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Park77

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  1. The inevitable overhaul mod Being able to Compete in the Combat Zone - based on cut Tommy audio content, this was supposed to be possible, but cut for the release Related to this...introduction of FONV unarmed moves. I know, different developer, but still...it was a cool idea Being able to bet at East City Downs - c'mon, why add this if only to run in and kill everyone? Faction affinity - certain actions etc build affinity with factions like Raiders, Children of Atom, Gunners, etc. Making them potentially non-hostile, assist against enemy factions if in vicinity Would like to see some skills or something re-introduced. A little more RPG like previous FOs, a little less FPS - preferred it when if you didn't invest in guns, unarmed, etc you couldn't aim for crap. Even without the related perks, these are all good to overpowered, out-of-the-box, regardless of difficulty
  2. Anyone know the answer to this? Base bare-fist unarmed damage? Each point of STR adds 10% to the Damage Multiplier, but what is the base, bare-fist, damage it is multiplying?
  3. Would like to see a mod that allows a favourited weapon to be unequipped by allowing the hotkey to function as a toggle. Purpose would be to allow players to equip fists (not unarmed weapons, just plain fists) without having to use the pipboy. For instance, if you bind the Fat Boy to 1, it will equip and Unequip using 1 This mid would also be useful for melee and unarmed players to toggle grenade/bash attack
  4. Would be nice to have a mod that reintroduced FO:NV style special attacks. Could be gained either through NPCs, though the Iron Fist Perk, or other means. Individual moves would have special status effects (armor-piercing, disarming, paralyzing, crippling, etc.), and could only be used completely unarmed (no power fist, claw, etc.) As in NV, they would expend AP, and would require some button combo to execute. Not even sure if this would be possible: would require new animations, changes in controls, and some way of acquiring said skills. Would probably also require some rebalancing, as it would OP and already OPed unarmed system. On VH, with 4 STR and 1 END I can pretty much punch my way through the game with just knuckles on. Or, if not technically feasible, at least add better animations for standard unarmed attacks (like more boxing style stances/moves, maybe a few kicks). At the moment, Player punches like a drunk chimp, then randomly decides to execute a technically complex finishing move - It looks inconsistent
  5. Anyone know what the unarmed BASE damage is in FO4? The STR modifier for melee and unarmed is identical: 1+(STR*0.1) And I can find the DMG of melee, and unarmed weapons, but not bare-fists In FO3 and NV, damage was based on Unarmed skill level. Is FO4 unarmed base damage simply the initial melee damage formula from FO3 & NV, which is STR*0.5? Basically trying to figure out how much of a difference STR makes with melee Anyone know the answer to this? Thanks!
  6. Glad its working well. And as you level up, you'll need mags less and less
  7. That's ok. You'll come across way more lockpick and science mags then there are very hard terminals/locks, and even then, most of those can be unlocked with keys and passwords. Besides you only need the mag to last long enough for a successful attempt. I've got more mags than I can possibly use now. The other mags are for the rare occasion that you just fall short of a check. And trust me, if you were building a lockpick, speech, science, repair heavy person that will be a very rare occurence. Give it whirl. I'm sure you'll be more than ok
  8. They are getting there though. There is a mod where people react if you aim at them.
  9. That's ok. That build still gives you 4 or 5 points to play with. You could pop them into CH. If combat is not your thing, you can drop your LK. I think there is only one dialog check that needs LK 7, otherwise all it is good for really is criticals and casinos. In the end IN is the most important for your build, but you can't heavily take away too heavily from combat related stats, else you will be reloading often. Try S5 P5 E5 C5 I9 A5 L1, and distribute the remaining 5 points however you like. And remember a 1 point increase in a SPECIAL stat only increases the associated skill kibase by 2 points. Also, you will never actually need to invest skill points to get lockpick, science, speech, or barter to 100. Not with skill mags and comprehension (I think the highest barter check is only 65). If it's any help, I built an unarmed/melee monster starting with ST 8 and CH 1. Passed almost every speech check, most skill checks, and pick/hack anything using skill mags. You shouldn't have any problems
  10. Fisto! Numbness will subside in several minutes
  11. Hate planning? Try this: S >= 5 P = 4 (if you don't want better criticals) else 5 E >=6 C = 1 I = 9 A >= 5 L >= 5 Get comprehension perk and intelligence implant ASAP With this setup you will have a good chance of destroying almost any level appropriate mob attacking head on on very hard difficulty (except deathclaws and cazadores, and at really low levels) Good for overall advancing and general killage
  12. Although it was right in front of my face - knock knock. I think I was looking too hard for the standard red ax.
  13. sooo.....that'd qualify as a worst or best moment for you?
  14. Would your mod also eliminate textures like superfluous barrels and other clutter textures such as the paper that seems to be everywhere? Or is it going to be in the vein of the original one, where you are removing stuff that no one will notice?(except in performance of course)
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