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ekRapid

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Nexus Mods Profile

About ekRapid

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  • Country
    Israel
  • Currently Playing
    Fallout 4
  • Favourite Game
    Mass Effect 2

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  1. Sounds like a too big of a project that will never see the light of day. Aim small, miss small.
  2. As far as I could find, aim model numbers reduction can only be applied to weapon object modifications. I tried to add it on armor object modifications without success. Maybe it can be done with a script that apply aim model reduction to current equipped weapon while wearing a power armor frame. That's probably the only solution for that. But I'd rather not add scripts into the mixture. Especially not of that kind. The game is volatile enough as is. I guess we'll just have to accept no recoil reduction for fallout 4. And settle for cone of fire, which is part recoil in real life effect.
  3. Not simple to do at all. But I did manage to make the cone of fire(bullet spread) while using powerarmor in Immersive-gameplay. Recoil still evades me.
  4. Its out of my area of expertise(Or priority). But I'm sure it will become popular.
  5. I'm resurrecting this post, since I wondered if there's any update on this. I've been reading a lot bad things about paypal, and my own personal experience hasn't been positive either.
  6. Following a post on the mod's page on the nexus. I realized I wasn't considerate enough in my efforts to balance a more Immersive version of fallout. Not all of us have equal reaction, twitch and accuracy. I created the easy patch in order to avoid alienating that crowd. Compared to the original Immersive-Gameplay It improves the player in game accuracy and reaction by doubling VATS and awareness 2 slow time, And by improving VATS accuracy. It affects all game difficulties.
  7. I noticed that just by adding the value bautomatic to weapons_OMOD, the fire-rate almost doubles. anyone know how to stop it?
  8. I'm tried to create a compatibility mod between the weapon mods that edit leveled lists and my Immersive-Gameplay mod. I tried exporting: generic object data. mod object data and templated object base data. I have no Idea what any of those is suppose to do, but I figured that their names indicated they might do the trick. The only thing I noticed it did after importing to another mod, is add a list of base game templates(weapon and armor mods) and ammo types. I'm lost. Anyone have a clue what I should do?
  9. What you're all fussing about? He'll be back. Stronger than before.
  10. A short teleport spell, that act like a leap might do the trick. Leap animation - and a teleport spell. This is one issue that need solving. Melee creatures are broken at the moment.
  11. Anyone else experience this? I just updated fallout 4 and the creation kit crashes every time I try to load a file, doesn't matter which.
  12. I tried doing my best to make deathclaws go through doors, But you can only make them small to a certain point before you start having problems. (Concord) Until they can fix that, jumping over obstacles and into houses will always be their weakness. Deathclaws suffer the most from this issue. A honorable player could stay on an open ground giving a deathclaw a fair chance. But there is no place for honor in the battle for survival. What can we do to force them through the door or climb that rock.
  13. I noticed that this bug can occur after loading a save and that it's indifference between survival mod and normal.
  14. Anyone know what kind of changes could influence the power of spells and effects? I don't know why, but in game after some time, effects start to gain more power, heal more, change attributes more. When I recycleactor, the effects reset and go back to normal as they should, but after sometime it starts going wild again. I made a lot of changes to setting. But I noticed nothing suspicious there. Any ideas on where I should look?
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