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EveBishop

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Everything posted by EveBishop

  1. For instance: a refrigerator door that powers a nearby light or such when its open, and unpowers when closed.
  2. Title says it, really. Maybe a scripting based system that edits the looksmenu to progress a person's age/skin texture slightly through stages, males would grow facial hair, and people would have longer hair.
  3. Saw this suggestion in another forum, and after just beating Mad Max and coming back to Fallout 4, I heartily agree: a one handed option for the sawn off would be a nifty thing to have. Animations and such are the big deal here, as all this needs is the existing shotgun to be modified with a custom animation. That said, what was said in the other thread was that the Flare gun is QUITE similar to a sawn off, one handed shotgun. I'm no G.E.C.K.spert, but fiddling around with the shotgun on the flare guns "base", may yield feasibly successful results.
  4. I get this issue too; about 40% or so of dc guards don't have an outfit worn(but have umpire armor plates). I HAVE noticed that armorsmith adds some 10mm pistols as wearable "armor" to some of the guards (most if not all, i think) and it uses one of the same equip slots as the "athletic outfit", so when the game equips stuff, it equips the athletic outfit, then the 10mm holstered weapon, which then unequips the athletic outfit. Using the creation kit to edit out the non-main slots of the athletic outfit is a quick, simple solution, at least to my particular issue. This makes the holstered pistol compatible with their clothes. Check to see if the 10mm you see in the list of his things is a piece of armor instead of a gun: the spinning 3d model will be a straw bag of something instead of a pistol.
  5. 56331.placeatme 56330 Save; reboot the game; continue. This should create a new clone of the door at its original place, assuming you hadnt moved it prior to deleting, or tried moving its deleted version afterwards. Initial tests show it still responds to the button, but YMMV.
  6. When you leave your power armor frame, it shows its location, until you get in another one, on the map. Is it possible to add this locator to the compass so you can more easily find it? Or set a beacon in the power armor that would point your quest journal at it, creating a waypoint?
  7. just add a second number afterwards. "Fov 110 110"
  8. Your offending mod with the Hud Extension 1.8.7 message is Nameplates. http://www.nexusmods.com/fallout4/mods/21636/
  9. the hud extension 1.8.7 error comes from Nameplates, specifically. http://www.nexusmods.com/fallout4/mods/21636/? im still crashing to desktop after opening f4se so i dont think its my own problem, but thats where that error is coming from, homie. hope this helps!
  10. Title says it all really. For instances where you need some adrenaline to kick in with low ap for vats or bullet time or sprinting away. I'm kind of surprised it hasnt happened yet. Would use the same animations of stimpaks (which are cool), and I'd even be OK with the same model, (maybe a different color, I'm thinking yellow seems appropriate and fitting.)
  11. I'm at a loss, because it seems I'm the only person on the planet who likes using WASD to go up and down the Pip-boy menu, as opposed to it changing menu tabs in vanilla. I can't seem to find ANY mods that help to rebind just these functions, and any mods I've found who incorporate that functionality in their mod also change too much else catastrophically. My right hand is on the mouse and my left hand hovers near WASD, as is the norm. But when i open the Pip-boy, in order to scroll down the menus i HAVE to use the mouse, which is slow by comparison for ever so slight changes like a change of apparel or using a consumable, OR move my hand to the arrow keys. Slightly unrelated, but when in workshop mode, this is mostly subverted because WASD move you, but shift+WASD scroll the workshop menu. I love it. Using a controller must be switched in the menu. This gets annoying in situations where i need the better precision of a mouse in combat, or when i need the immersive precision physical character movement possible with the controller. With a controller even, in the menu, your movement keys scroll the list and not the tabs, so why does the keyboard do it too? I'm guessing the intended purpose was to have your keyboard hand *compliment* your mouse hand so you use both in the Pip-boy, instead of just one. I honestly just want W and S to go up and down the list of items instead of switching the master tabs up top. I very much enjoy, or at least tolerate, everything else where it is. Am I the only one on the internet who misses this feature from ALL of the previous Bethesda games?
  12. I second this. Having the power armor be open and ready for a pilot to operate it would be lovely. If the existing power armor get-in/out animations would be edited as well, half the enter/exit time would be shaved off because all you have to do is step in - albeit we are still using vanilla animations so significant work would have to be done there, as i have no experience with animation programming. another idea is to link a device (a "grenade" maybe, like a skyrim power) that would signal a suit to open so you could sprint right in? maybe locking it from other npcs otherwise? still waiting on vertibird delivered power armor suits. manned or unmanned. i think someone's working on it as we speak.
  13. I am so sick of trying to aim a signal grenade into an area, and it comically falls straight down in midair and signals the wrong area (namely my area) and blows me up. It's NOT an ACME grenade! The MIRV also (understandably) does this, but is there anyone who can mod it so signal and smoke grenades actually go where aimed? EDIT: I realize now that the fuse is the problem. It's not "falling" halfway through, it's "exploding". Once the GECK is released i expect theres a way to extend the fuse timer pretty easily, but if anyone comes up with a different way to mkae the fuse longer, that would be really neat.
  14. A romanced danse can be removed from power armor with the console by "unequipall", thereby slendering him, then just using a double bed. He wakes up non slendery, compliments my performance, and as an added bonus: his frame is laying about somewhere nearby as opposed to deleted. Speaking of console, you can add a "keyword" to the Home Plate workshop to make it a full settlement workshop - would there be a similar way to add or remove a keyword from danse, allowing the power armor removal line to show overtop his relationship question like everyone else?
  15. There was a mod, semi early on that made the very top mod choices of each weapon free, but I can't remember how it was worded to search it. Does anyone know which one I'm talking about?
  16. INV works as a short alternative to showinventory. type in "Help * # ????" to get a list of commands. Replace the * with what your looking for and itll google through the whole game for any commands or strings or settings with whatever you typed amongst it. replace # with a number between 0 and 4. 0 is every type of console magic, 1 is direct commands like god mode or showing the character making menu, 2 is strings, 3 is settings and stats and statuses of things like quest states and how many times youve fired teddy bears at children; 4 is objects like items or places. you can find piper herself, every weapon or piece of armor, the loaded areas that you enter (those are called Cells) amongst others. when using 4, you can add things like MISC to only search through miscelaneous objects, ARMO to find only wearable stuff, WEAP for weapons, etc.
  17. As the title implies, this is the Year One edition, so there is probably some compatibility issues, but if someone figures out a strategy to unpak it, this would be a good place to discuss it. So, ive tried 3 different extraction programs, and when i try to extract any of the .pak files (which hold allllll of the data to mod) they always come back with the same error. Two, techincally. Error: the compressed zlib/deflate input is wrong or incomplete (-3) Error: there is an error with the decompression the returned output size is negative (-1) Extracting the single breakdown .pak yields the first file that it failed to extract, then full stop and it pretends the extraction was successful. Does anyone have any clues for me?
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