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Everything posted by Jeffman12
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Commonwealth Express Dropboxes
Jeffman12 replied to mediocreusername's topic in Fallout 4's Mod Ideas
Only for junk. -
God damn, I would love some panzer cop themed power armor.
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But it can be made by a modder from scratch, and considering that Bethesda didn't clean up every bit of code from Skyrim, I'm sure there's some inbuilt support for them. http://fallout.wikia.com/wiki/Equidae And that never stopped anyone from playing as non-canonical androids or anime school girls before.
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Viscera cleanup detail for settlements?
Jeffman12 replied to mikromancer's topic in Fallout 4's Mod Ideas
http://www.nexusmods.com/fallout4/mods/6497/? This has helped me in most situations, but there are still some things I can't get with it. But I think those are all things the game is already set to clean up, like some corpses at the castle. -
The armor may need the back torso removed to facilitate the standard design/animations, which may also present an issue for the integrated visor design. As for the C-14, I'd argue that it should "rely on suit power", and use an ammo other than 2mm EC. The weapon was designed with power armor in mind, and while it is capable of its standard burst fire without an external power supply canonically, let's face it, it's basically the minigun without the need to spin up.
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I have some mod that lets me scrap some misc stuff, noticed that croup manor is made up of a lot of individual tiled pieces. I've been spending the last few minutes clearing the debris and broken floors/walls, but I don't have the parts to fill them back in. Considering the presence of the wonderful Snap'n Build mod, I thought this could be a possible area of expansion.
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Oh, geez, and I just got this too... Lemme see if I can find it. Here it is! http://www.nexusmods.com/fallout4/mods/10578/?
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Utilize the Saugus Ironworks for crafting (like the Pitt)
Jeffman12 replied to JackTrenton's topic in Fallout 4's Mod Ideas
I think at the very least, something like this should grant you access to a "Forged" component set for some weapons, armors, and/or robots, maybe with a wrought iron aesthetic. Oh, defs, some wrought iron yard art or shelter components, and maybe exportable artillery pieces to make building them less of a hassle. -
How about Taking a note for saving in Survival?
Jeffman12 replied to Geonemesis12's topic in Fallout 4's Mod Ideas
Hear! Hear! -
What about using it as a grenade replacement? Equip it as you would any grenade, and then holding the key fires instead of lobbing?
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Another thread like this came up, my suggestion was to turn the located resource into a shipment, but these seems far more moderate a solution than even my suggestion.
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- fallout 4
- automatron
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Yeeeessssss. I've been wanting repurposed robot power armor since I started playing automotron.
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Dunwich Borers: Just One Thing Missing... (Spoilers)
Jeffman12 replied to Scygnus's topic in Fallout 4's Mod Ideas
I think sealing the tooth away sort of implies there's some force of "good" out there rather than a cold Stygian void inhabited by naught but insignificant dust and the uncaring laws of chaos and nature. -
Automatron created robots and their annoying forced dialogue
Jeffman12 replied to Machienzo's topic in Fallout 4's Mod Ideas
Now you know how Shaun must have felt. -
automatron sentrybot overheat problem
Jeffman12 replied to Bloodplague's topic in Fallout 4's Mod Ideas
That's a listed risk of the Sentrybot chassis, not really a thing that needs "fixing". But I think if there was a special mod like "XL Heatsink" that maybe decreased carry capacity a bit, could be well balanced. -
I could imagine some sort of Flak cannon, or an otherwise stationary howitzer intended to act as the broadsider's bigger brother.
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Auto Scrapper for Weapons and Armor
Jeffman12 replied to ChorizoJesus's topic in Fallout 4's Mod Ideas
Ohhh, and this could actually allow you to scrap unused clothing without needing an armor bench mod! I've been itching for a way to get at all that hidden leather and fabric. -
Laser rifle from fallout 1,2 and tactics.
Jeffman12 replied to 1nt5's topic in Fallout 4's Mod Ideas
This is no doubt an eventually going to happen. -
Mod request - storage bags on power armor
Jeffman12 replied to fallenhero13's topic in Fallout 4's Mod Ideas
+1 -
Actually Challenging Wasteland and Settlements
Jeffman12 replied to JohannaW's topic in Fallout 4's Mod Ideas
So, I'll do my best to address some of the things point by point. -Unnamed settlers can die, the game is lenient about letting them escape death, but say they fail to avoid a falling molotov before getting KO'd, they're done for. -Settlers need recreational activities to be happy, not just figuratively, but mechanically as well. If you want a specific area to be used for recreation, you'll need to basically rebuild the furniture/utilities arrangement from the ground up. -Until scripting is possible, you'll need to rely on preset AI pathing to provide destination info to your settlers. -There's a mod to provide a broader mix of Settler attire and starter equipment with a lot of presets to "tell a particular story" about your settlers. I believe anything more falls under the heavily script reliant category. (The mod) -How would a scavenger be more scavengy? In RTS you could designate scrap piles, but that's still you flagging something for removal individually. -Traps such as? This might be something people can make in the interim, this might warrant a separate thread. So, warbands. Lots of good ideas, but again script reliant. I love the idea of persistent attack forces, as opposed to strictly random encounters. I really like the idea in terms of, say, Mount & Blade, where I just dropped off a contingent of my warband to defend a fortress, only to discover a much larger and overwhelming force is inbound on said fortress, and I can either return to make a stand or attempt to chase them off with my much smaller contingent. -Inter-faction raids: What would this accomplish, exactly? I could see attacking a stronghold location while an enemy does so to maximize distractions, but that still seems very incidental for what would likely be a suicide run for the attackers. -Elaborate on the effects of taking out HQ's? I don't think that should ever really be a permanent measure. Realistically, another threat would arise to take it's place so long as a measure wasn't taken to prevent that (But for simplicity's sake, let's say that faction "regrows" to keep things somewhat interesting) -I have no comment on the last point, that's perfectly fine IMO. Not helpful in the least.- 2 replies
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- settlements
- raiding
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So...Do you want an Audio Mod? What's your wishlist?
Jeffman12 replied to GuardianNoire's topic in Fallout 4's Mod Ideas
I would love an ambient music replacement featuring a sound closer to the Institute's music. Of course, having it be exactly the same would be a little jarring, maybe toss in some '80's synth (Think Tom Clancy's The Division, Turbo Kid, or Blood Dragon) For that grittier more action oriented vibe overall. -
dlc request WARNING SPOILERS INCLUDED
Jeffman12 replied to deltadeath93's topic in Fallout 4's Mod Ideas
Huh, I've been getting zero-difficulty in messing with the interior locale, but I don't have any mods that directly affect it. My robots and companions seem perfectly able to navigate it, as well.