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mikipatam

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Everything posted by mikipatam

  1. Same, that's why I wish he was more reliable I use the K9-Harness mod too so he has more carrying weight and defense (since you can put Ballistic Weave on it) so I just wanted a way to increase his damage without just simply bumping the default dog damage like the Dogmeat True Companion mod does Also, let's not forget, Lone Wanderer builds.. I don' think what I am asking is too OP anyway since it would still be better to give a melee weapon to Strong because of his broken Strength status..
  2. The idea is simple, equip a melee weapon on Dogmeat and his bite attacks will now deal the same damage (and effects give by mods and legendary status) as the equipped weapon. Let's say I give him a Furious Sledgehammer, for example, his regular bite attacks will now deal the same base damage of the Sledgehammer (23 + Dogmeat's Strength) and deal more damage the more he bites, if I decide to mod the Sledgehammer with a Heavy Searing Sharp Rocket it now deals the additional damage of the mod, burns and targets bleed. I just thought this would be a nice way to make Dogmeat more useful in combat, we have plenty of mods that give him functional armor (My favorite being the K9 Harness) but I haven't seem any that increase his attack, at least not by just simply bumping all dogs base damage.
  3. The big problem is that Fallout 4 is more suited to a time within a decade or so of the war. Bethesda's choice to make it 200 years makes the entire setting pretty unbelievable. In less time than that the world went from wooden sailing ships to nuclear submarines. From messages on horseback to the internet. The complete lack of technological progression anyplace but the Institute makes no sense. Ok, I get it, it's a game. But seriously, in 200 years no one has remembered how to sand rust off metal? Something that was being done in the Middle Ages? It actually makes sense tbh.. Yeah we did went from horseback messages to internet in that spam but we didn't had to worry about a nuclear scorched dead land filled with all kinds of terribly radiated monstrosities and total anarchy.. Just trying to stay alive in a massive chore so no one is focusing on technological advancement EXCEPT for the Institute since they've been living pretty comfy underground without having to worry about what I just said.
  4. Yeah, the feel is there but the skins don't look right to me.. It feels too glossy like someone poured oil all over them, it feels strange but I still going to test it out, maybe it's just the graphics configuration Laurent used that makes it look like that in the screenshots.. But what I am looking for specifically are clean paints like the Robot Skins but with the "texture" and feel of the Robot Faction Paints, if you get what I mean. But we still need a Robot Workbench tho'..
  5. It would also be highly difficult as it would require modders to also fill up the empty space since just simply deleting the building would make a bright white hole into the void appear in some cases.. Not to mention it would feel quite.. Empty..
  6. Can someone make a patch for these two mods? Super Institute Weapon Mods has a compatibility issue with Laser Weapons 1st Person Reposition.. The mods work fine together UNTIL you decide to add a "Super Advanced Barrel" then the weapon model bugs out and the weapon won't shot in first person.. It only happen when that weapon mod is added to the weapon, any other modification works fine.. can someone do something about this? In the page of the Super Mods someone already pointed out the bug but the author did nothing about it and it's pretty much abandoned at this point.. I seriously don't want to remove the Weapon Reposition since Institute Weapons cover almost half the screen of how dummy thick they are and I also don't want to give up on the Super Institute Weapon Mod because Institute Weapon also are terrible, weaker than Laser, which make no sense..
  7. I am doing an Institute run and I download a bunch of Institute objects from the mod AS Institute Workstations by Doobot but the workstation that is missing is the Robot Workbench.. So you can kinda see how ugly it is to have a bunch of pristine clinical clean workstations along with a rusty, ugly and dirty workbench.. The same can be said for Robot Paints, we do have the mod Automatron Robot Factions Paint Job by Klewachu but I feel like the Institute ones aren't as clean as they should be, it's just regular (rusty and dirty) white with the Institute logo slapped on the side and it mostly only work for the factory default armor pieces (the ones no one uses because they are the weakest).. So my requests are: 1. I want a new Institute Robot Workbench, not exactly a re-skin but a new workstation that work similar to the original but more fitting to blend in the Institute with a nice clean white color and smooth shapes with a plastic look. 2. A new Institute White paint that is just a clean white with the plastic look to it, maybe a few details in cyan and the logo somewhere if it isn't that difficult to do. I have no idea how modding works so I hope I am not asking something difficult.. And thanks in advance.
  8. Yep.. Damm Steam updates.. Was playing yesterday just fine, came in today and now I can't.. Welp, gotta wait for someone to update SKSE64 I suppose..
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