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moonracer

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  1. Nexus page This is a massive overhaul of almost the entire game. Designed to rebalance FO4 and make it more of a game, less of a sandbox. Some have even kindly said it makes the game feel more like FO3. There's an actual sense of progression now. I even asked a friend who gave up on FO4 to playtest and got him back into the game. Go check it out.
  2. The Dartmouth Professional Building is a massive tower with an already existing interior cell. However that interior cell is just one tiny room (and that interior cell is not used for any quests or anything. I'd love to see someone with experience making interiors turn it into a fully functioning dungeon that supports radiant quests. I did a quick scan of the building and the first floor is tiny, but the 2-6 are fully intact and about the size of Trinity Tower. The floors above that are mostly ruined/exposed to the wasteland so probably best to ignore. That's a lot of space to work with.
  3. You can check the optional files of my Loot Logic and reduction. It includes a mini mod that prevents the player from picking any crops. The downside is that this also means you can't pick your own, but really you should be getting enough dumped into your workbench by settlers that it shouldn't matter. The only other option I can think of would be setting an ownership tag on every crop in the game so it would count as stealing. Unfortunately that would be a huge hassle and probably cause conflicts.
  4. The idea is simple enough. Set increasingly high perk requirements to repair power armor parts. Raider parts just require Armorer 1. T-45 requires Armorer 2 and Science 1. And so on. This rather elegantly solves the issue of handing the player a suit of power armor at the start of the game. You can use it, but only until the parts break. I've actually gotten this to work by adding perk requirements to the crafting recipes in the constructible objects folder such as "co_Armor_Power_T45_ArmLeft". However, the game doesn't tell the player that they need perks to repair the part. It just says you need more materials (and then show that you indeed have the materials to complete the repair). If someone more clever than I can find a work around for this small issue, it could be a nice mod.
  5. Here is my alternate list of changes to improve the situation: 1. Remove the credits system and charge real money. Show the customers some respect. 2. Sell content in packs when it is small stuff. "Community Weapon Pack #1" It's not hard to merge mods from different creators or split revenue fairly if creators get a percentage. 3. Sell content at prices that are of a comparable value to official DLC. Consider that the Workshop DLCs are now $5, but even at $15 they'd be a better value compared to spending the same in the CC. I don't think the Creation Club will damage the mod scene, but I do believe it is a bad service and will/has damaged Bethesda's reputation.
  6. I'd really like a rubber chicken shaped arrow. If you don't get why, look at characters in game with arrows stuck in them and replace those arrows with chickens.
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