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deskins30

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  1. Antistar, you should give D.E.C.A.Y. a try, I think you'll find a lot to like about it's recipes.
  2. You mean imperial funny unit Either way, the "weight" system in Bethesda games doesn't really track with either pounds or grams. It's more of a weird combination of pounds, volume, and general usefulness to the player. Honestly, I'd say just cut the base carryweight in half, and tweak the scaling to where you hit the base game max carryweight only if you spec into it with both your stats and equipment. Or, as your focus seems to be more on the realities of trying to hump all that junk across the Commonwealth, simply put a movement speed and sprint cost debuff on the character after they hit a certain percentage of their carryweight like a lot of the Skyrim encumbrance mods do, and calculate the threshold percentages from the players strength and endurance, maybe even have the bags add a certain flat boost to the calculation in addition to the carryweight bonus.
  3. https://www.nexusmods.com/fallout4/mods/33760 Not sure if you knew about this one or not but this Damage Threshold implementation is by all accounts more stable than TalkieToaster's and being currently maintain, in case DT was something you're interested in. Regarding cryo resistance, while it might not be something the player needs to worry about all that much, not having it in the wild does tend to give the cryolator a bit of an advantage. Not to mention cryo grenades and mines are also base game and not too uncommon to be found if not used, so a certain amount of cryo resistance at least within some of the enemy factions would make sense. Maybe a lining omod for certain outfits, the longjohns and some of the gunner and bos uniforms, and maybe a winterized coating for the basic armors (leather, metal, combat, synth, robot) if you were feeling generous. Also future proofs things a bit for if and when some of the nexus energy weapons get patched for WARS. Otherwise yeah, I have to agree with you, while I enjoy a game being set up so as I have to tailor my approach for certain enemies, like having to install asbestos lining in my armor before dealing with the Forged when using mods that restore the fire damage type, having a certain armor being simply the best or only real solution quickly takes the fun out of it. That was one of my main problems with the base game, especially after Far Harbor added in the Marine Combat armor, due to there being no armor classes and all the mod optioins being the same there was no reason to pick an armor other than DR, so unless you're roleplaying someone with really specific hang ups or that would honestly sacrifice protection for the aesthetic, you'll always end up wearing essentially the same thing by the end of the game.
  4. Not sure if they have those specifically but that's honestly the random encounter spawn system that's already in the game, non persistent objects and containers and all. So it should be as simple as dropping in New markers and just pointing them at your own custom encounter lists
  5. http://www.nexusmods.com/fallout4/mods/15973/? http://www.nexusmods.com/fallout4/mods/15910/? These are pretty much it as far as faction paints go for robots, and neither modder set up any permissions for them so I don't know how much help they'll be. Regardless, can't wait to see this come to fruition, sounds like it'll be utterly amazing. You mentioned spawns changing based on story and quest progression and I hope you do something with the various raider gangs and their bosses. The terminal entries had me thinking I'd see a lot of conflict breaking out between raider gangs, especially the Beantown, Corvega, and National Guard Stockpile gangs, and I'd love to see some dynamic skirmishes or full on battles between them with the tide shifting based on which leaders have been killed, so the last leader has a veritable army around him, and an opportunistic scavver could prep himself for it by going back over the battlefields.
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