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Valykry

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Everything posted by Valykry

  1. I seem to recall one of them actually exploding on me, so this may already be in-game. Well, that, or there was a separate floor trap nearby that took it out in the process.
  2. I have to admit, the sadist in me loves this idea. No idea as to the difficulty of such a mod though.
  3. As I don't use grenades, I've never had this problem. Although I play on a PC, I use an X-box controller to do so. The way the controls are, i'm not aware of any buttons that can be spared to separate the two actions. If all else fails, they can be on the same button, but perhaps a tap of the button=melee, and holding the button for half a second or so changes it to be a grenade throw upon release.
  4. If it was up and suddenly gone, it's possible the reason is due to copyright issues. Mods get removed over this. Assuming that, from the name, it does what I think it does.
  5. HA! I love it! would be a pain to keep ammo up on it, but yea.
  6. a mod like this shouldn't be too difficult if you're referring to having pre-existing standalone paint jobs you can choose from to apply to your armor. I'm not sure how to make stand-alone paints, but I could alter the existing paint jobs myself to include the art, if someone provided the images they would like. (I'm not much of an artist) If you're referring to being able to create your own nose art and import it to the game and apply it to your armor, that would be another matter entirely.
  7. While I couldn't do it myself, "Flashlights" already exist in game, at least in the form of power armor helmets. For someone who knows what they are doing, it SHOULDN'T be too much trouble to apply this to a gun, especially if you weren't picky about there being a visible attachment on the gun. (One less part of the mod someone has to make)
  8. What he said. I know modding well enough to change the sounds, but many a mod gets removed over using copyrighted material. In order for this to work, someone would need to get permission to use the sound.
  9. I would be interested in this as well. I'm a sniper, and I've had the same issue with plasma weapons. And don't worry about your English. It's my native language, and I can tell you that your post is easier to read than a lot of those made by others with English as their primary language. It would take a Grammar Nazi to find something wrong with your post.
  10. I've actually wanted a mod like this myself. I don't like the mods the turn off damage entirely (Except for maybe the companions. Their armor lasts all of 30 seconds in a super mutant compound.), but would like it if the repair process was a bit more convenient. An idea I've had in mind is a self repair function that uses scrap materials in your inventory. And is perhaps require less of the rarer materials, such as aluminum, or at least be able to use alternate metals.
  11. YES! MINI NUKE TURRET FTW! TAKE THAT YOU FRIGGIN BLOATFLY!
  12. Well it's your mod request. I was just throwing in my 2 cents. I personally would like to see the mod come out with the option to enable/disable certain delivery methods. If you want the catapult, enable it. If you're like me, disable it.
  13. As for the suit "Running" to your location, I would personally find this immersion breaking. I mean, that would require some fairly advanced AI, at least on the level of a Mr. Handy, and if the armor can use that, why wouldn't it be able to fight beside as well? BUT I do like the idea of the BoS dropping it off via vertibird if you are in their good graces (Assuming there is a delay, simulating the time it takes for them to retrieve it) Or after proving to the institute that you are on their side (Complete several missions for them) they can teleport it to you. Not sure I like the catapult idea, but if you are with the Minutemen, rather than the armor running to you on its own, one of the settlers climbs in and runs it out to you (Time the delay of arrival to simulate the actual distance between you and the armor and it's run speed) Probably something similar with the railroad faction as well.
  14. Well, there IS a mod (I believe) that allows you to build settlements anywhere. Why not just use that mod to build a "Settlement" wherever you want that checkpoint, and just build a small "Guard shack" for a bed or 3, a small garden and a water spigot so they have enough resources to survive, and arm the 2 or 3 settlers that move in with mininukes and powerarmor?
  15. Also a thought, as for determining how often a settlement gets attacked, it could be based on the settlements resources. In the wasteland, a lot of conflicts happen over food/water. If your settlement is producing a lot of these things, it would make an attractive target for raids. If you have few settlers guarding these things, and low defenses, it's an even more attractive target. High resource output + low defenses = High attack probability Low resource output + High defenses = You probably won't be attacked any time soon. Cons outweigh the pros. High resource output + High defenses = Moderate attack probability Low resource output + Low defenses = Moderate attack probability
  16. I believe there is a mod already out that allows you to build a settlement anywhere. This would of course include Andrew Station.
  17. if i could, i'd make it just for the lulz.
  18. I would like to see more realistic raids as well. When I get a notification about a raid happening to one of my more heavily defended settlements, (when i'm there, a pair of deathclaws don't last more than a few seconds) you would think they could defend themselves without my presence. As things currently are, they lose by default just because I wasn't there. and you would think that when a band of raiders assaulted the settlement, only to get their asses handed to them, you would think that next time they attacked, they would bring a lot more bodies with them. rather than the 3 tiers of raids you're suggesting, i think all settlements would start out by being attacked by a small raid, and if the settlement was successfully defended, the next attack will be larger. Eventually, it just might reach that 30,000 ghoul onslaught. And likewise, if you fail to defend a settlement, the next raid will be smaller.
  19. Actually, i'm pretty sure it's the environment. Ever notice the radiation spikes coincide with the lightning strikes? A tin or wooden roof wouldn't stop that radiation discharge.
  20. Well, if we go with "Reality", most of the materials used in settlement making aren't capable of stopping radiation. Which is possibly the reason/excuse given as to why your settlements shelters make no difference to rad storms. From a programmers point of view, it may be difficult to make something like this that works in a way that makes sense. The simplest solution may be just to make an object that creates a "bubble" that while inside of it, it boosts your rad resistance as though you were wearing rad resistant clothing. As for your settlers, I don't believe it really makes a difference. I don't believe that they can actually die, unless YOU are the one killing them. A deathclaw could raid your settlement, and like your companions,they will fall down, but they won't die. Radiation likely has about the same effect on them. and @Athanasa I believe the roof objects DO stop the rain. If the object above your head is technically a floor object, it doesn't. At least as far as I can tell.
  21. Well, for a PC version, the command "scrapall" works. WHICH is probably why there isn't a mod out there to do it. Why bother when there is already a command for it? For an Xbox, I'm sure one of the first mods made for them would likely be adding the ability to use the command console. Honestly, I can't imagine it NOT being made for consoles. It would be too simple to make and too useful for a modder to pass up the opportunity.
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