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Z405

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  1. Greetings :nuke: I was wondering if there is a mod which does exactly that which I typed in the title description. Considering how companions already pick up weapons by themselves and Dogmeat often randomly picks up crap to please you AND the fact that you can command companions to pick up specific items, it seems logical that there either is such a mod, or that it's at the very least possible to create a mod where, without commanding your companions, they automatically pick up items which are "tagged for search". I think this would be very convenient, as I'm currently just constantly opening their inventory to stuff them with my junk and with such a mod, they would just continue to pick up "tagged for search" items until their inventory is full. Good idea?
  2. I used to mod, way back, for Dawn Of War 2, which had a VERY helpful community forum from which I learned a lot. I was, apparently foolishly, hoping that this would be the same on the Nexus Forum, this presumably being a place where all sorts of modders gather. But yeah I guess times changed and we're all just forwarded to YouTube tutorials and wiki texts. Eitherway, thank you :smile: That being said, is there actually a mod help request forum?
  3. I see that most of the topics are completely ignored or when some do get replies they are more akin to affirmations such as "yeah that's a great idea I would love to see such and such". Where should one ask a question regarding a specifc topic if you'd want to learn more about modding with the creation kit and knowing what is and what is not possible. Because as it is now, with all due respect, I hardly see the use of this forum.
  4. I am really hoping somebody with knowledge about this subject will reply. I first of all can't believe I'm the only person who would love to play Fallout 4 as described above as it would be closer to the original Fallout 1, 2 and Tactics roots of which there should still be lovers of this amongst you. *edit While I did see there's a person whom uploaded a mod which was dubbed something along the lines of turn-based combat, it simply isn't. The result achieved with this persons mod could be more easily replicated by upping one's Agility to above 30 and getting the Action Boy perk.
  5. I would like to know if the following is possible and if someone is either willing to explain to me how to make it happen with the use of the creation kit, or preferably, somebody with more freetime and skills, to do so. Here are a number of idea's that the mod should combine together. There will be obstacles which might make the desired mod impossible to create. If so, too bad, but hopefully this is not the case as most of it is either already there or doable if you're smart enough with enough time as well. You'd need to increase the distance from which you can view your own character as this is customary for turn-based oriented games to have somewhat of a godlike view of the environment. A simple option to scroll further away should be easily enough implemented. The VATS system can be activated whenever you wish to do so and actions can be made without it actually costing action points. The VATS system is now also used for clicking to move, much like you would with any real-time or turn based strategy game. There's a mod which removes the 90% damage reduction when within VATS. This will help achieving the desired goal for this mod I'm describing here. Clicking to move should be combined with the "Take Cover" mod, much like you would see with turn based strategy games such as the latest two Xcom game(s). Clicking on a location where cover is, will automatically have your character hug the wall or whatever cover is there to use, as long as the game registeres it as useable cover in the first place. Your character will auto-attack with the equipped weapon the enemy with the highest chance of hitting, preferring enemies closest to you. You should have sometime of Final Fantasy XII like programmable macro system which you can tell to attack the enemy closest, or furthest, who has "x"% of health left while you have "x" % chance of hitting it. You can insert the macro to use a stimpack whenever you have "x" % health left. Use a macro to eat food or drink water whenver you are parched or hungry and ofcourse the 1st macro has the biggest priority over the 2nd and 3rd, while the 2nd macro will have priority over the 3rd etc. An example of how I would like to play the game: I have programmed the macro slots that it commands my character to fire the plasma rifle at enemies furthest away, but only if I have a chance of 65% or higher. Another macro holding priority over this macro is the one forcing my character to switch to a shotgun whenever the chance of hitting an enemy with that shotgun becomes 65% or higher and it will change to a sledgehammer whenever it has 95% of hitting. Above this macro I have programmed that my character will use a stimpack whenever my health drops below 75% or when a limb is damaged. Whenever I press the VATS button, I can freely choose myself which target to attack, but I would generally use VATS to issue commands to see my character move to the target location where it will make use of any cover I moved my character next to. My character will vault over any cover if the next desired location I targetted to move is the fastest and most accesible route to move. While my character will target the enemy with a plasma rifle when it has a 65% of hitting, it will always favor to shoot at the head or limbs from the moment the chance of getting hit. So when the body has a 90% chance of getting hit, but the head has a 65% chance, the macro will favor shooting at the head instead of the body, unless you specifically and manually select from within VATS to do otherwise. When the chance to hit the head is less than 65%, the body is 90%, but the limbs are 70%, the macro will favor shooting at the limbs instead. Whenever a grenade is tossed towards me, priority nr1 is shooting the grenade / molotov as soon as it is thrown, perhaps even regardless of to hit chance or perhaps you'd want to specify to switch to a full automatic weapon the moment a grenade is thrown and will start targetting and shooting when chance to hit is 35% or more. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- For now, these are the most basic idea's I have for this mod. I would love to see some replies on whether or not this could work.
  6. Thank you for the reply! Actually a couple of hours after posting I assumed that the Long War mod (which I incidentally already prefer over vanilla) wouldn't have these restrictions as it is already a mod. And I was right, so I can now edit the gamecore file and everything I touch gets altered ^_^
  7. Hey guys/girls etc, This isn't something spectacular what I am going to ask for. Just a simple explanation on how to edit the starting aim stats of my soldiers. I have tried fooling around a bit with the balancemod lines in the gamecore ini file, but that doesn't seem to work. Apparently it should work for the enemies, lowering their aim and crit amount in both hard and classic, but I hardly notice any difference. Also altering their hp in that same file does absolutely nothing despite that I've read on the modwiki for x-com that it are only those specific -balancemod- lines that should be "moddable". Anyway, I'm by no means a veteran in modding. I simply want to increase my aim a little because I get frustrated over the soldiers constantly missing shots on 80% and higher. It would be appreciated if somebody could explain me how I could edit this and perhaps even how to lower both the crit rate and aim of enemies. Thank you in advance.
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