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vindr20

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  1. So I've tried this, and the mods load, but enabling archiveinvalidation (or just adding all the folders manually like when mods first came out) makes my game crash on loading. Is there a workaround for that? Or am I the only one experiencing it?
  2. Seriously, thank you isathar. If I ever make this into a working mod, I'm giving you some hefty praise in the credits. Speaking of, isathar's method seems the best to me, even if it does mean altering the modification records where a keyword based approach possibly wouldn't, just because the keyword system doesn't seem well built for this. Some mods share keywords, but not the ammo reduction effects, and my attempts to make the perks understand the subtleties there mostly failed. Short of understanding the limits of the keyword system, I'm steering clear. Besides, the object effect method seems to be working, and I like progress.
  3. There's a keyword cap? That's good to know, since I was in the middle of adding a bunch right now. Any other useful info? Also a way to automatically add the perk would be a great thing for someone to help me with.
  4. Okay, wow isathar, way to clear things up. That was literally everything that I needed to start up work. I actually figured out how to alter the number of shots based on weapons using the perk, but altering it on a per-mod basis seems cumbersome. I'll have to experiment, but If anyone has any guesses on how to accomplish that, I'd love any input. And as far as the power-armor battery bit, it's not strictly necessary to make the ammunition function as a battery - just to make it display the percentage - so I'm not terribly worried about that. Considering that you can't actually choose which fusion cell/ammunition you use, I'm not terribly worried about that at this stage, although I have some hope that F4SE or something will come around and fix either or both of these problems. UPDATE: So far, the way I've found to make this work is to have the weapon mod add a keyword specific to the mod, or at least the ammo modification factor, and add a perk that recognizes that keyword and alters the value accordingly. This also seems super painful to do on a per-mod basis, so please provide any ideas if you have any.
  5. I've been looking for a way to make all energy weapons work similarly to the Gatling laser - in that it uses a single cell with multiple charges. To do this, I've spent quite a bit of time fiddling with entries in FO4EDIT, but at last I've managed to figure out what is responsible for the behavior: The "unknown" entry consisting of 'F4 01 00 00.' Unfortunately, I've not been able to figure out any more than that this entry makes the ammunition behave like a battery. Furthermore, the 'capacity' seems locked at 500 shots (haven't tested w/ nuclear physicist or the repair bobblehead, but nuclear physicist seems to point directly to the gatling laser and power armor as the means of extending the charge, just based on looking at the perk effect), regardless of which weapon I use or the normal ammo capacity. Interestingly, the 'Power Armor Battery' Keyword seems unrelated, except in that it allows you to see the percent charge of the ammunition. Anyway, I was hoping someone in the community might be able to give me some insight or advice. Or if someone could tell me conclusively that I would have to wait for the Creation Kit or xEDIT to be developed further to work on this more. So, here's hoping. Thanks for any help.
  6. I hope that $5000 bill doesn't hurt too much...
  7. Power Armor? Death Claws, what did they trial-and-error it until they figured out how Power Armor (Training) works? And if they can't produce power armor, I doubt they'd be able to control Deathclaws (unless they just hijacked Enclave ones, at which point the numbers would be limited.). Food for Thought
  8. Well, since it is your mod, I really can't argue too much. However, might I suggest that you give the BC some major advantage, perhaps some sort of deployable EMP weapon?
  9. Yes, but you're forgetting a few things: 1. The BoS is going to have a massive advantage over any mercenaries. Namely power armor and advanced weaponry. 2. The BoS may be overstretched, but it could recall most of their soldiers to retake the purifier. 3. The people (with the possible exception of Rivet City Security) love the BoS, they ended the threat of the Enclave, protect against Super Mutant Threats, and give out free water, I don't think the Brotherhood will have trouble with recruits or support to keep/take back the purifier.
  10. How can a 50-67 men take on the BoS, and remove them from the Purifier. This just doesn't add up.
  11. As difficult as that movie sequence may sound, it's not really all that bad of an idea. If you just take some NPCs, dress them as you will, and take a screen shot of them, a faceless courier, and the scenery, you might be able to string those along to make a HQ backstory that doesn't bore people too easily. I'd personally enjoy playing it more, but this would make a good backup, or even an optional replacement.
  12. If you do a Project Nevada Patch, keep in mind that several of the Fallout 3 weapons were ported to NV in PN, and have adjusted stats and modification opportunities as well as iron sights. Making a patch might well be worth it just to get rid of any duplicates. As far as helmet visors go, you'd probably be able to just reuse ones already created, and a lot of your work would be done for you as any armor that you've converted to the FNV version would already have a visor from PNV, a good example of this is T-45d power armor.
  13. I like all of this idea, except the name "Bad Company" not so much it's name, It sounds like a mercenary company, except that you said that they're part of the Bushnell Colony. I'd rather hear the Colonists than the Bad Company (for names of the invasion-esque force) Also, the is a colony in Nebraska that doesn't control the Territory in between either of the two wastelands, and probably doesn't have infinite resources. To me, this doesn't make much sense why they'd be in both the Mojave and the Capital Wasteland, that's a lot of territory between either and Nebraska to cover, and supplies would be short. It just doesn't seem feasable to me. Otherwise, great idea and great job.
  14. Canonically, FNV takes place after FO3. This needs to be taken into account with a story based part of the mod. For a LITE version, without the story, I could imagine it.
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