Jump to content

shulme

Members
  • Posts

    28
  • Joined

  • Last visited

Nexus Mods Profile

About shulme

shulme's Achievements

Contributor

Contributor (5/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. This one's a really, really basic idea. Let's say, for some reason, you have a truly gigantic pile of corpses in your settlement- Say, you've set some kind of ambush with a fake distress signal, I don't know. And, let's say you have a particular need to gather all of the corpses into a specific location- Say, to feed into some kind of soylent green manufaturing machine, or a butchering machine to provide mass quantities of Bone. This mod idea is pretty simple: You build an item, and it acts like the Settlement Spawn Point- But instead of you fast travelling to it, it sets a point for corpses to be delivered. Then, you hit another button- Maybe built into the settlement, maybe a holotape, what have you- And all corpses and bodies detected nearby are teleported to the built spawn point. Fast travel for corpses, you might say. Because we all have better things to do then drag 50 corpses into your machinery... Like make more corpses!
  2. Pipe weapons in fallout 4 have a role: Low-tier garbage for the start of the game that anyone can make and have, which is why they're found on raiders and settlers. And some guards, if I recall correctly. But they're generally discarded ASAP- If they're ever used. After all, your 10MM does work in this game, and you get a good stock of ammo for that for free when you start the game. Here's where they should be: Cheap to make, cheap to customize, and with a variety of customization options. Their damage shouldn't be too much worse then other guns of the same caliber (Maybe 20-35% less damage then a proper comparable weapon of the same ammo type), with the main downsides being their comparatively poor range, accuracy (though they should all be usable, just inferior at their longer combat ranges), and of course, value. When it comes to making them, they should be made out of whatever you have at hand. Anything that's made of wood should have the ability to make it out of steel, though that increases weight, or aluminum, which reduces it. Collecting various pipe weapons from raiders will build up a collection of mods to add to your own weapon, as per usual. The ability to remove parts without a replacement for anything but the core gun will make stripping other pipe weapons for parts easier. When it comes to customizing them... They should be able to fill any role you need. After all, that's the point of having such a customizable weapon, right? There's a few pipe shotgun mods- Good. Pipe weapons should be able to use shotgun rounds. There's also a pipe grenade launcher weapon- Good. But if you're going to be building a weapon from scratch, you should be able to suit it to any role. Want to make your full auto rifle into a full auto shotgun? Go ahead, if you don't mind the range being even worse then a proper shotgun in exchange for the rate of fire going up. Want to give it a belt fed magazine? Sure thing- The art of folding a belt isn't exactly rocket science, though it may cost a fair bit of cloth and screws (and springs? Balance purposes...) to make the mod. A lot of effective weapon choices, like ammo belts and full auto shotguns aren't exactly difficult- They're just considered overkill for the purposes of a weapon. But in the post apocalypse? Go nuts! Do what you want. Plus: Ammo types. You should be able to chamber it into any type of ammo, because as a Scavenger's weapon, it should be able to be used with whatever ammo type you've got the most of- Though you'd probably need to make it an auto weapon if you want to use a weaker ammo type, but that goes for all weapons. Just a trip to the workbench, and you can switch from 38 to 10mm.... Or maybe .50, if you run across a stockpile for your bolt-action sniper. Finally: Roles. If you want to be a sniper, then a bolt-action silenced rifle is Good Enough for most human targets. And that's the point, right? Pipe weapons are Good Enough. Discerning survivors will likely want to graduate to something better, once they have the caps, and have looted, but that's beyond the scope here. You should be able to craft what you need without too much materials, or perks. Gun nut 2 should unlock the top tier mods, since at that point (level 13) you should be moving onto other guns, otherwise. But what if you don't want a sniper, revolver, or auto pistol/rifle? What if you want something more? Well, that's okay: A Pipe Rocket Launcher should be well within the realm of possibility. Let's be honest: The 'real' rocket launcher isn't exactly high tech as it is. The most advanced part is the ammo, anyway. Got some missiles, and you're not too picky about how you deliver them? This'll do the trick! Just make sure to crouch down and go still before you fire if you want to hit your target. Maybe you've gotten some decent guns, by the time you hit Gun Nut 2. But they're all pistols and rifles of some breed. You're the discerning scavenger! You want something a little heavier. A proper LMG configuration should be on the table! It's no Assault Rifle kitted out to the max, but it does the job if you see four raiders and want them all dead before you have to reload. As long as you don't try picking a fight with a super mutant, you should be good! Well, let's say you DO pick a fight with a super mutant. You need something a little heavier then an LMG, and you don't quite want to set off a launched grenade or missile too close. Why not a minigun? Yes, a Pipe Minigun. Why not? It'll be worse in every way then the real thing- Well, except the weight. Maybe. -But you might actually have ammo for it! And the real thing is probably overkill. Expect a longer wind-up time at the lower gun-nut ranks for a Pipe Minigun, but once it gets going, it gets going! And if you wanted to cover the Pipe Grenade Launcher? Well, I myself made a mod for New Vegas (Or, rather, TTW. With help!) that auto-converted explosives into gun-launchable explosives. That might not work here with this low-tech solution, but a quick visit to a crafting station ought to help you turn most grenades into a launcher friendly version! Just tie something to it so it pulls the pun before it punts the grenade out the barrel. Low velocity, maybe. But better then throwing it! It's a scavenger gun: Use what you got! Even if what you got isn't standard. In short... From pistol, rifle, revolver, sniper, LMG, minigun, explosive launcher, whatever- If a weapon class exists, and isn't TOO advanced in it's basic principles, a pipe version should be possible.The versatility of the options- And the fact you'll be collecting mods for them if you loot nice looking ones from raiders- Will help keep them relevant into the mid-game, before you get a proper version of whatever dedicated weapon type you enjoy using. And it'll always be a good fallback for when your proper version runs out of ammo. Pipe weapons: Never the best, but always good enough for what you need! As long as you mod it up proper for what you're after, of course. (No energy weapons, though. Save that for the Laser Musket overhauls!)
  3. Well t Try SCROLLING in the Materials Repair Window when you're trying to repair the item, the other items you need are probably not showing in the list because the item requirement list is longer than the window. Well that's just it, innit? The Materials Repair Window doesn't show up if you don't meet the perk requirements. Of course, it doesn't show what the perk requirements are if you don't meet them, too. Or whatever the deal is with modded power armor, or power armor pieces that have one kind of paint but are otherwise vanilla being totally unrepairable. I just wish the UI would show a listed reason for what works and what doesn't, because it has to have SOMETHING, even if it's just an internal error message made external.
  4. Everyone's been there. If you've ever touched power armor, you know. YOU LACK THE REQUIREMENTS TO REPAIR THIS ITEM. I have all the relevant perks. I have a thousand of each material in the workbench. YOU LACK THE REQUIREMENTS TO REPAIR THIS ITEM. So, what is it, then? Why, exactly, is there no mod that actually forces the game to show you what these so called requirements are? I don't care if it prints out some arcane internal code for a required perk, or lists required materials by their unlisted development name. I just want to know what these requirements are that the game is demanding from me. Surely it's not hard to force it to list information that it's using internally already?
  5. This one is pretty simple. Would add a holotape that uses the SGTM [set global time multiplier] to 1 [default], 2, 3, 4, 5, or 10. This makes the game run faster, letting waiting or settlement manufacturing equally go faster. One possible limitation would be for it to only work in settlement boundries, but up to you.
  6. Adds a grenade launcher that fires proximity grenades rather then timed or contact grenades. I'm not sure why a proper version of this doesn't exist yet... You could just go ahead and make it an addon for the popular launcher mods if you wanted.
  7. Pretty simple concept. Adds a working cyropod akin to the ones in vault 111, that opens a sleep menu measured in days... Or months, if you wanted to add that kind of multi-functionality. Because sometimes, you just need to pass time- Let your settlements produce resources, your sim settlements upgrade themselves, wait for Curie's two-week-delay quest to start...
  8. Make a type sorter that's accurate. All sorts-by-inventory sorters treat junk items and weapon mods as the same thing. Thank you.
  9. This is a pretty simple request. The existing type extractors available... aren't great. One, they dont draw from the workshop, but from whatever container you put behind them, so you have to drag a crafting station or something to it. Two, theyre not precise enough- If you put in a junk item, it will extract junk items for you to run through your recyclers... but it will also draw raw components, pointlessly drawing out your run time. So! Instead, have it draw from the workshop, and have it draw a configured type from a terminal- From resources to junk, from weapons to armor, from armor mods to weapon mods, from energy ammo to ballistic... All things you'd want to process in some form or another.
  10. This one is pretty simple. There are mods to let you mass delete corpses from settlements. There are mods to make it easier to move around single corpses. But there is not a mod that lets you mass move corpses. TLDR: An arbitrary 'target' space and a way to move all nearby corpses to it. Me, I'd use it to pile bodies from the settlement defense kit into the body processor hopper from contraptions mods, but maybe other people just want to keep all their corpses in a relatively neat pile?
  11. This is a pretty basic concept for any sort of factory assembly. I'm not sure why it wasnt included in the first place... Anyway. Splitters. Feed a conveytor belt into them, and they split items coming in equally or alternatingly into two seperate lines, or three. Go for more if you want. With how slow recycling machines are, I'd happily feed one Type Extractor into a whole array of machines to batch process my loot. https://static.wikia.nocookie.net/satisfactory_gamepedia_en/images/1/13/Splitter_mechanism.png/revision/latest?cb=20200706110201
  12. So, everyone who uses contraptions workshop loves Better Manufacturing and other mods like that, right? But they all have a problem: They, and the base Contraption's Workshop, are slow. as. hell. Items are processed one at a time, and then components resulting from said item are limited to five at a time. For anyone who's ever loaded a heap of junk into a recycler or trash weapons into a weapon deconstructor in hopes of materials is used to leaving the game running for an hour while they go do other things. I say no more! I'm sure there's a way to enable multithreaded processing for these machines, or make them drop materials rapidly and not four at a time.
  13. Do you see this? The Attached File is me using Place Anywhere to clumsily and haphazardly lay down concrete walls to the sides of my conveyor belts, in the hope that the corpses I place on it to be ferried upwards and processed into a hopper will be prevented from falling off. You know what's great at keeping things from falling off? Railings! Why on earth there aren't railings that can snap to conveyor belts, particularly the slanted diagonal up-and-down ones, is beyond me. Even in less complicated builds, items tend to fall off now and then, leaving you to pick them up- But honestly, why not just put a little raised wall so things fall down infinitely less often, particularly at faster conveyor belt speeds? I honestly don't know why Bethesda didn't add this to begin with, and I REALLY don't know why we as a mod community haven't fixed it yet, given we have plenty of other Contraptions Workshop mods going for us.
  14. In retrospect, I have decided to go ahead and make the weapon anyway- Along with some MFC Cluster varieties, so you can make Clusters of dynamite, frag grenades, and whatever else. Hopefully Nexus users won't mind suspending their disbelief at random vanilla models, right?
  15. I recently put out https://www.nexusmods.com/newvegas/mods/66432 , which allows Mad Bombers to convert certain explosive launchers to fire mad-bomber explosives such as MFC mines and fat mines. However, that's only the beginning. Introducing the crown jewel of the end-goal of the mod: The Variable Explosive Launcher Delivering Armageddon... Though I like to call her Velda. Velda will be able to fire just about every explosive you can scavenge, from frag, plasma, and pulse grenades and mines, bottlecap mines, demolition charges, time bombs, powder charges, and even satchel charges. The initial version will have recipes to convert said explosives into compatible ammunition, though hopefully the final version will have a script to auto-convert all applicable explosives in your inventory to ammunition and back again when the weapon is unequipped. The only problem: I can't seem to find an appropriate weapon to base it off of in the new vegas files! My first thought was the Rock-It Launcher, but while some files do remain for it, not enough for me to use. (For some reason, I can't find NIF files anywhere in the data folder where theyre supposed to be...) If anyone can point me to an appropriate modder's resource or something, that'd be great.
×
×
  • Create New...