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demonocolips

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  1. yeah the current system is very bad. it makes no sense to NEED to have all these landing points. its a waste of space and time. the game does keep track of all resources in your storages and allows you to craft out of them in the local outpost. keeping track of this allowing you to pull from connected outposts through the output slot and just have what you put it into filtering it. no need for the infinite storage like in f4 just a more streamlined process.
  2. a crew system in general would be nice. hire people and assign them too ships then assign the ships to follow you or manually transport resources around buy resources etc. another one for when the creation kit comes out.
  3. ive got it and hardly used it outside the corporate espionage mission but maybe thats because its so cumbersome to use. since you need to have the scanner up to use it and quite a few options are changed under that there should be an unused button it can be remapped too.
  4. well thanks for the information looks like ill be waiting.
  5. the outpost allows you to build a scanner station that increases scanner range while in a certain radius around the outpost. this is useless as generally you will have scanned a planet before placing an outpost. the idea is to add a starship module similiar to the contraband scan shield that does the same thing but its a part for your ship. this takes the established idea and makes it less useless. another use of these scanner modules would be to increase the chance of unique poi scaning that is intruduced through skills. 50% chance to find the poi on a planet is better than nothing but it makes sense to have it attached to a physical piece of tech rather than the player just looking at the scan data and saying hey this planet has this stuff on it. having both would be better.
  6. agreed. better space suit protection or at least it making sense. temperatures below a certain point within an atmosphere would freeze you but sometimes the temperature is simply not this cold. the suit is either very good or useless against environmental concerns. if its very good you can usually ignore it, if its useless well you still ignore it but now your taking health damage or having your max health reduced.
  7. not sure if this would require an actual mod or just an ini tweak. in most outdoor arenas you can walk under some roofs and these roofs will cause the game to darken or brighten the display for seemingly no reason. indoor https://steamcommunity.com/sharedfiles/filedetails/?id=3030805131 outdoor https://steamcommunity.com/sharedfiles/filedetails/?id=3030805121 for some reason i cant link jpg images into the forums whatever direct links to steam account. the brightness will go up or down depending on whether your looking into or out of enclosed areas and honestly looks terrible and makes the game harder to play. im currently poking through the starfield tweaker and testing different shadow bloom and other lighting settings to see if something noticibly fixes it, so far no luck.
  8. so in fallout 4 all settlements have a happiness rating made by all settlers. now as an oversight robots have a maximum happiness of 50 rather than 100 the same as the human settlers. so any time you have too many robot settlers it can tank your settlement happiness. and with robots being the most efficient at certain tasks and the only ones available at certain locations this can cause false negatives and impede human settler growth. if possible just setting their max to 100 would be best. but other solutions to fix this issue would be great.
  9. im sure that everyone has tried to work with the DLC to make certain objects. one of the things i have worked on is a meat grinder for the various cages within the dlc. one of the most frustating things i have run into is how f*#@ing massive the pieces of meat from the various creatures can be. especially humans. there is not a single piece of meat that f*#@ing massive on the human body. with the conveyors and such that i have found on the nexus i have been able to for the most part work around the issue of the giant pieces of meat from the various creatures. but again a one pound piece of meat should not look like it is the thigh of an elephant but it is simply descibed "Human meat". heck even if i could just get a machine to can the human meat into manageable pieces it would be great. im sure everyone has seen a one pound chunk of meat at a supermarket and know how small it is. if someone could make all the meat sizes make freaking sense i would be very grateful.
  10. yes actually this is a fine solution for now.
  11. guess it depends upon how long your loading times are. and if you could halt the entering of the game while playing the loading screen game. as of now base game loading times are not all that long for me. with mods they get quite a bit longer. maybe a menu for selecting the game and then select one of the holotape games to play.
  12. maybe seperating out crafting the components into a more specialized station. adding in specialized components that have to be salvaged from enemy robots for the more advanced and powerful parts. adding in a rotation of rust devils to the normal raider settlements if thats possible.
  13. K at the end of Automatron you get access to the special construct the Eyebot pod. this spawns an eyebot to go find resources for you. Note that it just finds them not retrieves them. also the amount found is usually less than 10 of the resource ammo or explosive that it has been tasked with finding. this essentially makes it useless as any romp through downtown will usually shower the player in oodles of the usual resources. if it found a couple dozen of the resource or a couple hundred then it would be worth while. instead i propose it just be a 4x scavenging station. either with or without a settler needing to be assigned to it. or have the settler go out for the resources. either way just make it so i actually want to use it.
  14. yes i was doing some tests with pipe weapons and wondering why i only used them for about an hour.
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