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H00V3RD8M

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  1. I know that the radiant quests Preston Garvey, Radio Freedom and settlers give you are a main cause of frustration in the game and may seem rushed, however I feel that its possible to look at them from a different viewpoint. One main issue about Minutemen radiant quests, specifically the ones that take place at an owned settlement, is that the odds of triggering one are the same regardless of how well your settlement(s) are defended, fed and watered. This may hint to the fact that the Minutemen radiants were first implemented early in development as part of a more in-depth workshop mode conceptualized by Bethesda. Presumably, a part of this more ambitious incarnation of a key feature of Fallout 4 was that the chance that you were to get a radiant quest associated with an owned settlement depended on the settlement in question's stats. For example, it would more likely for one of your settlers to get kidnapped if your defense stat is less than twice the current population of the settlement. Due to time, and likely, space constraints, the developers had to water down the workshop system to make it work like it does in the finished product. As a result, the mechanic that allows the chance of getting owned settlement radiant quests to be governed by settlement food, water and defense stats, was cut from the game. The only quest in the category that is influenced by settlement stats are the "help defend" misc objectives in the Pip-boy. The reason is that they are configured differently than the start marked radiant quests; you can get them as long as you have one or more owned workshops with a population of at least one, and regardless if you're a member of the Minutemen or not. Hope that sheds some light on the nature of the Minutemen radiant quests. Anyone think the same?
  2. I only used console commands to force the settler into bleed out mode. They returned to their intended routine after they recovered. As for the assigning issue, are you referring to the minutemen coded as settlers at the Castle post Taking Independence? True.
  3. Okay, In my game, the Castle is bugged pretty good. Aside from Minutemen settlers that refuse to farm, I also came across a bug with setting up a supply line to the Castle and sending existing settlers there. During the Old Guns quest, I placed a recruitment radio beacon and two working settlers were generated and were assigned properly. Attempting to send a settler from an existing settlement to the Castle has a few problems. I set up a supply line from Sanctuary to the Castle. The supply line was working, the issue is the provisioner always stands idle in the middle of the settlement and does not patrol along her route. It affects the provisioner regardless of what settlement they start from, but ultimately, I was able to get the settler to move by punching in the kill command. Being essential, the NPC collapsed and knelt down for a few seconds before getting back up. Apparently, this reset her AI, as she was now finally leaving Sanctuary.
  4. More info: I placed a radio beacon and powered it up, spawning two new settlers. One of them was automatically assigned to the artillery and I was able to assign the other settler to crops. I can confirm that only the settlers labeled as Minutemen are affected by the assignment bug. Anyone have any idea on what causes the Minutemen settlers to not respond to assignment to tasks?
  5. Hey guys, I'm running into a small hiccup on the Old Guns quest. The Radio Freedom operator is where he is supposed to be and I have reached the point where I build and assign the artillery. The two generic "Minutemen" settlers roaming around do not respond to attempts to assign them to resources. When I try to assign them to an artillery piece, they will run up to the object and grab the wheel for a few seconds only to get off and return to their default patrol package. Furthermore, I can't trade gear with them, my character only speaks the usual attention-getting lines, and the settlers in question only comment with their usual banter Anyone else having trouble with the minutemen settlers at the Castle? Please let me know if you have any more info on the issue. Thanks. Load Order:
  6. Hello, It happens to me that a famous mod for Fallout 4 by the user Razorwire, Videos of the Wasteland, has been deleted from the Nexus. Googling this mod returns a result from the main site that has a random combination of numbers. Visiting this page yields a "file not found" error message. Does anyone have more information on this matter?
  7. Do you intended to replace most of the vanilla ballistic gun sound effects?
  8. The .44 magnum, do you think you'll consider adjusting its proportions and some other things to better resemble the Model 29? What do you have in mind for the hunting rifle?
  9. What are your plans for the Thompson, Double-Barrel and .44 Magnum?
  10. I think the Sten could be a perfect replacer for the pipe guns. Are you thinking about replacing the pipe revolver with a .38 special?
  11. We should get bigger custom-animated guns and more bullets! (no pun intended)
  12. Hi, when I tried to download some mods, certain ones' files had the message "The file is currently being uploaded to our file servers and it will be ready to be downloaded soon." The files in question I highly doubt were not uploaded just yet, so there must be a bug or glitch on the side the makes the system think the files have been just uploaded. What could be causing this message to appear in the place of the download button on certain files?
  13. Tell me, say we travel through time to see the next big mod released? I don't think so. Can't risk disrupting the flow of the space-time continuum. How about we politely ask them to spare us some of the details? Not saying we should be greedy or demanding, however a fresh idea on the progress of the project is golden.
  14. That's a pretty nice start for right-handed firearms. You should maybe contact the author of the SCAR-H mod that's on the nexus. He's an experienced animator.
  15. Looks very nice and well-developed. One thing that might need improvement is that generic "File Not Found" error message that the systems throws at us when we view a deleted file entry. Perhaps provide a new deletion log that provides an explanation of why that file was deleted, if applicable? That way, if our favorite mod suddenly disappeared this morning, we can at least find out why it was deleted.
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