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OpenSaucer

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  1. They can't be punched open, but I guess it could be a fun feature to add. And about item destruction, it's a planned optional feature.
  2. Disclaimer: This is a thread for the first BETA release of my mod, Explosive Entry. It is largely untested and it might very well be super buggy, mess with your save games, blow up Megaton, among other things. You should NOT consider this a release, and you should only download it with the intention of finding and reporting bugs or giving feature feedback. I will not be held responsible for or feel guilt over your PC blowing up whatever else might happen in the event of a bug in this mod. Thanks for helping me test! This will also be released for XB1 and PS4 once I feel it's ready for an actual release, please don't ask about it. Explosive Entry What the heck is it? This mod allows you to use explosives to breach locked doors and containers, instead of lockpicking them. It's chance- and skill-based. I'd really like to thank the people on the Bethesda forum who have been very helpful on my scripting endeaveurs. You guys rock! Especially SmkViper and Pokepunch have been a great help, I really appreciate it. Features: Works with all explosive weapons that use the vanilla keyword "WeaponTypeExplosive".Works on all containers AND doors that are normally able to be lock-picked.The chance to breach a container/door is based on the player's perception. A random number between 0 and 12 will be generated. If the number is lower than the player's perception, the container/door will unlock.Fully integrated without any menus or interface buttons. Just literally blow up the container with whatever you might have at hand.Known bugs: NoneWhat kind of feedback am I looking for? Any bugs that are not already listed under known bugs. Please try to be as descriptive as possible on how to reproduce the bug. If you have additional info about an already reported bug, I would love to hear it.Feature feedback and suggestions. If you have any ideas for things I could add, or something that doesn't "feel" right, I would love to hear that as well.Changes: Version 0.2b: Chance is now based on the lock difficulty Version 0.1b: Initial beta releaseDownload: Version 0.2b (Click "Download through browser") Version 0.1b (Click "Download through browser")
  3. Uhh, pretty sure almost all long coats and such use Havok physics for the dangling effect.
  4. Good timing, I'm about 90% done with my Explosive Entry mod. It will allow you to blow up locks on containers and doors, based on Perception and a chance factor.
  5. This does exactly what you want. http://www.nexusmods.com/fallout4/mods/7796/?
  6. the picture is broken, repost it pls :pirate: There isn't a picture in his post ^^ I could probably have a go at this, but I would need someone else to rig it and do the final nif editing. Edit: Started working on it. After about 15 minutes I have this much of the low-poly mesh. http://i.imgur.com/LfvKwSU.png
  7. That's not really possible by a large margin, it would require someone to rewrite every shader.
  8. I'm going to assume that your title is a typo - you're not still using TESVEdit, are you? FO4Edit is out.
  9. So you're saying that just for the fact they're not playing on a PC, they shouldn't be allowed to have mods? What kind of an unrightful elitist opinion is that anyway?
  10. There's this. People are complaining that it requires Cheat Engine, but I really don't see the problem. Until we get the CK, this is the best solution.
  11. Not yet, but there will be. Advanced mods can't be made until the CK is out in February.
  12. No, i'm looking for some sort of optimization for the other settings since god rays low, medium or high have next to no difference & are causing an effect which shouldn't be in the game, as in the screen i linked. The blurry mess of pixels shouldn't be happening on low, medium or high to begin with & simply disabling them is not an actual fix. I think you may have quoted the wrong post ^^ Also, what do you mean with "shouldn't have happened to begin with"? The pixelation is caused by the way the godrays are rendered. This isn't just your ordinary post-process god rays, this is complete volumetric lighting. If you type "gr debug 1" in the console in game, you can see the mesh that the game uses to render the godrays. On top of that mesh is then rendered a texture with 1 color channel and 1 alpha channel. This texture is roughly a third of your screen resolution, and trust me, if you upped that to your full screen resolution, your computer would explode.
  13. The godrays use a texture that is created on runtime, so you can't directly alter it outside of the game. There are console commands however. If you open the console and type gr and hit enter, it should give you a list of console commands relating to the godrays/volumetric lighting. One of them alters the resolution of the godrays, and another alters the filtering quality. Both of which will make your FPS crawl.
  14. You should really use the search function before requesting, there's a bunch of mods like this already. http://www.nexusmods.com/fallout4/mods/3229/? http://www.nexusmods.com/fallout4/mods/3189/? http://www.nexusmods.com/fallout4/mods/1973/?
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