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Chemist18

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Everything posted by Chemist18

  1. I'm embarrassed to say but that's an idea I had not thought of :). Thanks!
  2. I'm looking for a mod that has a container I can drop stuff in and it vanishes. Currently I throw the stuff on the ground and using the console "markifordelete" or "disable". This gets to be tedious and can be dangerous if I click on the wrong thing...
  3. Thanks :). I have that mod installed. The models are really well done.
  4. Well I tried to upload a screenshot but couldn't for some reason. Anyway, while playing Fallout 4 I've acquired a rather large number of models (about 50). Models of robots, cars, locomotive, rowboat, tug boat, etc. I was wondering how many there were so I turned to google which usually leads me to the correct wiki page. Not this time. I looked through NMM at all the mods I have installed and none seem to fit the description. As ignorant as it sounds I cannot figure out which mod or dlc these are from. Can someone point me to the source?
  5. Breezehome Fully Upgradeable by SkullM0nkey has one in the basement, textures are rock wall type. http://www.nexusmods.com/skyrim/mods/11158/?
  6. You are correct :)! I just want to come up with a way to get the poison on my arrows without having to apply every one or two shots.
  7. I would like to create a mod that applies my poisons to arrows when I crafting. Not just "poison" arrows but arrows with my poison applied. For instance say I have a poison that Slows, Damages Health, and Damages Stamina for use in some situations and one that damages Magicka and Magicka Regen for other situations. My thinking is that the cleanest way to do this would be to create a new type of arrow at the time of crafting using a script. When these arrows leave my inventory (I put them in a container, fire them, whatever) they become "normal" arrows of whatever type. Once all the arrows are used up then that arrow type could be deleted using a script. Any thoughts? Suggestions? Links to a mod that already does this :)? Thanks
  8. Well it appears that the script which controls the containers isn't being installed by NMM... Unless I don't remember where to find it in the editor.
  9. First let me admit that this is my own mod. I created it a few years ago. I haven't played Skyrim for a while but recently came back to it. I installed a bunch of mods including this one. You are supposed to click on the container like it's clothing you want to equip, you get a message informing you that it cannot be equipped, then a window opens as if you've opened a container. Well now I get the message about not being equippable but does not open. I've been away long enough that I'll need to relearn most of the modding. Any suggestions why my containers are not functioning as they were? There have been no complaints but then my mod wasn't hugely popular... http://www.nexusmods.com/skyrim/mods/56218/?
  10. My goal in beginning this thread is to start a discussion/brain-storming session... I've been puzzling through a way to balance the defense of settlements Points of interest: Settlers Settlers are generally unkillable, they take frequent naps but get up and rejoin the fightSettlers of all occupations, vendors, farmers, and guards immediately make a Banzai charge when any enemy shows upMaking Settlers mortal since they are all level 2 would result in depopulating a settlement from any serious attackTurrets Turrets are the mainstay of a settlement's defenses, they were initially limited by the settlement build budget, most people wanting to build larger settlements expand the build budget which also allows building additional turretsMissile turrets are the ultimate defense, particularly if well placed (up high, well separated, away from walls to avoid splash damage)Attackers The Vanilla game attacks are as a rule quite weak, (e.g. One raider with a bladed tire iron, I'm not kidding) An example based on my play: ​I've just finished building up The Castle preparing it for the inevitable attack from which ever faction I piss off. I have the Settlement Raiding Mod by Faceless Wastelander (http://www.nexusmods.com/fallout4/mods/2995/?) installed to create more challenging attacks. ​My defenses are set along the two main approaches, 6 Heavy Machinegun turrets, 6 Missile Turrets on each side, with 12 laser turrets set up as a crossfire in the courtyard of The Castle. I have 16 settlers outfitted with full combat armor (12 Light with Combat Rifles, 4 Heavy with Flamers and Miniguns). ​Round One: Using the Raiding mod I set up an attack by Synths at the Insane level. This brings a fairly large number of synths, some quite powerful, some with grenades that allow them to summon additional forces. The attack begins, ALL of the settlers (including the 4 farmers) charge out the gates to meet the enemy headon. My missile turrets begin cutting down synths in impressive numbers, as the synths close in, the Heavy MG turrets open up but don't seem to have much effect. Once the synths begin entering the Castle courtyard they are almost instantly vaporized by the crossfire from my laser turrets. End result, parts of synths scattered all over, most of my settlers crawling on the ground, a few are dead. All turrets are still functional. I went around to all the officer synths and collected their summoning grenades for future fun :smile:. I wait for my still living settlers to get up and wander back to their stations. Round Two: I started a Gunner attack at the Insane Level. The gunners have missile launchers and seem better coordinated. The attack begins, ALL the settlers charge out the gates to meet the enemy headon. My missile turrets begin cutting down Gunners in multiples, this time however, I'm facing incoming missiles. Everything goes pretty much the same as before. After the battle I have to repair 3 of my Missile turrets and 11 of the Laser turrets (was my fault, had them too close together). I make the repairs, the wait for my settlers to wander back to their stations. Round Three: This time I take all the Fragmentation, Cryo, Plasma, and Bottle cap Mines I can find and use them to create minefields on both approaches to The Castle. I started a Brotherhood of Steel attack at the Insane Level. The attack begins, you guessed it, ALL the settlers charge out the gates. My missile turrets open up giving the BOS some trouble. One of the BOS guys sets off a mine near a truck, shortly thereafter the truck explodes taking out an appalling number of BOS guys :smile:. I don't recall seeing any vertibirds. None of the BOS make it inside the Castle. Now my character Has Sneak 4, Shadowed Armor with Chameleon, and silenced weapons. If I stuck my head up, I instantly became the target of every enemy NPC that had a line of sight on me. Thoughts on how to make this situation better, more immersive, whatever term you like: Update AI packages so that Farmers and Merchants take cover, perhaps you designate where with the sirenUpdate AI packages so that Guards use cover, both inanimate (Rocks, walls, trees) and animate (Turrets and each other)Update Guards so their level increases based on some criteria (Player level probably)Add an additional role for Settlers, Turret Maintenance, (e.g. say one setter for every 8 or 10 points of turret defense strength)This one is a stretch... Create Combat MedicsWhat these things can produce are Settlers can be mortal and still have a chance to surviveThese additions will prevent me from being able to put a dozen missile launchers, a dozen lasers, and a dozen heavy machineguns up (total turret ratings of 324)Last but not least these changes would give me an incentive to plan my defenses rather than just looking at the "Defense Number" at the top of the screen I realize that many or all of these changes or adjustments will have to wait for the GECK... Comments?
  11. You folks make my day :)!! It's hard to come by a smile these days, you folks give me those on a regular basis!!
  12. The thing is, is it lore friendly? In fallout, there are no jails and strict law. If someone did anything to you have the right to take his head off. I was just offering a different perspective :). I guess writing about a crime would be Piper's way of taking someone's head off. Of course I've noticed that she is a pretty good shot. I zoomed in with my Recon 10mm for a headshot and Piper beat me to it :).
  13. I think that when dealing with AI calculations are required. Thus, you get -2 for Piper if you murder an innocent, you get +0.25 for each picked lock. I think an easy step would be for more realistic consequences built into the calculations. You murder someone, Piper won't have anything else to do with you. Perhaps she even documents it in the paper and others trust you less. Perhaps the lock picking could be changed to only add to your score once for each difficulty level... I like Piper and Curie okay (they do get repetitious). Kate is just annoying. Nick is funny for a while, Deacon is just creepy... I have too much fun killing the arrogant BOS and Institute folks to have Danse or X6-88 as companions. The action I regret the most so far in Fallout 4 is killing the Abernathy's cat by hitting it with a Vertibird. Don't get me wrong, I'm not really a cat person. Well, at least he didn't suffer much.
  14. Thanks JuJooGuppy, what you said make complete sense. I've noticed the labeling on turrets before. I didn't know if it made a difference in a fight but I did go back and forth until I got a higher Mk value turret :). It's funny you mention the Slog. I was in the area one time doing something completely unrelated to the settlement and noticed a bunch of feral ghouls shambling ( a dozen or so) by. Turned out they were attacking the Slog. The four heavy machinegun turrets I had along the roofline on that side cut them to pieces, literally :). I've been using The Settlement Raiding mod http://www.nexusmods.com/fallout4/mods/2995/? to test defenses. There's one side effect that makes me feel guilty (yes odd I know). That's all the goodies you can collect from the attackers afterward :).
  15. I agree that's fair :). I'm not too torn up about them not being killable right now because they go down so easily. What I'd like to see is the guards engaging the enemy under cover of the turrets and for the farmers to take cover. But we don't always get what we want :)
  16. for #2, I'd like to use a mod to make settlers "mortal" but right now they don't seem to perform well enough and they have a tendency to use a Banzai charge as soon as an enemy is spotted. I'm currently outfitting Troops at The Castle with Polymer Combat Armor and fully Modded, Flamers, Miniguns, Combat Rifles, Assault Rifles, Combat Shotguns, and M14s. We'll see :)
  17. After playing Fallout 4 for a while, I've come up with several questions about Settlers, Settlements, and Shipments. Rather than create a bunch of threads I figured one would do. Shipments - Any time I purchase more than one of a specific type of shipment, only one will convert to the resource when placed into the workshop. The remainder stay "Shipment of ...". I've seen videos demonstrating the duping technique which involved multiple shipments. I've googled this issue without much satisfaction. Mostly, people ask about it and others tell them it's not happening. Right now my guess is you can purchase one of each shipment type per day without issues. Anyone have any other experience with this issue? Settlers and Equipment - Settlers seem to be uniformly low level. I've seen discussions of equipping them with better items. I will typically at least re-equip any guards I assign. Which brings up the next part of this. If I take away a Settler's pipe pistol, give him a Combat Rifle, does it matter. If it matters, does providing the settler with a modded Combat rifle provide additional benefit? Same goes for armor. Leather, Metal, Combat, Light, Sturdy, Heavy, Modded, Unmodded. Planting Crops - This may sound silly but I'm an Anal-ytical Chemist by occupation so... I have a couple mods that make building a settlement easier. There's one unfortunate side-effect, I can put plants too close together and placing them in neat rows is very difficult. Has anyone discovered a simple way to plant in a nice grid? I've tried using the 1/2-wide floors but when I move the floor it inevitably brings a couple plants with it. Settlement attacks seem pretty pitiful. I use Sanctuary Hills to product Purified Water to sell and grow corn, tatos, and mutfruit there for making Vegetable Starch. Right now Santuary Hills has a population of 12, 680 water production, and 30 food production. So far the worst attack has been three relatively low-level radscorpions.
  18. I've never played Witcher, so after seeing it mentioned here, I googled it. It's not that bad. Everyone likes different aspects of RPGs and people have different goals, etc. As far as the graphicness goes, think about what you see every time you nail a raider. Heads exploding like pumpkins, or just popping off after a neckshot. It can be added and looks like it can be done well. Perhaps an additional setting to switch off Romance?
  19. I have two issues with the Settler AI and I'm wondering if others have the same issues and/or if there are fixes available... First, Whenever an enemy is near all the settlers immediately make a banzai charge. They should either take cover or stay where turrets can offer cover rather than charge half-way to the NCR. Second, After some amount of time (never measured it) I notice that all my settlers end up standing around doing nothing. This doesn't seem to impact food growth, etc.
  20. Thank You :)! I agree that FO4 looks slightly out of focus, I just thought it was my eyes giving out :).
  21. The last patch messed up my key binding in a way that I can't fix...
  22. Thanks for the response :). I'll follow what you said about Google. I know previously it was not possible for players to change the names of containers. However, I've seen a mod for FO4 that allows you to change Settler's names. Does this perhaps allow container renaming?
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