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DragosDrakkar

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Everything posted by DragosDrakkar

  1. Similar mods have been done like this for at least F3 through Skyrim, it's just kind of a shame that the companions are so stupid when it comes to stealth: "Oh I see you're sneaking boss, well it's time for me to shout as I run to attack these enemies that haven't noticed us yet."
  2. Agreed, it would be nice to see the armor displayed on a stand, rather than just laying on a table or desk.
  3. Modders have come up with all kinds of new armors for games like these, including armor based on other games, so I think it would be within the realm of possibility but it seems almost certain that we would have to wait for the modding tools as well as people to experiment enough with the tools in order to do anything approaching this. I would certainly like to see that as a possibility if/when it would be possible, maybe even include some alternate more powerful versions based on some of the ranger armor variants, like the Riot armors from Lonesome Road.
  4. Disable just hides the bodies, I think a better way would be the markfordelete console command.
  5. I think even just a version of a variable zoom scope would be nice, allowing you to flip between a few zoom settings.
  6. Yeah, Liberty Prime tossing his nuclear bombs was kind of like what I was thinking.
  7. You are asking about the last abiilty of the Nuclear Physicist perk where you can eject the cores as "devastating grenades"? Yeah, not sure why when you use that effect that you just drop them behind you. Removing that effect from the last perk would be very helpful, though another possibility is if you would actually throw these "grenades". Perhaps it could be made almost like a nuclear football if possible, or just use the standard animation of grenade throwing.
  8. I would like to see both of these game to the game as well.
  9. A nice collection of ideas for upgrades to the settlers. The random name would also mesh well with the menu idea I posted, since it would be easier to say "Oh, okay, Bob over there is one of my farmers." rather than trying to figure out which of the dozen settlers is doing the farming.
  10. There's been mods to alter the Bloody Mess perk in previous games, including at least a couple that made the perk able to be toggled, so I would expect similar ones for F4 eventually. Another possibility I can think of for the last rank would be that if you do trigger the limb detonation on your target that it would have a chance to explode a limb of nearby enemies, still removing them from the fight but without causing such a terrible mess as exploding multiple entire enemies.
  11. I think that's how the game is supposed to work with enemies spawning outside, one of the problem is when the attacks spawn inside the walls.
  12. The way the game is currently set up is kind of a cheap way for it to handle people actually making their settlements defendable with walls. A mod like this would certainly be welcome.
  13. I remember being able to do this in FNV, though the power armor has undergone quite a change between the two games. I could maybe see this as an in-game modification to the power armor, like the servos and material mods, maybe even using an existing power fist and attaching it to the armor.
  14. I've seen some mods that do this for some of the previous games. I know there is one like that for Skyrim, and am pretty sure there is one like that for Fallout New Vegas as well. Anyways I have to second a mod like this, shame that the followers tend to be so bad when it comes to stealth.
  15. Maybe I'm misremembering, but didn't F3 only go to 20 and then we had to wait for Broken Steel to raise the cap to 30, and that was all the further the level went without counting mods? I do remmeber that Fallout New Vegas on the other hand did have the 4 main DLCs reach raise the level cap 5 more levels from the original game's level cap of 30.
  16. I remember there is a mod for Fallout New Vegas that added something like the titan mechs from Titanfall, so making a lighter-weight maneuverable exosuit in Fallout 4 might be doable.
  17. This seems to be a common thing throughout all of the Bethesda games I've played, as well as just about any game with "friendly" NPCs: they seem to like blocking your attacks on the enemy and get angry at you for it.
  18. That certainly sounds like it could be a fun thing to have. Reminds me of the multiple enchantment bonus from Skyrim.
  19. Probably having the separate message, so that it wouldn't as likely interfere with the special named settlers. An even better way might be having a menu option that lists the settlers in that specific settlement, as well as their currently assigned tasks. Doing this might make it easier to change your provisioners without having to try and catch them in their home settlement.
  20. Not quite as detailed as renaming them with a specific job like Tato Farmer, but there are a couple of mods that I have seen that allow you to rename NPCs including things like Farmer: http://www.nexusmods.com/fallout4/mods/2017/? and http://www.nexusmods.com/fallout4/mods/3015/? Best ones that I have seen so far, auto-renaming as stated would be better of course.
  21. Personally, I would like to see the FengShui mod from F3 http://www.nexusmods.com/fallout3/mods/11532/? , FNV http://www.nexusmods.com/newvegas/mods/38625/? , and the similar Jaxonz Positioner for Skyrim http://www.nexusmods.com/skyrim/mods/52583/? made for F4, or something resembling those mods. Trying to place loot and other decorations from your inventory is still too fiddly in F4.
  22. Probably should expand it out so that you can get a menu that allows you to see and change any settler that's part of a specific settlement.
  23. There is a mod called Configurable Power Armor Fusion Core Drain: http://www.nexusmods.com/fallout4/mods/325/? It includes a No Drain option, so that the power armor you wear still needs a power core, but it should never run out of juice.
  24. All right, thank you all for the prompt responses. After I posted the topic, I had thought about persistant NPCs and the possbility of their ash and goo piles, thought that wouldn't be much of a problem. I was more concerned about the possibility of piles upon piles of ash and goo building up because of respawning NPCs, much like my experience in F3 like when I usied the Chinese Stealth Suit with the Shocksword leaving many many ash piles filling some locations. I am glad to hear that such won't be a problem in F4.
  25. Something I want to ask here: has Bethesda actually put something in F4 to deal with the ash and goo piles? Judging from their work on patching Skyrim to handle (most) of the ash piles in that game, I would have thought that they would have built in a system already for Fallout 4. However, there is a part on the Fallout Wiki dealing with the plasma rilfe http://fallout.wikia.com/wiki/Plasma_rifle_(Fallout_4)#Notes as well as a post here on the Nexus forums http://forums.nexusmods.com/index.php?/topic/3420675-mods-you-already-want/page-5?hl=%2Bgoo&do=findComment&comment=30944025 that leaves me wondering if Bethesda really did handle this issue. If the ash and goo piles have been handled by Bethesda, then the post on the Wiki might be due to someone posting about F4 while using thinking from F3 and FNV. Another possibility might be that the people who posted those posts might also be seeing ash and goo piles that aren't being cleared from the game sometimes, much like some people have experienced corpses not being cleared by the game. If someone who has played F4 using energy weapons extensively could please respond here and say if you have been seeing the ash and goo piles vanish most of the time or all of time or not at all. This way I (as well as anyone else who might be in the same boat) can help know if I will be able to use energy weapons in F4 without needing to be as concerned about leaving those glowing piles everywhere, or if I will have to use console commands and/or future mods to handle them.
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