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MattyDienhoff

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About MattyDienhoff

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    Australia
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    Fallout 4

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  1. Found my way here from Google. :P I just wanted to say I really like your concept. The Switchboard is a really cool location, it's a shame it's only used as a one-off dungeon.
  2. I figured it out! You need to find "DLC04_dn_CommonGunUpdate" in FO4Edit under the "Instance Naming Rules" category, then scroll right down until you find "WNAM - Text: Handmade". Change "Handmade" to whatever you like and you're in business. As far as I know it can't be done in the Creation Kit, I could only find the relevant lines in FO4Edit. More details here: https://imgur.com/a/5CtSN
  3. How did you adjust these? Especially the retreat distance and duration. I was poking around in the game settings a while back hoping to find something relevant but came up empty.
  4. Hi everybody, GECK novice here. Forgive me if this is something really obvious, I did search for answers first. I'm working on a mod that replaces some of the gun-equipped enemy spawns with melee ones instead. For example, LvlRaiderGun to LvlRaiderMelee. The problem is, I'm not sure how best to go about it besides deleting the existing reference (which points to LvlRaiderGun), and place a new one (pointing to LvlRaiderMelee) while trying to replicate the original one's details (leveled actor data, linked refs, etc.) as closely as I can. Obviously, that's more time consuming, and also messier. So, is there any way to change which base object the original reference points to? When I open a reference, the base object field is greyed out and the 'edit base' button literally edits the base object, which isn't what I need to do, I need to change which base object this reference points to. Can that be done?
  5. Thanks for chiming in on this topic, I found my way here from Google while researching pickpocketing in Fallout: New Vegas. The two games have a lot in common, including the fPickPocketAmountMult setting. Sorry if this is a silly question, but if I want to make it easier to plant expensive items, should I increase or decrease that setting? For reference, the setting defaults to -0.5 in FNV. I'll tweak it one way or the other and do some testing, but I figured it's worth asking, you might be able to save me some time. If you know what the other Pickpocket related settings do, could you please also explain those for posterity?
  6. This list I wrote up a while back is a good start. Those are just the bare essentials I use, but immersion is my primary focus, so you'll probably find those useful. :smile:
  7. GOTY PC player here: Anchorage is fine for me, if anything it's one of the easier DLCs. The General at the end is an exception, he's a damage soaking pain in the ass, but otherwise it's not particularly hard. Point Lookout and Mothership Zeta are far more difficult in my experience. So, I don't think it's a GOTY issue. A severe difficulty spike like you're describing is more likely to be caused by mods, whether directly or indirectly.
  8. You could track down Ol' Painless, that has a very respectible 30 dam/30 crit dam, and 0 spread to boot.
  9. Agreed. Also, the right ammunition for the job. An SMG with hollow points would be terrible against armored humans, but it's an excellent cazador killer. No matter what I specialize in, I tend to diversify and carry a variety of weapons at all times. A rifle (gun or energy weapon) as a mainstay, supplemented by a pistol (often loaded with hollow points, for unarmored foes and critters) and grenades and mines (for groups of enemies and anything too tough to shoot to death).
  10. You mean headcanon. :P haha, 'headcannon' totally got me thinking about a gun implanted in or on one's head. Reminds me of Gunther Hermann in Deus Ex and his constant requests for a 'skul gun' [sic] augmentation. Anyway, I agree about the healing of scars. They have the technology!
  11. You didn't get flashbanged, did you? A friend of mine got all their combat skills stuck at 0 after Lonesome Road because a flashbang's effect didn't wear off. I guess it would effect PER as well.
  12. I like the setting, great for a survival character's camping trip. But I did find the quests and writing to be lackluster. Most of the quests are just fetch quests, with few skill checks or alternate ways of completion. There are few choices to be made, and none of them feel like any kind of serious dilemma you have to think about much. Like the big decision of whether to fight or flee, or whether to shoot General Gobbledegook, shoot General Gobbledegook a slightly different way that's a little better for Graham's mental health, or let the scumbag leave so he can rape and pilage someone else another day... Honestly, I found The Survivalist's terminal entries to be more interesting than the actual quests. I still liked Honest Hearts better than Lonesome Road though. :P
  13. A pretty big immersion breaker for me comes up whenever I return to the area around Goodsprings and Primm later on in the game. No matter how long ago it was that I wiped out NCRCF and every other little camp around it, I find those pesky powder gangers swarming all over the area again. Though the number of convicts who escaped is never explicitly stated, they are nonetheless unique among the game's factions in that their numbers are finite. They have only one base and no means of reinforcements. Admittedly, this same argument could be aimed at fiends and the other raider groups, but at least those have somewhat plausible means of replenishing their numbers. In particular, it's easy to explain away the Fiends' numbers recovering (if not at the speed they do). Their numbers swell as the drug addicted and destitute of Vegas turn to raiding for a living. The powder gangers have no such growth. Their relentless numbers also become a balance issue to some extent, because they're the weakest human enemies in the game, and they don't level with the player, so as the player levels up, they soon end up posing so little threat that they're essentially free XP and loot (so much dynamite!). In a typical playthrough I kill hundreds of powder gangers, far more than the prison possibly could've held before the outbreak. Two concepts: 1.) Disable all powder ganger respawning after the player wipes out their leadership at NCRCF (specifically Eddie), with or without the NCR's cooperation in the quest "I Fought The Law". Since this is likely to be done fairly early in the game, this should tidily cap the total number of powder gangers encountered, and reward the player's effort in clearing the prison with a tangible change to the surrounding area. 2.) Disable all powder ganger respawning outright. There are a lot of convicts in and around NCRCF at the start of the game, and that's even after two large groups already splintered off (to that vault to the north and to Primm to the south). Add them all together and their numbers might well be around 100. That's a lot of convicts for the size of the prison, even without any additional ones respawning, so perhaps no respawning at all is the way to go. WIpe out a powder ganger camp and it stays that way. If difficulty is an issue, buffing their stats somehow would go well with this change. I tried to do this myself some months ago, but my attempts failed so I gave up. But now that I'm back into FNV, it's on my mind again and I'm hoping to find someone who knows what they're doing to help. It's a bit fuzzy now, but my attempts involved adding lines to the script that checks for Eddie's death, disabling various powder ganger spawners one by one at that time. I have no idea why, but it simply didn't work.
  14. In case anyone comes through here looking for the answer, like I did; if you're looking for unmarked quest data, look for the quests named FreeformLocation. FreeformMegaton or FreeformWasteland, for instance. FreeformDC contains the Yearning For Learning quest, and this global controls the reward amount, specifically: FormID: 0006b1ca EditorID: FreeformDCLibrarianReward Value: 100
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