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TheBoogerMan

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Everything posted by TheBoogerMan

  1. Sup everybody! I’ve been gone for a good while cuz my PC bellied up, but now I’m back and looking to rebuild my FO4 game. But anyway, one of the mods I always used was Young Explorer by IakeemV (a Lara Croft-esque preset) which used to be posted on Bethesda.net... but doesn’t seem to be there anymore. Does ANYONE by any chance still have that file? And if so, could they PLEASE shoot it to me via e-mail? Thanx in advance for any assistance - really.
  2. I'd really like a :nuke: Nuka-Cola :nuke: machine (like the one from FO3) or a Nuka-Cola fridge like this one, complete with neon sign (but not battered).
  3. That's VERY easy to do. Using either FO4Edit or the Creation Kit (probably easier to use the CK now), open the Fallout4.esm file and look under the armor tab. Scroll down or search (type in "trench", for example), looking for the items Full Name, in this case "faded trench coat". When you find it, double click on it to open it. Now it's just a matter of changing or adding damage resistance numbers. You can give it enchantments as well, like Agatha's Dress CHA 3 bonus for example (called "stage presence" in the files). Change the name to something cool, like "Deckard's Coat" or something. When you're done, just save or close the CK and it'll ask you if you wanna save; name your new .esp file and save; it'll now be in your FO4 data folder. Activate it with whatever mod manager you're using and play. To get it in game, open the console and type "help Deckard 4" and then "player.abbitem (ID number) 1" (without the quotes of course). Cheers. EDIT: Just for future reference - this and similar questions probably belong in Fallout 4 Mod Talk.
  4. THAT would be cool! I second the request!
  5. Beautiful work! And in such a short time. If you ever publish it, I'll certainly download & endorce.
  6. I built a capsule home on top of Red Rocket once (thank's Snap 'N Build) and just had a set of wooden stairs for access and my compaions were ALWAYS going up there (and then "getting lost" in the capsules, but that's another story). All I did was to have a small wood floor section to straddle the roof edge and two big wood stair sections (one on top of the other) to reach it from the ground and one small set of porch steps to land on the roof proper; they NEVER had problem getting to the roof. As for the new concrete stairs, while NPCs will use them, they seem confused by the railings sometimes.
  7. Oh yeah - Wendigo007's Better Cryolator. His mod description was how I found out that they was a cryo damage-type and was one of things that convinced me to learn to make my own. Nice to hear that what you want is possible. All you gotta do now is make the leap! Cheers!
  8. Then try using FO4Edit. I still make mods with it cuz it's easy to look at and use - at least for me. Follow the instructions I gave this dude, but of course with the cryolator and laser instead. Setting people on fire is almost certainly an "enchantment"; look in Object Modification and find the Gamma Wave Emitter and see what that enchantment is, then copy & paste into the cryolator's Object Effect entry. Only thing I'm not sure of is how to increase the cryolater's range (otherwise you'll probably end up with a VERY short ranged laser beam...) Good luck and good modding!
  9. -snip- So what you're saying is, I need to make this simple mod myself, meaning the entire Mod Request section is completely useless and might as well not exist at all. Okay then. No, that's fine. Only been waiting two months for this after all. No big deal. Once again dude, no one on this site is an "employee" waiting to take requests; they're all gamers just like you. And Mod Request threads are all well and good, but no one is obligated to even pay attention to them, much less act on them. These threads are not a service. Never were. Perhaps if you would have been more proactive two months ago, you could have been enjoying the Barracuda M7 all this time instead of just... waiting. But anyway, I got a thing. Later.
  10. And this site isn't a service station either, with modders standing by to take your order. Dude... it is SUPER easy to do what you want. Just look for FO4Edit on Nexus. Download it, unzip it and rename the TES5Edit application to "FO4Edit". Start the application and it will locate your FO4 game directory and open up a window with the Fallout4.esm and all your installed mods displayed; right click and deselect everything (if they're already selected) and select only the Fallout4.esm and open it. Wait a few seconds for the files to open. The easiest way to do what you want is: 1. Expand the Fallout4.esm 2. Expand the weapons tab and find the 10mm, right click on it and select "Copy as new file into..." and name it something cool, like Barracuda M7 or something. 3. Collapse the Fallout4.esm and expand it again, you should be able to see your new file. Now, it's just a matter of locating and using the Deliverer's file as a reference; change your new 10mm's base damage to match it and copy & paste that Legendary thingy from the Deliverer's file to the same entry line in your 10mm's file. When you're done, hit CTRL+S to save and you're done; the new Barracuda M7.esp file will already be in your FO4 game directory. Enjoy. To get it in game, just use the console and type "help M7 4" and it'll pop up. Next type in "player.additem (id number) 1" and you're in business. Wanna make it craftable at any chemstation so ya don't feel so much like a cheat? That's creating a new Constructable Object and something you can look up yourself; Google is your friend when it comes to modding. Also, use FO4Edit (or the Creation Kit) to open other peoples mods and see how they did things - that's how I figured out how to make things craftable, for example. I was just like you not to long ago; liked using mods but didn't know anything about making them. Made a request for a freeze ray a few months back and no one responded - that's the first thing you learn; no one is gonna put work into any mod they don't have an interest in cuz modding is a hobby. So, I figured it out myself. And... I like it. It's nice to make stuff how YOU want, not just except what someone else did (I've edited many downloaded modes to my liking). Good luck and good modding!
  11. No problem. And yeah, Nexus's search tags/keywords take little getting use to.
  12. Just buy Shipments of material - that's what I do. Concrete is cheap, though Steel & Wood ain't bad either (though settlements usually have plenty of both). The Drumlin Dinner always has Concrete and Trashcan Carla usually does too. Abernathy Farm, Grey Garden and Swatters always have Wood. Shipments of Steel are sold by a couple of merchants in Diamond City and by others. EDIT: I just happened to stumble across this mod and thought of you: http://www.nexusmods.com/fallout4/mods/291/?
  13. Just changing the effects of the weapon are very easy; it can be done with both the Creation Kit and FO4Edit in a couple of minutes. Making it standalone and/or craftable is about the same (I usually asign craftable weapons to the chemstation). It's pretty simple to figure out - I did it by fooling around with the above applications and using Google. You can too. For Creation Kit, it's all right there - just start changing the weapon's effects, ammo, projectile, etc. Setting targets on fire is a weapon effect, probably an "enchantment" like the freezing effect. When you're done, just quit and the CK will ask if you wanna save, click "yes" and rename your new .esp file. Changing the textures would require some work using Photoshop, GIMP or Paint.Net. Attaching the retexture to the "new" standalone weapon is something I personally don't know how to do.
  14. Here's a few: http://www.nexusmods.com/fallout4/mods/9572/? http://www.nexusmods.com/fallout4/mods/9591/? http://www.nexusmods.com/fallout4/mods/13699/?
  15. Alternate Start for Skyrim is a MUST HAVE mod for my game... if for nothing else to skip that longass new game intro. All the various beginning scenario set-ups are just icing on the cake. For Fallout 4... the beginning intro isn't that bad; it doesn't take FOREVER. And you can always make a save right before you're asked to finallize your character and use that to start new games (which is what I always did in past Fallout games). As for the main quest... I just don't care. I usually ignore it for a very long time cuz I wanna explore and play the way I want; I STILL haven't ever finished the main quest in FO4 with any character (and no, I don't care about the spoiler above). Even with Skyrim, I've only ever finished the main quest once - and that was enough. While it would be cool to have an Alternate Start for FO4 (I'd use it), I don't need it to RP and play the game my way.
  16. Yeah, well... it WOULD be a lot of work (the new animations in particular) so no one's gonna do it unless THEY have actual interest in it. That's how most mods get made - modders make 'em for their own games then desided to post them. That's why I made my Freeze Ray; at the time no one else had made one and my request was ignored, so I figured it out myself (though that was a very easy mod to make). I also posted this request on The Site Which is Not to be Linked, so maybe we'll have better luck there.
  17. Oh - I've been lookin' into "advertisement". :wink: https://downloadr.flickr.com/dl/4efae8a7cd9ec041a709069ea9b9a18cf3e59c4f
  18. So I was finishing up construction on my industrial VIP Bar while groovin' to Synthstream FM, thinking about how I was gonna light and decorate everything when it hit me like a bolt of lightning - Pole Dancers! This mod would've course require new testures, meshes and new... animations. New craftable item: Dance Pole - located under Resources/Miscellaneous; generates Happiness and caps when assigned to a settler (whose work schedule would be similar to a bartender). If I new ANYTHING about creating new textures, meshes and animations I'd do it myself, but... I just don't have that kinda skill. Come on, ya'll KNOW it's great idea - all immersive and stuff. ;-)
  19. Aaaah, your information is much more accurate than mine; little Raider bastards fooled me,(or at least Bethesda did...). Gonna have to check out this Settlement Management Software MOD. Thanks!
  20. The only two mods I use that directly effect Survival Mode are Wearable Backpacks and Pouches and Survival Mode Console. I always use the first one anyway, but it really comes into it's own in Survival (I keep backpack carry capacities at 50 lbs and pouches at no more than 25 lbs though - I want rhem to be reasonably useful, not overpowered). I use the second one cuz I rename my settlers and use Precise Moving and Rotating when crafting settlements. While I've looked at Campsite - Simple Wasteland Camping, I feel like it would nerf part of the strategic think behind playing Survival; putting to gether your kit (weapon & armor selection, how much food, water and meds to carry, etc), and planning your travel route - which includes knowing where to sleep. I know some people hate not being able to quick save, with talk about instability with the current beta, but I really haven't had many problems.
  21. I had no problems with my first Survival character; I'd normally kill most opponents with a few shots or one-shoot most with sniper rifle and they'd do the same to me. But now I'm playing a different character for a change of pace (she's my robot/science/energy weapons chick) and now I'm having to blast rad roaches 5 or 6 times with the 10mm to kill them. Everything seems like a bullet sponge but me - I still get cut down by a couple of shots. Has anyone else experienced this kind of "half-reverting" back to old Survival Mode? I never played the old version, but I heard it was just a bullet & stimpak sponge fest (them and you, respectively).
  22. The prewar lasers have a base damage of 24. The Institute lasers have base damage of 21, but an overall higher rate of fire - that's the main difference. And yeah, I like 'em. On a side note, at game launch the Institute weapons originally only had a base damage of 15... which caused a lot of complaints. I think Bethesda up their damage with the first patch.
  23. Raiders, Synths and other threats have certain spawn points in and around every settlement; and if you don't know where they are, walls won't do you any good. Smaller settlements are easier to defend with walls cuz usually attacks do indeed come from just outside the area; Red Rocket is good example - a wall DOES work there cuz attacks always come from the woods across the road or from over the hill toward the river. Oberland Station is another good one for a wall; the attacks always seem to come from down the hill and tracks to the south and from up the hill across the tracks. But in Sanctuary, Raider attacks never come from across the bridge but from the west; there's a spawn point just down the path that leads to Vault 111, there's one right before the street does the loop and one little further up from between two houses. These points are ones I've seen in action, multiple times. For another example, there's at least two spawn points within Starlight Drive-Inn proper; I've actually seen Raiders pop into existence at these points during an attack. So, taking the time and effort to build a junk wall/fence at the edge of the building area is a waste of time (which did with my first character...). I just built a concrete curtain wall in Starlight which uses the movie screen as part of said wall (I started at each edge of the screen and built out toward the projection house). Near as I can tell, that puts both of those spawn point outside my wall. I've seen a mod that re-positions all enemy spawn points to outside the building area of settlements, but last I looked, it was still a WIP (he'd gotten about 6 or 7 done). But anyway, I'd only rely on walls for the smaller settlements. EDIT: Ah, he's gotten more done! Here's the link to Settlement Attacks Beyond by scary666scream
  24. I have no idea, but it does looks pretty cool. Try PMing (private messaging) whomever post the pic.
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