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JackTrenton

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  1. i get this message when opening screenshots too
  2. Can someone make this? Would be fâin awesome
  3. I want to RP as a firefighter in my next playthrough. I finally found a good suit and hard hat, to go with the great fireaxe melee weapon mods. i just need a water based weapon to complete it. I don't know if there's any way to rig it where it will actually put out fires in the game? I'm using the SOE pack to place fires in the workshop.
  4. Well thereâs already Doom, Prey and Skyrim stuff on the creation club, so they would probably allow it. Donât know for sure though
  5. Well the mod I'm thinking of would basically create a bunch of new parks all over the commonwealth. Except the parks would just be the districts from this list that you then assign a gang to control (Lexington, Salem, etc) https://fallout.fandom.com/wiki/Category:Fallout_4_districts And with dozens of new gangs to fill them up instead of the genetic raider faction. This gives raiders diversity and personality instead of raider faction being a catch all. It fleshes them out. Because gangs have their own identities and interests, and they fight turf wars with other gangs. They then proceed to generate caps for you as overboss , war with rival gangs, and rebel if you dont keep them happy and/or terrorized. As overboss you settle their disputes and run quests to help them out. Help them raid settlements, ambush caravans, take out a rival gang, help an underling overthrow a disloyal gang boss and take over, etc And you could also set the rules for your raider confederacy that they must follow, ie- what percent of their gains must they pay to you as tribute (maybe this makes them rebel)? How much are they allowed to extort from settlements (as overboss you would have to balance profit vs citizen unrest/minutemen action). Will torture and cannibalism be allowed? Is rape and murder fine or do you prefer a softer approach to raiding that spares the commonwealth? How hostile are they allowed to be to locals? What factions can be targeted? How do you allocate supplies between gangs?Basically the leadership decisions that an overboss would have to make to keep the whole thing running smoothly
  6. I didn't download it yet. Im sorry I just hadnt had a chance to play much this week, and didn't know you wanted to take it down. Can you reupload or maybe stick it in google drive? I'm sorry about that
  7. I was disappointed by the small scale of nuka world. Why stop at 3 gangs? Why not dozens? Like how Caesar conquered 86 tribes. I'm not talking about consolidating generic raider gangs and bosses, but an ambitious mod that creates new gangs with unique tribal identities, backstories and traits to expand on the raider story. For instance, the minute-raiders, a gang of Minutemen deserters turned raiders, wearing Minutemen armor and using Minutemen weapons to raid the commonwealth at a minute notice. Or the scorpions, wearing armor made from radscorpions. Or the deathclaws, who wear deathclaws skulls and have tamed deathclaws fighting for them. Or the reapers, who are obsessed with death and wear skeleton armor. Or the mongrels who use dogs to attack you. Any kind of gang you can imagine. I have tons of them. And each gang will have unique npcs with their own backstories All of them will be fighting you and each other for territory as raiders do. And you will have to subjugate them, force them to fight for you and pay tribute, and make gruesome examples of those who defy you. It's nuka world on a grander scale
  8. You can make them have lower health if you want and keep the legendaries. Just make it where they are a lot easier to kill, maybe have their level, health and damage resistance be equivalent to the regular glowing ones in the game, those aren't too bad to fight and are a bit more challenging than regular ferals. Make the mod cover all the DLCs. Also, looking at the stats on wiki, it looks like the putrid and bloated glowing ones have health on par with the charred feral ghoul. You could drop them down to regular glowing one health/dr as well if that ok. Thanks, I appreciate it very much
  9. I dont want to remove ALL ferals from the game, just the charred ones
  10. I hate hate hate these things. I'm a high level character, so these things are just bullet sponges. I dump all my ammo into them, and its a long and boring 10 minute fight for each one. And they appear much more often cause I'm high level, so I'll have to fight packs of 3-4 at a time and it takes forever to kill them. Even crits barely phase them. I've gotten to the point where I'm just deleting them with the console commands. Someone please either remove them, or lower their health significantly where they can be killed like any other ghoul.
  11. Would like to see this weapon come back. It was a centerpiece of Broken Steel, an anti vertibird and power armor weapon, with lightning splash damage. It should have at least made an appearance in the Brotherhoods campaign in FO4. Id like to see the original version with upgrades and customization options. The BoS would have refined the system in the years between. Maybe a miniaturized platform option (thinking of something like an arm cannon that lobs explosive Tesla bursts) I think it would be a good way for the minutemen to level the playing field against the brotherhood
  12. Okay, I'm trying to use this mod- https://www.nexusmods.com/fallout4/mods/27717/?tab=posts I want to create US Soldier NPCs for my own use, so I can simulate the battle of Anchorage vs the Chinese. I am new to modding. After a bit of tinkering I have managed to create the NPC and make a working leveled list that contains the torso, arm, leg, and helmet pieces in the medium size and with winter paint as I wanted. The items now show up in the NPC inventories. I see them when I loot their corpses upon death. But they don't equip any of the items. I'm not sure how to make them equip items spawned off a level list. I haven't done this before, but it should be the last stumbling block in a process that has taken me weeks to figure out. I just need them to equip the armor that's in their inventory Could this be something related to the AI package for the NPC? I only put DefaultSandBoxEditorLocation as shown by a tutorial.
  13. I'm using various weather and snow mods and building fortified positions and trenches to recreate the battle of Anchorage. The only thing I'm missing are the factions. With that I'll be able to use console to spawn in some epic battles. So with the Chinese faction, it would be great for immersion if they speak a few lines of mandarin like in the Fallout 3 dlc. They could spawn with the following gear- https://www.nexusmods.com/fallout4/mods/13283 https://www.nexusmods.com/fallout4/mods/34254 https://www.nexusmods.com/fallout4/mods/28059 (primary) https://www.nexusmods.com/fallout4/mods/20959 (crimson dragoon units) The U.S. faction would need these mods- https://www.nexusmods.com/fallout4/mods/27101 https://www.nexusmods.com/fallout4/mods/27717 (winter variant) https://www.nexusmods.com/fallout4/mods/15909 The U.S. forces could also have the odd T-45 or T-51 power armor unit with winterized paint.
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