-
Posts
191 -
Joined
-
Last visited
Nexus Mods Profile
About dwellufool
Profile Fields
-
Website URL
http://www.youtube.com/user/FailSafeYT
-
Country
United States
-
Currently Playing
CS:GO
-
Favourite Game
Shivering Isles > Oblivion
dwellufool's Achievements
-
Be sure you have disabled "weapon debris" in the FO4 settings. It's prone to crashing the game on a lot of Nvidia cards. Mine would crash after ~1 minute of loading in until I disabled it on an RTX 2080.
-
Thank you! I'll try reaching out to them
-
Would anyone be able to either direct me to or help me with making a jumpsuit that says "01" or "1" (as I think single-digit vaults are usually stylized)? Or direct me to a mod that may do the same already. I'm also interested in maybe learning how to make this myself if anyone can show me where to start with this type of modification to existing models.
-
I wanted to try giving Power Armor the ability to break down doors. Luckily, there are two mods that exist that do the key components of this; Locky Bastard has a kick for doors, and Splinterz makes some weak doors into explodable objects. I could really use help understanding how these mods work. Even looking at them in FO4Edit I don't feel like I'm wrapping my head around how they operate yet. I mostly want to find the way the Locky Bastard author managed to get the power attack kick animation to activate by pressing F when targeting a locked door (or a door in general in my case), and then I want to have that effect apply to the breakable doors of Splinterz by applying the 500 damage the Splinterz author specifies is necessary to break one of his doors. Implementing this perfectly into the Commonwealth is not my priority right now as this is part of a proof-of-concept for a gameplay rework I've been doing, and will probably remain private until I have a more complete version of that rework to show. If I can get it to work on 1 door I specifically made and planted in the middle of sanctuary I will be happy. Thank you for any input!
-
I'm abandoning this for now as PowerArmor being its own race, my lack of script knowledge, and the technical unequip of armor the player is wearing when entering power armor make this very difficult. HOWEVER, there is a game setting still in the CK called 'sCantEquipPowerArmor,' probably a hold over from FO3. I might look more into this setting later. Hi gang, just as the title says I want to make having the BOS black or orange jumpsuit (and maybe the hat) a requirement for entering a suit of power armor. I figure looking to the past on how FO3 required you to get special training to wear armor was a good start, but I thought of other issues. Will I have to apply this 'if player is wearing jumpsuit, enter power armor' to several instances of the power armor? or will it be a simple check for the player? I am not trying to get all NPCs on this system, just the player for now. I'm in over my head on this, but the extra gatekeeping is necessary as this is part of a larger mod that makes power armor dramatically OP, and I can't find a clear reference anywhere else. if anyone has an idea of where to start or examples of something similar I can really look at let me know! Thank you!! I'm struggling a bit with the perk method unless someone can hold my hand through it. If I can find a way to block access to all power armor that's a good start, and then I can possibly add an enchantment to BOS jumpsuits to allow the player entry? Also not sure how to put that into practice as my modding experience is largely messing with existing elements, not adding new ones. Alternatively, I might like the BOS Jumpsuit to at least give something like +1 or +2 agility while in power armor. I tried to create a new enchant for +1 agility with the condition GetEquipped -> Armor: 'ArmorPoweredFrame' and applied it to the BOS Jumpsuit (called underarmor) to no avail.
-
Attached is my current modlist. I have some issues making my games unplayable, and spent several hours trying to adjust load order and get the mods to play nice, but they just won't despite having closely followed the stickied thread from beth forums on load order. Here are the issues I notice that could be from conflicts, bad load order, etc; 1. Stimpacks don't always work, namely in combat. If I am out of combat, they seem to work. The animation and noise go off, but no healing is administered in combat. 2. I cannot place sleeping bags from either Personal Sleeping Bag or Campsite. I can craft both, but upon dropping they disappear. 3. I cannot see some models from campsite (when it was installed), nor can I see a preview of the RU556 assault rifle from the crafting bench. I don't know if this is an issue or not. Those are the issues I notice almost as soon as I start playing. Please let me know if there's a glaring issue with any of these mods together you know of, or if my load order needs adjusting. Thank you! imgur(DOT)com/a/GHB7k
-
Recruiting Settlers as Followers -Without- the Console?
dwellufool replied to dwellufool's topic in Fallout 4's Mod Ideas
doesn't seem to help, bombshell66. gives me more complex orders and things to do within the settlement but nothing to do with taking a settler with me outside of it- 3 replies
-
- mod request
- mod
-
(and 5 more)
Tagged with:
-
I wanted to categorize my settlers in both Settlers, Guards and "Soldiers" who I use to take settlements or raid towns/factions etc... but I cannot find any way to recruit my Settlers as if they were followers without console commands. I'm looking for a mod that would allow settlers to be asked to follow the player (or a simple quick-recruit option). Their mortality doesn't matter as I disable it with "Don't Call Me Settler" anyhow.
- 3 replies
-
- mod request
- mod
-
(and 5 more)
Tagged with: