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MioneRCP

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Everything posted by MioneRCP

  1. I Never noticed how annoying that could be, at first when he started doing it I Thought it was funny because he'd whine and behavior general like a normal dog. However it did get more irritating in the long run. But I haven't had it as bad as you guys seem to be having it.
  2. I Feel at the start of the game you should be able to 'tag' a set of three perks to start you off just like how you used to 'tag' you three primary skills. This current system is really making me miss the skills system; perks were supposed to be additional bonus's not the main factor! which is more than likely why the system is so twisted.
  3. which is better silenced avatar or sims Gibberish? I think I'll stick with the silenced mod personally.
  4. More loot able items in Vault 111 - I know your not suppose to start out with much, but you'd think that an undisturbed vault for nearly 2 centuries would have more items in it.
  5. Can we put more stuff in vault 111, Didn't think much of this considering I started most often from saves just before I exit the vault. But the vault feels really empty, a vault that was supposedly undisturbed for nearly 200 years and there is a lack of loot able items? Please tell me I'm not the only one that finds this strange.
  6. A nice idea, but wouldn't two per level be a bit more balanced? you wouldn't want to get everything too quickly. part of the fun is working towards a goal!
  7. No problem on the videos as I'd watch them to the end anyway just to see all the little changes.
  8. a work in progress - someone got a head start and might be able to help. http://www.nexusmods.com/fallout4/mods/2192/?
  9. I thought about this one a lot as well, the first settlement you can build is virtually on an island why not include the whole island? so yes a mod that can expanded the 'green zone' would be brilliant!
  10. This guy will agree with you, he's already starting plans for when the CK comes out. http://forums.nexusmods.com/index.php?/topic/3394260-fallout-4-how-it-shouldve-been/ check out the link maybe you can contribute something to get it off the ground. Having a plan for when the CK arrives is better than sitting around bored, no?
  11. I think just getting something like the MCM into the game would be invaluable. Face it when was the last time you played Skyrim or Fallout New Vegas without using it? Also we've talked a lot about weapon wear, what about Armour? If it was me deciding I'd make it so there was visible deterioration - pieces fray, buckles break, straps snap, cloth rips, etc. As to maintaining them with a 'kit' you'd need to have cloth, leather and adhesive (at least) for a kit. you could then show how the armour has been haphazardly repaired in the field with things like rope, duct tape and miscoloured patches. like the weapons it could come with reduced armour value and resistances. Take the vault suit I wouldn't thing my radiation resistance would be all that great and I can't really repair that in the field can I? All proper repairs would have to wait until your reach the armour work bench. Also the power armour would have to have its own 'repair kits' like cutting fluid, oil and steal. I agree that an empty fusion core should be added to the inventory you can do that with a lot of items, bullet casing, food containers, etc. All of this is really the very tip of what we all want to be the very basics that was missing at launch, its going to be a hell of a journey!
  12. Mods I'd want to see would be controllable patrols in your settlement - I'm fed up of closing that gate! there is a reason its closed; oh look raider attack and now your all dead. also changing the vault boy to vault girl in the icons would be nice similar to this one http://www.nexusmods.com/newvegas/mods/60314/? as for anything else - lots, but they've already been mentions so I won't repeat the list.
  13. I've actual had an idea that 'might' give you some power back. the rubber stop in the foot is supposed to cushion the foot as you set down. If you put a small piston filled with fluid each time you put you foot down you releasing energy into the piston, which could be used to drive a small motor. I have no idea how heavy the final design will be but it might give back some of the energy you will lose just getting the suit to move. There are plenty of systems out there that can do it, I was looking for a video on YouTube about car suspension with built in energy recovery to charge the battery but couldn't find it (saw it years ago).
  14. That's true, but the point of this is not so much the power or enhancement of the person wearing it. but the ability to be a walking tank or just fully body protection. Building this would get people to think what went into what they see in the game and what the really world equivalent actually is.
  15. A very cool project idea, have you given any ideas to what will power it? will it be purely mechanical with hydraulics or will there be more electrical elements such as actuators or motors? Love to see some early joint movement animation in those videos to give people an idea of how most of the parts will move as opposed to game logic.
  16. Yes I do, but don't worry I've figured it out!! I managed to install MCM first then Darn, before I installed one hud I went to the 'plugin' tab in mod manager and moved the load order for darn above MCM. After that I was able to install oneHud then the unified Hud project without a problem. Start the game up no problem, however when In game and I pause for the Menu I get a couple of message's "The Mod Configure Menu has detected multiple menu entries for Mod Configure Menu. The Mod will still function properly, but the pause menu loading time will be increased. See FAQ section in Readme for solution." and one that say's Warning "DarNified UI has been detected in the HUD but not the start Menu. You will need to repair DarNified UI or remove it completely for MCM to appear correctly." I have not found any issues yet but I'm a little worried about the second message. I think the issue is solved but if anyone know the reason why the messages pop up and knows how to fix it please feel free to tell me. Thank you everyone for the help!
  17. Tried that didn't do any good. I can't install MCM after Darn because of the conflict and installing them in different orders didn't work MCM - Darn - unified HUD what I was aiming towards was this originally Dran- MCM - One HUD - Unified HUD But the Mods are a no show - even installing one HUD is clashing with something (Darn I think) If anyone can figure out how to install all the mods, then you are a god, because this mere mortal is unable to complete this task!
  18. I did try that but I don't really know what to do when it come up and says 'Overwrite this file' because the file it wants to change is the one file MCM needs to show up on the pause menu. Otherwise I get this message popping up when I pause the game. "The Mod Configuration Menu cannot access its menu files either the files are missing , an error has occurred with NVSE plugin, or a firewall/UAC is preventing access. You may need to re-install the mod, update 32-bit visual c++ 2010 redistribute package, or change your firewall/UAC settings." The problem is that the MCM 'needs' to overwrite the menu file for Darnified UI, for it to run. As far as I am aware the Darnified can run on the MCM file. Problem is I don't know how to Install both through Nexus mod manager with causing the problems I'm experiencing. What should I do when the 'overwrite file' pops up? 'Yes to all' , 'Yes to folder', 'Yes to mod' ,'Yes' ,'No to all', 'No to folder' ,'No to mod' , 'No' are my options when this pops up. any ideas, because I've Already try 'no' to overwrite and the MCM message no longer pops up but there is no MCM on the pause menu. also the Darnified icon is missing from the left hand corner when starting up the game.
  19. I'm trying to install two mod to improve my gameplay. the first was DarNified UI NV this installed fine and I had no problems changing the .ini files . The problem came with the second mod; Mod Configuration Menu, it downloaded fine (I'm using Nexus Mod Manager) the trouble started when I tried to install it. now what should have happened would be a pop up would appear saying about a small conflict with one of the DarNified UI files. it would ask what you want to do in this case it was the 'yes to all' option. after this the mod would install fine. instead I get a nice little menu pop up with the MCM logo asking me to install. I try it and the two conflict and the mod won't install. I think it's because the MCM is version 1.5, the video I'm following for this was version 1.2 (for MCM). I'm stuck as to how to get both to install without conflict as I don't think I can without some assistants. Any Suggests? Mod video I'm following: https://www.youtube.com/watch?v=I-3c1a9cLL8 Site for DarNified: http://forums.bethsoft.com/topic/1143482-wipzbeta-darnified-ui-nv/ link for MCM: http://newvegas.nexusmods.com/mods/42507/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D42507%26preview%3D&pUp=1
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