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DynV

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Everything posted by DynV

  1. Thank you again. How could one either make a patch or a macro for that? I have a shared game save that relies on it, and I doubt anyone but those already familiar with such process that download the save would do as you instructed.
  2. I got a sweet T-51 Gunner from the mod Operation Manhattan - New York BoS Quest. However a bug prevent me from repairing its torso that was mentioned by searching "torso" here. I'd like to either drop the T-51 Gunner or put it in a container then select it then run a command to have it repaired (I'd put it in a batch files that would remove the material that a plain T-51 require to get repaired). Alternatively perhaps there's a mod that can repair whatever is handled through it (ie put in nano-bot box). Worse case, is there a way to safely manually change my save file to change to PA piece health? Perhaps I could put in a very large number so I'd rarely have to repeat the file editing. Thank you kindly
  3. I'd like to add RP to my high-ranking BOS character that mostly dons non-BOS PAs, especially T-51s. RPing that my character would find it most important to not be FF (friend fired), then add some stealth. If possible I'd like that there be 2 models of it (or more), with little artistic abilities and crude paint implement, something that a mechanic with very little artistic experience did it 5-10 times on cardboard before doing it on the character PA, something like , and someone that spends a decent portion of their off-time doing art (ie 1/3 to 1/2) that's given a limited on-duty time to do it (ie 1 hr) with a better paint kit, but not fine (ie something to make large store signs)For the stealth capabilities, I'd like either stain or dirt to be crudely applied, something that shows part of the original winterized texture, either throughout the PA similar to someone applying fine white lines all over a gray PA, orit being well applied on the worked areas but some areas (ie near the edges) were not worked on. Thank you for your consideration
  4. I completed BOS main quest and, unlike the ragtag Railroad and Minutemen, they are well organized and powerful. I'm wondering why they didn't use something else than the Institute's main reactor to destroy them, they could have wiped all their security and locked the remainder, then places a bunch of nukes (either mini or Mark 28) in weak places (or weakened as there would be plenty of time to prepare a demolition) and recover the reactor. Doctor Madison Li and Professor Scara are pretty smart and could make some remote-controlled robot, similar to a bomb disposal vehicle, to bring the Institute's main reactor underneath the hole made by Liberty Prime then hoisted out. With such a powerful reactor, they could create a complex defended by a battery of heavy lasers which includes a hangar, to make large constructions, as well as large quantities of food and purified water to help wastelanders and settlers. Optionally, to do such a mission the Sole Survivor could recruit factions not hostile to BOS and even gunners, using a combination of persuasion, advance payment, and share of the output produced by the Institute's main reactor (ie with hard check the gunners could be hired for 5000 caps and 10% of the output). Perhaps also if the total share to be given is under a certain portion (ie < 1/2), the Sole Survivor will be able to access a drop-box with an amount of output invertly proportional to what was expected to be shared (ie the "savings" is split 40-60 with the BOS).
  5. Sadly PAMAP has been used on that game save for some time. Perhaps if I make another character.
  6. Is it compatible with both MPAM & PAMAP?
  7. My favorite power armor is T-51 and my PC is BOS; he was given a themed T-60 and I'm looking for a BOS-themed T-51. The texture doesn't need to be the same nor very close, but it has to be obvious from afar it's BOS; it would be nice if there was also a knight/paladin insignia on it, but that's optional. A workaround would be for the T-60 to be more durable or require less material to repair. I love the T-51 as with a few cans, auto parts or caps I can fully repair it. If the theme could be shown even with other paint, it would be marvelous. Thank you kindly for your help
  8. Since MCM is now hidden, could someone remake Companion Command and Tactics with either fixed hotkeys, or perhaps using an external file .ini or .xml or .txt for user to set their own hotkeys? Thank you for your consideration
  9. Well... Since spoilers were shown in the above post, so I'm guessing it's not important to hide them after. In Fort Hagen, the elevator to go down is blocked with planks (is that called placarded?), so you need to use coc (precisely "coc forthagen02"), kill Kellogg. I don't remember if after getting to that cell there's a way to reach the final elevator without the command tcl, but using it it will. Doing it that will show Prydwen, I've tested it with that save a couple weeks ago. I didn't save once I ran "coc forthagen02" as I was afraid that might introduce a bug. I know I can start vanilla main quest by talking to Codsworth, I have a very hard time convincing myself it's preferable to the possibility the commands might introduce a bug, since with my current mindset approaching Shaun as he was a member of my family would considerably lessen the immersion. I've asked about help changing my mind about that should the commands introduce a bug.
  10. I've used the mod Another Life to start a BoS PC, which it did, but AFAIK I can't start the BoS main quest without starting the vanilla main quest and I just can't force myself to do it. I want to play someone that didn't fight the Chinese, wasn't frozen and never met Nora (playing a male), thus can't have Shaun. Without having Shaun and not having a favorable opinion of synths, I see no reason to start the vanilla main quest. One way to avoid it would be skipping to the kidnapper (with command "coc"), killing him then noclipping (tcl) to the elevator, then take it and finally , but I'm afraid that would introduce something that would eventually break my game. I've done the quest Quartermastery, from Scribe Haylen,--minimum--50 times, if not 100, and I'm starting to go bonkers. If I absolutely have to do the vanilla main quest to not break my game (even if much later), can someone help me in making a story why someone that was born 17-45 years before Nate/Nora thaw the 2nd time and like BoS would find a reason to do it, including (but not limited to) why Codsworth would clue some passer-by into the situation (that "think" Shaun is with his parents) ? Thank you kindly
  11. I'm looking for something that appear on top of armor (and of course clothing (ie Road leathers)) for bad weather, especially rain. I'm thinking of something that can quickly be put on and can easily be torn off, should one come close to something that might get stuck or grabbed on while attempting to flee. A rain poncho seem perfect for that. Optionally the overlaying bad weather garment would automatically be put on upon the weather change, or shortly after. Is there something alike? Thank you kindly
  12. I'm looking for the other way around, I'd like to take the 10mm and make it behave more like a rifle; larger magazine, longer reach, using perk Sniper, etc. I've read Crafting Framework description and some of its linked articles but I couldn't find it on my own, and installing the mod seem to be somewhat complicated.
  13. Basically I'd like what I asked in 10mm carbine from plain gun, quoted below, but I'd like to point out that a model for it is not necessary; as long as the carbine aspect is functional I'd be happy with it, ie with the model of a large clip long barrel 10mm gun, my PC is actually wielding a 10mm carbine (and as stated in the quote that if the mod would be inactive when loading the game save that there would be the 10mm counterpart, especially for the legendary aspect). Thank you for your consideration
  14. The only 10mm carbine mods I found use a separate weapon. I'm seeking something that will take a plain 10mm gun and will add things to it that basically make it a rifle; if the added items works with perks, super, if not it's fine (ie the added stock would work with the perk Sniper if the receiver is non-automatic); if the mod is removed, what was added from it on weapons will be replace with either their standard counterpart ortheir vanilla counterpart that most resemble it (ie a Rifle light ported barrel by Long light ported barrel and a Quick eject drum mag by Large quick eject mag). It's--primordial--that the found 10mm weapons (after the mod installation) and what was modified (from the 10mms found before the mod installation) would be a vanilla 10mm counterpart should the game save be loaded without the mod, including for legendary ones. Do you know of anything like that? Thank you kindly
  15. By I was referring to , the highlighting I just did, which I don't see how your reply addresses it.
  16. I did not start the game the usual way, I started right out of Cambridge PD and have been playing as a BoS Initiate with no intention of RPing as the Sole Survivor. I've been doing Semper Invicta for some time expecting to be given a way to progress at some point but I suspected it wouldn't by simply continuing. It seems without using the console that doing the main quest is necessary as Reunions is required for Shadow of Steel. With the console, doing COC FortHagen02then either go the normal path which would activate Kelloggs intercom dialogues and after killing him go through the newly accessible elevator, orno clipping to reach the elevator that reaches the roofthen using it then using the terminal to exit will start the Prydwen arrival and after some seconds start Shadow of Steel. I'm wondering if doing it that way would introduce a bug as either way the elevator to go down Fort Hagen that would reach the Command Center isn't functioning and barred at the top and unchaining the door close to it won't open it; that irregularity might not introduce a bug, but perhaps something else would? It's somewhat important to me to not start the main quest as that FO4 run is to do BoS main quest, and for me the BoS rigidity doesn't seem like they'd help me get my thawed out child. I think even if I climbed up the ladder and reached a rank that allowed me to make unorthodox choices, that either my peers or even my subordinates would declare my actions as heretical or the like by "squandering" resources to do a personal quest (and likely shortly after be marked for execution). Thank you kindly for answering the question of this post 2nd paragraph
  17. My PC bought Gracie and sent her to 1 of the 2 settlements he got, his main one Taffington boathouse; considering the location it would be easy to mix Gracie for a plain mutant hound. I've tried to make her equip a red scarf in vain, at 1st I thought it was equipped but her thick neck hid it, but toggling wireframe didn't show it underneath her skin. Any way to make Gracie stand out would do the trick, giving her a pink hue, equipping her something contrasting, etc.; if there's nothing alike and making a mod like that isn't hard and someone has pointers to give me, I'd be interested in making it myself. Thank you kindly for your help
  18. I started using the junk jet, as my PC couldn't take a radscorpion melee, and I didn't feel like spending 1-200 caps worth of ammo to get rid of it. And just like good ol' time, ~1/6 vanished, so I went no-clip and had an "amusing" 5 mins looking at many pockets underground where it could be and recovered ~3/4 of the missing shot junk. If anyone know of any way to disappear all junk around the PC, or any way to completely remove a junk item from my save file, or the like please let me know; for the latter I'd sell or scrap them regularly and use a batch file to spawn a bunch on my PC before switching to the junk jet, then run a batch file to wipe that type before I start scavenging.
  19. By hardcore I mean the mode that you can get disease, need to sleep, etc. which seem to be survival. Then that make sense, as my PC kept getting items and couldn't manage to sell or bring to a settlement everything, so kept dumping on those large piles.
  20. Perhaps you missed the OP 1st paragraph. I played another game in hardcore mode and since the carryweight was low (but "realistic"), I dropped a lot of stuff on the ground outside areas where NPCs respawn, and luckily for me the vast majority, if not all, stayed on the ground until I picked it back up many game-hours later.
  21. In a previous game, I used the junk jet for a few levels and although at the time I looked for the most junk I could after finishing a fight, I missed some and figured it would eventually disappear; well... > 100 level after and there was plenty junk remaining although I kept picking it up when I found it and I'm convinced it was remainders from back then (after 1-2 levels using whatever was in my inventory, I ended up using almost exclusively wood, which I barely ever found outside areas I previously had a fight in before). I'd like to use either junk with some kind of timer that when it's not in the PC inventory or a container, will disappear after a certain time; I'd like the timer since I'd prefer to do fights using the junk jet as before, that is trying to pick what it shot after the fight, or a junk jet that doesn't use junk, it could shoot items that automatically disappear after hitting something or even just go through things and disappear at the end of the maximum distance, or a junk type that I can make instances of it disappear either a. everywhere not in the PC inventory or a container, or b. completely everywhere then I could recreate instances of it (ie after installing the mod I go to a chemistry station make instances of it, then at some point go to Pipboy > INV > AID > [MOD NAME settings] then select an option that does the above 3.a or 3.b, then I go to a chemistry station make new instances of it). The junk jet is fun, but picking up missed shot junk many levels later isn't that fun. Thank you kindly for your help
  22. Beside a single assault rifle (2-shot), I almost never use the assault rifle, and that favorite assault rifle has reflex sight. By default, the assault rifle front sight ring still is there with reflex sight. I'd like to either have the ring removed (or thinned considerably) when reflex sight is on, or no assault rifle have a ring.; if the latter, preferably there's the option to turn it on & off (through MCM, MO2 option, or the like), but if the only option to turn it off (thus return the ring) would be to disable the mod, I'm ok with that. Thank you kindly for your help
  23. Perhaps it's just a psychological effect and if the power armor (PA) spotlight as turned off and I did the same movement that it would look the same (beside the color differences), but it seems it being on lower the frame-rate. Is it just my bias? If the performance is lowered, is there a way for the frame-rate to lower less while the PA spotlight is on? Thank you kindly for your help
  24. I've put in my settlements some decoration / entertainment that uses power; I'd like it when there's an enemies nearby, if an automated switch could be triggered so that its power could be diverted into defensive measures. I've been using Electronics, but I can't seem to find something that would fit. Thank you for your consideration
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