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MarkoDash

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  1. if we got enough kills with it would we win a Cat Ass Trophy?
  2. literally a glowing one strapped to a streetlight or telephone pole that emits green tinged light
  3. there's been dozens of mods over the years that take you to various huge locations, but they all do it through a loading gate into a whole new map. why not make use of the big empty area on the west side of the map?
  4. I was watching a clip from a weapon audio overhaul mod and got to thinking what a certain ambulatory, talking, pile of crap's favorite handcannon would be like in fallout. ran a few searches, came up bupkis. for those of you who have no idea what i'm talking about, you have some required reading to do. there's 20 years worth of daily webcomics, see you around Halloween.... or if you want just a description of the weapon. now that the education process is out of the way, and everyone is up to speed, id like to see the not so good Sergeant's Plasgun lay down some fire in FO4. Luckily there's an ingame weapon that would serve as a good starting point, the Salvaged Assaultron Head. it just needs to be bigger, rounder, and heavier. with a bore diameter like a pistol version of a KV-2, with a beam size, power and sounds to match. Charge up with an Ominous Hum and then let it loose with a THOOM.
  5. I'm have the same issue. i've gone though my entire modlist and none of them say they add these weapons, yet they're everywhere ingame.
  6. the halo sniper rifle uses it but i don't remember how far along that mod got, i havent really been back to this site since my GFX card crapped out.
  7. I'm hoping for a little bit of mafia. Vegas was a mob town after all, and its an excuse to bring back the drum magazined tommy guns.
  8. i kind of like the person who put the hit on you remaining Burke. maybe have it so he is essential in the megaton bar, so he goes unconscious when you shoot him. then have him remain unconscious for a few minutes and teleport away when he wakes up. when you find it's him that hired TC you would have to find him. make it so that he uses a few random safe houses around the wasteland, and moves between them every few days. to find the safe-houses you could do it in several ways. the easiest would be that the TC tell you of the locations, which puts quest markers on all the houses, but as he moves they don't know which one he'll be in. so you have to check them all. the hard way would have the TC guys not knowing the locations, in which case you have to question various people about Burke (like tennpenny, various town leaders, caravans, three-dog, etc) which depending on your relationship with them would affect how easily they tell you. good npcs would be harder to convince when evil and vice versa, also would let you use stat or perk based dialog to help, like outsmarting, bribing, seducing, intimidating, etc. then you still have to check the safe houses until you find Burke. if you can, try to make Burke more of a challenge than he is in game. I've always seen him as kind of the anti-mysterious stranger, without the handgun obviously. he just has that agent smith-like feel to him.
  9. most of the creatures in fallout 3 are creepy on first encounter, but generally the fear leaves when you start killing large numbers of them.
  10. are you sure your not simply in walk mode, try pressing caps lock.
  11. i went with point lookout, I'm liking it so far. my only complaints would be that I've found everything rather fast by just ambling around, and its seems to freeze often. the lever action is becoming one of my favorite weapons, nearly the power of the repeater with a much more available ammo supply.
  12. my theory is the Chinese believed their best hope was to screw quality and concentrate on quantity, so they built lots and lots of small inefficient dirty warheads. maybe with no limits on weapons development and a hundred years time they found some material to jacket the warhead with that would increase both the intensity of the radiation and its half-life, 200 years for example. so you have tons of very radioactive but extremely weak nuclear warheads. now add to this that DC was probably the most heavily defended city in the country, if not the entire world, ringed by dozens of ABM lasers and missile systems. to keep the entire attack from being prevented by such systems the missiles most likely had a deadman's switch, so that if the outer casing started to fail the device would set off the warhead, sparing DC from most of the heat and shockwave but bathing it in radiation. only at the targets where multiple weapons were aimed, like say the white house, would one or two get low enough to cause more destruction. or i could just be rambling incoherently.
  13. I'm leaning that way unless anybody has anything good to say about the Pitt.
  14. I'm on xbox so no mods, I'm planning on getting the GOTY version for PC but can't currently to having lost job and the money to do so. Ive been through the wiki pages and some of the discussion on here regarding the boosted health and damage of the swampfolk, no matter which one i pick i plan on running my oldest character though it first, the swampfolk can't be too much of a threat to a lvl30 walking WMD can they? how would they compare to mutant overlords?
  15. i have enough MS points for 1 more DLC, I'm trying to decide between the three i haven't got yet The Pitt: the biggest draw to this one is the ammo press, allowing me to convert my unused 10, 5, and 5.56mm into useful .44 and .308 caliber rounds. Point Lookout: has double barreled shotguns, lever-action rifles, and mutant rednecks, whats not to love. Mothership Zeta: has the disadvantage of being the least returnable of the three, and despite its snazzy weapons, repairing epoxy, and retro scifi setting ranks lower than the other two in my mind, unless theres something about it I'm missing. please state your reasons for your choice
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