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About winstondg

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We've had some insane progress with the mods, I stopped playing sometime early 2022 and wow...you guys added the craziest stuff. That said some things just require teamwork so I'm here to call on modders to work together more. I see so many repeats of the same exact mods with varying quality and popularity, and while variety IS the spice of life, all that potential can be used to make MUCH bigger and better stuff. Now you're thinking 'Ok got any suggestions?' Here are some things that need to be consolidated properly, and I'll name a few of the top contenders that I know of: AMMO & AMMO CRAFTING -New Calibers -Calibers Complex -Explosives Complex -Weapons of Fate -AWKCR -Crafting Workbenches At this point we're about halfway to a fully realistic ballistics simulator, needs proper collaboration INTERACTIVE ENVIRONMENT -Shatter -Destruction -Destruction for FO4 Nothing that adds destruction data so far is compatible with anything else really GUN REALISM & RELOADING -Bullet Counted Reload -Tactical Reload -Realistic Ammo Magazine -Loads of Ammo -Weapon Condition Framework -Broken Weapons The idea is to need to manually (or at least make NPCs do it for you) refill magazines (kinda like the syringer) so they're not magical and so you can customize their contents with all the mod-added ammo types. Would be best if your character plays a nice refilling magazines animation in the background while you're in that menu. ANIMATIONS -AAF -IAF -First-Person Running/Swimming with Hands -Climbable Ladders for Settlements -CWSS (only available off-site) -Q.M.W. UI -MCM -DEF_UI -FallUI -WheelMenu -Better Console HEALTH & SURVIVAL -Advanced Needs 76 -Hunter of the Commonwealth -Better Locational Damage -Agony -MAIM -Live Dismememberment SETTLEMENTS -Sim f***ing Settlements / Conqueror / SS2 -Workshop Plus -Place Everywhere -Scrap Everything -C.A.M.P AUTOMATRON -Moddable Robot Settlers -Robotics Expert Hacking -Automatron Eyebot Companions -Capital Wasteland Robot Pack -Robot Home Defense -Fleshsmith -AutomatronWheelLegs And obviously the list goes on...The point is, looking at all these pieces makes me think that if one or more ppl (who isn't deadass lazy like me) can put them together we'd have a hell of a game that anyone can play, not just we elites who know how to wrangle 600+ mods into 255 plugins. The same goes for frameworks, I only know of a few truly great patches but some I just discovered are -Calibers Complex Patches -Weapon Level List Patches -BLD Patches This is because they cover TONS of mods in an almost entirely automated process that saves me days in FO4Edit If we can get more patchers like this, that detect what mods you have and make them all play nice, removing redundant items and organizing everything into an MCM, that would be best
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Can we get a mod that adds some proper framework for compatiblity between all the great follower mods? For years now my favorites have been (and I'm sure there are more I forgot/dont know of:) -F-COM: call in entire armies of your choosing and give them tactical orders, make them settlers or followers https://www.nexusmods.com/fallout4/mods/14946 -AmazingFollowerTweaks which lets you make anything a follower, give advanced commands and tons of options from Pip-Boy https://www.nexusmods.com/fallout4/mods/26976 -Robot Home Defence which lets you make robots from the regular workshop mode instead of needing the robot workbench, and adds a bunch of options to control them from the Pip-Boy https://www.nexusmods.com/fallout4/mods/5787 -Vertidrones which lets you make and operate drones from your Pip-Boy, even see from their POV https://www.nexusmods.com/fallout4/mods/12858 -Power Armor Autopilot which lets you make AI modules for your power armor and have it follow and fight with you https://www.nexusmods.com/fallout4/mods/8262/ -Personal Flyable Vertibird which lets you make a flyable vertibird and give it orders https://www.nexusmods.com/fallout4/mods/47187 -Sim Settlements+Conqueror/Sim Settlements 2 which has way too much to mention quickly https://www.nexusmods.com/fallout4/mods/21872 https://www.nexusmods.com/fallout4/mods/47976 Each of these has their own menu, framework, factions, bugs etc and it's a real pain to try to use them alongside each other, forget all of them, without having to make increasingly complicated edits. would be nice to have some immersive way of accessing all types of allies in one place, that modders could use to build on
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Hairy anus for female characters?
winstondg replied to ModdersResources's topic in Fallout 4's Mod Ideas
AAHAHAHAHA thanks for the post made me laugh way too loud at 5am -
Can't believe this still doesn't exist, I've seen several attempts and such but nothing like what was done in Skyrim What I have seen is a lot of "that's impossible;" almost as much as before someone made it for Skyrim I'm no game developer but I've messed around in Unity and had an animated 3rd person character, then pinned the camera to his forehead and changed some controls - bam i can look down and see my body while performing any animation, from first person If I'm wrong and there is a REAL True First Person mod for Fallout 4, then please correct me
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Unfortunately NPCs can't shoot through even the fastest load screen and neither can I, forget dragging bodies around Also I use Conquest (build settlements anywhere) and building indoors you're completely cut off from the world by a load screen Also Gas Masks of the Wasteland adds constant Rads to everything but it's not very immersive when there are gaping holes to the outside but technically you're indoors so there are no Rads That's what ugrids is all about. For the most part. That is how far out the actual assets are loaded. Beyond that, you get the LOD versions, npc's aren't active, (if they are loaded at all) etc. Increasing ugrids means more stuff in the world is actually loaded. That does not include interiors though. The problem becomes, twofold. First, you would have to move all those interior cells to the real world, which can be a problem, as the interior dimensions do not always match up to the exterior dimensions.... and second, how do you convince the game to only load those resources within X distance? If you just have the game load everything based on your ugrids setting, even at the stock 5, that is going to tank performance in some areas. Consider the mechanists lair, that place is HUGE, with a LOT of assets. Not having load doors for it, would absolutely kill performance. The game would be unplayable. Unfortunately, this is a limitation of the game engine, and there really ain't a lot you can do about it. I see what you mean, in terms of the grunt work of lining things up so you can walk through seamlessly I'd do that myself if I knew how, I agree the main problem is handling the assets both interior and exterior at the same time. Same with OpenCitiesSkyrim, it was too much to load which is why no one else had done it, even Bethesda This guy figured out that you only render resources that are actually on-screen (I think), calculating but not actually rendering your companions and stuff unless they were actually visible, thereby saving tons of memory I'm not really expecting this to be solved I just know that in code, nothing can stay impossible forever!
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I wasn't talking about view distance, I was talking about loading interiors so when you open a door there is no loading screen I would think something like minecraft does, only load the closest resources and objects first and fill in the distance gradually, thats where optimized LODs come in but it's more about constantly loading small amounts of things in the background without killing it
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Open World: let it be a challenge for someone very dedicated then Item Condition: the current system for Power Armor seems like it could easily be bent to fit this, also Damage Thresholds tie in well with condition Robots: you could edit the robot leveled lists to make the parts appear when you kill them, but I'm thinking properly outfitting the non-DLC-bots with their Automatron parts and adding the appropriate keywords to make them moddable in the robot workbench -would be great to see a hacker perk that turns a robot friendly, mixing with my CPU idea, so you could bring home all the handies and protectrons you find, mod them with armor and weapons and set them as provisioners/farmers/whatever -taking inspiration from other mods, robot CPUs can be used in Power Armor, Vertibirds, Turrets, synths, wtv --check out the mod Techno Mutants to see what I'm talking about, proof of concept that all these machines and races are parts that can be mashed together, and I don't see why wastelanders wouldn't be installing robotic and synth parts on themselves, even exposing themselves with modified FEV seems reasonable in the Commonwealth
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Open World Fallout - remove all loading screens, the way OpenCitiesSkyrim (RIP) did it but ALL of them, modded interiors such as Beantown and SubwayRunner too More Crafting - Craft parts individually (scope, barrel, grip, etc) and ASSEMBLE the parts into the gun/armor piece/Automatron Item Conditions - add HP to all parts, if they break depending what they are whole item can be useless, disassemble item - repair broken parts at bench - reassemble item Dialogue - allow conversation with ANYONE, options and success depends on CH, faction and relationship - i.e. convince a Raider to stop shooting at you and sell them Chems (make a "greet" key that greets at a distance so you can do this) - make them like you or pay them enough and they can become a follower/settler/mercenary Robots - add Automatron keywords (dlc01moddablebot, etc) to all bots in the game so they can be modified in the Robot Workbench (dead robots too would be cool so you can disassemble the bots you find and take the parts that are in good condition, and repair the broken parts - add new CPU part inside head of all robots that can be removed/modded and contains the personality, voice, relationships, etc - remove a Mechanist Tank Bot's CPU in the workbench and put Codsworth in there! Synths - make a Synth bench! for people, synths, whatever, imagining you the player install synthetic arms that can be upgraded, a mr handy thruster and make your head and torso armor plated Radio - make Radio Stations that function as contacts for followers/allies/etc when you click them, add radio headsets/walkie talkies that allow you to communicate with whomever you gave the other one(s) to via the radio stations NPC Quests - Let Preston give those quests to someone else - send your followers/settlers/hired mercenaries to locations to do various things (scout, clear, loot, occupy), use the Settlement Raid calculator (# of people, turrets -> defense) and auto-calculate the outcome and more
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Something like Skyrim's "living takes time" for FO4
winstondg replied to steamteck's topic in Fallout 4's Mod Ideas
I agree completely, I had a bunch of idea for this: -crafting time is calculated based on the the value of the required materials, 2x this time for building in settlements -all crafting/building "build orders" (what you make/change) are accumulated until you leave crafting/workshop mode -leaving crafting mode plays blackout or waiting screen and passes required time for all changes you've made -leaving workshop mode places "foundations" of what you want, which you can go to and "pass time" at the objects to complete AND idle settlers will go play the hammering animation at them for the appropriate amount of time before they're built -even cooler if idle settlers will go to/from the workbench getting the materials they need to finish your Build Order -
3 mods add these: squirrels of the commonwealth, critters of the commonwealth ave Unique NPCs Creatures Monsters
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NPCs Dispose of Dead NPCs - please make this (these)
winstondg replied to winstondg's topic in Fallout 4's Mod Ideas
Right, the soon-to-rise bodies that NPC guards are just standing on, drinking smoking and delivering generic lines of dialogue- 2 replies
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Plenty of horror mods out there, looking for a mod that makes NPCs react appropriately to the horrific conditions being imposed on them (by us.) I've thought of a few versions based on the most popular zombie and such mods 1. for everybody everywhere -currently, the Corpse Fairy sneaks in between your loading screens and takes all the corpses. NPCs should use RIP and animations to drag corpses away from places they care about and dispose of them for the player's immersive pleasure. -RIP: bury dead NPCs -- different burial methods used depending on relationship to NPC: neutral = just get rid of it, friendly = proper disposal, enemy = f*#@ with it/display it 2. for living dead apocalypse -NPCs will destroy the head of every dead body they find that still has one...they've figured that out -plenty of killmoves/animations available to get this done Gears of War-style (Knockout Framework has 3 perfect ones for removing the head from a ragdoll NPC, and I would recommend this mod) ***3. for Ash vs Evil Dead apocalypse - Separate mod idea on its own, got inspiration after after rewatching the show and thinking of 1. and 2. -starts by picking up and reading from the Necronomicon, causing "Deadites" (demons) to become aware of you and the book's current location -Deadites are buffed versions of the NPCs whose corpse they are possessing (faster, stronger, tougher, stealthier, melee only for some reason) -Deadites do not want NPCs to know about them, they will pick a corpse with no witnesses if available, if not they will "play dead" until there are no witnesses (including turned backs) before getting up -Deadites disguise as the NPC (whose body they are using) was before death, follow you from a long distance and only show "corpse face" when there are no witnesses and they think they can kill you or one of your followers, or if you attack them while they are disguised (think: LEGENDARY ENEMY MUTATED) -if discovered by NPCs while "corpse faced" they will turn their attention to killing witness NPCs (and do a great job) in order to keep their secret -everyone killed by a Deadite will come back as a Deadite, following all the same rules after just a few minutes of being dead - know when it's time to take out your chainsaw (or chainsaw hand) -every dead NPC is a possible Deadite target, ideal to play with No Essential NPCs so that if you kill Preston, then find in a month that he has a new settlement for you to help, it's time to take out the Chainsaw(hand) -KILLING DEADITES: you can't "kill" them, you can use the Kandarian Dagger to "exorcize" them, otherwise you can only use your guns (and Chainsaw Hand) to break them into small, harmless pieces as best you can CATCH: -Killing supposedly innocent NPCs is a CRIME!!! So is dismembering bodies for no reason!!! Deadites "aren't real" and that's not an explanation that Diamond City Security will spend any time listening to... -NPCs discovering a dead body in an enclosed room with you will assume YOU DID IT!! (you kinda did tho) - deal with the increasing legal and societal consequences of being a supposed serial killer and dismemberer!! (jail, bounties on your head, wastelanders talking s#*!, bad prices with vendors) -on the other hand, anyone who you SAVE from Deadites will understand what's really going on and become available to be your Follower!!! (Don't recruit them if you care about them...they're gonna die, just take what you want from their inventory and move on) -Difficulty from 1-5 = how many Deadites can be active at once
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I'm just jotting these down here because I won't have time to get to them myself, most if not all are probably already in existence on the Nexus somewhere Feel free to make something out of the ideas you like World -OpenCities Fallout (no cell transition loading) -Add Shadows to everything -add Destruction Data to everything (ex weapon components, such that a weapon's scope, barrel, receiver, grip, etc, could break and even render the weapon useless until damaged parts are repaired and broken parts are replaced) -Replace fixed spawns with scripted spawns based on location, ownership, etc UI -remove UI and replace with biofeedback (vision, breathing, heartbeat, etc) -turn Pip-Boy into something useful (beeps and red light flashes when receiving damage or in critical condition, use radio to converse remotely with NPCs, Factions, Robots, Followers, etc) -add to UI with equipment, attachments, cybernetics, etc (goggles that display player condition from Pip-Boy, screen on gun that shows # of bullets, etc) -add to functionality of equipment (need goggles or implants or something first for VATS, wearable headlamps and radio headsets to communicate with, etc) Combat -real circulatory/respiratory/skeletal/etc injuries and treatments -real diseases, symptoms and treatments -alternate weapon fire mode (without swapping or cheating) -Melee left/right/up/down/forward/backward cross-animations -Real blocking, parrying, deflecting, weapon clashes, etc -left hand Interaction -Add player body with First Person feet collision and self-admiring and everything -Hand reaching out animation to grab items, open containers, etc Inventory -Add clothing sizes and a Tailoring Perk to go along with Armorsmith, Agility affected by how well your clothes fit, can wear Large over Small, etc -Make all items appear visually on body at all times otherwise you simply cannot carry them (guns in holsters/on slings, carry a bag, attach pockets and pouches to clothing, armor and bags, items that would actually fit (space wise) within a bag can be kept within the bag, up to the bag's capacity) -large items (fishing rod, shovel) must go somewhere (not where you think) -can only carry as much stuff (bags, items within bags, weapons, etc) that you can physically (Strength) carry, and the higher the weight, the lower your Agility and therefore movement Movement -go prone/crawl -step/roll dodge -climbing Player Needs -Oxygen -Hydration -Nutrition -Rest -Recovery -Safety -Sanity -Happiness NPCs -RTS-style Factions (make NPCs/Factions build and develop Settlements, Population, Weapons & Armor, etc -proper looting system with concealed items, search time and animation, -NPCs will loot anything that you would loot (with filters based on species, faction, etc) considering you all live in the same world (Supermutants loot hu -Add Behaviors and Life Goals so that looting an NPC tells a story about that NPC's life (items taken from other NPCs, types of food, journal entries, personal items, etc) -add Behaviours to all Creatures (find water, find food, find friend/enemy, find shelter, repeat) Crafting -Create a Build Plan in Workshop Mode, then either Wait (T) the appropriate amount of time it takes you to complete your Build Plan, or assign Settlers/Followers/etc to build it and help them or leave them to it (this applies to all Crafting, from Cooking to making Weapons Attachments to placing Scrap Fences) -Craft anything anywhere, so will NPCs, find Campsites and new Settlements (active/occupied/ruined) dynamically and create your own EDIT: Please excuse the double post, I didn't see it!
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Double Post, refer to https://forums.nexusmods.com/index.php?/topic/9672563-some-free-ideas/ I'm just jotting these down here because I won't have time to get to them myself, most if not all are probably already in existence on the Nexus somewhere Feel free to make something out of the ideas you like World -OpenCities Fallout (no cell transition loading) -Add Shadows to everything -add Destruction Data to everything (ex weapon components, such that a weapon's scope, barrel, receiver, grip, etc, could break and even render the weapon useless until damaged parts are repaired and broken parts are replaced) -Replace fixed spawns with scripted spawns based on location, ownership, etc UI -remove UI and replace with biofeedback (vision, breathing, heartbeat, etc) -turn Pip-Boy into something useful (beeps and red light flashes when receiving damage or in critical condition, use radio to converse remotely with NPCs, Factions, Robots, Followers, etc) -add to UI with equipment, attachments, cybernetics, etc (goggles that display player condition from Pip-Boy, screen on gun that shows # of bullets, etc) -add to functionality of equipment (need goggles or implants or something first for VATS, wearable headlamps and radio headsets to communicate with, etc) Combat -real circulatory/respiratory/skeletal/etc injuries and treatments -real diseases, symptoms and treatments -alternate weapon fire mode (without swapping or cheating) -Melee left/right/up/down/forward/backward cross-animations -Real blocking, parrying, deflecting, weapon clashes, etc -left hand Interaction -Add player body with First Person feet collision and self-admiring and everything -Hand reaching out animation to grab items, open containers, etc Inventory -Add clothing sizes and a Tailoring Perk to go along with Armorsmith, Agility affected by how well your clothes fit, can wear Large over Small, etc -Make all items appear visually on body at all times otherwise you simply cannot carry them (guns in holsters/on slings, carry a bag, attach pockets and pouches to clothing, armor and bags, items that would actually fit (space wise) within a bag can be kept within the bag, up to the bag's capacity) -large items (fishing rod, shovel) must go somewhere (not where you think) -can only carry as much stuff (bags, items within bags, weapons, etc) that you can physically (Strength) carry, and the higher the weight, the lower your Agility and therefore movement Movement -go prone/crawl -step/roll dodge -climbing Player Needs -Oxygen -Hydration -Nutrition -Rest -Recovery -Safety -Sanity -Happiness NPCs -RTS-style Factions (make NPCs/Factions build and develop Settlements, Population, Weapons & Armor, etc -proper looting system with concealed items, search time and animation, -NPCs will loot anything that you would loot (with filters based on species, faction, etc) considering you all live in the same world (Supermutants loot hu -Add Behaviors and Life Goals so that looting an NPC tells a story about that NPC's life (items taken from other NPCs, types of food, journal entries, personal items, etc) -add Behaviours to all Creatures (find water, find food, find friend/enemy, find shelter, repeat) Crafting -Create a Build Plan in Workshop Mode, then either Wait (T) the appropriate amount of time it takes you to complete your Build Plan, or assign Settlers/Followers/etc to build it and help them or leave them to it (this applies to all Crafting, from Cooking to making Weapons Attachments to placing Scrap Fences) -Craft anything anywhere, so will NPCs, find Campsites and new Settlements (active/occupied/ruined) dynamically and create your own
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Help with creating a modpack
winstondg replied to winstondg's topic in Fallout 4's Creation Kit and Modders
Thanks for the reply! How about breaking mods apart, any experience with that? For example, adding one gun from a mod that adds dozens, or one script for an item from a game overhaul mod?- 3 replies
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- modpack
- merging plugins
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