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EpicLevelCommoner

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  1. Wow, thanks! Now I've just gotta wait until they show up and I'll let you know how it works! Sorry I didn't say anything earlier; seems I forgot to track replies to this thread.
  2. If there anyone who's decent at scripting who might be willing to make what seems like it would be a fairly simple mod (of course, I could be wrong and it could be very complex, since I know NOTHING about scripting), I'd really appreciate it. The idea is that when the randomly appearing legion assassination squad shows up, immediately after delivering their "The Caesar has marked you for death" speech their heads would spontaneously explode and they would die, similar to what happens when someone's explosive collar goes off. No in-game explanation, not lore-friendly, just short, sweet, simple, and (hopefully) hilarious. Feel free to include the NCR hit squad, too. I know there are mods that simply remove them, and one that places mines at their feet when they appear (though that one is specified as "not tested"), but I think this would be more fun. Anyway, thanks for taking the time to read this request, whether you choose to work on it or not.
  3. Upon closer inspection, that mod isn't exactly what I'm looking for. It only seems to give the settlers a first name, while I'm interested in something with both a first and last name randomized - possibly even with ethnically-appropriate names added to the pool of general-purpose names depending on whether the settler is generated as white, black, asian, or hispanic (if such a thing is possible). The mod you referenced also has a bunch of other features that I'm not interested in (but, admittedly, wouldn't HAVE to use). So I'd like to keep this as a request, in case any like-minded modder might want to take a crack at it.
  4. Geez, I can't believe I did that. It's not even like I'm new here; I knew better than that. Thanks, though.
  5. I don't know a thing about scripting, but I was wondering if it would be possible to replace the generic "settler" title with a randomized first name/last name whenever a new settler is generated at a settlement. Creating a list of the names would be easy enough, just a Google search for "first names" and "surnames" would come up with enough choices that you'd almost never have to worry about the same name being generated twice, but I wouldn't have the first clue how to write script to make this work. I just think it would add a lot if there was a name to go with the settler who turned out to be a synth, or got killed during a supermutant raid. EDIT - Typos.
  6. I'm sure plenty of people are going to create unique item mods, so all I want is one that simply gets rid of the legendary monsters. I can deal with only having access to the few legendaries that are already scattered around and the ones sold in certain stores. Seriously, the more I think about this, the more baffled I get. Why did Bethesda think this was a good idea? The only possible explanation I can think of is maybe they were trying to appeal to Diablo or Borderlands players? Seriously. That's all I've got.
  7. Yeah, Fallout 4's got plenty of problems (and a lot of bugs, even for a Bethesda game), but all in all, I'm enjoying it. The thing is, I'm not enjoying it as much as F3 and FNV, and for a long time I couldn't pinpoint why. But I think I finally have: legendary enemies (and the items they carry) are stupid. It's a subtle problem, but one that has a massive impact on my ability to enjoy the game. Once the GECK comes out, the first thing I'm going to look for, or make myself if I can't find it, is a mod that removes those stupid legendary enemies. But I really, really wish I could've played the game from the beginning without them. "Legendary enemies?" you say, with an incredulous sneer, "that's the least of Fallout 4's problems." To which I would reply "I disagree, and I'd like to explain why in this easy-to follow list, in an effort to reduce the potential number 'tl;dr' responses." 1) They add NOTHING to the game. They're just regular enemies that are slightly bullet spongier, and sometimes you have to kill them twice if you don't kill them before they "mutate." They don't behave differently than other enemies of their kind, and they don't have special attacks. There's already multiple tiers of each enemy, getting progressively bullet-spongier at higher levels, making legendary enemies serve no actual purpose whatsoever. 2) They break the immersion. There's no in-world explanation, or even mention of them, or why they have this dumb mutating mechanic. They're just a random, obnoxiously glaring reminder that you're playing a video game, and not actually exploring a post-apocalyptic environment. 3) They break the immersion (in another way). Legendary enemies always drop a legendary item. As far as I can tell, there aren't any specifications on which legendary enemies can drop which legendary items, leading to "Why was this gigantic radroach carrying a sniper rifle?" situations. 4) They're not even rare; you run into them all the time. This also means that legendary items are relatively common, making them feel much less special, and much less interesting, since there's theoretically an unlimited number of these "legendary" things out in the Commonwealth. 5) Legendary items make exploring feel pointless. When I played F3 and FNV, one of my favorite things to do was to search for unique items. There was more incentive to explore, because there was a chance you might find something cool in the ruins, or a mysterious cave, or some pre-war farmer's bathtub. In F4, there are unique items, but they don't look different from their non-unique counterparts*, and their special abilities aren't anything that can't be found on a randomly-generated legendary item anyway. This is where I'm probably supposed to write an "in conclusion" paragraph, but I'm tired of writing this to do a good job of it (hence this opening sentence to it). The point I was trying to make is legendary enemies (and items) are a stupid, videogamey feature that actually detracts from the game. I'd argue that it might be the biggest problem with Fallout 4. It hurts the game in a way that's simultaneously huge, and very subtle. As Mr Plinkett of RedLetterMedia always says, "You might not have noticed. But your brain did." So if someone could make a mod that eliminated legendary enemies (and items) from the game, I would be extremely grateful, and I would wager anyone else playing the game with such a mod would discover they're grateful, too. * - Yes, I know there are (very, VERY few) exceptions, like Kremvh's tooth, Lorenzo's artifact, and the cryolator. I also know that in F3, uniques looked identical to their normal counterparts, but they had unique abilities, which made them worth using for a change of pace.
  8. I love the Sunny Smiles Companion mod, but her dog is way too weak. Virtually any time I get into a fight, the message "Cheyenne is unconscious" pops up within seconds. I was wondering if someone could make a mod that drastically increases Cheyenne's health, and maybe drops her damage just a little bit to balance it out. I'm sure this is something that could probably be done fairly easily in FNVEdit or the GECK or whatever, but I don't know the first thing about using either of those programs, and while I'm sure I could figure out the basics, I wouldn't know how to make sure it's compatible with the Sunny Smiles Companion mod. If anyone could do this for me/give me some advice, it would be greatly appreciated.
  9. It always kind of bothered me that rank 2 of the animal friends perk is just about useless. If animals are around, they're generally hostile to non-animals anyway, so having rank 1 does pretty much the same thing except in VERY specific and rare situations (the only one I can think of is in OWB, generally the nightstalkers aren't hostile to lobotomites or trauma suits - but now that I think about it, I'm not sure if rank 2 would even change that). I don't know too much about the possibilities/limitations when it comes to scripting, but I was wondering if it'd be possible to change it to something like "when you're outdoors and combat is initiated1 there's a chance2 that a group of animals3 will appear to help you." Still maybe not SUPER useful, but could end up in some interesting/memorable encounters out in the wasteland. 1 - whatever makes the "combat music" start up 2 - I was thinking in the range of 25% to 50%, no higher than that 3 - I was thinking 1 to 3 or maybe 2 to 5, ideally of a type appropriate to your current zone, ie. regular geckos or coyotes around Goodsprings and Primm, nightstalkers around the Mojave outpost/Nipton rest stop, mole rats around Nipton or Novac, etc. Again, I'm not sure of the possibilities and limitations of scripting
  10. Thanks, I appreciate the response. I'll check reddit to see if I can find those pages you're talking about. the weirdest thing is, though, that it only just started happening to me after 15+ hours of playing with the exact same load order, and now it's happening 2 out of every 3 times I try to loot chest armor off a dead female NPC or when I remove chest armor from my character or a female follower (and only in those very specific circumstances, but unfortunately they're circumstances that are really annoying to avoid). I think it may have something to do with using the UNP body and vanilla armor to UNP replacers, but again, that never caused a problem for me before yesterday, and obviously plenty of other people use UNP without issues...
  11. Wow, thanks! I'm a little embarassed, because I'm pretty sure that was one of the threads I read while I was searching last night. It was kinda late, though, so maybe I was sleep deprived and didn't read as thoroughly as I thought... I'm not really 100% sure what he means, though, so I posted in that topic seeing if he could clarify. Still, it seems like a less-than-ideal solution to the problem (I don't know if I would even want to run mods without MO), so if anyone has any other ideas, I could really use any help I can get.
  12. Hi, just wanted to say this is great info because I just started having this problem and I use Mod Organizer. But I was under the impression that MO wouldn't apply mods unless you ran SKSE directly through it. Do you mean you started manually installing the mods or used NMM before running SKSE from the desktop shortcut? Or have I been misinformed about having to run SKSE through the MO program in order to get the mods to work?
  13. Unfortunately I'm at work posting this from my phone, but I'll see what I can do as far as posting my mod list/Loot load order once I get home. And I'm using Mod Organizer with its virtual load order (or whatever it's called), so I don't think it could have anything to do with things being in the wrong folders, could it? The weird thing is, up until yesterday I wasn't having this problem, and I haven't removed or added any mods from the load order in a while.
  14. Okay, I tried my best to figure this out on my own, and did as thorough a job researching the answer as is possible with Google before finally bringing this to the forums. I've logged about 15 hours on my most recent playthrough, my first try using the UNP body mod, and only just now I've started getting CTDs roughly 2 out of every 3 times I try to do anything that will remove the body armor (not boots, gloves, helmets, or cloaks) from a female NPC, whether it's by looting, or by removing it from a follower via Amazing Follower Tweaks' gear management. So far it only seems to happen when I remove a vanilla armor, but I haven't had too much opportunity to test it with mod armors yet. I use the optional SFW bikini, sporty sexy muscle map, and vanilla armors converted for UNP non-skimpily, in case any of those have anything to do with it. In all the 'research' I did, I came across several other people encountering this same problem, and the general concensus is it has something to do with the engine replacing the armored body with the mostly-naked body. But the closest thing to a solution I could find was "stop using the UNP body (except the one or two cases, people using CBBE ran into the same problem)," which defeats my purpose of trying to play WITH the UNP body, or "uninstall all of your body mods and then reinstall them and try it again," which doesn't help me (at least, I don't think so) because I use Mod Organizer and none of them are truly 'installed' to begin with. After those suggestions are presented, the topics tend to die without any sort of definitive resolution. I was wondering if anyone who understands modding better than me (read: pretty much anyone at all) could help me figure this out once and for all.
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