It doesn't make much sense for monsters to have shields, they are mindless creatures, it would make a lot more sense just for the machines, Robots, bionics etc....what a shame a separate plugin wasn't included just for the robots.
Can you make a Dune variation that operates on the principle of power-attacks and high DAM penetrating the shield, with regular attacks or high DPS chipping away at the buffer? I'd love a version that operates that type exclusively.
I looked for a mod like this because of Dune! and many other games with shields. But I am going to try this mod out now. I do hope we can get a Dune type shield in the future!
Wonderful mod, but I wish it was possible to adjust the commonality of people with shields. Everyone from Powder Gangers and Fiends have these things to such an extent, that most of my time in combat devolves into grinding down people's shields. It makes me chew through ammo, and just feels weird when I see a pack of druggie fiends with some super advanced piece of tech while they chase after me with a pool cue. I'm 99% sure the mod author is no longer working in this, but I'm still going to offer suggestions on the basis that he is in case someone else takes the mantle to continue this mod.
MCM support, a needed addition to this mod.
Actual customization when it comes to enemies who spawn with shields and who don't.
Ways to adjust shield scaling.
Being able to adjust which factions have energy shields would be much more immersive and by percentage as well. That way, even the most under-equipped NCR trooper or Zoinked out fiend won't be able to just suddenly have energy shield technology in their hands. Instead, you see it reserved for NCR desert rangers or heavy troopers. BoS Knights and paladins equipped with the stuff, Enclave remnants, and possibly the shields only reserved for very select members of The Legion.
The concept of shields works, functionally, very well here. Bugs are either minimal, or they don't make the experience of using them awful.
Overall, the basis of this mod is great. But more needs to be done.
Way too late for a reply but figured I'd let anyone that wonders. Photobucket uses these watermarks when linking files across domains. So, if you see them; You could right click the image and "Copy link" paste it in your browser addressbar and open them up that way. Now they're without the watrermarks.
Words of advice: if you're playing the New California mod, you can use this mod to purchase plenty of shields for your companions at the Vendertron. I recommend it if you want them to have a better chance of surviving certain encounters.
If OP can still read this, can I ask what you used to determine who gets the shield? I can't find it in your file in geck, is it manually or are you using a script? Can you give me the name of the one you used for it? I actually want to use it to give mod monsters shields but giving them in their inventories like KJKReactiveListNP do absolutely nothing. Nice mod BTW if only not for this little bump int the road.
193 comments
I'm 99% sure the mod author is no longer working in this, but I'm still going to offer suggestions on the basis that he is in case someone else takes the mantle to continue this mod.
Being able to adjust which factions have energy shields would be much more immersive and by percentage as well. That way, even the most under-equipped NCR trooper or Zoinked out fiend won't be able to just suddenly have energy shield technology in their hands. Instead, you see it reserved for NCR desert rangers or heavy troopers. BoS Knights and paladins equipped with the stuff, Enclave remnants, and possibly the shields only reserved for very select members of The Legion.
The concept of shields works, functionally, very well here. Bugs are either minimal, or they don't make the experience of using them awful.
Overall, the basis of this mod is great. But more needs to be done.