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Everything posted by ekRapid
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Sounds like a too big of a project that will never see the light of day. Aim small, miss small.
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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.
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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.
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Its out of my area of expertise(Or priority). But I'm sure it will become popular.
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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.
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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.
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Something that runs on batteries.
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I noticed that just by adding the value bautomatic to weapons_OMOD, the fire-rate almost doubles. anyone know how to stop it?
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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?
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LordofWar - 3 Armor Mods Deleted From Database
ekRapid replied to H00V3RD8M's topic in Fallout 4's Discussion
What you're all fussing about? He'll be back. Stronger than before.- 129 replies
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Big melee Enemies, doors and rocks.
ekRapid replied to ekRapid's topic in Fallout 4's Creation Kit and Modders
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. -
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.
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Bug - Hidden Changes that increase enhancement power.
ekRapid replied to ekRapid's topic in Fallout 4's Discussion
I noticed that this bug can occur after loading a save and that it's indifference between survival mod and normal. -
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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Modding swf files for consoles.
ekRapid replied to ekRapid's topic in Fallout 4's Creation Kit and Modders
And there I was, thinking something awfully bad has taken place. Thanks. :-) -
Modding swf files for consoles.
ekRapid replied to ekRapid's topic in Fallout 4's Creation Kit and Modders
My game started working much slower, I deleted everything and reinstalled. I must have had something else that made them work before, that is now missing. I can't find any useful information about it online. I have a clean install now, I deleted the folder completely in both my games and steam and started from zero. The only did I did was paste my old swf into interface. After than didn't work I extracted a new swf and modified it, still no changes in game. -
Modding swf files for consoles.
ekRapid replied to ekRapid's topic in Fallout 4's Creation Kit and Modders
Anyone have an idea why, swf would work one moment and stop in another? -
Hear, hear. Quest and location packs brainstorming.
ekRapid replied to ekRapid's topic in Fallout 4's Discussion
Some quests and locations could be in all 3. I mentioned satire and wild to keep the experience open. Fallout 2 was pretty wild and satire, and often not very lore friendly. Fallout 3 was wild and lore friendly. New Vegas was lore friendly. Fallout 4 is mostly lore friendly with the exception of the kid in the freezer which is satire and wild. -
Hear, hear. Quest and location packs brainstorming.
ekRapid posted a topic in Fallout 4's Discussion
I think it's time we started making location and quests packs. As similar to the popular weapons and armor packs and skyrim interesting npcs. In order to do so successfully we'll need to have the minimal standards of each pack. The standards could vary depending on the pack. For example: 1) Lore friendly pack. 2) Wild pack. 3) Satire pack. I think, this will work more naturally than the format we currently use, where people download a mod, after they know exactly what it is, which greatly take away from the element of surprise. This will also ensure mods don't conflict. What you guys think? -
Modding swf files for consoles.
ekRapid replied to ekRapid's topic in Fallout 4's Creation Kit and Modders
I just uploaded a ba2 file with a customized swf. I'll wait a while to see if people that use console say it worked. But I believe bethesda took care of the issue. -
442 - enemyhealthoptionalbar doesn't do the trick. I can't find anything there that gives me a hint of what I'm look for. Anyone knows what it is? Thanks.