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Zaayl

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Everything posted by Zaayl

  1. Obligatory comment because I like free stuff.
  2. Im looking for more options with non-armored gloves to enchant for my mage, or at least a mod to make gloves no longer clip robes like this one did for Oldrim https://www.nexusmods.com/skyrim/mods/66489/? which sadly never got ported to SE. Anyone know any? Only mods I can find is the one to add a copy of the mystic tuning gloves (iirc that one clips badly too with many robes, since it has the same model as the other gloves) and some that just add enchanted variants of pre-existing gloves to the game, I feel like I always wind up using Thalmor gloves half the time just to avoid clipping. Pretty much anything that's considered clothing and goes in the hand slot is all I want, thanks.
  3. It drives me nuts when all im doing is spamming my right-handed attack over and over and its faster than alternating weapon attacks with each hand. Every mod I can find is just for adding blocking, or changing the idle animations, cant find a single mod that makes it so you aren't just spamming with one hand. The only time I ever use my offhand weapon is for the power attack. Is there any mod out there that actually fixes this, and makes alternating your weapons faster? (And perhaps make your right hand slightly slower, to balance it back out)
  4. In response to post #54660448. #54660493, #54661078, #54661098, #54662668, #54662753, #54662853, #54663293, #54663353, #54663538 are all replies on the same post. This thread about sums it all up, everything is ginormous, linked videos are 4 times the size than they are in the standard youtube browser, every individual element takes up the entire screen, elements that could be placed at the bottom of the page (or off to the sides with a non-mobile layout in mind) as more or less "additional information" are taking up massive chunks of space right at the top. The text boxes are too wide, it feels weird to read (Its like I'm reading from both pages of a encyclopedia at the same time.) And my monitor is relatively small compared to many. This definitely seems like a mobile design, for a site that has no practical reason to be browsed mobile. (I mean, maybe some people look up mods on mobile to download when they get home, but the site shouldn't be catered to that.) Also as a side note, with the new designs for buttons, the fallout 4 bright green with white text inside them, is really hard on the eyes to read.
  5. http://www.nexusmods.com/fallout4/mods/25484/? Its not very elegant, but it should do the job. The problem with the health item idea, one big hit and its over. And apparently while provisioners cant "die" if they do lose their health between stops, it triggers another bug that resets their inventory and all upgrades, reverting them to a base protectron, health items wont really help if they eat a mininuke toting suicider on the road, while standing next to two cars. I stuck with my original idea, giving them absurdly high health, with a item that can still be removed should you want your robot to act as a follower, and be capable of being "downed"
  6. This one has been really bugging me, it makes me never want to use custom robots for the risk of losing them. Sure, they are hard to kill, but with difficulty enhancing mods, a large enough wave of high level gunners/raiders could certainly do the trick. Ive been doing research on how to solve the problem, and came up with dead ends, far as I can tell only the supply line and companion scripts make them essential, and when they arent one of those two things, they are killable. So, my idea is this: Im thinking of creating a new robot workbench mod for the special mod slot that would give the robot extreme amounts of health, damage resistance, etc. to make them essentially unkillable without considerable time/effort. Obviously this would be a little cheaty, but its the best solution I can think of, and you could also unequip it when the robot is in-use as a follower, and re-equip it before they are dismissed. Im too tired to work on it tonight, Ill be loading up the CK and seeing what I can do in the morning, but I was hoping for some feedback, maybe other ideas I could try, existing mods that already solve the problem, or whether or not you like this idea.
  7. I figured it was one of those things that never gets bothered with? Honestly every single post I've ever seen about this bug in the excessive amount of time I've spent trying to troubleshoot it the only answer anyone ever gets back is "Oh its a engine issue" Which has ranged from the discussion topics for pretty much every lighting mod there is, to reddit, steam, gamefaq boards. So it kinda gave the impression that these were known issues.
  8. The flickering that almost every single mod that changes Skyrim's lighting seems to cause whenever you carry a light source is driving me absolutely insane. At this point I'll settle for a mod that's almost identical to vanilla lighting, if it doesn't trigger this bug (the trade-off isn't worth it imo) I do not have multiple lighting mods at any given time, or even any weather mods. The flickering is also not present at all if I revert to vanilla lighting. So the main thing I want in a lighting mod, is for it to remove lights that have no source, where the floor is just emanating a mysterious light (Dwemer ruins are especially bad about this) because that 1) annoys me almost as much. 2) Almost entirely eliminates the point of having torches and light spells in the game. I don't need something giving each individual candle its own distinct light, because I think we have proven the engine cant handle that properly. I have tried pretty much every fix on the internet, I have been trying to fix this problem for around two years now, and had hopes SSE's lighting improvements would eliminate it and not just be exactly the same. Any recommendations? For SSE I have tried RLO (It triggered it the least often, but when it happened it looks abysmal.) and Relighting Skyrim (Triggered it with less intensity, but more frequency.)
  9. http://www.nexusmods.com/fallout4/mods/9054/? The mod in question. I like this mod a good bit but the problem I have with it is the lack of navmesh make it useless in a populated settlement (It looks cool right up until every caravan driver is standing outside of it because they wont even walk under it.) I know SSEX and Homemaker have some of these parts (No clue if they are navmeshed, but most of my SSEX stuff is, so probably) but both versions lack the wall piece, and dont have as many "snap" points. Ive searched up and down, has anyone made a newer version of this? Much appreciated. Alternatively, anyone know some neat mods for perimeter walls in general other than the covenant walls?
  10. From what I read in a post by arthmoor over on another site, supposedly the CK will have a utility for porting animations over to the new format.
  11. At the very least a step for step tutorial, the CK isnt too difficult to use at a very basic level, and from what I have heard you basically will just need to repack the BSA's using the new CK (theoretically as easy as hitting "save" ). Though a utility to convert them automatically would be better, you first got to find someone with the time, knowhow, and interest to do something like that though. Im giving the SSE a week or two for people to figure this all out before I venture forth, especially since I cant imagine playing without my SKSE mods.
  12. .50 cal is incredibly under-powered, I buffed the crap out of it. Vanilla, the .50 conversion does LESS damage than the western revolver. As such I made it the most damaging bullet-based weapon in the game, however I nerfed its fire speed a little. The silencing thing however is irrelevant to bethesda's decisions to make it so weak, the Gauss Rifle (the most damaging non-explosive in the game) is also capable of being silenced. .50 isnt a very common ammo type...overall, its more than Fallout gives ammo for every gun away like candy, and I would be damn impressed if someone could make a real dent in their sniper ammo stocks, but thats a problem for a different mod to tackle. (If a .50 Machine Gun, or even semi-auto existed, it would be more noticeable that this ammo is much rarer than it seems) Laser Sniper...yeah, its turd. But at the same time, Fusion Cells are probably the single most common ammo type in the commonwealth, moreso than .38 given the sheer volume of NPC's packing it around. (Institute, Minutemen, BoS, Gunners, Robots.) So I have to kinda take the perspective for many weapons that just because the option exists, doesn't mean that weapon is suited for it. Laser Musket is a weird one, one thing you got to look at is that the distinction between "energy weapons" and "guns" is gone, it uses the same perks the hunting rifle and Gauss rifle do. Its a sniper rifle, through and through, its slow, does a crapload of damage, uses a very very common ammo (but a lot of it per shot) but its still a makeshift rifle you get at the beginning of the game, and even for that it is still a viable option fully modded, but its definitely not a main gun. Below this point Ill just drop a dump of my progress/changes done so far: Guns: Buffed the Submachine Gun heavily, mostly I buffed its mods, and moved its final receiver mod up to Gun Nut 3, instead of 2, as it brings the gun a couple damage points below a maxed out automatic combat rifle. It still has a higher fire rate, and thus much higher DPS than the combat rifle, and far better magazine capacity. However its range, recoil, and general accuracy is worse than the combat rifles.Buffed the .308 conversion on the Combat Rifle, the Radium Rifle did nearly that much damage as a semi-automatic and still used the cheaper and more common .45 rounds. Silly.Buffed the Assault Rifle's base damage, modded it still did very very similar damage to the combat rifle despite using rarer ammo. Its now a better automatic than any .45 chugger.Buffed the Cryolator's ammo capacity to 100 from 25, the thing ran out of ammo in seconds, and being a icy version of the flamer made that quite annoying.Buffed the Junk Jet's Damage by roughly double. Its pathetically weak, and even outside of survival its ammo has weight (Unless you use pre-war money, which would be a very expensive thing to use as ammo) it should do more damage for the amount of inconvenience loading it causes, junk items aren't exactly worthless anymore!Buffed the Flamer's damage about 50%, to keep it's DPS more in line with other weapons, especially considering the rate it chews through ammo, and the scarcity of said ammo. (Seriously, running a heavy build between this and the minigun is expensive, why cant we find this ammo anywhere, thank god its cheap)Buffed the Minigun damage as well by about the same, despite it being a starting weapon you chew through ammo fast and 5mm is not commonly found in the wastes, so you usually have to buy it after shelving the gun for dozens of hours of gameplay, even at 1 cap per bullet, that's thousands of caps to keep it running, it should do more than tickle things.Missile Launcher damage doubled, vanilla its damage was...piddly, many guns do more damage with regular bullets, and in survival its ammo is quite heavy, preventing you from just bringing all 100 missiles you own. Mind you this can result in a very OP weapon if you take both explosives expert and heavy gunner without a mod to fix the fact those combined give it quad damage. I consider this a problem with the perks, not weapon balance, you shouldn't need 9 perks for a gun to be good. (Also *cough* my perk mod fixes that *cough*)Fat Man damage increased by 50% for all fire mods, except bowling ball. Similar reasons.Institute Laser now is half the base weight it formerly was, its compensating lenses reduce recoil more than previously (And more than the laser rifles do) and the fire rate is reasonably faster, with a slightly lower VATS cost too. And with Institutes current research on efficient forms of power, it has a higher ammo capacity as well. Over engineered for the needs of coursers in the field.Laser Rifle still boasts its higher damage, its older, simpler design while it might not absorb recoil as efficiently as a fancy institute weapon, there's nothing getting in the way of raw stopping power, and its ability to shoot in a clean, straight line, as such its "cone of fire" is reduced, making it shoot straighter than the institute rifle. The institute laser is the weapon of a fancy pants courser, this is the weapon of a soldier. (The idea here is the Institute laser is a fast bloody room clearer, and the laser rifle is something for shooting targets down range)10mm buffed to match the deliverer, its now similar to the .44 and western revolver relationship lined out earlier. the 10mm has a small amount more damage, but deliverer is now lighter weight (its physically far, far smaller) and has a slightly higher rate of fire, on top of starting with a very good legendary effect for gunslinger characters. But now if you find a 10mm with a legendary effect you like better, you don't have to feel obligated to stick with the statistically better deliverer. Its still better, but not as severely.Alien Blaster has been buffed consideraby (to about 125 damage) however the fusion conversion drops its damage to about...45. The Alien Cells now give you a brief window where the gun is incredibly overpowered, but once you are out, it returns to a very modest and normal damage for a energy pistol.Broadsider considerably buffed to be more comparable to the harpoon gun, its a bit lower since it has a little splash damage to it, and can be given a 3 shot chamber, but its not incredibly under powered for a canon with a incredibly rare ammo.Assaultron Head doubled in damage, its a weapon that literally hurts you with every shot, and did 1 point of damage more than the laser musket with a similar charging effect. Now its a beast of a cannon, but still...it hurts to use, is slow, and lacks the range/scopes of the musket. Its a nice ice-breaker to the fight, or finisher.Lowered the Gauss Rifle ammo capacity to try and nerf it without crippling it.Lever Action Rifle long barrel mods now give it +2 max ammunition, to give it 7 rounds.Double Barrel Shotgun buffed in damage above the Combat Shotgun for really obvious reasons.Radium Rifle damage nerfed very slightly, for a gun augmented with radiation damage on top of regular, it does a lot of damage compared to the combat rifle.Hunting Rifle .50 conversion does a lot more damage. A lot. But is also slower to fire.Ammo: Cryo Cells now have a value of 2 caps, instead of 10 caps. This is still double that of the flamer fuel, given you cant loot Cryo ammo outside the rare robot that uses it (even then its like, 14 ammo) and that its a freaking automatic, the only reasonable way to get enough ammo to justify using it is purchasing it, except that its INCREDIBLY expensive. From a lore/realism standpoint this makes sense, but from a game balance/fun standpoint, it doesn't. If they can put X-01 in a PRE WAR DISPLAY CASE in Nuka World, I can have cheaper Cryo Cells. Weight also dropped to be a bit more similar to flamer fuel, that s#*! was heavy yo.Flamer Fuel weight decreased to make carrying 800 fuel more practical5mm weight decreased to make carrying 2000 rounds more practicalMissile weight heavily decreased to make the weapon usable its still heavy, but 1.25 heavy instead of 7. Seriously, this was so poorly balanced it was unbelievable.Mini Nuke weight dropped to 3 (Nuka Nuke as well)Fusion Core weight dropped to 2Cannonball weight dropped to 0.2, to more match harpoons.Acid concentrate now way cheaper to craft, the adhesive cost was dropped to 1, and acid cost dropped to 5.I tried to nerf the Gatling laser's ammo, however I learned a very interesting fact about how Gatling laser and fusion cores work. When you load it, you don't necessarily load a entire core into it. A core by default has 500 charge (the 100/100 value being a percentage) with the repair bobblehead and nuclear physicist perks, that charge is increased to 1100 total. When you reload your Gatling laser, it deducts 500 charge from the core, meaning one core will still feed your laser for multiple reloads. So unless I can find a way to make the Gatling laser use 2 ammo per shot, I cant make it suck down juice faster. All of these are subject to change, while the mod is pretty much is in a mostly completed state I am running a new character with it to more thoroughly test and tweak it to see how it affects the long-term metagame than just shooting super mutant overlords I spawn in with the console. But I feel confident I may have it out in a week or so.
  13. In my experience, better foods do make better meals. I believe its directly related to how much HP it restores. Deathclaw Steak's and Mirelurk Queen steaks almost immediately bring my hunger down by at least 2 levels of starvation. It can be hard to tell this because we cant actually see the numerical stat in game, so when you eat something you may be at say (for example, not real numbers) 150 hunger, eating a food normally worth 45 HP, would bring you down to 105, just near the cusp of going back down a level, then you eat a ribeye steak for 110 HP, and go down to zero. From your perspective it was 2 items to drop down, but the reality was the ribeye will fill you for longer than had you eaten 2 squirrel bits and brought yourself to 60. Thats all based on my personal experience though, it could be calculated differently, but knowing bethesda and the engine, its probably a hidden numerical stat that works just like it worked in New Vegas, it would make sense and more importantly, be easier to make (never forget Fallout 3's train hat). So as it stands its just a theory, but I can assure you better foods give better results, that much I know for certain.
  14. You shouldn't need the quest to unlock them, just kill everything living in the area and activate it, this includes "unsettled" places filled with raiders, mole rats, or ghouls.
  15. Taking what Ive learned working on my Perk Overhaul Im going to begin work on a weapon balance project. This will encompass all the DLC weapons as well! The big goal is to make the weapons more in the line of "filling roles" rather than being a straight tier list. So while it will be designed to work in tandem with my perk overhaul, but it shouldn't matter overall (Just I wont be nerfing damage to offset how OP vanilla perks are.) Also anyone mod savvy out there, as I see this complaint on many weapon overhaul mods out there, can anyone enlighten me on a way to make a version compatible with AWKCR, and save me the time researching it myself? Otherwise it will be made low-priority and I'll see about making the two work together farther in the future myself. Thanks! Initial Plans Vanilla Damage of the Alien Blaster set much higher, with the FC conversion dropping its damage considerably to something more comparable to a institute/laser pistol.Double Barrel Shotgun = Better Damage. Combat = Better Speed. (No brainer really)Find a way to differentiate the Institute and Laser weapons. (Most mods just make the Institute rifle better outright, because its "more advanced" but this makes the laser rifle completely neglected and unused outside legendaries, as you acquire the institute and laser weapons at roughly the same point after meeting Danse. Also IMO the Laser Rifle looks better.) Personally Im thinking I want damage to be the same, as to me damage is too much of a deciding factor for nearly identical weapons. So possibly tweaking accuracy, weight, recoil and fire rate?Making the Submachine Gun worthwhile. I almost always upgrade to the Combat Rifle for my .45 usage before bothering to get my Submachine gun modded enough to be useful. Perhaps tweaking it so that its a more damaging machine gun than the combat rifle (but lacking the single-fire DMR capabilities) but also with worse recoil/accuracy? Tommy Gun's in media after all are famous for mobsters doing the old "Spray and Pray"Western Revolver/44 Balance. (By default, the western revolver is a big shining apology to how underpowered the .44 was, and such is miles better. Ive already fiddled with this one, making the western revolver shoot faster as much as the animation will allow without breaking, but lowering its damage, and upping the .44 to the western revolvers vanilla damage. The Western Revolver has slightly more damage per second, but the .44 has the better damage per shot and ammo efficiency, but the differences are very minor.)Tweaking the heavy weapon ammo weight in survival mode. I want the weights to be comparable to a reasonable quantity of less ammo chugging weapons, in comparable amounts, like 1000 5mm rounds weighing about the same as say, 250 5.56.Buff the .50 (it does less damage than the Western Revolver vanilla...absurd.)There's more ideas in my head, but these are some of the basic ones, I would love to hear some of your thoughts. Also while fiddling with the .44's I noticed a peculiar bug, where hovering over the weapon in the pip-boy shows a dramatically higher damage number than it really has (by over 100 damage), equipping it brings the number back down to the real value, no other weapons in my inventory were doing this, so it has to do with my mod, anyone know what that's about?
  16. Ah these look promising, I swear I need a thesaurus with me when I'm searching the nexus for mods.
  17. We can build clinics, commissaries, and cafeteria's in our vault's, but if we want actual merchants/doctors in them we have to use the regular scrap stalls that completely break the aesthetic. We need a mod to fix this, something simple, even just adding new stalls that are just counters, desks, etc.
  18. Already been done, Here you go Even the basic 10x one should go well beyond how much you can feasibly build without having the place be a nightmare of clutter and walls clipping into each other
  19. I actually "finished" it yesterday (and updated it today!) here but I am still looking for feedback on what needs to be focused on further!
  20. I finally figured it out, removing the perk via console in its vanilla state, will remove its effects correctly. Then add it back after modding.
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