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Dracula420

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Everything posted by Dracula420

  1. so yeah i was wondering if a modder could use a power armor modification to give your power armor extra jump hieght via something like hydraulic boots. kind of like those boots from that godawful live action mario movie nobody ever mentions or talks about on principle. fun fact they were actually called Thwomp Stompers which might make a funny name for the upgrade ingame. :)
  2. nope. wait you could download the personal craftable veritbird mod and fly around with some wasteland swag. :smile: http://www.nexusmods.com/fallout4/mods/12135/? <--- Personal Craftable Vertibirds
  3. any death due to explosions, fire hazards, indirectly caused damage (like poison or bleeds) or randomness count toward the players exp gain it seems because this happens to me too. so if some raiders and gunners are fighting and one of them throws a molotov, the enemies that die from the fire hazard are all free exp for you if your in the area. this happened to me in FO3 as well on somewhat rarer occasions.
  4. i am having the same problem. i would like to hear a solution if anybody has one
  5. i support this idea 100% and would like to add a synthetic beginning to this as well i have 2 ideas for this. one is an alternate start and the other involves a plot by the institute. Alternate start: you "wake up" in vault 111 like normal after playing the opening but when you turn around you see not only your spouse but your own body frozen as well. Shaun, knowing he could not save your body, has you transferred into a synth body. whether its a gen 3 with some synth perks or a prototype like valentine would be up to the player. the gen 3 gets more starting perks then normal but the prototype body can be customized and upgraded similar to the automatron DLC. Institute Plot: essentially the same thing but it may happen by choice after you take over institute. it would be the final step for the institute: Generation 4, a synthetic body housing a human mind to achieve near immortality.
  6. supported 100%. i hate being shoehorned into being the good guy. i would love to see this become a reality
  7. if your using NMM it saves over written files, if you uninstall a mod that overwrites something NMM restores the old file automagicly. if you didnt use NMM well your might be s*** out of luck. if the files you need back are textures or meshes or something the those are all stored in the BSA's just delete the loose file you installed and the game defaults back to the BSA version. if you need a strings file or something like that well you might have to find those separately.
  8. so is there a fix? i have the survival beta and for the life of me and my vault dweller i cannot get prestons missions to start. no settlements in need of help, no taking back the castle. now normally i would enjoy preston finally shutting the frell up, but i am lvl 47 and have already cleared the castle and settled it. but since the quest never fired none of the mirelurk crap ever gets removed. so is there patch to fix this? is bethesda fixing this when survival mode leaves beta? does anybody know a console command i can use to start this mission? i know its setstage but i dont know the quest ID or what stage to set it to and i dont want to screw up my game or something.
  9. you CAN fill empty bottles at water sources like rivers and pump wells. take a few empty milk bottles or beer bottles and go to one. you press R while looking at a pump to fill any empty bottle in your inventory. that was releases as part of the survival update. and like the previous poster said all the access water your settlement produce goes into that settlements workbench. the workbench inventories are separate so if you have sanctuary or the castle producing massive amounts of water you will have to go there and collect it. food works the same way. any access goes into that settlements workbench.
  10. did you turn on the high frequency thing that drives the mirelurks away? you dont even have to fight any of them just run in to the ship, turn the generator on and sprint to the radio tower looking thing and turn on the HF device. and all the mirelurks run away. :)
  11. so i finally got sick of my settlers stealing my missiles launchers everytime a radstag ran thru star light drive in and i decided to move out. i built a personal vertibird (personal vertibird mod) for easy transport back and forth and moved all my stuff to spectacle island. i built a 3 story cement bunker to live in and diplay my trophies. i built a farm staffed buy custom built mr. handy's, my supply line is an assaultron with a my/handy thruster. and my only companions on the island are my cat and the 2 deathclaws roaming the island. i built a small platform with a generator and the BWE and incased the whole thing in cement so it cant be destroyed. EVER. i now use my personal vertibird to hop between the island and the castle. after living here for some time i have come to the conclusion that deathclaws make better neighbors then settlers. :P i flew in once to find a behemoth there and the 2 deathclaws just wrecked him. now if only i could put a bowler hat on one of them..... Anyway just putting this here to say that, in my personal opinion, spectacle island is the best place to get the hell away from your sellers and their kleptomaniac ways, built yourself a beachfront dream house and chill out. :)
  12. i second the frelling hezmona out of this request! GIMME!
  13. @Jeffman12 LOL i found this out recently too and i know how you feel. holy crap i just had a awesome idea. what if when you sneak up on someone or something you can stealth shove them to ragdoll anything for a few moments? knock this raider on his ass then shoot his partner while he's down then come back and shoot him in the head while he still getting back up. lol that would be very useful.
  14. seekingthesun have you even played fallout 4? let me break this down for you: IT DOESN"T NEED ANIMATIONS TO FUNCTION. ragdolling is a havok function not an animation. and the brahmin already have a full set of needed animations for moving around the world, including getting up from a ragdoll. maybe some of your BOLD TEXT can help you learn something this time. besides what does it matter to you? are you going to make the mod happen? no your not. your going to troll and complain and be forum cancer.
  15. i second this. having a vertibird drop me off on the roof of my personal tower would be swagalicious. yes i just used that in a sentence. :)
  16. I requested this feature/bugfix as part of my small request thread but wanted to officially request it as a stand alone thing. i would like to be able to mark certain objects or areas as off limits and inaccessible to my settlers. i am tired of them wasted what few missiles and mininukes that i have on that radstag that just ran thru starlight drive in. i have a few ideas on how to accomplish this effect. 1. Add a duplicate tile set for building settlement buildings with the navmesh removed. give the player the option to build their stuff and NPCs wont be able to use it at all. 2. make an item that "repels" settlers at certain range(s) 3. using FO4SE make a new button on the settlement workbench menu to "claim" an object like a bed or container, thereby telling your settlers that they cant touch that. ^^^^this is the option i am hoping will exist soon. makes no sense to me why bethesda never did this to begin with but w/e. anyway just putting this out there. if anybody figure out how to keep settlers out of there stuff and out of thier houses tell me how or post a screenie or something.
  17. oh wow nice! thank you minngarm! EDIT: btw 4 has already been done 2 different ways. the first page has some links. but ty anyways :)
  18. @Sophiextime i didn't see it mentioned in your post but if you have empty beer bottles, wine bottles or any other empty bottle you can press R while looking at a pump (or lake, or river) to fill them with dirty water. if you take the dirty water to a cooking station 3 dirty waters can be boiled and cleaned into 1 purified water. sucks that you dont get the bottles back tho.....but eventually there will be a mod for that. XD tho on a side note i do miss my new vegas never ending water flask :smile: EDIT: just read that if you fill bottle from a clean source (like vault fountains) you get purified water instead of dirty water. good looking out bethesda!
  19. i think he want to automate settlement expanding so he can have more PEW PEW and less Harvest moon. as in you hire somebody to come set up a settlement in one of a few ways. i imaging this would mean setting up each type of settlement for each location in advance and then enabling them (prebuilt) via quest and caps and maybe some time. you hire these guys, then go clear a ruin and come back, and they have set up the farm, trade post, storage depot, w/e while you where gone. sort of like elder scrolls houses but for settlements. not a bad idea really.
  20. i second this tho it will probably have to wait for the CK to be released.
  21. actually the modeling is already done seeing as to how brahmin already exist in the game. and as far as scripting goes, ragdolling upon activation is hardly a challenge for the more experienced scriptors around here. yes it MAY require new animation to complete but it will work just fine without one and considering how many animations FO4 has already, a usable one probably already exists. the crouch and weld animation at high speed comes to mind. so save your BOLD TEXT REMARKS for another thread. :smile:
  22. @jcdenton2012: i cant get that video to load lol. but in FO3 if you crouched near a brahmin you could activate it to tip it over. somebody at bethesda even took the time to make an animation for it(probably snickering to themselves the whole time b/c they where suppose to be working). watching a bramin ragdoll thru megaton was good times. :) ah megaton. you endured much at the hands of my lone wanderer. XD
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