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Everything posted by Qbert505
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Mod: Go Back In Time And Save The Universe!
Qbert505 replied to Reaper2244's topic in Fallout 4's Discussion
This sounds quite daunting... Good luck to you! -
Might help if you put up some samples.
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- mods
- voiceacting
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mod to hack/shut down robot companions.
Qbert505 replied to softgunforever's topic in Fallout 4's Mod Ideas
This may be possible through dialogue. I will see what I can do. -
I am currently working on a mod that does this + a bit more. My idea is to bring the automatrons on par with the existing robot companions, introducing them to the affinity system. Why do my robots, and Ada, not have likes/dislikes like Codsworth & Curie? Damn you Bethesda you lazy bastards!
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Automatron Handy/Gutsy arsenal mod.
Qbert505 replied to Ru5tyShackleford's topic in Fallout 4's Mod Ideas
I will see if I can integrate this into my mod, however new parts are not my primary focus. -
Guess I will have to come up with a more unique name for my mod. :P I feel that craftable synths & synth parts should probably be done at a different workbench apart from the robot workbench. Synths & robots don't seem compatible, & voice clips from the robots seem to confirm this. Making the synths piecemeal akin to the robots doesn't seem possible unless you completely change the synth class, Bethesda built them as two pieces same as the rest of the npcs, humans, ghouls, super mutants etc. However, what may be more plausible is having the synth mods not be visible, just add effects. This could possibly be done through adding perks. The only way I see settlers being modifiable is either through perks ("cybernetic implants") or by converting them to robobrains. Same goes for the creatures. Just my two cents. Good luck to you!
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- automatron
- settlements
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But that is what makes the pip-boy so awesome, that s#*! retro-futuristic tech!
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Around The World (Requires Wasteland Workshop)
Qbert505 replied to KingTroodos's topic in Fallout 4's Mod Ideas
The question I have is what would these places look like in 2287? Europe may be pretty much gone, was destroyed before the war. Seeing as how Fallout has never taken place out of the US, to my knowledge, excluding space, we don't really know what these places would look like. Not to mention the amount of work, new lands & creatures. -
But does it make that nirnroot sound?
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What is the rate of fire on this weapon? The issue with having multiple sounds play in rapid succession is that they stack. This can make sounds REALLY loud & possibly overload the sound handling part of the engine, which is why Bethesda did it this way. Otherwise this kills the ears (& possibly the sound engine)! My guess is that they have 4 sounds rotate up, rotating, firing & rotate down. This is simply the most efficient way to do this usually.
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This mod already exists, but not sure about compatibility with Xbone. You should PM the author & ask. http://www.nexusmods.com/fallout4/mods/9572/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D9572%26preview%3D&pUp=1
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Seems like a waste of resources to me.
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+1 to anyone who also allows you to hug robots!
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Realistic armor and penetration?
Qbert505 replied to PinkLemonade33's topic in Fallout 4's Mod Ideas
Not sure how possible this is. I know similar things were not possible in Skyrim. Not sure how much Fallout 4 differs however. This weapon & armor behavior seems hard-coded into the game. -
You do need BAE. As I am doing something involving this as well. Using BAE open Fallout 4/Data & open the DLCRobot - Voices_en.ba2. Then select the voice files you want under sound/voice/DLCRobot.esm. I believe the voice types you want are DLC01RobotCompanionMaleDefault & DLC01RobotCompanionMaleProcessed. If you are also wanting the sentry bot voices also select the RobotSentryBot. It will extract .fuz files so you will need to convert these to .xwm files. There are a total of 902 voice clips each for both MaleDefault & MaleProcessed, but they are basically the same voice clip, just slightly modified, one for Default & one for Processed. They are named like "00000B9E_1" so you will need to go through & figure out what they are. Not sure how to repackage them as the previous file though.
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Turn Human Companions/Settlers into Robobrains
Qbert505 replied to Omny's topic in Fallout 4's Mod Ideas
Pure evil!