deserve it. But I can’t find that quote again, so don’t take my word for it.
I know that the developer’s input isn’t the “word of God”, and that Sawyer has said that he strongly dislikes when authors discourage fan interpretations and have an almost authoritarian hold over their stories. However, I still find it useful to reference dev commentary when expanding upon my own ideas.
Returning to the original point, as much as I’d really just like to say ‘they both lived happily ever after’ about my courier and Joshua, it’s not something I can picture happening. Joshua isn’t an ordinary man, and domesticity wasn’t ever an option for him.
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There are some deeply self-indulgent scenarios I’ve written about for Mase and Joshua, and even in the more intimate pieces it always takes Joshua years to think it’s okay to even let Mase sleep next to him. So, I don’t imagine within the first year of staying in Zion anything even vaguely resembling intimacy would develop between them. Mase would have to come back to Zion after returning from the east coast and put a lot of work, time, and dedication into getting Joshua to open up on that level.
But, because I don’t feel fully confident in discussing my thoughts of how things change within the game post-canon-storyline (both base game and Honest Hearts/all DLC alike), these ideas and scenarios remain strictly self-indulgent. One detail I am comfortable saying that happens post-NV is that Mason does eventually come back to Nevada and end up settling there.
Since this is already a sort of a self-indulgent post about my oc, I will share some jumbled-context thoughts I’ve had. But keep in mind, if I were to keep this confined to my comfort on respecting the canon storyline and not exploiting it for my own purposes, this would have ended with Joshua never reciprocating, Mase leaving the west coast and returning at some indeterminate point, years later.
With that being said...
Mase and Joshua argue about the feelings between them a lot. With Joshua it’s always “You understand my position, we’ve spoken about it countless times. You’ve said you understood, yet you continue to persist.” / “I know. And, I’m...sorry. I just can’t help but feel like I’m a nuisance to you. That the way I feel disgusts you-” / “You know that isn’t true-” / “You always push me away-” / “I’ve told you why-” etc, etc.
The closer they get, the more doubt Joshua begins to show, the more he pushes Mase away, and the more Mase wants reassurance that Joshua still finds him important, in some way. Joshua does value Mase’s companionship, but what Mase gives is unabashed love, and there’s a huge discrepancy in outward reciprocation. Mase tries his best to adapt and subdue how he feels – to try to understand and match the level at which Joshua keeps him. But it’s hard. A lot of “you don’t care about me like how I care about you” feelings.
Joshua insists the discrepancy isn’t true, and it’s only perceived that way by Mason. He loathes when he’s forced to remind Mason of his situation – of the path he’s chosen to take in his life, his dedication to it, after what happened to him at the Grand Canyon. How large the amount of atonement he owes. How, even if he wanted to break away from this path, there are still things he would never be able to do for Mason.
Of course, Mase tries to keep all of this in mind. But with the lack of communication, and the constant distance from Joshua, it’s hard to know if the boundaries are because of Joshua’s self restraint, or if Mase is truly no longer wanted. He’s just...very troubled and brokenhearted by it all, and the situation isn’t easy.
There’s also the awkward re-acquainting with each other after the years they spend apart. Which is disheartening to Mase because, before, he’d felt Zion was akin to a home due to the time spent there, and, when he comes back, it feels foreign – like there’s no place for him anymore. Everything looks and seems different. It takes a long while to get over that feeling.
Joshua looks different after all that time, as well. He never takes to fully discarding his bandages – it’s too personal for him – and his scarring doesn’t ever necessarily fade, but they do heal, lessen in severity, and subsequently cause him less pain. Because of this, he’s more comfortable exposing his forearms without bandaging, and the areas around his nose, mouth, and jaw.
It takes Mase a moment to process this upon first seeing him again. In the past, he’d only ever seen Joshua without his bandages but one time, and it was because he’d been gravely injured and in recovery. He thinks it’s a good look for Joshua, though. And, more importantly, he’s overjoyed that he isn’t in as much pain.
Mase also continues travelling even after his return to the west. Especially between his home in northern Nevada and Zion. So it’s not as though he spends his every day with Joshua, although...he does try to persuade Joshua to visit his house and stay for awhile. Which he does eventually succeed at, after some complications on tribal responsibilities.
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...tfw you set out to write about your own character and end up devoting the most time writing about Joshua Graham. To be fair, I have another huge character post about Mase that establishes way more about him, and I’ve been meaning to write about the dynamics with Joshua for awhile now.
yes, i’ve thought a lot about this. damn.
anyway...
doesn’t it suck when your first love after you get retrograde amnesia is a revenge obsessed warlord with misplaced dedication to a faith that he manipulates to lie to himself that his revenge obsessions are justifiable :( real sad boi hours
gender / sexuality / ethnicity / species / etc.?
Boy/gay/???
He doesn’t know much about his ancestry, or the roots of his past in general. Doesn’t want to know. He’s pretty sure he’s human, though...maybe. But he’s also considered the possibility of being an alien misplaced on earth. Maybe...
He’s also not particularly attached to his biological sex. He is genetically male, and does predominantly identify as male, but it’s not something he feels is important or necessary to his identity as a whole. On a basic level, this applies to, say, clothing. If he found a dress appealing, he’d wear it without thinking much about what gender a dress was intended for. If that makes sense.
This sentiment is also applicable to sexuality. He doesn’t really label himself in any specific way. He just knows that the majority of people he’s found even somewhat attractive or appealing happen to be men.
where were they born/raised? when/why did they leave?
He doesn’t know.
when, why and how did they become a courier? how long did they remain a courier before benny shot them?
Again: part of a past that he doesn’t remember. Brings him anxiety over the thought of finding an answer to who he was before.
how did the bullet affect them?
Retrograde amnesia. His memories never returned. After awaking at Doc Mitchell’s, it was difficult for him to acquaint himself with who he was. He didn’t recognize his voice, his age, his appearance. Nothing felt familiar. His speaking patterns even sounded foreign to his own ears.
Other than that, recurring migraines that plagued him for weeks after his awakening.
how did they deal with benny?
He spared him. Read more here.
what’s their reputation with the ncr / the legion?
Liked/Neutral
Mase aided the NCR whenever necessary, especially during the beginning of his travels in the Mojave. He refused to agitate the Legion. He never realized he was weaving himself into becoming a mercenary of war for the NCR, and, had he realized they were going to proposition him for such a task, he never would have helped to begin with.
In retrospect, after abandoning the Mojave, his regrets in assisting the NCR don’t add up to much. After consideration, he realized he would prefer an NCR victory as opposed to a Legion one. He’s aware there might have been a better alternative, had he stayed, had he put himself at the forefront of the decision making. But, he simply isn’t that kind of man.
what’s their reputation with goodsprings / novac / primm? (i know primm reputation was cut from the game but like let’s pretend for a minute sdkfjd)
His reputation with Primm would be the worst of all three, entirely due to his uncaring mistakes in handling finding new authority for the town. The NCR wasn’t the worst of the outcomes, but it still wasn’t favorable with the existing community, and Mase only realizes that after it’s far too late.
Goodsprings and Novac act as the friendliest respites Mase knows, and he is mostly in good standing with both towns’ residents. He assisted Goodsprings during the trouble with the Powder Gangers, and, similarly, assisted Novac’s trouble with feral ghouls.
what is their motive for taking vegas?
He doesn’t. Ideally, freedom for Vegas and Freeside would be what Mase would want, but he’s too prone to fleeing from pressure and stress. He doesn’t want the responsibility of an entire populace on his shoulders, and when presented with fight or flight in regards to the war for the Mojave, Mase chooses flight.
what do they look like? how tall are they? are they attractive? any piercings, tattoos, scars?
Just under 6′. Tanned, freckled complexion. Hair naturally dirty blond/light brown-ish, but frequently bleached lighter. Crooked, gapped teeth. He has multiple scars over his entire body, but half he can’t even remember the causes of. The most prominent ones being the bullet wound in his hairline, and the surgery scars from the Think Tank.
how old are they? do they know their birthday? if so, what’s their sign?
22 around the time of the events of Goodsprings. His birthday is November 22nd, information courtesy of his Mojave Express ID card, and not of his own memory. I suppose that makes him a sagittarius.
The only fitting quote I could find from a sagittarius horoscope was: “You are very critical of those around and of yourself and sometimes will prefer to isolate yourself.”
do they speak any languages other than english?
He doesn’t. He tries to learn the language of the Dead Horses and the Sorrows, but only retains basic phrases.
can they read, write, do math, sing? did they ever receive an education?
He is educated, but only utilizes his intelligence in areas that are practical to him. Like the kilometer calculations while adjusting his rifle scope. Other than that, he frequently writes in a journal that he received from the Mojave Express. Its primary function was to track deliveries, but he re-purposed it for personal use.
Mase is also somewhat of a collector, and, in his home, he has a guitar with rusted metal strings and a piano with many keys that don’t work (don’t ask about the complications of transporting the thing from an abandoned pre-war home to his own safehouse.) He aspires to fix them both and learn how to play them, and maybe write his own music, but he doesn’t often get time to do so.
what were their parents like? are they still on good terms with their parents?
Doesn’t know who his parents are. Doesn’t want to know.
what’s their d&d alignment?
Starting off as neutral good, but quickly becoming chaotic neutral the longer his travels across the Mojave go.
how’s their karma?
Canonically neutral.
how do they feel about killing people? do they try to avoid it?
He doesn’t actively seek confrontation – he’s no murderer – but he doesn’t have any moral objections to killing if there’s a good purpose for it. Killing the “bad guys”, etc. He’s not a coward either, and he’s confident in his gunplay abilities.
do they take chems? if yes, when and which ones?
Other than admittedly using med-x a couple times in attempts to treat his insomnia, he tries not to dabble in drug use outside of meds for intended purposes. His preferred poison is alcohol.
do they gamble? where? is their luck good?
He doesn’t partake. The atmosphere of the casinos on The Strip gives him a deep sense of discomfort. A piece of the world, frozen in time, sheltered away from the destruction of the wastes that lay just outside the doors. Men in suits, focused on their greed, their only concern how much nicotine they can inhale.
In his tattered duster and ripped blue jeans, face smudged with dust and dirt, Mase feels horribly wrong amid all the leisure and recreation. It’s stifling.
where do they usually sleep? do they have more than one home location? do they live with any other people?
Throughout his campaign in the Mojave, Mase doesn’t ever keep a main base of operations. From his room at Novac, to the Lucky 38, to Zion, to anywhere he’s welcomed to rest his head for the night. He keeps his belongings down to what he can carry, or things he’s isn’t afraid of losing if left behind.
After his return to Nevada from his journey out east, Mase settles in an abandoned, lone ranch somewhere in the mid-north part of the state. It’s there, in his late-20s, that Mase truly finds himself able to call a location a home. He begins to collect more, and his safehouse soon turns into an unorganized, messy museum of sorts.
what are their favorite weapons? where did they get these weapons?
He’s partial to his rifles, both bolt and lever action alike. Namely, the Medicine Stick and Paciencia, courtesy of the Gun Runners. He takes to further customizing both rifles (and altering the customizations already applied).
do they flirt a lot? is it well-received?
Mase and Arcade have a platonically flirtatious relationship. Neither of them desire to take it further than that and are comfortable in their friendship. However...there are nights Mase remembers fondly: bedrolls haphazardly thrown onto the floor of whatever safe place they could find to rest in their travels, Arcade somehow ends up in Mase’s arms in the early hours of dawn, his head tucked into the crook of Mase’s neck, Mase’s fingers carding through Arcade’s hair as the haze of sleep slowly fades.
Though Mase later ends up developing feelings for Joshua while in Zion, he doesn’t dare anything close to flirting. He regards their relationship as too important for empty flirtatious comments, while also knowing it wouldn’t be received well anyway. Between them, it’s more of mutual respect and trust.
At some point during Mase’s year stay in Zion, Joshua does clue in to the way Mase treats him, and what that alludes to. They speak about it, if very sparingly, and it can be summarized by Joshua vaguely referencing whatever is between them by saying: if Mase is waiting for something from Joshua, he’s waiting in vain.
do they goof around a lot? do other people find it funny or do they just entertain themselves?
Mase has short-lived moments of hyperactivity, but is usually more stoic in nature. He recalls his time spent with Arcade as having some of the more expressive moments in his life. So it’s to be said that he has the ability to be a more humorous or entertaining person as long as he’s comfortable around the company he’s with.
what do their companions think of them? are they close? have they done any companion quests?
He doesn’t stay with anyone long enough to become truly close to them, aside from Arcade.
ED-E is Mase’s first real travelling companion. After repairing the eyebot, Mase decides to keep it and regards it as little more than an extra weapon. The longer the road takes them, the more Mase finds himself talking into the open air about a myriad of things. Sometimes it’s a mess of world salad and scattered thoughts – the product of distant feelings of deja vu and the many migraines the bullet wound had caused.
The more this happens, the more Mase starts feelings like ED-E is listening to him. Maybe the beeps that he gives aren’t indicators that he’s listening and are just coincidence, but all the same, Mase starts to see a personality in ED-E, and starts to think of him as less of a weapon and more as a friend.
On a fittingly drunken night at the NCR Mojave Outpost, Mase crosses paths with Cass. He enjoys her attitude and her humor, and more than delights in sharing a bottle of whiskey or two- or three, or four. Beyond that first night of drinking challenges and hazy blackouts, and a few following encounters, Cass and Mase don’t stay as travelling companions. Fast friends over a bottle of brew, but nothing more.
Later, but still early in his travels, Mase finds himself with his hands full in Novac. It’s here he helps Boone uncover the truth about the person who disposed of his wife. He agrees to arrange the revenge without hesitation. There’s not even a droplet of blood on the red beret atop Mase’s head; he doesn’t flinch when Boone takes the shot.
Unfortunately, Boone’s animosity and hostility towards the Legion prevents them from travelling together. Mase understands, and it’s left at that.
As for Arcade, well...some of Mase’s largest regrets concern Arcade; how he feels he must have let him down after he’d left. He’d known of Arcade’s ideals, about his feelings towards what he’d wanted for the the people of Freeside, and Vegas as a whole. The wayward feelings of hope Arcade found in him. The rare moments of open vulnerability in the secrets Arcade shared of his past. Just how many things were shared between them, and how Mase let it go to waste for nothing – for his own cowardice.
For as much as having someone close to him by his side gave Mase strength, it also added to the weight of expectation from the pressure he already felt. Arcade wasn’t enough to change that. Nothing was.
do they draw, paint, play any instruments?
His main creative outlet is his journal. Writing and doodling little sketches. He doesn’t consider it a “real” art form, though.
how do they deal with injuries? do they use stimpaks, healing powder, med-x? does a companion help them? can they bear a lot of pain, or do they need to attend to injuries immediately? when they do have to see a doctor, do they have a preferred doctor, or do they just see anyone?
Mase has a high threshold for pain. The first time he’d been seriously injured (from memory) was during the shootout in Goodsprings. A bullet had pierced his upper left arm, thankfully missing any arteries, and became deeply lodged without breaking through the other side of the impact site. He remembered noticing he’d been struck was delayed, his arm had felt hot, wet, and uncomfortable, but almost indistinguishable through the adrenaline.
Once he noticed the red stains from the hole in his jacket, he stared wide-eyed and pale at the blood flowing from the open wound, the pain spiking like a blistering heat. He didn’t know what to do with himself; didn’t groan, didn’t cry, just stood with a lost look. He was in good company, though, and Doc Mitchell was there to care for the wounded.
Subsequent injuries have been reacted to with similar disconnect. He understands the importance of tending to wounds through the lecturing on infection from the Doc, and because of this tries to treat injuries as urgently as possible. However, if he can help it, he’d rather take a stimpak and slap a bandage over the wound and call it done. Fortunately, Arcade doesn’t let him get away with that one very often once they start travelling together.
have they ever been irradiated? how did they deal with it? did it have lasting effects?
In contrast to the high pain tolerance, Mase cannot handle radiation. In slight doses, it’s manageable, but when his Pipboy near deafens him with its Geiger clicking, like clockwork, the nausea immediately sets in. It debilitates him, and the contamination to his body never settles until he flushes it.
He recalls an instance of trying to bear with the radiation, barely dragging himself up the road from Novac, forcing himself to try to tough it out. He realized he’d made a mistake when he started profusely vomiting, and immediately checked his Pipboy for the nearest medical help.
Trudging up the slopes to Camp Forlorn Hope, Mase manages to make his way to the medical tent, limbs shaking and fatigued. Of course, Dr. Richards insists on helping him, having already been acquainted with the doctor from previously assisting with missing medical supplies. Mase had been hoping on a return of kindness when he’d chosen Forlorn Hope, while also not averse to being sweet-talked.
It seemed simple enough, let Dr. Richards hook an IV to his upper forearm, relax, and let the Radaway do its job. But...Mase had been shaking and hyperventilating from the nausea, and right as Dr. Richards offered him a reassuring “It’s going to be all right, buttercup”, Mase lurched and vomited on the doctor’s shoes.
Needless to say, one of his top most embarrassing moments.
in conversation, are they kind? gentle? sarcastic? rude? do they speak warmly and openly with people, or are they more guarded? do they talk a lot?
Generally very soft spoken, with little to say, especially in regards to strangers or people he’s just met. A monotone speaking pattern, with tendencies to a blunt manner of speaking his mind.
However this changes the closer he is to someone. He becomes more adaptive to the other person’s speaking patterns, becoming more or less talkative depending on the personality of his partner.
do they like long journeys through the mojave, or do they prefer to travel more quickly? do they prefer using roads or travelling through the deep desert?
It depends. He’ll have bouts of wanting to travel long, deserted stretches of land, leaving time to himself and his thoughts. No companions. And other times he’ll prefer to stay to more populated areas, not wanting to be alone, and dreading the idea of being left with no one but his own thoughts to keep him company.
name a random fact about your courier.
He has hang-ups about his name. For the first few months of his “new” life, he didn’t have a name, and was simply called “Courier” – which doesn’t entirely die out, even after he discovers his real name. The title “Courier” is something he more familiarly associates with his being/existence/person.
A continuous problem that his amnesia left him with was the inability to grasp or understand who he was. As time goes on and Mase becomes more self aware, this effect does diminish, but the conflicting feelings he has about his name remain. Sometimes he feels like his name is an important identity – one that he’s afraid of losing again, and sometimes he wants absolutely nothing to do with it.
When he leaves the Mojave, he throws his first name away completely, and takes to only telling people his middle name. Arcade had called him “Mase” consistently, with fondness; Joshua had only ever called him “Mason”, never the shorthand version. Somehow, that felt important. He didn’t want these memories to resurface – he didn’t want to remember what he’d left behind, or feel that pain – so he abandoned the name completely.
do they watch movie holotapes? what are their favorites? least favorites?
(Say The Man With No Name trilogy exists in the Fallout universe. That would undoubtedly be Mase’s favorite.
I admit I haven’t thought much about this sort of thing. The main kind of entertainment I imagine Mase consuming is mostly the radio. In-game, we have Radio New Vegas and Mojave Music as far as music/entertainment goes, but I like to think there would be other stations where the main focus is storytelling. Reruns from pre-war times, and newer stations featuring people recounting tales from the wasteland.)
what do they do with the lucky 38? do they like being there? do they leave their companions there? if they’re a yes-man courier, do they open it back up as a casino?
Much like how Mase feels towards the rest of The Strip, the Lucky 38 is a stifling, unwelcoming environment. He takes advantage of the shelter and amenities given, but he knows he’s being watched – being kept close like a useful tool, exactly how most factions and people in power treated him. He doesn’t make a habit of using the Lucky 38...but, he does like the convenience of running water.
what do they do after hoover dam?
Wanders out east towards Ronto. It’s possibly the most aimless 4 years of his life. He has no purpose, he falls onto self-destructive behavior, and loses what little sense of self he was able to garner from his time in Nevada and Utah. Ultimately, after confronting many internal fears and doubts, with not a slight bit of soul-searching, Mase makes the decision to go back home to Nevada.
how do they die? how is their death received, by the mojave and by their companions?
... (I haven’t gotten that far. I’ve only just barely decided Mase settles in Nevada, which is dependent on an NCR Hoover Dam victory. Which is extremely important to how things change in west coast territories. And thinking of Mase’s future involves thinking of the future of Nevada and the west as a whole. I don’t know if I’m capable of handling the weight of the aftermath of the NV storyline with my meager ideas.
I do imagine Mase would die from a shot to the head, though. Seems fitting.)
what are their vices? are they an alcoholic, a thief, a hoarder?
Mase has always had a proclivity for alcohol – these habits severely abate during his time in Zion, and then rise to a destructive level of full alcoholism during his time out east.
Hoarding has a negative connotation to it, right? Generally collecting garbage, and other trash? Mase collects items he finds to be interesting in his home in Nevada, but it’s not rubbish. It’s more of a collection similar to the likes of a museum.
can they cook, and if so, what do they cook? what are their favorite & least favorite foods?
Despite having less-than-useful survival skills, Mase is very interested in cooking recipes. The easiest and most satisfying one to follow is the desert salad, with more difficult recipes being mushroom cloud and wasteland omelette. He’s only had the opportunity to cook the latter two once each (thanks Quarry Junction and Bloodborne cave), and he savored every moment of both meals.
Another favorite would be iguana bits – a food he’s tried to replicate, but can’t quite pin the recipe for down. Besides that, he admittedly has a palette for pre-war sweets. Fancy Lads have a specifically...gone off...flavor about them, but he enjoys them all the same.
did they kill caesar? vulpes inculta? what about prominent ncr figures, like kimball and colonel hsu?
He doesn’t kill any prominent figures. Perhaps if he had been a different person, he would have been openly hostile toward the Legion – he disagrees with their values, and despises their leader – but this was not the life he felt he could lead. He already had enough paranoia about the prospect of having enemies coming back to kill him from the life he couldn’t remember, let alone adding to that by agitating any specific faction or group.
/
I deleted some questions I felt were already answered well enough in previous posts about Mason. Namely: this one.
I also just deleted things I didn’t feel like answering because it was too much effort.
The companions question is unfinished because I felt like that bit was getting really unorganized and chunky to read. So, some companions are omitted. May go back to this and edit it / add more to it.
#oc shepherd#fallout new vegas#i know no one aside from me will care about this#since it's not art and nor is it easy writing to consume#but that's ok because i love writing#and more importantly#i love writing character building for my oc
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[Meta] Entry 00: A New Run
This blog will document my third full play-through of Cyberpunk 2077, my first as a Nomad. I will be documenting the events of the game in-character. The purpose of this exercise is to cultivate a deeper and enriched understanding of the character and the world of this game, and to provide myself with a new way of enjoying it. Furthermore, I anticipate Phantom Liberty to release while I’m on this play-through, so I will be experiencing that DLC’s events for the first time alongside this V.
Meet Valerie “V” Coronado

My Nomad V is starting with a skill loadout that favors Intelligence, Technical Ability, and Cool. As a Nomad, the narrative intention is that her high tech/int skills will reflect a natural propensity for tinkering with machinery, and that as she develops, she will become an assassin-type character, favoring sneaking and hacking to cut through defenses.
Character-wise, I anticipate to play her as a moral character, one who sees the dehumanizing rat race of N.C. for what it is as a Nomad outsider. This should affect the gigs and scanner calls she chooses to take on, as I’m not looking to 100% everything in this game, but rather take a character-driven approach.
Aesthetically, I’m starting this V out with a very natural appearance, far from any of N.C.’s trends, and will be documenting her visual evolution as the game progresses.
Selected Mod Loadout
To increase immersion/reduce ludonarrative dissonance and calibrate the game to my preferred play style after 200+ hours of previous runs, my game is currently set up with many mods. Among those I’d like to call out for their impact on story choice:
Ped Damage Overhaul: Calibrated to increase enemy AI’s abilities (NPCs can heal themselves, for instance), but in turn to decease their bullet-sponge qualities by 2x buffing the damage output by V. Combat now becomes quicker and more deadly, promoting alternative solutions and bringing the game closer in spirit to the combat rules outlined by the Cyberpunk 2020 tabletop game.
Scissors Difficulty Options: Likewise, SDO adds various options for increasing the immersive realism and difficulty of the game, including the ability to cripple NPC’s limbs, resulting in less fatal conflict resolution.
Lifepath Bonuses and Gang-Corp Traits: Gangs now have different strengths and vulnerabilities against V.
StreetStyle - Immersive Fashion System: Adds depth and more meaning to clothing by introducing a brand new system that makes your fashion choices affect both (dialogue/device) skill checks and some other stats. Optionally enables V to sneak around restricted areas by dressing convincingly enough like a member of that faction and remaining inconspicuous.
AI Netrunners Enhanced: Improves enemy netrunners by adding a bunch of hacks (most are restored cut content) they can use on the player, and fixes bugs in their AI.
Amateur Netrunners: Allows many more enemies in Night City to quickhack the player.
Limited Encumbrance: This mod forces you to make tactical decisions about how much you carry without disabling gameplay too much.
Live in Night City (Survival Mode): V must manage her hunger, thirst and fatigue throughout the day.
Daemon Netrunning: V can infect NPCs connected to the same network with daemons, creating a more powerful stealth hack gameplay in lieu of deadlier armed combat.
Breach Takedown: V can hardwire into a taken-down opponent’s cyberware, uploading daemons directly.
Better Netrunning: Makes netrunner gameplay more difficult by preventing quickhacks until the network is breached.
Toxicity: Using healing items builds up your "Toxicity" until you "Overdose", requiring you to wait for the effect to wear off before using more inhalers/injectors.
Additionally, I’ll be using mods that increase the number of supporting character interactions and interactive open world elements. The cumulative effect of all of this will be to create a richer experience in the world of Cyberpunk 2077.
Well, that’s enough chatter. Let’s dive into it.
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Developer Console - XCOM:EU - Nexus Mods Wiki
💾 ►►► DOWNLOAD FILE 🔥🔥🔥 It was first released in early , and it exited beta at the end of Almost every aspect of the original game is altered, creating a longer, more complex campaign that presents players with more strategic choices and customization options. Long War adds a significant number of new soldier classes, abilities, weapons, armors, and usable items, and also introduces new features, including soldier fatigue and improvements to alien units over the course of the game. The mod was developed by Long War Studios, a team that came to include four core members, with assistance from 29 contributors, 20 voice actors, and three members of Firaxis Games , the developer of Enemy Unknown and Enemy Within. According to one of the mod's core developers, Amineri, the mod started as a series of changes to the base game's configuration file , and grew more expansive as the team's capabilities grew. By the end of the mod's development, the team was working directly with the Unreal Development Kit and had created a Java -based tool to help manage the changes that the mod was making. Long War has received praise from both video game journalists and from the developers at Firaxis. It has been downloaded over 1,, times, by almost , different users. Firaxis pointed to the popularity of Long War as a reason they added built-in support for modding into the sequel XCOM 2 , and used Long War Studios to provide initial add-ons for the game at release. In XCOM: Enemy Unknown , the player assumes the role of the commander of a secret multinational military organization, XCOM, as it fights off an invasion by a numerically and technologically superior invading alien force. The player directs the organization's research and development, manages its finances, and controls its soldiers in combat. Enemy Within added two additional ways for players to upgrade their soldiers - through genetic modification and through cybernetic combat suits called MECs - as well as new alien units and a new enemy faction, a secret paramilitary organization called EXALT. The developers announced in July with beta 15f2 that they had finished adding new features, and that any future releases would only correct bugs or balance issues. At the time that it exited beta, the mod's development was led by four core members, JohnnyLump John J. They were joined by four senior contributors, 20 voice actors, and 29 contributors assisting with programming, art, sound engineering, translations, research, and porting the mod to Mac and Linux. Three members of Firaxis Games also provided assistance. First and foremost, the mod invites you to struggle through a longer, harsher campaign, but provides you with some new options to endure the prolonged alien assault. The aim of the Long War mod is, in the words of its developers, to create "much deeper strategic and tactical play and a greater variety of problems to throw at the player". However, the mod does have an option that significantly shortens the campaign. According to Amineri, one of the mod's core developers, initial versions of Long War used changes to the game's configuration file to change content in the game. After other mod makers that were not part of the Long War project discovered how to make changes to the game by directly working with its Unreal Engine , more significant game alterations became possible, and the forums of NexusMods became a hub where such changes were exchanged. Shortly after Enemy Within released, Amineri and XMarksTheSpot completed development of a Java -based tool called upkmodder that allowed the team to more effectively manage and implement the changes made by the mod. In the late stages of the mod's development, the team worked directly with the Unreal Development Kit. Long War introduced several new concepts into the game. Soldiers that are sent on missions come back fatigued. If they are sent back out on another mission before resting off their fatigue, they return from the second mission with injuries. The combination of fatigue and much longer injury times requires players to maintain a larger number of soldiers. Over the course of the game, both the aliens and the EXALT paramilitary group introduced in Enemy Within conduct their own research, granting their units new abilities. The player has the opportunity to slow down this research by defeating the aliens or EXALT when they launch missions, and conversely, the research happens faster when the player is unable to stop missions and when members of the council of nations that fund the player pull out of the council. It is difficult to halt their research completely, as the aliens capture a council nation early in the game and will occasionally launch missions with vastly superior forces that the player does not have a reasonable chance to defeat. The mod does add special missions that the player can launch to re-take council nations that have fallen under alien control. In the original game, players can initially field four soldiers at a time, which can be upgraded to six soldiers later in the game. In the mod, players begin the game able to deploy six soldiers, which can be upgraded to eight, with certain missions allowing the player to bring as many as twelve soldiers. The number of classes that the soldiers can be is doubled from four to eight, with each original class being split into two in the mod. Each class has a corresponding class of cybernetic MEC soldier that they can be upgraded into. These choices affect soldiers' damage and movement compared to the assault rifle from the base game. Additionally, some of the abilities that were only available to one class in the base game became available to other classes in the mod. The mod increases psionic abilities, and gives players access to psionics earlier than in the base game. Research also takes longer and has a higher cost. Each campaign in long war also takes much longer than in the original game. This is because of the new tiers of research long war adds which must be completed before the games objectives can be completed. Also the total amount of missions per month is much higher so the player will have to go on more missions, increasing the time it takes to beat the campaign. The developers of the base game have been effusive in their praise for Long War. XCOM 2 lead producer Garth DeAngelis said "It's unbelievable what they did" and called it his "go-to recommendation" for hardcore fans. He called the base game "basically a hour tutorial for The Long War", [13] which Chris Bratt of Eurogamer considered an exceptionally strong recommendation for the mod. The mod has also been warmly received by video game journalists. Wired praised the amount of content added by the game and called it "the absolute best way to play XCOM ". As of January [update] , the mod has been downloaded from Nexus Mods over , times. The development team recognized that Enemy Unknown and Enemy Within were exceptionally difficult to mod, and aimed to make modding more accessible in the sequel. At a panel with XCOM 2 developers, Ryan McFall remarked that "we kind of watched in morbid fascination the Long War crew kind of hacking our game apart" before going on to provide a list of features and assets that would be available to people interested in modding XCOM 2. The campaign becomes much longer, running for to missions on average. The mod increases the number of soldiers the commander can take on each mission, allowing for more rapid promotions, and adds a number of classes, some based on the add-ons previously developed by Pavonis. Two new weapon tiers, lasers and coilguns, as well as a number of new enemies, are also added. Finally, the mod overhauls the enemy's AI to create more responsive, challenging encounters. From Wikipedia, the free encyclopedia. Initial release January 4, Latest release December 28, Retrieved 17 October Take-Two Interactive Software. Archived from the original on 2 February Retrieved 19 January GameSpot UK. IGN Entertainment, Inc. Retrieved 6 January Game Informer. Vox Media. Retrieved 18 October Finally, the mod is done. It's still a Beta while we make sure we didn't miss any critical bugs or have balance way out of wack. While we appreciate thoughtful and even-handed feedback and ideas, no more major work on the mod is planned. Long War Studios. Archived from the original on 31 December Retrieved 5 January Rachel, known as "Amineri" on the modding forums PC Gamer. Future plc. Rock, Paper, Shotgun. It's not a bad time to find out YouTube video. Baltimore, Maryland. Event occurs at Retrieved 9 January CBS Interactive. Retrieved January 31, Retrieved XCOM series. Genesis Alliance. Categories : video games Alien invasions in video games Construction and management simulation games Science fiction video games Tactical role-playing video games Turn-based tactics video games Unreal Engine games XCOM Video game mods. Hidden categories: Articles with short description Short description matches Wikidata Good articles Short description is different from Wikidata Articles using Infobox video game using locally defined parameters Articles using Wikidata infoboxes with locally defined images Articles containing potentially dated statements from January All articles containing potentially dated statements. Namespaces Article Talk. Views Read Edit View history. Help Learn to edit Community portal Recent changes Upload file. Download as PDF Printable version. Add links. Partial conversion mod.
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Medieval 2 Total War Venice
In Medieval II: Total War, the Low Countries are divided into two provinces, both of which start off occupied by Flemish rebels. Their two cities are Bruges and Antwerp. Rightly called the 'Venice of the north', the city had a great number of traders and bankers from all over Europe, including Venice and Genoa, which also caused industry to. Venice Units - Medieval II Total War - Grand Campaign. Total War: Medieval II - MODs Broken Crescent 1.05 Broken Crescent 2.02 Stainless Steel 5.1b. Wii usb loader gx vidtv patch.
Medieval 2 Total War Buildings
See Full List On Totalwar.fandom.com
Medieval 2 Total War Venice
Medieval 2: Total War. Of Steam games to promote the Fourth Age Total War mod and his Let's. Declared war, defeated my main stack and took Venice. Total p'wnd-ege. For example, my last battle with Milan, one unit of my VHI went up against a unit of Italian Spear Militia, and one unit of DFK. My guys got 152 kills, and took 2 (two) casualties. Venice (M2TW Faction) The 'complex' of cities in Northern Italy (Florence, Venice, Genoa, Milan, Bologna) are owned by the faction of Venice. They are rivaled by the Holy Roman Empire, Milan and the Byzantine Empire.
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Home / Medieval II Total War / Venice / Venetian Heavy Infantry
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Poland
Portugal
Russia
Scotland
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Spain
The Timurids
The Turks
Venice
Units List
1. Carrack
3. Galley
5. Mailed Knights
7. Men At Arms
9. Cavalry Militia
11. General's Bodyguard
13. Knights Hospitaller
15. Stradiots
17. Peasant Archers
19. Pavise Crossbow Militia
21. Arquebusiers
23. Hand Gunners
25. Sergeant Spearmen
27. Pike Militia
29. Italian Spear Militia
31. Dismounted Feudal Knights
33. Dismounted Broken Lances
35. Catapult
37. Bombard
39. Ribault
41. Monster Ribault
Italian Spear MilitiaDismounted Feudal Knights
Venetian Heavy Infantry
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Class and categoryheavy infantry
Class, category
SoldierVenetian_Heavy_Infantry, 48, 0, 1.2
Soldier model, Number of the soldier, Number of extras, Mass of the men
Mount
Type of animal or vehicle ridden on and its effect
Engine and Ship
Siege engine or ship
Attributescan_withdraw, hardy, hide_forest, sea_faring
A miscellanious list of attributes and abilities the unit may have
Formation1.2, 1.2, 2.4, 2.4, 4, square
Soldier spacing side to side, Front to back for close formation, Side to side, Front to back for loose formation, Number of rankings, Formations possible for the unit
Hit points1, 0
Hit points of man, Hit points of mount or attached animal (Ridden horses and camels do not have separate hit points)
Primary weapon16, 5, no, 0, 0, melee, melee_blade, slashing, axe, 25, 1.33, ap
Attack factor, Charging bonus factor, Missile type, Range of missile, Missile ammunition, Weapon type, Tech type, Damage type, Sound type, Min delay between attacks, Skeleton compensation factor in melee, Weapon attributes
Secondary weapon0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1, no
Attack factor, Charging bonus factor, Missile type, Range of missile, Missile ammunition, Weapon type, Tech type, Damage type, Sound type, Min delay between attacks, Skeleton compensation factor in melee, Weapon attributes
Primary armour7, 3, 6, metal
Armour factor, Defensive skill, Shield factor, Sound type
Secondary armour0, 0, flesh
Animal's or vehicle's armour factor, Defensive skill, Shield factor, Sound type
Heat and ground effect3, 1, 0, 2, 0
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
Mental5, normal, trained
Morale, Discipline, Training
Cost1, 640, 150, 75, 55, 640, 4, 160
Number of turns to build, Cost of unit to construct, Cost of upkeep, Cost of upgrading weapons, Cost of upgrading armour, Cost for custom battles, Limit in custom battle, Cost for punish
Unit Description Well armoured, and equipped with a war hammer, these men are recruited to protect the far flung interests of the Venetian empire from many enemies, both at sea and on land. Their long hafted war hammers are designed to penetrate armour, making this heavy infantry unit a good choice for tackling armoured opponents.
Armour upgrade
Heavy Armourer A Heavy Armourer can significantly improve the armour available to new and retrained units.
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Ownership factions
Venice
Venetian Heavy Infantry heavy infantry Armoured and equipped with a war hammer, this unit's task is to protect the far flung outposts of the Venetian empire.
Require buildingsNo.CardNameInitial quantityReplenish rateMaximum quantityExperienceRequires condition1
castle Barracks Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard.
Barracks10.540Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard.2
castle Armoury An armoury allows for the recruitment, training and equipping of the finest infantry soldiers.
Armoury10.761An armoury allows for the recruitment, training and equipping of the finest infantry soldiers.
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Venice: Gameplay Information
Like the other Italian factions, Venice begin the game surrounded by enemies but have numerous strong units to make them more than capable of securing victory. The ubiquitous Italian Spear Militia can easily form the backbone of any Venetian army. Italian Cavalry Militia are also stronger than most Cavalry Militias and are quite adequate when access to castle-recruited cavalry is limited. The Pavise Crossbow Militia are easily retrainable and a perfect means of raining death upon your enemies. For castle recruited infantry Armoured Spearmen are good quality spearmen but many players would prefer to use Italian Spear Militia as their anti-cavalry infantry for ease of retraining. Venetian Heavy Infantry are however the standout unit available to Venice. They come armed with heavy armour-piercing mallets and are protected with shields. They don't have the morale of Dismounted Feudal Knights but a Carroccio Standard will fix that very quickly. Dismounted Broken Lances & Men-at-Arms are useful units but they are by far surpassed by the Venetian Heavy Infantry.
Venetian Archers are armoured archers in a similar vein to the French Scots Guard units and can withstand melee better than most other archers. Veniceare one of the few factions to have access to Musketeers and while useless in melee, they are more than capable of causing damage & lowering morale if protected. Venice also have access to a full complement of artillery and if you're a fan of Ribault guns, then the Venetian Monster Ribault might be just what the doctor ordered for a dose of fun. Mounted Crossbowmen allow for a very different style of game.
Medieval 2 Total War Buildings
Venice have a somewhat light selection of cavalry in the early stages of the campaign but later Broken Lances become available and these are retrainable in cities. Men-at-Arms provide a similar unit from castles. For elite cavalry units, Venice will have to depend on their Crusading Order Knights. Venice are extremely popular for online battles due to the quality & cost-effective troops at their disposal.
See Full List On Totalwar.fandom.com
Table of Contents
Campaign Overview
Religion
Catholic
Long Campaign Win Conditions
Take 45 Regions
Take Constantinople
Short Campaign Win Conditions
Take 15 Regions
Outlive Milan
Outlive the Byzantine Empire
Finances
Initial Money: 8000 Florins
King's Purse: 2500 Florins
Initial Settlements
Venice (Minor City, Capital) - Town Guard, Small Church, Grain Exchange, Dirt Roads, Port, Land clearance
Iraklion (Town) - Town Watch, Port
Ragusa (Castle) - Stables, Port, Mustering Hall, Dirt Roads
Initial Generals
Doge Domenico (47, Faction Leader) - 2 Command, 0 Chivalry/Dread, 4 Authority, 3 Piety
Councillor Bartolomeo (31, Faction Heir) - 2 Command, 0 Chivalry/Dread, 4 Loyalty, 3 Piety
Cristiano Selvo (29, Family Member) - 3 Command, 0 Chivalry/Dread, 5 Loyalty, 3 Piety
Alessandro Selvo (28, Family Member) - 0 Command, 0 Chivalry/Dread, 4 Loyalty, 3 Piety
Initial Admirals
Admiral Paolo (29, Admiral) - 0 Command
Admiral Lorenzo (29, Admiral) - 0 Command
Initial Agents
Guido Batlle (29, Diplomat) - 3 Influence
Victor Calza (29, Spy) - 2 Subterfuge
Tusco Delogu (30, Merchant) - 2 Finance
Oliverio the Warmonger (34, Cardinal) - 5 Piety
Initial Troops
General's Bodyguard - 4
Peasant Archers - 6
Italian Spear Militia - 11

Venice have an even more forbidding looking start than Milan. While the Milanese have the advantage of being compact & central, the Venetian realm is somewhat dispersed and open to attack from multiple enemies. Ragusa is your starting castle and a promising starting point for expansion. Durazzo to the south and Zagreb to the north should be your first targets. From here you can push the Byzantines back across the Balkans but beware, your northern frontier sits as an inviting target to the Hungarians. Venice will almost certainly come under attack but your best hope is to play defensively and wait for one of the other factions to be excommunicated and then grab whatever provinces you can. Going on the offensive in the west against non-excommunicated factions means you run the risk of getting on the Pope's bad side. Your island base of Iraklion should not be forgotten either. You are in an ideal position for crusading in the holy land. Rhodes is a rebel held island that is well worth the trouble of capturing and the island of Cyprus will both weaken the Byzantines and give you a base from which to dominate the eastern Mediterranean, just like Venice of old. Finances should never be a problem as Venice is one of the richest cities in the game and island cities always provide ample scope for making fortunes from trade.
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Recruitable Units
Medieval 2 Total War Venice
The following table contains all of the units that Venice can recruit in Multiplayer and Custom Battles. For the Grand Campaign, use the 'All' period with the following corrections:
Units in (Brackets) are mercenaries and therefore cannot be trained in campaign, although any general can recruit them in the field if he has space in his army and there are some available.
Units in (Square Brackets) cannot be recruited in campaign, they are for Multiplayer and Custom Battles only.
Units in Italics can only be recruited in certain regions (eg. The New World) or after a certain event (eg. The discovery of gunpowder).
PeriodMilitia UnitsInfantryMissile InfantryCavalryMissile CavalryArtilleryEarly
Italian Militia
Italian Spear Militia
Cavalry Militia
Peasants
Sergeant Spearmen
Armoured Sergeants
Dismounted Feudal Knights
Carroccio Standard
Peasant Archers
Peasant Crossbowmen
Mounted Sergeants
Mailed Knights
Feudal Knights
General's Bodyguard
Ballista
Catapult
High
Italian Militia
Italian Spear Militia
Pavise Crossbow Militia
Cavalry Militia
Peasants
Sergeant Spearmen
Armoured Sergeants
Dismounted Men at Arms
Carroccio Standard
Peasant Archers
Peasant Crossbowmen
Venetian Archers
Hand Gunners
Mounted Sergeants
Men at Arms
Mailed Knights
General's Bodyguard
Mounted Crossbowmen
Ballista
Catapult
Trebuchet
Bombard
Mortar
Late
Italian Spear Militia
Pavise Crossbow Militia
Peasants
Armoured Sergeants
Venetian Heavy Infantry
Dismounted Broken Lances
Peasant Archers
Venetian Archers
Hand Gunners
Arquebusiers
Musketeers
Stradiots
General's Bodyguard (Late)
Broken Lances
Mounted Crossbowmen
Ribault
Culverin
Mortar
Monster Ribault
All
Italian Militia
Italian Spear Militia
Pike Militia
Pavise Crossbow Militia
Cavalry Militia
Peasants
Sergeant Spearmen
Armoured Sergeants
Dismounted Men at Arms
Dismounted Broken Lances
Dismounted Feudal Knights
Venetian Heavy Infantry
Carroccio Standard
Peasant Archers
Peasant Crossbowmen
Venetian Archers
Hand Gunners
Arquebusiers
Musketeers
Mounted Sergeants
Mailed Knights
Feudal Knights
Stradiots
General's Bodyguard (Early)
General's Bodyguard (Late)
Knights Templar
Knights Hospitallier
Men at Arms
Broken Lances
Mounted Crossbowmen
Ballista
Catapult
Trebuchet
Bombard
Ribault
Mortar
Culverin
Monster Ribault
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Constructable Buildings
Cities
Building TypeVillageTownLarge TownMinor CityLarge CityHuge CityWallsWooden Palisade (Upgrade)Wooden Wall (Upgrade)Stone Wall (Upgrade)Large Stone Wall (Upgrade)Huge Stone Wall (Upgrade)Improved TowersBallista TowersCannon TowersBarracksTown WatchTown GuardCity WatchMilitia Drill SquareMilitia BarracksArmy BarracksRoyal BarracksSiegeBallista MakerCatapult MakerSiege WorksSmithsLeather TannerBlacksmithArmourerHeavy ArmourerMaster ArmourerArmour FactoryPortsPortShipwrightSea TradeMerchants' WharfWarehouseDocklandsTradeGrain ExchangeMarketFairgroundGreat MarketMerchants' QuarterRoadsDirt RoadsPaved RoadsFarmsLand ClearanceCommunal FarmingCrop RotationIrrigationAcademiaUniversityChurchesSmall ChurchChurchAbbeyCathedralHuge CathedralInnsBrothelInnTavernCoaching HousePleasure PalaceTown HallTown HallCouncil ChambersCity HallMayor's PalaceArtArtist's StudioArt GalleryBanksMerchant BankMerchant BankAssassins' GuildAssassins' GuildMaster Assassins' GuildAssassins' Guild HeadquartersMasons' GuildMasons' GuildMaster Masons' GuildMasons' Guild HeadquartersTheologians' GuildTheologians' GuildMaster Masons' GuildMasons' Guild HeadquartersMerchants' GuildMerchants' GuildMaster Merchants' GuildMerchants' Guild HeadquartersAlchemists' GuildAlchemists' GuildMaster Alchemists' GuildAlchemists' Guild HeadquartersThieves' GuildThieves' GuildMaster Thieves' GuildThieves' Guild HeadquartersExplorers' GuildExplorers' GuildMaster Explorers' GuildExplorers' Guild HeadquartersSwordsmiths' GuildSwordsmiths' GuildMaster Swordsmiths' GuildSwordsmiths' Guild HeadquartersKnights TemplarKnights Templar Minor Chapter HouseKnights Templar Major Chapter HouseKnights Templar HeadquartersHospitallier KnightsSt. John's Minor Chapter HouseSt. John's Major Chapter HouseSt. John's HeadquartersHorse Breeders' GuildHorse Breeders' GuildMaster Horse Breeders' GuildHorse Breeders' Guild Headquarters
Castles
Building TypeVillageMotte and BaileyWooden CastleCastleFortressCitadelCastleMotte and Bailey (Upgrade)Wooden Castle (Upgrade)Castle (Upgrade)Fortress (Upgrade)Citadel (Upgrade)Improved TowersBallista TowersCannon TowersStablesStablesKnight's StablesBaron's StablesEarl's StablesKing's StablesBarracksMustering HallGarrisson QuartersDrill SquareBarracksArmouryRangesBowyerPractice RangeArchery RangeMarksman's RangeSiegeBallista MakerCatapult MakerSiege WorksCannonsGunsmithCannon MakerCannon FoundryRoyal ArsenalSmithsLeather TannerBlacksmithArmourerHeavy ArmourerMaster ArmourerArmour FactoryPortsPortShipwrightDockyardNaval DrydockRoadsDirt RoadsPaved RoadsFarmsLand ClearanceCommunal FarmingCrop RotationIrrigationMinesMinesMining NetworkChurchesChapelLarge ChapelSwordsmiths' GuildSwordsmiths' GuildMaster Swordsmiths' GuildSwordsmiths' Guild HeadquartersKnights TemplarKnights Templar Minor Chapter HouseKnights Templar Major Chapter HouseKnights Templar HeadquartersHospitallier KnightsSt. John's Minor Chapter HouseSt. John's Major Chapter HouseSt. John's Headquarters
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alrighty folks, i'm itching to make another recolor of a casual outfit, similar to this faction fatigues mod i made, but this time!! i'm leaving the choice to the masses!!!!!
*for clarification of what i mean by faction recolor, i'll create a variation or two for each of the other five factions so there will be at least 5 recolors per outfit
**putting some reference photos underneath the cut for the default outfits, in the image description it'll say the name
#dragon age poll#datv modding#dav modding#dragon age modding#dragon age mods#datv#nysa's modding adventures#please reblog for larger sample size!
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Lydia Morales
Basics
Full name: Lydia Morales Nickname: Morales; Lids; Liddy Gender: Female Race/Ethnicity: Hispanic Date of Birth: June 27th Birthsign: Cancer Age: Thirty-one
Sexual orientation: Bisexual (preference for women) Relationship Status: Single City or town of birth: Goodsprings, Mojave Current location: Wandering the ‘Wealth Job: Weapons manufacturer; weapon mod creator; repairman; trader; scavver Factions/Affiliations: Gun Runners; Crimson Caravan (formerly) Religious beliefs: None Character alignment: Neutral Good Fighting style/Weapon of choice: Marksman; rifle; pistols; so long as its not an energy weapon, Lydia will use it
Appearance
Height: 5′8″ Weight: 143lbs General Health: Healthy Figure/build: Athletic Hairstyle and color: Brown, just below shoulder-length and typically up in a ponytail Eye color: Dark brown Skin color: Olive Tattoos: None Warpaint: None worn often Scars: None of importance Piercings: None Clothing: T-shirts; tank tops; flannels; jeans; cargo pants; fatigues; boots
Personality and Family
Likes: Reading; crossword puzzles; keeping her mind sharp; meeting new people; sharing a meal/drink with someone Dislikes: Majority of the casinos on the strip; wet socks; arrogance Fears/phobias: Night stalkers; centaurs Hobbies: Weapon repair and modification; scavving; reading; people watching Known for: Having a mind for strategy; creativity; thinking outside the box
Parents: Javier; Cecilia Significant other/s: None Siblings: Emil (older brother); Leo (older brother) Pets: None
Faceclaim: Alanna Masterson
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Teia's Armor for Rook
hello helloooo
now you can rock Teia's outfit as well!
you can download the mod here :)
(also if this exists already please let me know and i'll take it down immediately, i looked through nexus and couldn't find a mod like this)
Check out my other mods too!
Warden Fatigues Faction Recolors
Invitation Recolors
#yes i've been influenced by our slutty companions in the fit#also been thinking of putting an optional swap and recolor for the invitation cause ik it gets annoying having two mods for one purpose#nysa's modding adventures#mod: teia's armor for rook#datv modding#dav modding#dragon age modding#dragon age mods#datv#also if you've gotten this far in my tags i'm open to suggestions about mods! i can't guarantee it's in my ability but my ears are open :)
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