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GrimReapers1

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About GrimReapers1

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    Fallout 4
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    Fallout 4

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  1. Basically this would be a radiant quest continuance of the side quest titled Painting the Town.
  2. Ya know, that pic is pretty much my mind's eye concept of how the Adamantium Skeleton perk works and the "awesomeness" of the skeletal limbs would scale up with the perk levels but the over all concept remains the same: Sure the CORE of the limbs themselves take reduced --> no damage but the "meat" covering them can be stripped away until regenerated via the usual means of healing. Way too complicated to actually work in game...I'm just saying this is how I always pictured that particular perk as working. I blame the first Terminator movie for this mindset. :wink:
  3. "Sure, kid I got some Jet but I also got some shite that makes jet look like a weak cup of coffee. Ya interested? 150 caps a pop seems fair. Whaddaya say?"
  4. As opposed to their pilot's current tactic of "stick around until shot down killing all aboard". :|
  5. Upon completing their quest line I'd like this location to become a settlement seeing as how I'm now The Cat's Meow and all that. Ideally this could be implemented even after having already completed their quest line.
  6. Simply to see what would happen, I had my character drink 17 bottles of vodka, 4 bottles of bourbon, 8 bottles of whiskey, 5 bottles of wine and (because effit why not?) 1 bottle of stout. Other than offsetting her alcohol addiction penalties Nothing Happened. 'schkewze me?? Assuming it were actually at all possible to consume that much alcohol within such a short period of time without dying (it totally isn't) shouldn't there be SOME kind of consequences for this kind of behavior? Back in The Day there was a mod for FNV https://www.nexusmods.com/newvegas/mods/35979 which gave consequences via the perk Where's My Pants? Makes more sense to me than having no consequences at all.
  7. From: Your General To: All Command Staff Subj: Radio Freedom Format Changes Body: Effective immediately Radio Freedom is to no longer broadcast its content via the loudspeakers adorning the courtyard radio tower. Radio broadcasting should continue as normal. Comments / Notes: 1) Our garrisoned troops NEED SLEEP which the 24 / 7 public blasting of martial music and "updates" makes nearly impossible for them to get. Such data are best radioed to our soldiers out in the field since they are in the best position to assist those in need in a timely manner. 2) The aforementioned 24 / 7 public blasting of martial music and "updates" not only serves to draw potentially hostile attention to our existence and / or location but also affords these potential hostiles a possible tactical advantage of amassing and / or approaching us undetected. This needs to be avoided.
  8. Having used (and LOVED) this mod https://www.nexusmods.com/fallout3/mods/10613/* back in my FO3 days I just kinda assumed that such a thing was not really feasible in FO4 or it would have been done already. I hope I'm wrong though because I'd sure love to see it. *I used nifskope to remove the non-functional pieces of the weapon for my personal use such as the laser sight / flashlight and vertical grip but I'm just OCD like that.
  9. Well, by "GPS type" I mean some sort of radio beacon or whatever that would make more sense than smoke. It's not specifically GPS.
  10. My idea involves crafting a terminal which would be placed nearby and assigned to the artillery piece(s) in lieu of actual settlers. Power requirements for said terminal(s) would make sense and not just for the terminal itself but also to power the control servos which adjust the aim. Also maybe make the servos themselves part of the recipe for crafting this; e.g. Gears, Copper, etc. Presumably I'd be "uploading" the coordinates via some sort of GPS type beacon rather than a smoke grenade. I've no idea if any of this is actually possible, much less feasible. I'm just tossing it out and hoping for the best.
  11. Specifically I'm trying to craft and part of the recipe calls for antifreeze bottles but inexplicably, coolant bottles are not treated as the same thing even though logically coolant makes MORE sense than antifreeze since pre-war cars ran on nuclear power. Additionally, IRL, coolant and antifreeze are the SAME FKING THING so lore friendly or not, this makes no sense to me.
  12. Word. In addition to not wanting unlimited range I'm also adverse to the "no cool down" period. Basically I just wanted to be able to craft artillery without having to join The Minutemen* but wasn't looking to "cheat" ¹ to this level. *So named because a life expectancy of 60 seconds in battle is noteworthy to them. Bah. ¹ The definition of "cheating" being totally subjective within the parameters of a Single Player Game.
  13. I realize that the expansion possibilities of this request be could limitless so, for now, let's just focus on the basic U.S. weaponry of the era that I'm casually aware of. 1) Browning Automatic Rifle - (Although IRL the BAR used/s .30-06 ammo I could totally live with it using vanilla .308 ammo as a "close enough" kinda thing since, as far as I can tell, the difference is negligible so why not keep it simpleish? I find it odd that the Thompson .45 SMG is present in the vanilla version of the game but the BAR is not (changing the Combat Rifle receiver to .308 ammo precludes auto fire capability for some reason) despite the fact that they share virtually the same time line and history...e.g. Al Capone vs. Bonnie and Clyde. 2) Colt M1911A1 - The first U.S. made semi-auto pistol which was developed in, as the moniker suggests, 1911 which predates the Prohibition Era by nearly 9 years. That said.. I realize that there are already mods which address the M1911A1 so this one is secondary as I can simply find the one I prefer so long as the BAR thing is compatible with it.
  14. Yeah, I've been looking for this as well as one that allows my sights / scopes to be visible when aiming while stealthed.
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