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AeonsLegend

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Everything posted by AeonsLegend

  1. By respawn I mean first killing all enemies in a location, waiting until they respawn and then revisit the area. The bug then pops up with the new enemies and this is permanent. I can have them respawn any number of times and they will always be frozen or paralyzed. I've never had this with random encounters. Only ever with fixed spawns in an area. For instance mirelurks that always inhabit an area such as near Salem or Quincy will always be paralyzed or frozen after being affected by it at least once. This became even more apparant with the enemy spawns in the mod Fusion City Rising that has a large number of enemies spawn near the entrance. These enemies respawn after a time. I had a freezing Gatling laser with Overdrive active and froze ALL of them. Next time I revisited they all respawned and did not move. Not any number of times afterwards. Like I said your logic is off. This actually only happens to fixed spawns like the gunners at gunner plaza, not random encounters.
  2. Sure some people will not have anything constructive to say. But when you go as far as to say all criticism is useless then you've lost the right to be taken seriously.
  3. I'm now playing a melee character fighting "unarmed". I just found out that the "paralyzing" part of Rank 5 of the "Iron Fist" perk has the same bug. The paralyzing part isn't as long as the time enemies are frozen by weapons. It's only a few seconds. So this perk also messes up your game permanently...
  4. "Removes the 'click' sound when throwing any type of grenade, especially molotovs" Especially molotovs? So it removes the sound more from molotovs than from others? Lol Nevermind I'll see myself out.
  5. Don't bother Storm, Ethreon obviously has had some bad experiences and now feels the need to convince us that everything is crap.
  6. If the digestive system works as normal then they need to eat. If it doesn't work then they don't need to eat. But then eating would make them walk around with undigested food. The guys at the slog seem to eat so I'm thinking they do need food. Perhaps just not as much as normal humans do.
  7. Technically should be possible, but I don't think it'd be very effective the way FO4 is set up. As you don't really have any defensible position that functions 100% of the time when a settlement is assaulted. For instance when you travel to a settlement that is under attack then the enemy spawns may have already infiltrated said defenses. This holds true especially if you're fast travelling there. A settler will automatically run towards the siren and set it off when a settlement is under attack. So that is already in the game. I've actually never seen settlers gather around the siren though, but I may not have been paying attention. This happens with the Bell you place, not sure what happens with the siren. The thing is. If you want settlers to head to a specified battlestation point they would need a marker and be assigned to it. If it is a general marker then multiple settlers may move towards it and stand around idly. This interferes with their standard combat actions which already include taking cover and such. Having a fixed marker per settler may be detrimental as well as they may move away from where the settlement is invaded. Or move to a spot that is already surrounded by enemies. So yea, it should be possible to implement. I just feel that the execution would not be very good as there is no intelligence to make choices based on situation. I mean IRL if your base is under attack and one of the watch towers has been taken by an enemy you don't rush off and sit there pretending to be a sniper because that is your designated defense spot.
  8. Ok, hm well It could be Armorsmith Extended. I think that one adds those options and it may be caused by "Combat Armor No Star Decal", or perhaps the two conflict in some way. Also you don't need Scrap Dead Things. That is already covered by Scrap Everything.
  9. you could post your modlist, because there's multiple mods that do this.
  10. Delete esp manually. It's very likely still loaded even though not active in the mod manager.
  11. I use setownership if I don't want to be bothered. I remember there's even a few owned items or doors in raider areas in the middle of nowhere. Really strange. This is not a thing in FO4 as people do not actually focus on these items in FO4. Only if they notice you taking it then the reference of the item is triggered with an action to retrieve it or go hostile. There is no trigger towards unowned items in your inventory anywhere.
  12. I've never been a fan of the shotguns in FO4. The double barrel requires reloads and the combat shotgun fires very slow even on automatic. I never felt that going in close and personal was actually a good idea with this thing. I already usually go for the sarcastic response tho as most of the things people say in FO4 begs being made fun of.
  13. I love the mod "Crafting Framework" because it lets you increase/decrease Weapons damage and Armor protection values. Sometimes it's still not enough, though. Here's lookin' at you, MI-34 Ion Cannon... just way too strong. Even reducing it's damage by 80% still has it being the strongest weapon in my game. Hm, I don't think I've heard of that one. I'll have a look to see what it does. I tend to shy away from weapon mods because of the way they are built to be overpowered most of the time. Now that I am more familiar with modding I can change those things myself. I enjoy the Factor weapon mod. It's a bit too strong, but not too much. It also has damage modifiers that range from -45% to +1000% so it's basically good for everyone. The weapon is modular and can be used as a railgun, automatic, semi automatic assault rifle, Sonic rifle (hilarious stagger), electric rifle and more. Lots of options and skins to be unique for each playthrough. Ok man.
  14. Yea if you want to spend more time building settlements than playing the game, then sim settlements is the way to go. I got rid of it. Too much of a chore.
  15. If you can't take constructive critisism you're in the wrong field of work. When you create work for the public to use you can expect people to point things out. And some of that stuff will improve your product. Take it as you will, but simply calling it bs is kind of lame. There's always people that won't like what you create or would like it if it was a tad bit different. Thing to think about though is who you create mods for. I think that having a proper description on the mod page is very valuable. Not only to the people using it, but in the end also for the people creating them. The fact that it's free makes no difference in my opinion. You have every right to ignore people that comment on your mod. All I'm saying is that some of the things people say will be useful and will help others. Imagine a mod that alters something in the game, but it requires specific installation and handling. Now you can wait till the comments section fills up with people complaining and you can ban them all from the mod. Or you could put some simple instructions in the description. Your choice. There's plenty of mods which actually don't even explain what they do. They have 50 awesome pictures and an amazing html layout about how awesome the mod is, but you can't for the life of you find some useful information there or even what the mod is for.
  16. I have the same issue, I think it is a bug in the base game. It usually fixes itself when you look in a different direction and turn it off and on, but the best way is probably to open the pip boy and close it again. Usually works for me.
  17. You mean you want to be able to disable robots when you have this perk? Doesn't rank 1 already do that? What are you looking for?
  18. Definitely crashes if you remove the clothes manually in the looksmenu. Although going to "body" seems to disable clothes without issues.
  19. That's Bunker Hill. Yea same thing there. @HeyYou, when you take the password from the same house the entire town goes hostile. Well at least in my game.
  20. Have you tried disabling auto save when fast travelling to see if that fixes it? It could be an issue with saving the game.
  21. There are some locations that will always become hostile when you steal while not being observed. For me this is Fred Alan's basement in Hotel Rexford in Goodneighboor, but also covenant. Taking any item anywhere while being hidden turns everyone in Covenant hostile. Stealing something from the basement in hotel rexford, even when no one and you are sneaking (hidden) is there turns all of goodneighboor hostile. Is this intended and are these people omniscient or just broken?
  22. Yeah, there is some truth to this. Thankfully some of the more experienced gun authors are using a system where you can increase or decrease the damage of the weapon there at the gun bench. Would be pretty cool if you could do that with armor too. I dunno if the attachment system works the same there tho. Technically you can do this. There's already an option of adding different types of armor upgrades to a piece of armor such as girded leather and such. That could be used to increase or decrease the armor points at any amount specified. If you check this mod: https://www.nexusmods.com/fallout4/mods/30006 and then check the jacket in the workbench it has different options to grant armor at different amounts. So this mod actually does something like that. One of my fav mods: https://www.nexusmods.com/fallout4/mods/40294 has crazy base stats, so I edit them in xEdit to give them +2 cha and set armor and such to 10 instead of 300. The +2 cha is on all my under armor so I don't have to change outfits if I want to talk to someone or buy something. That's been bothering me since FO3. "Hold on sir, let me just change into my pyjamas so I can have a better chance of intimidating you."
  23. How people deal with these things is all dependent on the person. Both Nate and Nora could respond the same way. If you want to have a realistic experience on how a person would act, don't play FO4. Nothing in there makes any sense. Anyways, it could very well be that Nate would just harden his resolve. There's nothing that says he will succumb to PTSD and become a mass murdering lunatic. Although you can definitely role play that. I have played Nora as such and it was completely believable.
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