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adammcbane

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  1. Bots sure seem to be taking over this, I hope no one is clicking those links at least without caution.
  2. It's not only possible but it exists you can find info on it here on the Nexus as transformers by Niston https://www.nexusmods.com/fallout4/images/170550/ just not released. Another feature related to this I'm hoping for is fuel consumption which mods did for New Vegas like for Underground Hideout which has best usable reactor ive seen in these games which was in a room with water and gave off radiation when you went in to add the fuel. Wish someone could copy that for a player home or outright settlement object. I believe at least one other mod did it possibly Underwater Hideout ( similar mod).
  3. Skyrim has some great economy mods I'd love one of those, They are focused on nothing but economy fixing and balancing is up to players choices, but than again in Skyrim regions etc made more sense for varying prices Fallout 4 it's a bit different. As for Horizon Problem is Horizon is not an economy mod it's a lot more and needs lots of patches from what I know. ( I tried it and stopped pretty fast may or may not go back) If I for one were to go to Horizon my whole load order would need to be built around it. I also don't believe reducing loot is needed lots of mods do that already anyway adding that just adds to patch demands, stuff like that depends on play style in my opinion, but I believe if prices are adjusted correctly it doesn't matter what the drop rate is especially since players who don't build will always have more caps for obvious reasons nothing can really be done about that, just like in real life the richest man can't spend fast enough, it's just life. Ammo is prob one of the best places for balance .38 is a very common and mainly used in pipe weapons, so I'm thinking if anything I'd lower it's cost if balance is the needed thing while raising harder to find but more useful items. NPCs having low amount of ammo drops has silly side affects where it only hurts the player and if the NPC could run low on ammo they just charge you as you shoot them anyway so that also breaks things.
  4. If we can get a discussion on the matter going I feel this mod can be done, keep conflicts in mind and best to forget merchants looking richer as that would require scripts and I believe Sim Settlement already kind of does that in settlements anyway. The thing is that I feel if a mod were to raise the price on microscopes and a player found 10 it would just be luck like in real life anyway. Also problem in my opinion with that is it will depend on the players play style. I'll explain. Big balancing and economy are not in my opinion always the same aside from I believe difficulty based economy mods exist and you can't please everyone, if a player does not use crafting it's very easy for anything to fill their number of caps, players who craft a lot for example can find that they never have enough caps. I like to build and I estimate at one point I bought 250k or so in concrete and steel shipments to just wall off Sanctuary and get things started. That was with no economy mod so in other words I got it anyway and also means my caps needs as you can imagine could not be really easily broken by a mod outside it being a cheat mod. I want to work on this mod but there are some big questions though as to best method. The game is very random at the moment in economy terms. A toaster should not have enough steel to help you 1/4 way to build a steel wall but fixing that could cause major conflicts with other mods. Atm it takes a lot more in parts to craft something than the price you get for selling it so manufacturing is kind of done, players who want to make money selling thing end up only being able to sell drugs or water both of which different people have different opinions on. I don't want to be a drug dealer in game and I'm iffy on selling water. I'm considering raising prices on components but not on the junk they come from ( kind of like a car is worth more in parts then the actual car) , I also am considering raising the prices on a few craft able items like stimpacks and bullets to balance things out since bullets seem like the item bought the most and shipments. I want to make an economy mod for a merchant/ bounty hunter play through instead of a difficulty mod but it can be both if done right, ive seen a few mods that just make things harder so I guess they already exist so no need to do the same as people can just use those.
  5. I think this pretty much will be Fallout 4 version of that mod. I have it installed but have not visited it but I believe it was made inspired by Underground Hideout https://www.nexusmods.com/fallout4/mods/28641.
  6. A lot of what you are saying here is actually fairly easy to implement before touching the level list which I'd leave for last. I have been touching up prices for my own play through. In Skyrim I use economy mods and like to play merchant/ bounty hunter type so I guess I feel where you are coming from. One of the things that bothers me is the cost of crafting items vs what you actually craft, manufacturing dlc is a let down for me because I feel it would be great for a vendor play through. I think Bethesda actually did prices as they did for balance sake, players could just load up on caps buy best items get bored stop playing. Those of us who would enjoy the economy are not enough I guess. Also many players seem to just sell jet or water so I think an economy mod would have to drop water price imo to near 0 ( it seems easy to get in Fallout 4 anyway) and then get into what you suggest. I'd leave jet alone as it's a drug and good vs bad play through could decide on selling it or not. I'm thinking of touching on this idea but not yet committing to anything. You can touch prices for many mods by simply using FO4edit btw it's really find item you want to change price look for value line and edit it to your liking.
  7. In my opinion a good way to do this would be not actually needing all of it to be physical real NPC. But a set of scripts. I think a way to make this more possible would be something like this: 1. You need to set up a command center. 2. Command center has a command map. 3. The command center has workstations, you assign NPC to these workstations, they act like your command staff and generate missions. 4. Your actual fire squad, recon squad, salvage teams, study teams etc would not actually need to be real NPC ( hear me out please lol). 5. You would need a training center for the above. 6. Propaganda center produces "recruits" as an item like a holotag, propaganda center can be upgraded and mission success helps gain even more recruits ( word spreads). 7. Training center, education center turns that "recruit" to specific positions. 8. You get your missions from command map. 9. Missions are random some you can go on others you send your "teams". 10. The team missions function more like what I believe most consider a face book game type, by this I mean they have a timer of sorts don't actually need an npc with their weird AI to go out, all of it would be based on a script. The script would take your Luck, charisma, intelligence etc into account combined with equipment sets troop rank etc to determine success, failure, disaster chance. 11. Rewards = actual items added to a "mission box" also command center XP points to unlock more missions and more map locations, ultimately going to an America map etc where you can unlock things like your versions of the Prydwyn at very high cost to make it seem you are trying to become the new NCR and beyond. All making you seem like a real General and President. Building outposts from that map at extremly high costs ( money sink aka realism) 12. Rewards could range from build items, weapons, command XP, Intel documents, tech info etc to help you expand. 13. Your command staff should work like your governing body, military adviser for military missions, builder for well building, intelligence adviser for Intel missions spy etc, education adviser, economy this includes missions involving clearing the dangerous roads for your supply lines which = your trade routes really. 14. Need for large amount of caps and a possible caps generating feature or better like valuable as in silver, gold found ( jewelry etc out there found and broken down) to create your treasury and economic backing outside water like NCR, based on resource type recon missions. 15. Some unlocked locations could include new small world spaces which you can build settlements at as if you are now in say DC settlement, Chicago, Nevada ( Minutemen vs Legion and or NCR or diplomacy option? ), etc very plain isolated areas just to give the feel as if you are gaining ground this could be optional as it it's an outpost that just exists out there or you actually build it. You set up a command center with a command tactic map. The map is where you activate missions from activating it could bring up a computer monitor with mission options. Each mission has requirements of both perks and actual items, the needed items like armor etc could be placed in a separate container or workshop activating that mission takes the items out. Bigger items etc to build things for later missions like outposts etc would require many items like it takes to build settlements. This could be a very nice mini game.
  8. I need help, recently I've run into a problem where I can't switch tabs on most mod pages but not all. For Example I can't even see the download page for Caranthir tower reborn http://www.nexusmods.com/skyrim/mods/76231/? but I can click everything on Dark Sisterhood Armor http://www.nexusmods.com/skyrim/mods/79342/? I am using Google Chrome, but have tried, Internet Explorer as well as Firefox, all same result. I'm using Windows 7.
  9. I see no green pad lock. Was it turned back off maybe?
  10. Wow very nice thank you for this. The auto ads are my pretty much only issue so glad to hear this, to me it at least shows our opinions matter more. This makes me want to go premium when I can for sure.
  11. @ kevkiev that did it nice. Can't believe I had not tried that figured it was automatic but it was never ending without manually doing that.
  12. In response to post #28716044. #28717259 is also a reply to the same post. "Bethesda is going to do whatever they want with their property. The ongoing discourse is fine but also rather pointless." Not pointless at all, change starts with discussions. People did take it up with Bethesda, it's why Bethesda stopped and put out a statement admitting that. At that time Skyrim took a big hit even in game rating, so yes there are stuff that can be done, and no Bethesda can't really do anything they want if the entire community is against them almost no company can survive outright ignoring all it's customers to suggest that is silly especially given they admitted stopping due to the community outrage and honestly it wasn't even near the whole community. I have spent nearly 200 hours on the CK and am working on a mod I hope to release soon and I can say that for me modding is more or less like playing the game, so for me demanding money is just silly, a donation I feel is very different. I can put a thousand hours into a mod and the community buys me just a cheeseburger from a dollar menu at Mcdonalds and I'd eat that burger with a huge smile lol.
  13. The funny thing is you get granted the Thane tittle for some pretty silly things. Even in Whiterun you were hardly the only guy fighting the dragon. Some of the bounty radiant quests seem more worthy of the Thane tittle given you get those solo. I think there should have been a set of things needed to be done or an x amount of radiant quests to achieve just about any tittle in the game be it Thane, Archmage (omg Archmage is silly easy tittle for such a high position). I have found one mod that kind of deals with this for the Companions that I wish would be expanded for all guilds and holds for Thane tittles. Enhanced Skyrim Factions http://www.nexusmods.com/skyrim/mods/22650/?
  14. I recently ran into that and had wondered if that idea popped up here, I guess not. Goes to show how much people agree and never run into each other.
  15. I'm thinking people would still try your mod since people still play Fallout 3 and older.
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