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Ignis010

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Nexus Mods Profile

  1. Type tg in console, it toggles the grass.
  2. So the CK is out, just wanted to bump this topic and see if anyone is still interested in creating this mod :) Cheers!
  3. Of course, it is a simple task of deleting all tress in the CK, but still there's a problem of "distant" trees being rendered by the engine. When you get close to them they disappear. Don't know how to deal with this.
  4. Can anyone log into Beth launcher? There's an error for me.
  5. So it's it? We can make mods now?! No beta? s#*! need to get working on spouse resurrection mod.
  6. I'm guessing they are sorting the paid mods stuff before going out with the GECK.
  7. The armor is horrible I agree, one of many things that BGS neglected.
  8. Same thing happens to me, basically the longer I play the game the worse the performance is.
  9. Did you see a cut quest called The Replacement? Pay attention to it's icon. It seems Beth had a synth-spouse companion in mind for the player. Still they did cut that our, wonder why. Maybe we'll see this quest return in the next DLC?
  10. I'd like to put my two cents to this very interesting discussion. 1. Living in the vault. Ever since first Fallout game was released, the series focus on portraying the post-nuclear war period of the setting. And rightly so - after all Fallout games are made as post-apocalyptic RPGs. Pre-war times are rather uninteresting for me, so I'm glad we only experience those through intros or opening sequence like Fallout 4 did it. But what Fallout series (especially the modern games, which have the required technology) neglected is the period between entering the vault and getting out to explore the wasteland. It is a most interesting period for me, prolonged isolation and psychosis, being aware of the nuclear holocaust on the surface, dealing with whatever sinister experiment Vault-Tec prepared for the vault dwellers. This makes a perfect setting for at least a part of game for me! Fallout 1 and 4 managed to get close to this idea. In Fallout 1 you always had this one special place to return to, a safe, reliable and clean place where you could rest. Even if it was only for the sake of roleplaying, there were no survival and settlement managing regarding Vault 13 in Fallout 1. You had to find the chip for the Vault to survive and that was it. Fallout 4 on the other hand managed to grasp something else - Vault 81 (spoilers ahead), after completing the quest you are given the chance to stay in the vault and live inside your own quarter. Which is cool. But still - no workshop, no more quests, no managing. You've only got a bed where you can sleep and place to store stuff. What I'd love to see is a merge of those two ideas. You start the game and begin your life in the vault, pick a profession maybe, do some radiant quests for a few first days. But you can clearly see from the get-go that conditions are harsh, supplies are low, something is clearly wrong - maybe Vault-Tec left you with only 20-40 years worth of food and water? How the overseer will respond to this crysis? And then the game introduces you to the wasteland, but still - the vault is still there, people inside trying to survive and they *are* counting on you to help them. Maybe later you could help them to establish a settlement outside the vault? But what about the raiders? Maybe someone will try to hire Gunners to raid the vault for precious technology? Maybe BoS will see vault dwellers unworthy of using pre-war tech? Just let us experience the early struggles of the vault dweller! Opportunities are infinite here. But instead we got a frozen graveyard under ground, to which you return to only to pick up the Cyrolator or gaze at your dead spouse. Which gets me to another part of the topic. 2. Your spouse I understand Fallout 4 creators wanted to give the players another source of motivation (apart from the Shaun thing) - vengeance. But heck, why would I want to take revenge for my dead in-game wife? I just met her! Who is she anyway? You know what would be hundred times more interesting in terms of gameplay and storytelling? Keeping her alive! Helping her deal with the mental breakdown she might experience after losing her son and going out into the wasteland for the first time. Actually taking care of her. This is what would bond me with her, this is what would make her essential for me. And just then, dear Fallout 4 creators, you should attempt to take her from me. That's all, what do you guys think about this?
  11. I found a way to settle in one of three warehouses. Just clear them and build a workshop somewhere with player.placeatme c1aeb. Then with player.setcellownership GoodneighborWarehouse01 (02 and 03) you can gain the ownership of a cell. This will make sleeping inside available. Still you won't be able to clear all of the items and debris inside.
  12. Very nice idea I'm looking forward to playing this kind of mod. Don't exactly need to clear one of the warehouse, easier way would be to just add a door somewhere (plenty of boarded doorways) and just create/import a new cell.
  13. Chemical decomposition of dead wood caused by various fungus and bacteria takes up to 100 years (also depends on the climate). Since we see other sings of decomposition (skeletons for example etc) it is safe to assume that bacterial and microbial life in general remained after the war. Therefore in my opinion most of the trees should be gone by now (when PC wakes up).
  14. I don't know whether you'll believe me or not, but I just came up with the same idea moment ago. It would be great to delete all trees from the game world and make it resemble Glowing Sea/original Fallout wasteland more. I mean we've all seen the blast wave, also 200 years past - what tree could withstand that? We must have this mod!
  15. Modding tools are not out yet, so the question may seem rushed, but are you still planning to make the mod? I know lotsa people are waiting for bringing back Nora/Nate from the dead :)
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