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Everything posted by AtrixTussand
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Hairy anus for female characters?
AtrixTussand replied to ModdersResources's topic in Fallout 4's Mod Ideas
I think you are on the wrong forum here. Try Lovers lab forum. Who knows, you might even find what you are looking for. -
Meaningful factories (Wasteland workshop)
AtrixTussand replied to AtrixTussand's topic in Fallout 4's Mod Ideas
Yeah, as i said. I was very disappointed that they game us cool stuff to build and in same time no actual reason to build aside for the building process itself. Currently as thing stands, the only reason why you should build ammo factory is for your own personal need, if you have War of the Commonwealth installed. https://www.nexusmods.com/fallout4/mods/12395 And that is because it adds soooo much additional enemies spawn points that you are guaranteed, that you will run out of all ammo in no time. Seriously, anything higher than Mamma's boy difficulty settings and you are...well, lets just say you won't be able to walk across the entire map in one go. In fact if you manage to get from Sanctuary to DC without spending over 100 ammo. You have gotten easy. -
Right of the bat, if mod such as this what i am about to request already exist, i apologize for my ignorance and would appreciate the link to the *sauce*...captain? The mod i would like to request is in a nutshell rather simple. You see, I loved the Wasteland Workshop DLC i was thrilled to find out now we can mass produce stuffs, ammo, clothing, guns, food, "soylent green"...*khm* However, after assembling neat production lines i realized something...why am I doing this in first place? There is no real reason why you should ever build a whole factory. Its not like Diamond City economy is gonna collapse if they don't receive tons of ammo, medical supply's, food shipment or armors on monthly bases...right? Well it should, and so should the Goodneighbor too if they don't get booze, jets, med X, food etc. I would like to see this take effect at Bunker Hill also but, since it is a acquirable player settlement i don't thing that it would work properly so..skip that one. OK, Short story, we get a special quest giver NPC to the DC and Goodneighbor that will contact you when you enter town. This person will be your handler so to speak. In short, he/she will give you shipment orders of items that town is dire need of. The need for items will change every week and so will the prices. The item orders will always be in bulk. Example: 5000 5.56 ammo, 500 shotgun shells, 500 Rad X, 200 Rad Away, 500 Corn etc. This person is not a merchant, but a merely warehouse manager. All the things you are delivering to him you are not delivering to HIM per se, but to the local merchant storage space. Ammo is in fact for Arturo's part of warehouse, Booze is for Bobrov's bros. Meds are for doctors etc. As time progresses the supply from warehouse will start to run out as the stuffs are being transferred into the store area. However, if the supply run out the respective merchant will have very slim. Selling inventory namely the items that were supposed to be delivered 2-3 weeks ago but they never didn't now they are not available for purchase and will remain so until they get them. You could use those moments to wait until they are ready to pay like 200% of the base price for a delivers of goods. However, wait for too long and you will witness the consequences. Example: if there is no ammo in circulation all guards will carry melee weapons and turrets outside DC will be shut down. If there is no armor available, the guards will walk around without armor. If there is no food, there will be less people on the street, no alcohol and doctor will inform you about increased number of patient he currently have suffering from withdrawal effects. All those things would give player a reason to build and maintain an active factory producing large amounts of requested items. I can already see a radiant quest line and all but for now, i am more interested if such thing even exist on nexus because, i was not able to find it yet. Found a lot of similar stuff but still way off from what i described here. I hope that there is a bigger interest for such mod and not just me. I understand that this mod is basically economy overhaul request and i know such things are not to be taken lightly. Still, there is my request. Thank you for reading
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That is good to know. Question is is there enough interest in community to see this happening. I hope that are making this community are not obsessed with just skimpy armor mods and overpowered weaponry. I hope that community wants the realy good quality mods. Like "Sim Settlements" for example. Boy what a acomplishment kinggath have made. So, here in a case of this mod i hope it catches community's eye and hopefuly some skilled and experienced modder.
- 2 replies
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- nate/nora
- alternate start
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What is all about. In short the mod Iam requesting is actualy alternate start mod with integraded Nate/Nora as companion, and they have they own companion questline. By their questline i mean different cutted/shorted/altered version of defult Main Questline. I know that mods Dual Survivors https://www.nexusmods.com/fallout4/mods/22289/?tab=videos and Nora Spouse Companion https://www.nexusmods.com/fallout4/mods/24680/ doing a portion of what Iam requesting but hear me out. Think of it as an upgrade/integration of those two mod merged with alternate start mod such as: Another Life https://www.nexusmods.com/fallout4/mods/14253 Start me up mod https://www.nexusmods.com/fallout4/mods/18946 In short this mod is about player being some local yokel who lives in wasteland and stumble on Nate/Nora and team up with them. After some time companion quest kicks in where Nate/Nora asking you for a favor. It would go something like this. Questline 1. Meet Nate/Nora (teaming up after few days Nate/Nora ask for help to get to Diamond City) 2. Diamond City (spectacting dialog between Piper and Nate/Nora) 3. Intrewiev (Nate/Nora follows Piper inside Publik Occurences and stay there for 2 ingame hours after that you resume on next stage) 4. Finding Nick (Two of you help Nick out of the Jam and return to Diamond City) 5. The Search (Again Nate/Nora enters Nick's office and stays there for 2 ingame hours after that he/she rejoins) 6. Kellogg (Three of you go to For Hagen and take out Kellogg ) 7. Memory Den (Nick and Nate/Nora enters Memory Den again 2 hours passes) 8. Virgil (Upon exiting memory den classic go to Glowing Sea to find Virgil. Upon finding Virgil you spectate dialog between Nate/Nora and Virgil.) 9. The Railroad (Two of you find Railroad and earnt their trust dumb HQ mission here) 10. The Courser (Kill the Courser and bing back the chip than go back to Virgil for schematics) 11. The Institute ( After you build the teleporter on any of the 4 ways the game gives you option Nate/Nora enters the teleporter and disappears for a whole week or forever and you losing him/her as companion) Questline Ends....mostly If we can add short summary dialog what was all about after those 2h waiting to rejoin that would be great. After the teleporter things get interesting. Depends on your previous action through the game sidequests you being (good, bad, arrogant, thief, killer of settlers) If you being good or at least neutral (no heavy crimes - theft/pickpocket/murder) Nate/Nora returns to you from the Institute and stays your companion for the rest of the game. At this point he/she gets affinity meter equal to the Nick and Piper preferences. Too much transgression whith him/her in party and he/she will abandon you for good. If you being ruthless scumbag (thief/killer/leader of raider) he/she will never return from the Institute upon entering the teleporter. In that case Nate/Nore cease to be your companion and switches allegions to the Institute. If you chose that path once when you go do the side quest to destroy the Institute Nate/Nora will be there as new Institute Director and will fight you (If we can make this a cinematic tough boss fight it would be awesome.) If you are good and stll destroy the Institute you spectate last dialog between Nate/Nora and Shaun (on deathbed) where he/she gives up on Shaun expresing dissapointment in him. Upon return to surface Nate/Nora will still cease to be your companion only this time with some nice goodbye words before he/she leaves forever, (goes to the edge of the map and dissapears) and if you are by any chance save synth Shaun he will follow Nate/Nora back on surface and later off the map. Well thats it in a nutshell. I hope someone with MAD skills can do this b/c i dont know almost nothing about the modding. Nor i have enough free time to dedicate myself to making this mod happening. Thank you for reading.
- 2 replies
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- nate/nora
- alternate start
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(and 5 more)
Tagged with:
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Hi, Before i start i just want you to know that i already checked for this topic in forums and i foud it 2 or 3 of them that are very poorly described and/or only mentioned a very few things. So here is my version of it I was always finding that being a head of the guild isn't really nothing special. Meaning you don't have to show your face in that guild ever again if you choose so. Well that's bulls*** don't you think. Think about it, you have Gray Fox, Arch-mage, Master of Fighter Guild, the Listener titles and still...nothing no one even gonna ask for you. a big f***ing leader you are then hmm. So i porpoise that we make the players life a bit more interesting once he comes to that CEO position. Fighters Guild The previous master was very busy person. (I even witnessed of leader actually doing s***.) Leading an interviews with potential recruts....dealing with potential clients and s***. But none of that apply on you when you are the boss. Unfair from you i think. So i suggest that when you get on the top you occasionally have to preform following duty's. 1. Talk to recruit 2. Suspend/kick out the member 3. Talk to client 4. Deal with the taxes. (Mysterious taxes that never hits you. Even if you own 5 houses all over the Cyrodil) 5. Deal with a renegades (search and destroy mission) Mages Guild: 1. Talk to the council (You don't even know what that guys do) 2. Deal with the client 3. Deal with a renegades 4. Hold a class (the class teacher is off the University ground in that moment) 5. Deal with the taxes Dark Brotherhood 1. The regular listener duty's (defult) 2. Sparring with an newest members (because even listener needs to keep up the shape) 3. Promoting members into Speakers (since it only one Speaker left at the end of vanilla Questline) 4. Taking care of some snooping officials. 5. Visiting other chapters. 6. Fullfiling a regular contract (we are down on manpower currently) Good news. The mod called "Dark Brotherhood Continued" it covered 5/6 of the things i put it on list. Thief's guild Interesting i cant figure anything else except 1. Collecting a new commission jobs 2. Bribing the officials.
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Hi to all yes il will tell yes i saw the other prison mods, and no none of them is what i was looking for. Ok in short .... why the hell when you get out of prison your skill decrase... aint a bit more realistic that you will use the time in jail to get yourself ripped from pushs ups. So all in everything this mod Prison Mod is very close but there should be no penalty once when you get out of the prison and what about duration of sentance hell it can be and a little longer if you ask me.(But not too long). Ok in summary this is what i want the mod from the ling to be reconfigured that there is no penalty once when you get out. By penalty i mean no negative impact on your attributes. But positive impact on attributes would be appriciative. Peace
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hi i have a problem just like the other fellas. Its like this. I downloaded the nesseries and instaled and all is peachy until the point when encounter start. To be precise the NPC do all correctly the animation the health bar but my character just stands there without any animations at all where did i go wrong plz anyone.