Jump to content

DeMocha

Premium Member
  • Posts

    128
  • Joined

  • Last visited

Everything posted by DeMocha

  1. http://forums.nexusmods.com/index.php?/topic/3707960-request-all-armor-wearable-by-all-vocations/ Basically already made a post about it on that thread, but go to http://forum.cheatengine.org/viewtopic.php?t=586957 Its run through cheat engine but basically by enabling a couple of the options you can wear armor and use weapons from other vocations (you will need to equip the weapon skills from the normal vocation).
  2. In response to post #33571090. #33594520, #33605155 are all replies on the same post. Something of a love-hate relationship with these games to me. Love the game/s, but i got to agree they need a NEW engine. NOT a upgrade of an upgrade of an upgrade. Especially when many of the same issues still exist from Morrowind, memory leak, loading time increase, save file bloating leading to corruption.
  3. Check out the cheat engine thread for this http://forum.cheatengine.org/viewtopic.php?t=586957 A couple of posts down someone has made and is continuing to make additions to it. One of which is allowing the use of armor and weapons not normal for class. Just read the instructions beforehand and keep in mind that 'store screen' will say they are not usable but the 'equipment screen' will allow it. If you decide to use a weapon not normal for that vocation you may have to switch to the vocation that normally uses it and equip the skills you like before going to the vocation you prefer. (Am using sword and Longbow for my assassin with gear from various vocations). Unsure of effect on main pawn so if you are worried then switch your pawn to unavailable if not already.
  4. Just made the same mistake myself, why couldn't quina be more patient. Now i have to remember to do all those miscellaneous and other side quests before proceeding in main quest. Either that or power through this play through and remember my mistakes for the next. On the other hand if someone can figure out how to have multiple saves, or have it so that is makes backups of the file to a certain number, then that might be a decent workaround.
  5. I will admit that having more than 10 would be nice... but after playing the console version so much i found that it was just right. Instead of being able to fast travel everywhere you could only do it to certain places, and personally i tended to pick the places where i would have to do tedious (or risky) escort quests and thus drastically shorten said quests as well improve the chance that the VIP will arrive at destination. If there is a way for this to be changed then i second this idea, if not i'll just have to remember where i used to place them.
  6. These quests annoy me greatly. Wishes/requests for mods 1/ Have to ask Garvey for extra quests not just given when speaking to him or arrive at a settlement and be asked for help. Referring mainly to the help a settlement in order to get them to join, whichever type of quest it decides to go with. 2/ Help defend settlement, only 1 active at a time and defense will determine how much damage may occur. 3/ Settlement guards will help themselves to some kind of security supplies so that they aren't equipped with a pipe pistol and fatigues when a supermutant with rocket launcher shows up. I know this can be done with console commands but i would prefer to do something with the substantial amount of weapons and gear i find in normal missions etc. 4/ Auto-repair of defenses and objects after settlement has been defended. 5/ Attacks will be reduced if problem locations nearby are [cleared]. 6/ Settlements that you overrun personally won't get you busted for stealing even though the settlement is now yours. Don't want to spoiler which one, but its well defended and requires a familiar test on entry, built a new settlement around it but got busted for stealing when emptying certain containers probably other places too but not noticed them. Realise that some of these have been addressed and that there may be workarounds for others (console commands), but thought i would throw these out there.
  7. Yeah i understand, hadn't thought of going and altering faded visor to use 'beanie' thing from hooded rags. With that being the case might have a go with nifskope as well. Thanks for the help.
  8. There should be a setting somewhere in it accessible via FO4Edit. Was just looking at some settings before, lots of leftovers from (i assume) skyrim.
  9. Basically my aim is to have it visibly equipped with gray knit cap ( similar to hooded rags), or to at least allow for character to not appear bald when wearing the hood. Unfortunately i have had little luck doing this. If the hood is visibly equipped then character is bald and no cap either, after more than a few bodyslot swaps of various combos i have had no luck. Quite possible i may have not found the right combination, but i have a feeling i am missing something. Please help.
  10. You could ask the guy who made the skyrim mod. Though the textures look a bit dated. http://bagserk.blogspot.com.au/2012/01/sks-berserker-armor-for-skyrim.html
  11. Got to admit i loved that mod too. I think it would be cool if we could turn 'our' vault 111 into an actual settlement. Seems crazy to leave a vault with working door and aircon (tho may need maintenance) in order to live in a relatively difficult to defend set of shacks down the hill. It would be cool if we could renovate that vault.
  12. Ditto, you have to assign beds? Annoyingly that would explain why i once showed up to sanctuary hills and found 10 settlers staring at preston sleeping....
  13. Rocketeer? Leather jacket, flame retardant pants, and a jetpack. Would be possible, but how soon may depend on the kit or decent mod tools.
  14. Its probably been assigned to take hair slot as well, as long as its rigged right it should still be possible to get your hair back, but it might clip.
  15. The 'stealth'/security has always been a nuisance in the gamebryo games due to the way its implemented. EG. Oblivion, imperial guards, kill one and any others within a certain radius will immediately turn hostile, even if weapon is one hit kill and done while stealthed at long range. Or kill a single solitary guard while stealthed, undetected and with single attack and yet still summon every guard from other buildings, despite the building your in being made of stone and wood with shut doors with no conceivable way of silent death being heard. I think thats what happens still in FO4, though at least it might, if lucky, go to cautious. In the fallout games it hasn't been such a glaring issue due to style of combat and lack of large towns full of police/militia.
  16. There is a warning but its only brief and if you aren't paying attention then its easily missed. I have made it a point to regularly check the misc. quests for 'defend XYZ' before big missions or sleep/wait. A decent notification, even just use of a different color on map or a blip on the compass would be great.
  17. +1 As an addition tho. Its extremely tedious to go through each weapon 1 by 1 to disassemble the good parts from it. And on that note an option to 'store all mods' would be good too.
  18. I want to walk/jog/sprint at the same speed as the NPC's, if i am escorting an NPC then it looks a tad odd when the civilian, who apparently needs me, walks off and leaves me in the dust. Annoyingly, as made obvious above, this is a feature of bethesdas games and has been for at least as long as morrowind ( though back then there was a in-game stat ((Athletics?)) that governed speed that could be upgraded).
  19. Wait for a bit longer until a decent editor is released or the kit is. Then you can pick the armor/clothing you like and give it the stats of the good yet ugly armors. Another possibility is to find the armor you like, and with an editor remove the body slot/s it would be equipped to, you would be able to equip it and get its benefits but it would not take the actual slot away from the cosmetic armor/clothing.
  20. A mod to increase the attacks would be nice, though i would want a condition thrown in that either A/ There is no time limit and would trigger when the player comes within a certain distance of the settlement, ie. you don't have to hurry to the location to defend it or B/ That it only does it when there are no activated quests, player not resting/waiting, in a area where getting to the settlement is unlikely. Personally prefer the former option.
  21. Theres already a backpack as part of the travellers leather coat ( think thats what it is called) that some of the provisioners for settlements wear. Once we get a creation kit/GECK and nifskope to edit the mesh then a backpack would be easy.
  22. Weren't there some .ini edits that were used to have additional sheathed/holstered weapons to skyrim? If we could use ol' nifskope to check if the weapon and body meshes have have a attach point to back it might already be possible before geck release. As for it being difficult due to body types, i disagree, it wouldn't/shouldn't be any more difficult than skyrim. We had skinny/fat character types then (rarely used for NPC's) and different races entirely. Only complexity i see, is that due to the way the power armor is designed, pulling a weapon off your back might not work too well. Using MGSV as an example i wouldn't necessarily recommend. Most of the holster points were fine but having a Rifle sized weapon attached to the hip never looked right, and most of the similar weapons in Fallout 4 are quite bulky. i think a couple of small size weapons on hips/upper thighs with 1 to 2 medium to large on back. EDIT- Just tried the ini edit i was thinking of bDisableGearedUp=0, appeared to have no effect.
  23. Some kind of terrain leveler or force build option. Building the fences around settlements can be very annoying when each piece of fence clips with the other leaving noticeable gaps between them. But also trying to build a fence on a slope often leaves massive gaps at the bottom of each piece in some cases exploitable by local wildlife. Being able to 'force' the placement despite clipping would negate both these issues. I like the hotzones idea too. I often set up a jukebox in a recreation room if the settlement size allows but i end up being the only user... Trading system would look better if used more by other settlers of same settlement or 'out of towners', and if the stands actually got stocked. Though if we could build a prefab shop building that would also be cool. Better pathing... thats always been a issue with bethesda games, would be nice but don't hold your breath.
  24. I don't mind if i get told about a settlement needing defending, but getting told to go help a settlement by wiping out a bandit base or ghouls on the opposite side of the map that i have cleared before gets a bit irritating. Jet4571, i really like that Choice B. Another option would be that you could make a squad of settlers/minutemen and order them to take care of attacks and potential threats.
  25. DeMocha

    Dragon Age 3.

    Sigh, i always curse when the game is only available via origin, damned overgrown virus of a beta. In any case, I would very much love to see mods and even better official mod making tools, however this is EA and Bioware, neither of which have been particularly supportive of mods aside from biowares half-hearted at best mod/project site. As for either of them 'focusing' on bugs? well i am still waiting for bugs to be fixed from DA:O and DA2 as well as the Mass effect games (anyone got stuck on the floor panel of doom next to EDI in the cockpit lately, hope you remembered to save beforehand, its always there regardless of PC and how much you swear at bioware), and i know full well that those will never be fixed. Sadly EA or Bioware will likely only provide such tools if: 1- They can be bothered 2- They realise that certain RPGs sell in large numbers over extended lengths of time due to the significant amount of content produced via mod makers. 3- Money 4- More Money 5- And that they care about and respect the games community, in other words - MONEY. Therefore i am hoping that enough capable people are interested in the game enough and for long enough that 3rd party mod tools are made, give such people a few weeks, if nudity mods start appearing in the next few weeks then there is hope something good will show up afterwards. If not then hope BiowarEA is feeling generous.
×
×
  • Create New...