-
Posts
29 -
Joined
-
Last visited
Nexus Mods Profile
About TheGrimblade

Profile Fields
-
Country
None
-
Favourite Game
Oblivion
TheGrimblade's Achievements
-
I can get behind this, and I am sure you guys are doing everything on the up and up over here, but I just want to be sure... Are the game companies okay with this? Did you guys reach out to see if they viewed this as a loophole in their system that was going to upset them. I think it should be okay, but I just want to know that it won't get shut down in a month. Thanks, this is a great idea!
-
Okay, so I didn't realize the Object Template button existed before. So, I tried to add my weapon mod to the the various object templates for the 10mm pistol, but I was not seeing it's effects applied in-game. It is not one of the standard gun parts such as the receiver, grip, etc. I used the attach point ap_gun_Internal_Mod, which as far as I can tell, is actually unused by any guns in the game. Will the game not accept a mod at a non-standard attach point? I am not sure why my mod is not being applied.
-
Wait, nevermind... I think I figured something out
-
So, I am working on a mod to add a range of quality levels for weapons. I would like for these mods to be randomly applied to weapons in the leveled lists so that the weapons that NPCs are affected. My issue is that weapon leveled lists seem to use keywords to apply weapon mods. For example LL_10mm_Pistol_Auto uses the keyword if_tmp_Pistol_Auto 100% of the time. So, to anyone who might be able to answer: How would I go about applying my custom mods to a leveled list for a weapon? There are 14 different quality levels, in addition to the base weapon, and I would like to be able to set specific chances that each will show up.
-
[WiP][Video] Columbia, movable flying settlement
TheGrimblade replied to DDProductions83's topic in Fallout 4's Discussion
You have to start somewhere. I have watched most of his videos, and I can say from those that he is just another normal guy like any of us. He started modding with Skyrim, not that long ago, and he was not always as good as he is now. In fact, from what he has said, most of the mods he makes are doing things he has never done before. You will only learn by doing. Just checked out your mods, and what you are doing is a good start, so don't give up, and maybe you will be as good as DDProductions83. I am interested to see where this mod goes. A flying settlement is cool and all, but will you use this in one of your quest mods or something else as well? -
SPECIAL and Bobbleheads Redone
TheGrimblade replied to TheGrimblade's topic in Fallout 4's Discussion
[changelog] Implemented Melee Weapons, Explosives, Energy Weapons, Big Guns, and Unarmed Bobblehead effects and in-game messages. Started work on Lockpick Bobblehead, but ran into issue. Added description to US Covert Operations Manuals to show 4% increased stealth rather than a vague description. (Just because) -
I want to redo the way the game deals with SPECIAL and Bobbleheads to add an additional layer of RPG elements. I brainstormed what I wanted to do a few months ago, and now I am going to try to go about making some of it a reality. Here is the concept: Okay, so I have not made any mods which were good enough to upload. I think this will be a difficult mod for me to make, but I also think it should be possible (at least for the most part). I am hoping to get some advice on a couple of things though, and this is my main reason for posting here. So, for the initial version of this mod, I think I will focus on getting the numerical effects of the skill bobbleheads changed, that should be no problem. I am looking at the different Bobblehead Perks under Actors>Perks in the CK, and it looks like Bethesda made it really easy to change the values for these perks. Some of the perks are slightly more complicated, but that should not be a major issue to figure out. Where I am really seeking help, right now, is figuring out how to add the additional effects that were not originally included. I am just hoping for some pointers. In order to implement the secondary effect of the lockpicking bobblehead, I need to be able to apply the invisibility spell upon successfully picking a lock. Could anyone point me in the right direction as to how this can be done? I am not even going to touch the conditioning or synergy concepts yet. The focus, for now, is on the bobblehead effects. Anyway, please provide feedback and suggestions. Am I way too in over my head, or is this do-able? I should mention that I am an engineering students, so I am already familiar with programming.
-
I know the Creation Kit just came out, and people are testing out the Bethesda.net services, but there seems to be a distinct lack of endorsements for mods right now. The most popular mod in the hot files right now has 381 endorsements. A month ago, most mods that made it to hot files would have over 1000 endorsements in no time. Thoughts and opinions as to why there are so few endorsements right now?
-
The idea is simple; Rather than adding +1 to any SPECIAL, make it so that You're SPECIAL resets all SPECIAL and all perks. The item would need to function by first forcing the player to choose new starting SPECIAL stats. Once this has been done, the player would then be able to spend all of their perk points normally, but all at once. Additionally, since the You're SPECIAL book originally allowed the player to gain +1 SPECIAL point at the very beginning of the game, the player could simply be given an additional SPECIAL point at the beginning of the game. If a player wanted to be able to use the effect more than once, the item could be added via console command. Otherwise, I think it would not be unreasonable to lock an additional You're SPECIAL book behind a late game quest or in a high level area. What do you think? I think this might be possible without the Creation Kit, but I am not sure how to script, so I cannot say.
-
It sounds like it should be significantly easier with the CK, but we will see. I wish you luck
-
This will be exceedingly easy to do once the Creation Kit comes out, and I imagine it wouldn't be too hard to do now. I would like to see the same treatment given to the Assaultron helmet. As a temporary fix for the DR problem, you could simply replace the mesh and texture for a power armor helmet that you don't particularly care about seeing NPCs occasionally wear.
- 1 reply
-
- armor
- power armor
-
(and 2 more)
Tagged with:
-
So, earlier today, I was exploring Lexington when I decided I would climb up onto the freeway overpass and explore the areas along these roads. What I found was that there were a total of 4 locations containing any kind of items for the player to interact with. Each of these locations contained a few sparse containers, and one contained a few dead raiders and a lift down to the ground, further east from the city itself. All of the highways broke off into pieces and became impassable after a while. Even so, these bridges were designed so as to look populated with items. There are cars, junk walls, wooden bridges, street cones, ground rubble, and a number of other items used in order to decorate what is otherwise a mostly useless area. As it stands, they can function as a way to move through regions of the map without alerting most enemies, but you have to know beforehand where the bridges will actually have ramps down to the ground level, or you have to be able to judge where you will need to jump off. From an exploration standpoint, they don't offer much as there are too few ways to get up onto them. If you have a jetpack, you can potentially fly up to the bridges in some places, but the heights vary so much that it would be impractical to attempt. You could however use a jetpack to jump from one side of a gap in the bridge to another, but this comes with a risk of falling, and once you fall... good luck getting back up. The only real use for these freeways is for a very patient sniper player. I look at the freeway system running through the Commonwealth as a missed opportunity; I feel as though it could have been used for much more than just decoration. I have several ideas for how this issue can be fixed, and I think it would be interesting to tie these ideas to the factions in the game: 1. Increase the number of lifts granting access to these freeways. 2. At night, Railroad Runners will be seen running along the top of the Freeways, traveling through the wasteland to various locations. a. An increased number of Railroad signs will be posted, with several new safe zones marked. Escaping synths and Railroad agents may sometimes be found at these places. b. A number of dead drop locations will be hidden along these freeways. i. Some will contain caps, ammo, and other useful loot, in large quantities. ii. Others will contain notes or orders which will point the PC toward various Quests, locations of interest, or hidden treasures. 3. In order to bring the Commonwealth together, the Minutemen seek out a way to traverse the Commonwealth quickly. The freeway is one such method. a. After completing the main quest, siding with the Minutemen, the PC will be given a quest to secure the freeways of the commonwealth. i. During this quest, the PC will be asked to travel to various locations throughout The Commonwealth and secure highway entrances. ii. The player will have to fight off the original owners of various locations, including Raiders, Gunners, and Super Mutants. iii. Additionally b. Once the freeways have been secured, the player will be given access to a number of new Settlement locations along the freeways. c. Three days after the completion of the quest to secure the freeways, word travels out that a group has used explosives to wreck one of the major freeway intersections. i. The PC is given a quest to hunt down those responsible. ii. Upon completion of the quest, a new settlement crops up in the wreckage of the interchange. This settlement will grow into a settlement on the scale of the major vanilla cities like Diamond City, Goodneighbor, and Bunker Hill. One week after the quest completion, the PC will be asked to oversee renevations, and given access to the settlement workshop to alter the new city. iii. This new settlement will act as a hub city for Minutemen patrols and trade caravans traveling along the freeways, and will be a large settlement as a result. 4. In the event that the PC sides with The Institute or The Brotherhood of Steel when asked to make a choice during the main quest, the PC will be unable to seek out these expansions. a. If the player sides with the Institute, Railroad operations on the freeways will diminish or stop completely. b. If the player sides with the Railroad, the PC may still make the expansions, but they will have to meet the initial Minutemen requirements to complete the main quest (Number of settlements controlled, retaking The Castle, etc.). Let me know what you think. This will be implemented as part of my Fallout 42 Overhaul mod idea over at http://forums.nexusmods.com/index.php?%2Ftopic%2F3880475-fallout-4-overhaul-mod%2F, but I wanted to post this as a separate post to get feedback.
-
I did plan to bring back traits in some fashion, although I think the removal of skills, at least in the form they were in Fallout 3 and New Vegas, was a change for the better. As a long term goal, I would like to see an expanded introduction section of the game. In this section, You would start the game beginning with a short cutscene portraying the player character's wedding, then a shot of the news declaring that war is coming. Then the game begins with you seated at an army recruitment station, filling out paperwork. This paperwork, amongst other things, would allow the player to pick traits. The player would then travel to an army truck, and the scene would shift to a battle, in which several of the game mechanics which were not fully explained (such as hiding in cover) as well as many of the new mechanics, would be explained. No experience will be gained during this section of the game, as it serves primarily as a tutorial section. After this section is completed, the opening cutscene will play, and the game starts as it normally does. Both of these opening scenes would be skippable. This is a far off goal though, and one that may never be reached. I would like to see traits return before this introduction section is implemented, however. As for skills... A numerical skill system lacks depth, and everything that it can achieve can be achieved through other means such as perks. That said, Bethesda has had a number of experiments with the skill system throughout their games, and each had it's strengths and weaknesses. In Oblivion, at ranks 25, 50, 75, and 100 of a skill, a perk was given to the player. This system was a nice middle ground, except that there were too few perks, and they were spaced so far apart that they were not really a concern for the player. In Skyrim, they created Perk trees for each skill, tied to prerequisite perks and skill requirements. This system was nice, however, Fallout 4's Perk system does much of what this system did already. I believe that the Perk chart shows a progression in the skill system they have been implementing on with each new game, although, yes, it is too simple. For this reason, I believe the best way to fix this problem is to overhaul the pre-existing skill bobbleheads, and add further, separate methods for player progression. There are a few other ideas I have for how to amplify the existing system rather than replacing it, which I will expand upon later. One possible method is to add new settlement objects or buildings which allow the player to "train" their skills, and unlock new perks related to skills that they are interested in. Another is a sort of "Achievement" system tied to the completion of certain objectives. This would work in a way similar to Achieve That for Skyrim. I feel that I should stress, if it is not already stressed, that all of this is far off, and that it may never be completed. I really want to get into modding, and I feel an overwhelming desire, or even a need to write out my ideas, but that does not mean that any of this is ready to implement; It might not even be possible. At this time, I just need to get it all written out, and then I can begin to look into building a team to get it done.
-
Reserved
-
Enemy Overhaul