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SilverbladeTE

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  1. easy, rename the fallout4.exe to fallout4launcher.exe set NMM settings for that, or make new shortcuts to THAT rename the Fo4launcher.exe to something so it cannot be used ie Fo4launcher.exe.ORIGINAL and mods works! :) note though they did something that has broken armour mods ie I had the popular mod can't think of name of hand, armoursmithing expanded? let me wear most clothes with armour pieces now it doesn't work
  2. getting rid of the gawd damn horrible blur and general crappiness of the night and recon vision entirely! :( the blur is atrocious and makes the game *unplayable* it's so bad just add some feature like light green tint, or light green glow at very edges of the screen or some such to remind you night vision is on and if they made recon vision THERMAL vision, as we had it in F:NV mods, plus the highlighting "red diamond pip", that would be perfect!
  3. Agreed! I want the perk, I want the night vision, but whoever added the blur to the night and recon vision was a bloody MORON!! who the HELL *wants* that in game, eh? NO ONE it should be obvious to any gamer. really annoyed at that :/ black and white, light green, or a tint at the border of screen would be fine, but a huge blur over everything but the centre of screen?! please can someone fix this and let us use nightvision/recon vision? :sad:
  4. k, oh well at least I can use it for my own game and have fun anyway :wink: thanks for replies though :smile: I put Hudson from "Aliens" shouting "DIE, MOTHER ****ER!" as critical sound file, lol found a few wavs out there, but they had lousy part of the scene so made my own version from the BETTER segment when he shouts that, converted to Skyrim/fallout sound etc it's really fun :tongue:
  5. nightvision SUCKS because of that severe blurring around the edges of vision :( can anyone fix it, or is there some simple way to fix it with an .ini tweak or some such? thanks for any help! :)
  6. 1) I managed to take a line from a movie, convert it and set it up to run when a "critical" is set off 2) Since it's from a movie, I shouldn't load it to the nexus, is that correct? copyright issues etc? I have NO idea on such, it's 2 words from well known movie don't want to get in trouble. 3) If I can upload it any tips on best way to do it etc? Thanks for any help! :)
  7. More mines to craft Claymore (directional, uses a wedge shaped graphic bright green like you get in settlement mode to show damage area, and a red part of the wedge as trigger area) Napalm mine, used petrol canister object (gas canister to Americans :P ), 3 times area and damage as Molotov but heavy, maybe 10 weight? uses 12 oil (with the "oil from corn" mod that would be great synergy) Bouncing Betty mine graphic makes explosion in air at head height does extra limb especially head damage Silenced .44 magnum that lack is a pest and put me off using pistols as there's no heavy silenced in game yet :( Artillery fires napalm make a new artillery smoke round instead of explosions, it uses the "MIRV" effect from Fatman mod, to drop 6 to 10 Molotovs over large area, per strike reason for this are that explosions tend to blow away useful items and bodies, fire lights up the night, wide area helps hit some enemies better as you often end up missing with regular artillery fire pattern, and hey it looks cool :P Ride of the Valkyries plays when in vertibirds! game already has that tune in it, so link it so it plays when in vertibird Note someone has said they maybe working on this mod, I hope so :) or "Long Tal Sally" by Little Richard, or "Paint it Black" by the Stones (for obvious reasons, lol) More fun critical sounds ~Arnie saying "If it bleeds, we can kill it!" from Predator ~Hudson in Aliens shouting "DIE MOTHER ****ERS!" Huge power pylon with small platforms on it to hold turrets take regular power pylon, make it 3 or 4 times as tall on two sides of it (it has a triangular cross section), put a series of small platform at 6' height intervals going up, so 3 maybe 4 layers of platforms 3rd side put power connectors (and of course it IS a power connector pylon anyway) power connectors let you rig up laser and other power turrets easy note that NOT having platform on one side makes it have neater footprint, fit in corners easier, and the turrets would mostly overlap fields of fire anyway this would let you put a neat, small footprint "tower" to put turrets to be high up and overlook your settlements etc maybe use the little platforms in Covenant or single small wood floor ones? :)
  8. that's a damn good idea! :) I grab EVERYTHING, even when I had to crawl back to settlements, because..it let me build settlements! ;) the Strong Back perk becomes a must to maximize so a pack Brahmin, "immortal" and neutral to all, you could leave outside zones you want to loot/fight in, would rock and a way to "call" it if it gets lost.
  9. one of the problems in game, is setting up your turrets in a good spot, another problem is linking them to a power source if they need it Here's an idea that I hope might be very easy for modders to create take the large electrical pylon in the settlement buildings triple it's size (or maybe even quadruple?) roleplay wise, you now have a large object suitable for attaching powerlines and supporting the weight of turrets the pylon has 3 sides, connect one of the small square floors from settlement building, at head height to the side pylon and then another one at same level on another side these will be platforms you can put a turret onto each platform connected flat onto the triangular shaped pylon will thus stick out at an angle, turrets on those platforms will thus have very good fields of fire you leave the third side of the pyramidal pylon empty, so players can attach power links if they want to connected up to the main electrical connection on top already existing on the original pylon, to power laser/missile turrets note that leaving the 3rd side free of platforms means you can fit this turret platform pylon easier into corners etc, and way turrets will sit out on platforms will allow good fire angle coverage anyway. then do the same about 12' up and another set about 18' up can judge rough heights by character model this gives you an object with 3 tiers of platforms you can place turrets on, each layer covering entire area around the pylon so, you have one object you can place up to 6 turrets on, with good fields of fire and power connection! I do not know the way the game engine works at all. but if this is all classed as "one object" for the settlement build limit, it may help keep that down? also, offering a version with power connectors already on the empty side of pylon for powered turret use, would help save player's time setting such up power connector placed slightly above each "tier" of platforms and if I could mod I'd do these kind of things myself, sorry if it seems I'm badgering the mod makers with all my suggestions! :)
  10. how about a separate type of artillery smoke grenade is used to designate a different type of artillery strike, one that in effect, drops LOTS of Molotov cocktails over the target area? copying the Molotov Effect should be easier than making a new effect, and just o a lot of them to make it approximately the same kind of damage as a regular artillery strike I don't know the exact damage values of each artillery strike what about copying the MIRV effect of the Fatman mod, to spread out 5 or 6 Molotovs per regular incoming artillery explosion? can you imagine how that would look at night, huge area up in flames? Muhaha!!! ;)
  11. yeah I was wondering what was happening! this would be a nice fix :)
  12. Yeah that would be awesome, that armour was gorgeous! :)
  13. These maybe not possible until the GECK is out? but some ideas for mod makers and those who love using booby traps in game ;) BOUNCING BETTY when triggered it jumps up to head height and explodes (in RL those were damn nasty!) this would just be a graphical effect, no need for too much fiddling by modders. what the Bouncing Betty would actually do is have more limb damage/chance than a standard mine though just ordinary damage, but cost double/require more things to craft. CLAYMORE directional mine, explodes only in a wedge shape, 90 degrees wide, 30' or 60' long as game balance sees fit? Same damage as frag mine just much bigger area and safe area behind it. I don't know if it would be possible to set a proximity trigger in a narrow area in the deadly zone? how I'd imagine best way to use it is when placed, a triangular (wedge shaped) graphic appears like when settlement building, possible set it so the explosion damage is applied only on this area rather than from a point like normal? The graphic would be "green" for the blast area, and red for the trigger area. so you could work out best place to set it? Real nasty in alleyways and settlement entrances ;) NAPALM this uses the "red petrol canister" (Jerry can) item that's in game for the mine, explodes like 3 Molotov cocktails and triple the radius! Big heavy, just like petrol canister, more damage and maybe larger area than regular Molotov really good at flaming large numbers and seeing them burn in the night :P Requires actual petrol canister and other items. Sound fun? :) another idea is a white phosphorous mine (and grenade) would also be cool, but may require more work to mod, especially graphic?? throws out shower of burning particles and leaves thick smoke cloud, long lingering burn damage rather than fast like Molotov. this would be better on large groups and critters with a lot of hit points, the total damage is lot more than Molotov, but takes longer to do it i.e. if for example the Molotov did 20 hit points per second of damage for 10 seconds, the white phosphorous would do 10 hp sec but for 50 seconds pretty expensive/hard to make.
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