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Valykry

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Everything posted by Valykry

  1. There are a few mods that add a lot of stuff to settlements. Surely one of those contain something that would suit your needs.
  2. Figured I'd bump this. I'ts been a while.
  3. As the title says, I'd like for companions to be more accurate with their weapons. Generally, I play the role of a sniper, while carrying a shotgun and rocket launcher for the situations that require it. With the sniper rifle, Although it takes more time to line up the shots i'd like, I consistently land headshots manually when V.A.T.S. only showed 5% chance of success. When giving the same rifle to a companion, they can fire off 20 or so shots without success in similar situations. It would be nice if they could actually hit something with a long range rifle. And of course, to add to the realism and not just make them complete badasses, their rate of fire WOULD need to be reduced. Unless in a close quarter engagement, i'd be happy with them only firing once every 30 seconds, so long as the shots actually hit home. When the s#*! hits the fan, and enemies are close up, their current accuracy and firing rate would suffice. I have an idea in mind as to how this could be accomplished (Though i'll admit i'm making some assumptions here). I ASSUME the companions use their own form of V.A.T.S, they have a target, and pre-determined odds for a successful hit. Perhaps this mod can be done as simply as not allowing them to fire if the chance of a hit is below 90% or so, and if it is below that, every quarter second, the chance gets increased by 1%. Also, if they aren't under attack, they are going for headshots. If they are under attack, they go for whatever body part has the highest chance.
  4. I don't use gatling weapons myself, BUT if this would also apply to any companions wielding one of these weapons, i'd probably use this mod.
  5. I'm currently making headway in a retexture mod for Fallout 4, and have decided on a name for it when it is finished. I currently have enough content that it may be worth uploading, BUT with the current content, the name I've decided on would be a bit misleading, at least until I've finished other content. Would it be possible to name it one thing now, and change the name later once the desired name becomes more fitting, or is this a "Once you choose a name, you're stuck with it" kind of thing?
  6. WHOA! thanks for the tip about it auto generating mipmaps. Until now, I've been manually scaling down the image for each layer myself. THAT'LL shave a little time off right there. I guess I didn't say so in my original post, but it IS Gimp that i'm using. Some people say photoshop is better, but Gimp has always suited my needs.
  7. Well, I was pushing a pack of super mutants back into their own end zone, and one of them threw a "Hail Mary". MY dumb ass decided to try to intercept it. I succeeded, kinda.
  8. I actually let a random number generator determine who I sided with. Ended up being the BoS. For my next playthrough, I'm actually leaning towards siding with the institute.
  9. hmm... Wasteland Survivor? Buried in Boston? Meh, I got nothin'. Following anyway. Looking forward to it.
  10. ok, yea. normal and specular maps. (just learned about those about 2 minutes ago actually. :tongue:) One LAST thing, I promise. When opening the "D" files, (Main image), there are several layers, each layer being 50% of the size of the one above it. would I be correct in assuming that THIS is what comes into play in place of my "If I had to guess" statement on the original post? Smaller, less detailed textures used for distant objects, only rather than separate images, it's using separate layers within an image?
  11. actually, for starters, just various posters and "Advertisements", BUT as i'm planning on re-texturing quite a number of things, I'll try to find these things on my own. Gotta get familiar with file locations myself eventually anyway. ALSO, I've noticed that some (if not all) files seem to come in 3 parts, such as: filename_d filename_n filename_s obviously one is the primary image. the second (at least with the specific image I looked at) was just a solid blue square, and the third looked to just be splotches. What are latter two for?
  12. Great. That's going to make tracking down specific files even more fun. Thanks though. I see what you mean now.
  13. I'm about to start working on my first mod, EVER. Keeping it simple i'm going to start with re-texturing for now. I've downloaded B.A.E and have everything I need to edit DDS files. I've figured out how to extract files, but i've ran into something I'm not sure I understand. When navigating to the data folder, i've found not 1, but 9 different files named Fallout4 - Textures[n].ba2 (n=1-9) They all appear to have the same content, with the only difference i've noticed is file size. If I had to guess, I'd say that they all contain the same images, but each file contains images of lower resolution than the previous, so it can apply the smaller resolution files to distant objects, and higher resolution to the closer objects, meaning that to do a retexture, I would need to create 9 different images for each object. Is this correct or is there something else entirely going on here?
  14. Personally, I'd like to give the Skyrim version a try here. It makes sense that the more you use a skill, the better your character gets at it. I don't know how well it would work in this game, but I'd say it would be worth looking into.
  15. And besides, Ordinarily, companions tend to just get in the way. This would give players a real reason to want one following you around. And if you want to get more realistic, Perhaps disable their ability to "Spot" enemies for you while they are being engaged in combat, except for maybe the current enemy they are shooting at. I'll give ALL the cookies to whoever makes this! :laugh: 'Course, maybe this is one of those things that will require the G.E.C.K., which of course isn't out yet... :sad:
  16. LOL! Actually, if the AR-15 mod is done right, that could be an option in the same gun! Very short barrel, replace stock with a pistol grip, there ya go!
  17. INITIALLY, I thought of the player having an item such as a recon drone. Small R/C type plane that flies overhead and places a "PIP" mark over any enemies it spots. BUT given that this would be something that would be near impossible to make in the post apocalyptic wasteland, Having companions act as spotters would be a more realistic close second. Anyway, any enemies your companion sees/locates gets a mark above their head in much the same way as what already happens when you use certain scopes. It would essentially be the same as your companion telling you "Hey, there's a raider right there, behind that dumpster.", only instead of having to look behind all 50 dumpsters yourself, a little red diamond appears over their head. Anyone agree?
  18. M4 Carbine. Essentially the same thing as the AR-15 except has by default semi auto and 3 round burst (or perhaps full-auto for gameplay purposes) If it is made to be as modifiable as the AR-15 is IRL, it would cover almost all of your mid-to-long range rifle needs, just shy of true sniping. I've even seen a modification for an AR-15 IRL that turns your rifle into a crossbow, one that changes it to a belt feed system, modifications that can change it to just about any (common) caliber out there (up to, and including .50. It's called the Beowulf.), and just about every accessory you can think of, such as an under the barrel shotgun or grenade launcher, countless stocks and grips, barrel lengths, etc. Though I typically roam around as a sniper, if this mod was done right, I would definitely pack a modified M-4/AR-15 as a backup. I would also like the GM6 LYNX. Upon seeing THAT gun, my days of making fun of Canada ended. I plan to have the real thing VERY soon.
  19. I'm playing the sniper role myself, and since I got a silenced rifle, Curie seems to hang back with me while I pick off enemies, at least until we get spotted. UNFORTUNATELY, it seems her stealth isn't quite as good as mine, and is the reason we get spotted a lot of the time. I just wish companions were a little bit more accurate with long range rifles and had better sneak (But that may just be her).
  20. I've had this idea of changing how vendors work. Currently, they have a base number of caps, and a set stockpile of items, which just reset every couple days. Imagine having just sold a bunch of stuff to a vendor, depleting his caps. Upon a trade caravan passing through, (Or maybe just periodically) a few of the items you sold the vendor "Disappear" and the vendors caps increase by this items value, (Or at least for a small profit, compared to what you sold it for.) and likewise, restocking items require the vendor to actually purchase them. Perhaps the more valuable items take longer for him to sell, simulating it taking him longer to find a buyer for the modified fat-man you sold him, but less expensive items like junk or spare ammunition could be "sold" in as little as a few hours. One side effect of this would be the more you use a specific vendor, the more caps he may have in the long run. maybe this process could be also be configured to be faster in larger cities/settlements, and slower in small towns/settlements. Does this sound like something that would be interesting to anyone?
  21. And THAT would be a problem. It would essentially require whoever made this to all but create a whole new game world.
  22. To be honest, my first thought was something along the lines of "WTF? umm... no." BUT given a moment to think about it, it makes sense. Bats, boards, and the like are already a "Thing" in fallout, so why not swords? Bows would in all likelyhood be a more reliable (And more easily manufactured) option than guns would be 200 years after civilization was destroyed, so why not? though they would likely have no effect against power armor. I still have to disagree with magic though, but adding it as an "Option" would be acceptable. just give people like me the option of turning it off. And now I've talked myself into it. I'm interested. Following.
  23. I would be interested. Problem is likely that this site is so busy, most posts get pushed to the second page within an hour and quickly forgotten about. I think there is also many other discussions here about changing the settlement raid system. That idea isn't exactly new, but it would be interesting to explore the world before the bombs.
  24. Actually, it may not require ammo being made for it. There is already .50 cal ammunition in the game. Technically, i think those rounds are supposed to be of the BMG variety, but given the amount of damage the .50 cal rifles cause, they may as well be firing the pistol ammunition. If they were BMG's, there's no doubt one round would punch clean through a deathclaw and into the skull of the supermutant behemoth behind it, killing both. Might just use the .50 ammo that's already in-game. Anyway, I'm always a fan of adding more guns as long as they are realistic and lore friendly. Following this.
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