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Ekayne

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Everything posted by Ekayne

  1. I personally also like this one, if it's a little glitchy/confusing last I played with it... makes it so your guns use magazines, but I think it's incompatible with gunsmith extended. which is also a great change to the game https://www.nexusmods.com/fallout4/mods/10459/? Gunsmith: https://www.nexusmods.com/fallout4/mods/14847/? maybe not quite what you're looking for, but... in a similar vein.
  2. So, I'm currently playing with an old throwing knife mod, and I'm trying to make it so that the weapon when it hits an enemy, will drop ammo, (Or in this case a cleverly disguised grenade) into the enemy's inventory, so that I can kill with the knife then loot that back, and not need to keep building more throwing knives. the railway rifle is a clear indication of the behavior I expect, wherein when the target is hit with a railway rifle, railway spikes appear in their inventory. the problem I have is that I'm not sure what property, keyword, checkbox or what I need to push in order to have my throwing weapons leave knives on the corpse. especially given that there may be a difference between having it drop ammo or a weapon. So... what am I missing? what property does that thing, and how can I make the knives drop properly?
  3. "Locky bastard" lets you do explosives or door kicks, I'm not totally sure if that's what you're looking for... http://www.nexusmods.com/fallout4/mods/13380/?
  4. Creative clutter has one? http://www.nexusmods.com/fallout4/mods/20782/?
  5. All I have for you right this second is the Betho blocks mod to make a vaguely like the last picture deal... http://www.nexusmods.com/fallout4/mods/21457/?
  6. This is a MASSIVE undertaking. I understand this. I'm not requesting this lightly, I'm more just throwing an idea out here to see what sticks. --> insert other obligatory groveling, and apology for the impending blog post. when I was playing the other day, I set up a series of .Bat Files with the intent of playing multiple characters. I then used a "Custom bodyguard" Mod, and the Facemenu, with the intent of essentially populating my settlement with companions which were like loadouts, able to be switched into. E.G.I was running around as a sneaky assassin type, Clearing out a dungeon, then would go back to the nearby settlement and Tag team out for the higher strength builder dude who could actually carry the scrap, better determine what was needed for the settlement (Because he had points in scrapper) and then proceed to build better gear for the assassin, and infrastructure in the settlement. This process involved me shuffling around inventory manually, calling a bat file to clear all perks, putting on a ring to change my features, calling a second bat file to set my special and perks (which I had to spell out in the file, with a Player.Addperk), entering the character's name in the special menu that popped up as part of the bat file, Calling a third .BAT to return "Bonuses" like the I'm Special book, or the bobbleheads I'd collected, and adding any perk points equal to the number I hadn't spent with that character. Needless to say, it worked, but I came loathe having to do that switch. Oh, and PS: the game doesn't seem to support down leveling your characters, at least with the "Player.Setlevel" --> now onto the wishful thinking portion of the program. since this request is... Big? The number one thing I'm looking to do, is setup a way to store a character, and change between them. that could be as simple as a Holotape, that swaps between SPECIAL/perk load outs, and opens the face menu for you, so you can change the face to a preset, piggybacking off that, or it can be like point 2... 1A: AND If possible, make the time and date in game back up when you swap characters, to give a sense of Simultaneous events. 1B: If possible, make it so new characters start at level 1, even if that breaks leveling, and makes them under-leveled. IMO a second character can end up getting them good gear to mitigate the level differences. 1C: Manage affinity with companions via this system too? allowing for further role-playing capability. as piper or cait or codsworth never have met Joe shmoe, fresh from the vault. Second in the hierarchy of desires is (potentially) Seeing the characters that you are not currently playing as, as settlers, or companions, allowing a "Press X to become this character" type deal. managing Special, perks, Inventory and appearance in a hassle free way. 2A: Potentially Change dialogue so that Sole survivor specific dialogue doesn't happen? IE: No "hello General" or "where's my son" for these not Sole survivor characters. 2B: Potentially create a way to dynamically assign an affinity system for these companions? IE if the character is a raging Psycho doped Lunatic, using drugs around him boosts affinity? boosting to max affinity, boosts your SPECIAL by one point, when they're following you, of the attribute that they have as their highest? (EG, max affinity with high perception sniper means a +1 to perception when the sniper following you) The Third part would be forcing a swap to a different survivor on death. with the intention of leaving a corpse that you have to go retrieve loot from, or leaving a downed, NPC, that you have to go stimpack (In the case of the sole survivor? Or allow customization of who perma-dies). IF all other survivors are dead, It's my consideration that either a typical death happens, a new character is spawned at vault 111, or one of the "Downed" survivors wakes up at a random settlement with some of their gear missing... I think that describes what I'm hoping for. anyone reading, please understand that I recognize and fully admit this is wishlist level request. I'm describing every last feature and detail, and keeping only point 1 I'd still be smitten... so yeah... (I feel like this is necessary to be re-iterated, as some people give a bit of Feist when you request a large project such as this)
  7. http://www.nexusmods.com/fallout4/mods/20640/? ^This guy is working on somthing? it doesn't have any discrimination against Iron sight zooming though..
  8. I don't know. that's part of the problem. However this is done it's managed through some magic effect that is a modification to the robot. and I never figured out how the quest which manages the dialogue chose what voice type to use or really anything (Because I'm a super noob modder) All I was able to recognize was that the toutorial that I was given may not be applicable because of the quest that changes voices. Basically I don't know how it works, and never did, because it's weird and new and there's no documentation on it. one mod I've seen that worked was a replacer, which may have been the substitution of voice lines, without ever using the editor.
  9. http://www.nexusmods.com/fallout4/mods/13593/? Liiiiikkkeeee DIS?
  10. If you have a way to put automatron voices in game, I would like to see it, I've been trying to figure it out on and off for months. if you're expecting somone else to do the legwork and implement your voices, well... welcome to the club.
  11. http://www.nexusmods.com/fallout4/mods/16389/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D16389%26preview%3D&pUp=1 Did it for somone else's request, couldn't figure out how to make them louder than normal radios though... so... that's bullocks. hope this gets close to what you're looking for.
  12. I don't think that's the case. Because that still uses the same magic effect as before, and tells the quest script that makes the dialouge to use whatever the original voice type is. with that setup, where do you go to imput new voice files? If you watch the video that I posted on the first page that will explain to you how to add custom voices, complete with recorded lines, to the game. After discussing this with him in private, this method seems to be different than the way it actually works. additional help is required.
  13. https://forums.nexusmods.com/index.php?/topic/4514535-more-automatron-voices-templatemodders-resourcetoutorial/ this has been requested time and time again, and until I get a toutorial, and or the modding community figures out how to implement the necessary voices. I can do nothing toward making this request a reality. It's on my mind, and other mod author's mind. but me, with my limited skill can't do it. so... that's where I'm and we're at.
  14. I can do this. PM me to follow up. but It's gonna be a few days before I can mod again. but it might be a few days before you see this. one small hiccup that I'm not sure that passive power actually uses the power it says it does. and I lack the skills to fix that.
  15. I'm guessing you don't know how to spot an asshole :P https://www.reddit.com/r/fo4/comments/3u22fx/psa_scrapall_console_command_scraps_everything_in/ it's a little buggy but "Scrapall"
  16. It's because portal is copyrighted probably? But, I can do a pretty decent turret voice and once I clear out the other mods in my "to Do queue" then I'll look into this PM me to remind me please
  17. I'll take "Things I didn't know" for 500 Mr. Trebek
  18. http://www.nexusmods.com/fallout4/mods/15450/? liiik dis?
  19. if you have automatron, there's stuff in this pack http://www.nexusmods.com/fallout4/mods/11244/?
  20. You expect too much :tongue: Yeah. I know. But A guy can dream can't he :P
  21. http://www.nexusmods.com/fallout4/mods/11165/? use this. it's sad when modders do a better job than Bethesda...Grrr.
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