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Sloub

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  1. Forgot something: Make Vertibird more solid (way more solid), because right now, a simple automated gun can explode them. It might make the game easier for people using vertibird grenades, but... it is just so nonsensical.
  2. Game mechanicsStimpack do not heal limb anymore. You need a doctor, or bandage/medic trouss and to have some Doctor perk to help yourself.Some guns and notably automated guns can jam, to fix them, you get to get to your weapons workshop. Revolvers do not jam.If companions dislike you too much, they might decide to leave you and not to fallow you for an amount of time.Dance dislike when you pick junk. Because is the military type and you do not pick junk during an ops.While wearing a power armor you can deactivate the power core, so that you can't run anymore, or jump or whatever, but the energy of the cose is not consumed. Craftcraft-able Night goggles (require science).Can no longer craft purified water from dirty water. Pure water is the job of water purifier. ItemsCoats, gloves, and maybe boots, that you can put on top of your armor. Only cosmetic, no DR bonus, also, possibily weight 0.Sturdy Combat Armor is now Combat Armor Sturdy, Heavy combat armor is now Combat Armor Heavy.The same applies to other armors and weapons. You can type a name, for instance ''Combat armor'' and your inventory will only display Combat armors, nothing else. //For pc players using autohotkey that are concerned with typing something, use ::suspend in your script (for instance using F1), it will pause your script so you can type. Settlements What does not translate in my suggestions: Most of those things should be automated, and the player shouldn't have to babysitt everything. But for this to happen, you'll need a mayor, sheriff, mechanics, doctor etc.A good settlement gestion should make a settlement capable of producing enough money to cover its own expanses.Settlers can now, potentialy, have a background: trader, doctor (very, very rare), caravan guard, ex-merc, good cook, mechanic (can fix turrets), scavenger etc.You can name a mayor to your settlements, or people can vote for it. The mayor can bring different kind of bonus if he is trader/doctor/caravan guard/of military background/sweet talker/''scientist''.rename your settlers to actively get them a job: guard, patrol, armor-merchant, cook, mayor, sheriff; in addition you can now tell them where to work, a guard does not need a guard post, a trader does not need those trade post, by using the action key (''E'' vanilla) you point them to their work station. It can be a chair, or whatever.By naming a settler ''patrol'', he will instantly patrol the settlement and guard it against intruders. A cook will increase happiness.Providers use brahmins, but brahmins do not pop just out of thin air anymore, you have to buy them, then you can use them for caravans. If they don't do caravan jobs, they produce milk, but they also drink water. Although they don't need pure water, dirty will do. Milk increase happiness/lower stress.Real doors: you can name a doorkeeper that will lock the door to outsiders in case of an attack. It should heavily help against ghouls attack, but the door has HP and can be destroyed.Introducing this change, attackers should now be more numerous and well equipped (with rocket-launchers, fatman etc.).You can have locked doors in your settlement to protect some of your equipement and what not, you can craft settlement keypass and give it to some settlers, so that they can pass those doors.Generators can now be destroyed.Generators consume oil (or something). But do not need oil to be constructed. There can be visitors to your settlements, people that travel and need to spend the night, or curious people that want to see what the settlement looks like.Raiders don't just attack, they first send envoy to tell you or the settlement mayor that they want some part of the cake, if the player or mayor does not comply, then they might attack.Raiders can now look like tourists/travelers and infiltrate your settlement, when inside, they can start to shoot at your people.Your settlers can practice gun, rifles, melee, etc. and become minutemen (more capable of handling themselves during siege).By building a Aid Shop, the tenant of the shop is no longer capable of healing anyone. Only settlers with the doctor background can heal player and settlers.Settlers can contract disease or become radiated. They can also get stress.Having a Doctor assigned to a workstation in a settlement help curing diseased and irradiated settlers. Some objects in settlement can lower stress, some other can increase stress.Machine gun turrets need ammunition (open inventory and place ammo).Settlements now produce a lot more money (from food, scavengers, water supplies, but also mayor background), the player can direct the income to a defined settlement through supply lines to get his share.Can no longer build unlimited water purifier, only 4 top. Only water purifier provide water, the other water supplies is only there to get people proximity water (from water purifiers), but you can now build wells in settlement. Only one well per settlement and it provide 20 dirty water. You can build 1 water purifier on top of the well.Plants (multifruit, melon etc.) now consume water.Each settlement is different in its population capability. Sanctuary seem capable to hold about 40-70 people. While the castle could maintain 30 people, and Tiding-Coops 15 at most.Settlement can now build their ''radio/ham station'', this allow them to launch distress call when they are attacked (which get the player to be notified through his pip-boy. If there isn't any in the settlement the player will not be prone that the settlement is under attack. If the player fast-travel to the settlement, it might be too late.You can tagg some objects in the world so that scavenger teams from your settlement pick them up. You need to have built a ''ham-station/radio station'' and it to be active (someone working on it) so they pick your coordinate and dipatch a scavenger team./SPOILER - castle -/Minutemen artillery now consumes special, craft-able amunition (with the right perks), and only Minutemen (because they have the training) can man them./Maybe/ A new kind of generator that use power cores.
  3. Hello everyone, The title refers to the mod that wears the same name. It could happens that the author find his way to this topic and decide to update his mod. But anyway I invite everybody who masters moding stuff to try making this mod. Also, I hope this new mod could be integrated to Fallout wanderers edition, but this is another matter. Since I like partying in rpg, I would like to make a mod that improves the way players can interact with companions and one that adds some new features. Some of the features listed are already available on other mod, but the idea is to combine everything in only one mod. Already Available in Enhanced Companions and Follow Hire (just need to combine those two mods): All those should be configurable so that player can decide how works recruitment. - Companions limit: unlimited, half charisma, only one. - Karma check / No karma check - Limited ammunitions for companions - ... New: - Weapons set: the player choose some weapon set for companions. For example: set 1 = fists set 2 = pistol set 3 = minigun - Agressive / Defensive mood (companion always engage / never does before player or being attacked). - New formation: I dont like the way companions fallow up the player (they form a line). Could be very nice if they were more close, at the sides of the player etc. Maybe add a function to tell em what formation to take? - More realistic/charismatic companions: _ Jericho trait: addicted to alcohol (suffers bad buff when he doesnt drink alcohol each 5-6 hours). Butch (BUTCH doesnt appear in FWE, fix that please!) trait: as*hole, when fighting against 3+ super mutants butch is holding back) perk: 1 handed (dont like two handed weapons). keylogger: can hack easy protected computers (it will take 20 seconds to bypass security), player can then use the computer. affinty: cant party up with veteran. Charon perk: radiocative fountain, when he drinks water he pisses out very radiocative water he will sometimes ask you to give him water, and then, he gonna piss out radiocative water in bottle, then when he is fighting, he gonna drink his piss so that he is healed. how awesome is that?? affinity: cant party up if dogmeat is already in party (charon stinks too much for dogmeat). Fawkes trait: glutton, he needs to eat food often if not he suffers bad buff (makes him slower) each 5-6 hours. farter, he farts often (and then he says "I heard something"). quest: upgrade armor (leather armor), only if player have 100 in repair. perk: doors breaker, he can destroy wooden doors by charging in (hard to code I suppose >.>) skull breaker, very efficiant in melee combat. Clover trait: ... she is Clover, she doesnt need that. perk: two handed (ability to wears two one handed weapons). affinity: cant party up if Elvis ("The sniper") is already in pt. Star Paladin Cross: trait: perk: affinity: would say she doesnt want to join party if Jericho is already in, but since I use both of em... but anw sounds fair. The robot & dogmeat: dont like those, maybe autodestruction perk could suits the robot :p Btw dogmeat doesnt want to pt up with Charon. NEW COMPANIONs: Elvis "The sniper" (good karma). Can be found in Megaton. I was thinking about one guy very suited for snipers, a npc with high perception and high precision. trait: he is supersticious he doesnt leave his hat. That maybe us the meaning of his awesomness with sniper guns. he also recites bible verses (about apocalypse and redemption). affinity: he doesnt want to party up if Clover is in party (interesting for ppl like me who use no karma check). Appearance: you know that sniper from Borderlands? could be cool to make him looks like that. skills: small guns, sneak, unarmed. Blackpearl "The veteran" (neutral). Can be found in the museum (ghoul city). The guy is a former high ranked mercenary from Talon company. He dismissed cause of a betrayal. trait: while fighting is not only focusing on ennemies but also taking care of his comrades, he kinda gives orders (he speaks about formation, assault, cover...). perk: Veteran, he inspires moral in the men he is fighting alongside (giving you more ap??). affinity: he doesnt want to pair up with cowards that means Butch. appearance: tall (like Charon) black men, maybe a lil fat. To recruit him: he says he is the one who brang Raylee in the city, if you manage to wake up Raylee and activate her quest, when you go back to Blackpearl and tell him you gonna help Raylee with her problem, he offers you his help. I think some things are a little vague (Fawkes quest for upgrading armor...) and I would be happy to discuss about those if someone is interested in making this mod. I will keep an eye on this topic and update it with other suggestions time to time.
  4. Hi everyon, I think everything is in title, my companions: Jericho and Charon wont go melee when I ask em to. I use FWE and Followers Hire (with that mod companions dont care about my karma). I tried uncheck Followers Hire before launching the game but the bug still occurs. I tried to ask companions to switch melee while using the enhanced companions feature (headphone), I also tried the usual way: chit-chat "hey buddy go back melee please". "yeah keep melee thats good" (it means that the dialogue works as if the buddy heard what I said, but actually he keeps fighting with ranged). I dont have Jericho and Charon original melee weapons anymore. This is pretty annoying since ammo are quite hard to get in FWE and companions are sometimes total retard: emptying a charger on a rad roadrach >.> Thanks in advance.
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