If you have enjoyed Psyker, you might also enjoy one of my Retro Character mods designed for role-playing character types and styles of play based on "retro" films, television, and books. Here's a list of the whole Retro series: A KNIGHT WITHOUT ARMOR https://www.nexusmods.com/newvegas/mods/67491 TRUE DETECTIVE https://www.nexusmods.com/newvegas/mods/67615 GANGBUSTERS https://www.nexusmods.com/newvegas/mods/67663 WRANGLER https://www.nexusmods.com/newvegas/mods/67789 OLD WORLD SCIENCE https://www.nexusmods.com/newvegas/mods/67905 SECRET AGENT RETRO https://www.nexusmods.com/newvegas/mods/68014 GUYS AND DOLLS https://www.nexusmods.com/newvegas/mods/68204 THE INVISIBLE MAN https://www.nexusmods.com/newvegas/mods/68450 ARCHAEOLOGIST https://www.nexusmods.com/newvegas/mods/68790 JEDI AWAKENING https://www.nexusmods.com/newvegas/mods/68613 RETRO SUPERHERO https://www.nexusmods.com/newvegas/mods/68938
Man, this mod is awesome, I just wish there was a general "Telekinesis" power that let you actually pick people up and toss em around, like a few mods for Oblivion and Skyrim.
Gravity gun https://www.nexusmods.com/newvegas/mods/64268 Telekinesis from skyrim https://www.nexusmods.com/newvegas/mods/47733 are either of those good?
Melee seems an odd skill choice for keying the weapon progression... perhaps unarmed may be more logical? I'm testing it to study this anyway and I'll let you know. Psionics in general are an under-utilized theme/mechanic in RPG's AFAIK currently, but they fit into the Gamma World aesthetic that partly inspired Fallout and is the grand daddy of all post apocalyptic RPG gameplay. If Unarmed is a better skill tree fit, I know my way around the GECK and can tinker with it even though I'm playing on Linux.
I Enjoyed this mod a lot, and did a complete play through with it. I came up with a build that might get others started:
Psyker Build Tags: Melee, Sneak, plus your choice S9P5 E8 C1 I4 A4 L9 Melee to 100 Sneak to 80+ Survival to 30+ Perception Implant or Intense training Implants for strength and luck if you can
Rationale: Psyker skills are Melee, you'll want it up to 100. Melee skill is based on Strength and Luck so get them to 10 eventually, if possible. Sneak is needed for Ninja, and is also quite usefull for this build. Hunter needs 30 in survival. Substitute any none psyker perks for your favorites. Karma perk is your choice. You could also get better criticals ASAP with implant or intense training in perception.
2 ESP 4 Educated 6 Telekinesis 8 Psionic Fire 10 Psionic Lightning 12 Stonewall 14 Tougness 16 Finesse 18 Psionic Rad Control 20 Psionic Shields 22 Ninja 24 Mental Influence 26 Purifier 28 Psionic Mind Control 30 Psionic Mastery 32 Unstoppable Force 34 Toughness 36 Hunter 38 Bloody Mess 40 Confirmed Bachelor 42 Lady Killer 44 Admantium Skeleton 46 Better Criticals 48 Life Giver 50 Karma perk from Lonesome road
Hey sorry if this is a dumb question, but that glowing in your hand while you use the psyker powers has never been there for me. Was wondering if it was a separate mod or something.
I'm sorta stalled on further adaptations. Part of the problem is, on the one hand a character based on this mod can become ridiculously overpowered for game balance. On the other hand, the basic premise is that your character can eventually equal or surpass the Master, so restoring game balance doesn't seem right either. I don't see any plausible way to reconcile these two concerns, so for the moment I'm leaving the mod "as is."
You certainly have my encouragement to modify it for your own use. Offhand I haven't got any great ideas on how to implement a cooldown. However, if you find one, could you post it? Other players might also appreciate the balance.
Regarding the stun ability in particular; as with the basic "balance" question, I'm of two or three minds on this one too. The stun power is very potent. But, on the other hand, if you can do psionics at all, this seems to me rather basic. Perhaps psykers are just too dangerous to have around...
two years late but the powers costing a certain present of AP to use based on how powerful the power is, that goes down as the player gains psyker perks could make it so that their not OP when they get their first offensive power and still eventually equal or surpass the Master.
P.S The ammo script for the recharger weapons are also a option
A system of preparation wherein the player has to 'prepare' the power before casting it may be a better system of balance.
player has perk that allows them to use a power --> player has none of that power --> player can 'meditate' to get a certain amount from a throwable power --> meditate power removed --> player used all the throwables of the power --> player can now meditate again to gain another power/gain this same power again.
Don't get me wrong the original mod is super fun and fantastic, but as you stated for balancing reasons, i did exactly what you said and the balancing was 10000000000x much better, It was either i get to heal, or i can have a lot of destructive power. I would love to share but i dont know if the owner of the mod would like that. Plus do you even play with this mod anymore? lol.
I had no idea you did FNV modding as well; I have several of your mods in my Skyrim order, and was pleasently surprised to find some here too.
I have not gotten very far onto the mod, having just unlocked Flame Strike, but the projectile from said attack is a small red !. This usually indicates a missing mesh. Curiously enough, it only turns up in VATS, hipfiring or aiming just sets things alight with no projectile.
If I come across any other wierdness, I'll be sure to post.
90 comments
A KNIGHT WITHOUT ARMOR
https://www.nexusmods.com/newvegas/mods/67491
TRUE DETECTIVE
https://www.nexusmods.com/newvegas/mods/67615
GANGBUSTERS
https://www.nexusmods.com/newvegas/mods/67663
WRANGLER
https://www.nexusmods.com/newvegas/mods/67789
OLD WORLD SCIENCE
https://www.nexusmods.com/newvegas/mods/67905
SECRET AGENT RETRO
https://www.nexusmods.com/newvegas/mods/68014
GUYS AND DOLLS
https://www.nexusmods.com/newvegas/mods/68204
THE INVISIBLE MAN
https://www.nexusmods.com/newvegas/mods/68450
ARCHAEOLOGIST
https://www.nexusmods.com/newvegas/mods/68790
JEDI AWAKENING
https://www.nexusmods.com/newvegas/mods/68613
RETRO SUPERHERO
https://www.nexusmods.com/newvegas/mods/68938
https://www.nexusmods.com/newvegas/mods/64268
Telekinesis from skyrim
https://www.nexusmods.com/newvegas/mods/47733
are either of those good?
Psyker Build
Tags: Melee, Sneak, plus your choice
S9P5 E8 C1 I4 A4 L9
Melee to 100
Sneak to 80+
Survival to 30+
Perception Implant or Intense training
Implants for strength and luck if you can
Rationale: Psyker skills are Melee, you'll want it up to
100. Melee skill is based on Strength and Luck so get
them to 10 eventually, if possible. Sneak is needed for
Ninja, and is also quite usefull for this build. Hunter
needs 30 in survival. Substitute any none psyker perks
for your favorites. Karma perk is your choice.
You could also get better criticals ASAP with implant or
intense training in perception.
2 ESP
4 Educated
6 Telekinesis
8 Psionic Fire
10 Psionic Lightning
12 Stonewall
14 Tougness
16 Finesse
18 Psionic Rad Control
20 Psionic Shields
22 Ninja
24 Mental Influence
26 Purifier
28 Psionic Mind Control
30 Psionic Mastery
32 Unstoppable Force
34 Toughness
36 Hunter
38 Bloody Mess
40 Confirmed Bachelor
42 Lady Killer
44 Admantium Skeleton
46 Better Criticals
48 Life Giver
50 Karma perk from Lonesome road
blueboar
You certainly have my encouragement to modify it for your own use. Offhand I haven't got any great ideas on how to implement a cooldown. However, if you find one, could you post it? Other players might also appreciate the balance.
Regarding the stun ability in particular; as with the basic "balance" question, I'm of two or three minds on this one too. The stun power is very potent. But, on the other hand, if you can do psionics at all, this seems to me rather basic. Perhaps psykers are just too dangerous to have around...
blueboar
P.S The ammo script for the recharger weapons are also a option
player has perk that allows them to use a power --> player has none of that power --> player can 'meditate' to get a certain amount from a throwable power --> meditate power removed --> player used all the throwables of the power --> player can now meditate again to gain another power/gain this same power again.
I have not gotten very far onto the mod, having just unlocked Flame Strike, but the projectile from said attack is a small red !. This usually indicates a missing mesh. Curiously enough, it only turns up in VATS, hipfiring or aiming just sets things alight with no projectile.
If I come across any other wierdness, I'll be sure to post.