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TheOriginalEvilD

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  1. Simple question, I just can't figure out what's going on. Say I have a weapon mod, and I have a Tactical Reload patch mod for it. If I want to edit the weapon's stats, I have to do so in both files because the TR patch loads last and will overwrite the edits done to the base file. That's not a problem, I can do so in CK or FO4Edit just fine, but if I open Vortex it will deploy the mods and ask if I want to save the changes made to the edited files, and if I tell it Yes then load the game, it will no longer do the tactical reload. WTF is Vortex doing here? When I make the edits they show up in game (like damage/range etc sorts of edits) and the tactical reload works just fine, but Vortex is doing something when it deploys the files and I can't figure out what. Anyone? I don't understand why editing weapon damage in FO4Edit would break the reload script.
  2. Can anyone help me out with how I would go about changing the light output of weapon mod flashlights? I have so many great mods that I love using but the flashlights on some are so insanely bright that I may as well be using a Pipboy light, they light up the entire screen and are so bright and bounce off the environment it really ruins the feeling of using a flashlight. So, is there a way I can alter some numbers somewhere to 1) make lights a lot less bright with a lot less flood, and 2) give lights a lot more throw distance so they light up more than just 10 feet in front of me? My modding ability is basic at best. I can edit most stats in CK with no problem and maybe in FO4Edit but that's about it. I feel bad bugging every mod author about this since I'm probably in the minority with how I want my flashlight to work and they already get swamped with requests so if this is something I could easily do on my end that would be awesome.
  3. It's a real bummer this apparently never happened.
  4. After 10+ years of being a member and using this site, I just recently bought a premium membership. It just never occurred to me to do so before I guess. I think it was around $100 or so, which sounds like a lot but I figure I've probably downloaded a thousand mods off here over the years and we blow our money on worse things than supporting a site that has given us so much. If you want places like this to stick around, you need to support it. Someone has to pay to keep the lights on. My only regret is not paying for a membership 10 years ago.
  5. Well, there certainly is a huge diminishing returns thing going on. I've been playing with some tweaked power armor that has a combined DR of something around 200k, and I'm somewhere over level 100 with all the DR related perks, and depending on the enemy I still take life threatening damage. There is no possible way to build your character up to the point of withstanding damage from the strongest enemies because of the DR formula and how the enemies scale with you. Even with ridiculous/impossible DR numbers on your armor, you still get wrecked depending on what attacks you. I've even added all the various DR types like energy/physical/fire/rads/poison/etc just for good measure but they don't make a difference in the end. Even bugs and feral ghouls pack a punch.
  6. Yeah, I mean it's possible to have enough DR from armor to survive the attack, but completely impossible with any reasonably realistic DR values. The question is, in the game's reality, would a beefed up top tier suit of power armor protect you from a deathclaw attack? On other levels the DR system just makes no sense anyway, because deathclaws aside I shouldn't get hurt from a stupid radroach while in power armor, it should be absolutely 0 damage from a stupid insect. Power armor should make you completely immune to some attacks. I'd say even a sledge hammer to the head wouldn't hurt you if a suit like this was created in real life.
  7. OK so I took it a step further, and now with a character level at 90, and with my power armor DR totaling 276k, a mythic deathclaw melee attack drops my health down to about 80%. It just doesn't make sense that certain enemies can absolutely kill you with one swipe no matter what vanilla DR you have. I guess I might not get any damage at all from lower damage enemies like Raiders, but you're just SOL for the higher damage enemies.
  8. I just don't get how this game works. I've been doing some experimenting with DR, increasing it on power armor to see how it changes the damage taken, which should be fairly straight forward but it just doesn't make sense. I've read the Wiki about how it works, and how higher DR doesn't simply cancel out damage taken, but it seems like there is nothing you can do to stop damage at a certain point. So for example, a standard set of X-01 armor (I don't recall the total DR) is not enough to keep me from dying if attacked by a high level Deathclaw. I die from one melee hit. So, I go into CK and I change all the armor pieces to have extremely high DR, so that my total DR was something around 35k (which is ridiculous) and I still die from one hit. WTF is the point then?
  9. I've always been the stealth/sniper type player in every game I can play that style and Fallout has been no exception. But, I also try to have a well rounded weapon selection so I usually have a rifle, some kind of automatic weapon, a pistol, and a melee weapon. Lately though I've been really loving the double barrel shotgun, so I did some tweaking in CK because it seemed to just be nerfed as much as possible. So, I gave it a bunch more pellets (up to 40 from 8, more than is realistic unless it was bird shot but it's fun that way) and gave it a bleed effect that's separate from legendary effects because it's a shotgun and if you hit something with that much buckshot it's going to bleed. I also tightened up the spread a bit so it's useful at range (I've done enough hunting with buck shot to know the spread isn't going to tickle at 50 yards like it does in this game). But overall I think my favorite legendary effect is Deadeye. It works so well with this gun because of the amount of recoil it has, so the slow motion effect gives you time to aim and line up the second shot. I'm using Steampunk755's reload animations and Millenia's retexture and MarksmanOfTheZone's sound replacer which combine to make it a true "mod quality" weapon now. I haven't tried the Widow shotgun but it's on my list.
  10. No my problem is that the throwing arc is covered up by my arm when throwing far away. You have to look up to make the arc move out/throw the grenade further away, and once you reach a certain distance I can't see where the arc is pointing because I'm looking at my arm.
  11. I've been searching but can't find a mod for this, but you know how when you throw a grenade really far, your arm raises up and blocks your view of where the grenade arc is pointing? Is there a mod that fixes this or is it even possible?
  12. Framerate doesn't seem changed one bit, you just keep cranking. I have noticed once in a while it will lower your weapon as if you're changing weapons or something and then come right back up and keep cranking but it doesn't do it all the time. It's a silly idea but it's fun.
  13. I was playing around with the 6 crank laser musket and then did some research on how each crank effects damage output. Seems like the general consensus is that each crank adds the base damage over again (please correct me if this is wrong). So, if a laser musket does 50 base damage then a 6 crank having been cranked 6 times should do 300. Yes? So, that got me thinking...why only 6 cranks? What if I kept cranking? So, I made a mod where I can crank it 100 times. I figured this would give me plenty of room to experiment with it. Turns out there is nothing in the game (at least that I can spawn) that will survive a 100 crank shot. It vaporizes everything. It's a bit silly and you have to sit there hitting reload 100 times to get there, but it does seem to be accumulative. I was surprised to see that there aren't any crank mods out there, I figured a 10 crank wouldn't be too extreme.
  14. Remember how in Oblivion, when you cast a timed spell, you got the little icon at the top right that counted down how long the spell was active? Is there a mod for that for Skyrim or is that even possible? Seems like it would need a HUD mod like we had recently for Fallout 4 so it may not be possible without SKSE. I would love to be able to see how long I have left for spells and especially for greater powers.
  15. Well, there are still lever action rifles being produced today. You can go to Cabelas and buy a Marlin 1895 chambered in .45-70. If any of the prewar weapons in the game can survive the rust and corrosion, then so could these.
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