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About BeleLokai

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Having trouble.... SKE and Home Maker no longer show up available in the workshop. The items remain when placed from before, however, after downloading Blood Rust n Gore, Thematic and Practical, Northland Diggers and probably one more SKE and Home Maker stopped being available options in-game without loss of previous use. Here is my load order, which I have messed with a lot in an attempt to fix this, so it isn't what it originally was but.. Can anyone help? For the few mods that had patches or compatibility notations I followed the instructions. Some were noted by other mods as, "Being compatible with patch," but when I click the link to the supposedly compatible mod with patch there is no description of a patch anywhere. I'd really prefer to keep SKE, HM and Northland Diggers, but the rest are like.. I really hope I don't have to disable them. Anyone know what to do? To be more specific: The categories and items available from both mods are no longer buildable / visible, but the previously placed items from those mods remain.
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Blood Rust n' Bone offers a few heads and a couple bodies, but I can't find any mod that really adds blood, gore or what-not. Some have gore bags from super mutants, others have a little this or that, but none have the simple... placeable.. blood. Very little real gore. I can't really make a good raider base. Am I missing the obvious? Someone know of some decorative blood or can make it available please?
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Redo the Fat Man to be the Cat Man. MeowBOOOOOSHHHH
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Straightforward request. It'd be neat if we could vary the speed of the conveyor belts via the terminals. My recommended settings: x .5, x2, x3, x4 and x5. Granted, x4 and x5 would likely not work for the average item.... BUT it might help with declogging an easily cloggable body-conveyor corner or the likes. Point is, as unlikely at that speed as it is, some people may find use so why not put it in. Suggested 'optimization': Not every section of a conveyor-belt system will likely want to be unilaterally altered by everyone, as such, I recommend the following means of refining in-game... 1: 4 new conveyor belt parts, all the same just using the small, big, small tall and big tall conveyor straight pieces. The way they act is they will receive and act with the speed of the conveyor before it, but not transmit it. IE: Every conveyor before it can go at x5, but any conveyor after it is x1. The varied sizes allow a stopping point that can fit most situations. 2: The same as above, except machines do this. The default machines, or any machine, (Please Manufacturing Extended compatible patch if this one.) will not transmit the adjusted speed but will connect to conveyors that are. 4: Powered Straight Conveyors are the only transmitter of adjusted conveyor speeds, and only do so up to the next powered straight conveyor, machine, and only up to x# of conveyors attached, which perhaps may be adjustable via terminal as well. I.E.: This conveyor transmits 5 conveyors away at x2 speed, and this other one transmits 3 conveyors away at x5. Theoretically they could attach right next to ech other. Preferable but obviously not necessary to add a Short Powered Conveyor if modelable without too much headache to better help fit any situation. 5: Terminals can adjust sections between powered machines only instead. Not great but if it's the only possible way.. I'unno what the limitations are. Hope this is possible.
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I know it might be a bit complex, however, I humbly request the creation of a better diverter than the one provided for conveyor belts. The left and right divergent conveyors with rollbars on the angled part is insufficient, slows the flow of items, creates clogs and often gets items stuck or fall off the conveyor belt. The push-bar that diverges the path of items being at an angle is the only thing really helping it transition from the straight conveyor to the other. I request a better solution. I diverge bodies so the mod that uses the item sorter to split the flow of items is not sufficient. Possible solutions: Have the push-bar that powers to change the flow of items ALSO provide some forward push. This might rotate the items a little but it will help NOT break the momentum. 2: When the push bar is powered, have an invisible conveyor attached to it that overlaps the lip between the normal conveyor and the rolling bars that, "Appears," in position so it doesn't push the items as the rollbar is moving into place. This will help instantly and without momentum killing change the direction of items.
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I have a problem with brevity. I tend to ramble and digress and type way too much, as I just did, deleted and restarted in this post. For that reason I was not overly specific about the particular skill level required to model two rectangles touching at a 90 degree, a rectangle, a square and 3 faces of a cube matching predefined lengths and height, width being entirely irrelevant. I shall rephrase: I, a person whom admits to know very little about modeling, assume that the simple shape, lack of complexity and predefined parameters already existing for its dimensions 'should' be -relatively- simple for someone whom already has experience modeling even a little. I could be wrong, however, how correct I am in the expertise required is irrelevant. My assumption of required skill aside, I humbly request further replies be constructive, if at least on topic. *Post Script: Text is emotionless, to answer the variable of tone, I say this apathetically and indifferent. No sardonicism intended. Just killing the digression.
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I can't believe no one has done this yet, or at least that I can find... Conveyor Belt Railing: Various pieces of railing for conveyor belts so anything you put on the conveyor belt STAYS on the conveyor belt until it gets where it is going! There are 4 necessary types I can think of: Short Rails - For small items, low profile, doesn't overpower the entire aesthetic but provides the reinforcement where needed. Tall Rails - For larger objects such as Human Meat or... The Human. Tall Rail with 'Ceiling' - For when you have a lot of large or just really large things on the conveyor belt, if there are momentary jams having a top will prevent everything falling off onto the floor. Height should be more than enough for two bodies.. Actually, you might even just use machinery's average top height as a guide. Have it align. Wide Tall Rails - I can't think of it right now but I recall having thought of a reason why having a little extra space, just a smidge, beyond the boundary of the conveyor-belt itself where the railing starts WAS useful. Some people may find great use in it. As it stands it is tedious as heck finding various fences from HomeMaker and using PlaceEverywhere and console commands to precisely align the fences as railing where needed on my conveyor belts. My meat factory is very complicated and this would save me HOURS. Optional Ideas: Textured varieties of Glass, "Jail-Cell" like bars, steel box for the rail with ceiling for one variety of it so you can't see what's going on for those who dig that (Perhaps matching the Conveyor Lift's texture.)
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NOTE: I UNDERSTAND SETTLERS ARE IMMORTAL-ish.* Mods exist that make them mortal, for the rest this idea is torture not execution then. Execution Contraptions: Death contraptions one can activate to kill a settler. Such as a device a settler can be assigned to, they will go to it and, "get ready," for power to the device to activate their death. Example: Assign to Electric Chair, they sit in it.. You flip the switch... They have a bad time and die. (If mortal by mod.) Complex custom animations are not necessary. Just rip a chair and rip the tesla coil animations apart and glue them together just for function. Right now there are no execution mods I am aware of, not even an expansion of trap varieties that I can find. It doesn't have to be beautiful, and it can be patched later or helped with by fans of concept. :D EXECUTIONER: Assign an executioner, they grab a big axe and stand by a stump until you assign another settler to the stump at which point the second is executed by the first. We need more ways to be evil and ghoulist in our settlements, and right now I just don't have enough ways to feed my meat machine from Soylent Green and Manufacturing Extended mods. I need more ways to make people-sandwiches.
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More traps please! There are so few to play with, and the ones there are are limited in how you can play with them, and I can't find a darned single mod that adds a single new trap. Suggestions to anybody who wants a bunch of Download numbers and is like, "AH YEAH GOOD IDEA! I'll make that! What could I make?" Here's a few off the top of my head: Note* I don't care, any trap! NEW TRAPS! 1: Varied Flame-throwers - Wall-mounted, ceiling and floor mounted that throws different directional flames, small, big, "Embedded," circular low-profile ones that leave the tanks placed behind the walls to the imagination, what-have-you. 2: Varied Spinning Blade Traps / Saws - Stationary rotating blades that don't go along an axis, just sit there and spin (And don't break when a twig hits it.) wall-mounted saw-blade that swings outward 180 or 90 degrees or both versions to, "Cut," action. Etc. 3: Swinging Traps - Little spear-levers that swing 90 degree from the wall or ceiling, or swinging hammers and axes. 4: Shooting Spike-Trap - Like, a spear shoots out of the wall or ground three feet then retreat back into their little hidey-holes. 5: Different Stationary Guns: More guns on powered racks than just a pipe-gun. Automatics can be in burst mode. 6: Radioactive Material - Not just powered emitters but like radioactive barrels you can place... I don't know if there is an issue with the way radiation environmentally works that makes it unplaceable but blargh it'd be nice to just have passive radiation. 7: Drowning Tank: A nice tank with a trap-door bigger than the one provided that one can be dunked into to drown, like.. Two stories tall and a one story tall version. 8: On that note, bigger trap doors! 9: Anything encountered in-game they don't let you build. 10: Monkey with cymbal sensor that powers or blows up when you get close. Spiked rolling steel balls like the vanilla ones that do damage so you can drop a bunch of them on people... I don't know if that already happens but I'ma try it. xD
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- traps
- contraptions
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Is it out there? I've seen Manufacturing Extended and a couple other mods, but none seem to add a recycler for armor and weapons. Any mod add a machine that scraps weapons and armor? It gets old doing it by hand while I watch a huge line of antique globes get broken down automatically.
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TL;DR: There a mod that increases number of points enemies may potentially spawn from when attacking settlements? (Not -just- attack frequency or strength, nor moved existing spawnpoints. I mean MORE of them.) I was wondering if anyone knows of a mod that increases the number of spawnpoints for settlements to be attacked from? Some settlements have a ridiculously low number of spawn points, even 1. I, personally, would like to immerse myself in the game by defending not just one all, or.. heck, having just 1 wall. I know, I know, a completely walled off settlement tends to have spawns inside of it instead of outside... Still... I wanna be surrounded by the enemies. I found ones that increase the rate of attacks, but not the number of potential locations to be attacked from. Preferably I'd like a mod that either has adjustable spawnpoint settings, or at least 1 to 2 points per side of the settlement / logical locations one may variously approach the settlement. That, combined with higher attack frequency and higher attacking numbers of NPCs at once would make it a REALLY interesting game.
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- settlement
- spawn
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