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mauvecloud

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Everything posted by mauvecloud

  1. Personally, I'd say they're pretty lore-friendly, though the author posted an article showing how useless the term "lore-friendly" has become, since FO4 is already inconsistent with earlier games in the series: https://www.nexusmods.com/fallout4/articles/1317
  2. If you're ready to go that far, I've been using the mod "Project Valkyrie" that allows reforming the Brotherhood and Institute instead of blowing them up. Perhaps that mod would interest both of you.
  3. "if you're also a member in good standing of the Brotherhood as well" Hang on. Don't you have to be declared enemies of the Brotherhood (usually by going to the Mass Fusion building with the Institute) before you can get the Railroad quest to blow up the Prydwen?
  4. If you have (or are willing to add) the "Transfer Settlements" mod, you can export your settlement, then search the produced .json file with a text editor to find out what mod the spiral staircase is from. Snappy DLC Kits includes a post-war half spiral stairs, but if you want pre-war, it might be from "Easy Homebuilder and Working Double Beds (Rebuild your Sanctuary)" by Hozsa (usually shows up as "HZS EHB & WDB" in the Workshop menu)
  5. Actually, I just tried it, and at least with 4 ranks of the Sneak perk, ascending with a jetpack (either on power armor or a personal jetpack from Armorsmith Extended) didn't seem to cause me to quickly be detected. Admittedly, the power armor landing is decidedly non-stealthy. Also, I still have some concerns: 1. Technical: a modder who attempts this will have to figure out how to determine whether there really is a ledge within reasonable climbing height. Given that there is already an exploitable glitch for climbing walls of pretty much any height, I have my doubts that this can be done reliably. 2. Tactical: high ground doesn't seem like a big advantage against enemies with ranged weapons, since you'd have less cover than peeking out from the side of the wall. 3. Usefulness: you seem to think this mod would become indispensable, so I will ask again: could you please provide some specific locations in the game where climbing would help?
  6. Your primary goal seems to be "getting over obstacles", so I'm curious why you want climbing ability instead of just using a jet pack (which can be crafted for power armor in the vanilla game, and there are mods that add personal jet packs if you don't like using power armor). Also, I don't recall finding many places where going over obstacles would save me that much time vs. going around or finding some stairs nearby. Could you provide some examples?
  7. You could try Better Item Sorting: https://www.nexusmods.com/fallout4/mods/897 I haven't tried it myself, but it doesn't list DEF_UI as a requirement, and it shows text prefixes for sorting (even though said prefixes look a lot like what DEF_UI would turn into icons if configured appropriately) There's a separate patch mod to handle DLC items: https://www.nexusmods.com/fallout4/mods/14436 and a mod to adjust weapon/armor sorting, which apparently I have tried before, but it has been a while: https://www.nexusmods.com/fallout4/mods/5605
  8. Okay, after some investigation, it seems I misunderstood what the object templates were really for (I haven't had much luck finding a tutorial that explains them). I thought the "epic" child templates were only for legendaries, but instead there are some globals that affect the chances of said epic templates being used (which in most cases allow for extra variations like different stocks/grips, sights, magazines, etc. though often limiting receivers to either semi-automatic or automatic, or making sure it has some sort of scope (depending on which leveled list was invoked)). I'm attaching a very simple mod that should hopefully prevent mooks from carrying such eclectic weapons (aside from pipe guns - unlike other guns I found, the leveled list that invokes the "random" template for pipe guns actually has some references), while still allowing vendors and bosses the extra variety. Weapons found in containers may also be limited in variety, but if you use this on an existing game, enemies (and containers) that have already spawned probably won't be affected. I think this will also affect DLC weapons, despite the mod not relying on their esm files, and possibly the other weapon mods you mentioned, though that will depend on how those mod authors set up the object templates and leveled lists for their weapons. Edit: I looked further into the references for the "random" template for pipe guns, and it's only used on some specific NPCs: scavengers, mostly in random encounters, but also some dead ones in Hubris Comics. The generic leveled list for pipe guns that chooses from several more-specific leveled lists skips the "random" one.
  9. As far as I can tell, no such mod currently exists. However, it should be possible to make such a mod, since I found one that does roughly the opposite of what you describe: https://www.nexusmods.com/fallout4/mods/38033 Since you asked about the purpose, one possible answer is to strip mods from looted weapons to apply to your own instead of spending perk points early on Gun Nut and Science. I could take a stab at making such a mod myself, but I have a few questions first: 1. How restrictive do you want it to be? My first thought is to just take the templates that normally have randomized mods in some slots and set those slots to use the most basic mods in those slots, but if you want, I could take it further and limit it to the most basic pistol/rifle of each type (even if the npc might otherwise get a sniper rifle or automatic pistol). 2. Do you want DLC weapons to be affected as well? 3. Are there any weapons that should be exceptions to this? (e.g. legendary weapons or maybe pipe weapons - the latter are built pretty much from scratch anyway, and I'm not sure how much Fallout lore there is behind them) 4. Are you currently using any mods that alter weapon records, such as AWKCR, VIS-G Item Sorting, or Realistic Guns and Bullets Overhaul? I'd like to take those into consideration ahead of time to avoid conflicts.
  10. I'm guessing you didn't try searching before asking, otherwise you would have found the existing Pistol-Grip Syringer mod. I haven't played it myself, since the syringer doesn't fit my playstyle (regardless of whether it uses a rifle stock or a pistol grip), but I notice the description mentions it has problems with first-person animations. I don't know if that will be a problem for you, or even why players want this - the mod description mentions a request on FalloutMods subreddit, but it isn't linked and I haven't found it, plus from what I can find, the existing syringer isn't affected by the rifleman perk, so switching to pistol grip wouldn't cause it to be affected by gunslinger instead.
  11. It isn't obvious from the title, but this mod already includes that: https://www.nexusmods.com/fallout4/mods/20825 I've used it myself in previous playthroughs, so I can confirm it does what you describe.
  12. Your reply might have been slightly more helpful if you'd provided a link to a utility for doing this part (or at least the name of one) :) , but fortunately I'd already found one. Unfuzer CPP Edition, in case anyone else is interested. After chipmunking the audio files to 1.5x speed, I might have been mistaken about how the default voice files were done, but it does seem to reduce the sleep-inducing effect. I'm going to test a little more before I post it on the Nexus.
  13. The default voice for Hermaeus Mora is so slow it makes me sleepy, and a Google search indicates I'm not the only one. Some have speculated that the voice actor was speaking on the inhale, but I've done that myself (albeit many years ago), and I don't think it sounds right for that. I find it easier to believe the audio was slowed down from the original recording, so doing the opposite might help. I found the mods "Another Daedric Voices" and "Creepier Daedric Princes", but listening to the previews of the modified Hermaeus Mora voice, I don't think they're really what I'm looking for. If there's some other existing mod that does what I want but has an obscure title, feel free to tell me about it. I suppose I could try to do this myself, but I'm not sure where to find the right files, or what software tools I need.
  14. The name doesn't make it obvious that it also includes colored map icons (as an install option), but I think you're looking for "Zoom-out Extended": https://www.nexusmods.com/fallout4/mods/12493/ There's also a version with double size and half size icons: https://www.nexusmods.com/fallout4/mods/13989 Additionally, there's seems to be a linked zip file with pastel map marker icons in the comments of this page, though I haven't personally verified whether it works: https://www.nexusmods.com/fallout4/mods/13199/?tab=posts I haven't found any others, but the tutorial in that third link might help you to customize the colors to your own preferences.
  15. There is one called "Tidy Settlers": https://www.nexusmods.com/fallout4/mods/17751 Unfortunately, it is somewhat buggy and crash-prone. :( If having the settlements pre-swept is an acceptable alternative, there is the Clean and Simple series: https://www.nexusmods.com/fallout4/mods/25350
  16. Project Valkyrie includes something close to what you describe: https://www.nexusmods.com/fallout4/mods/28085
  17. I know it isn't exactly what you're asking for, but you might be interested in this mod, which somewhat prevents the problem you describe as your reason for wanting the journal changes: https://www.nexusmods.com/fallout4/mods/19967
  18. idk if it's the same answer the OP found, but "Easy Homebuilder and Working Double Beds (Rebuild your Sanctuary)" adds craftable clean diner booths (among other things) without replacing the existing diner booths: https://www.nexusmods.com/fallout4/mods/17521
  19. Yes, there's a ferris wheel added by Settlement Objects Expansion Pack. Here's the link: https://www.nexusmods.com/fallout4/mods/10075
  20. This already exists as part of "Easy Homebuilder and Working Double Beds" https://www.nexusmods.com/fallout4/mods/17521 It's not called out in the description, but if you look in the changelog under Version 2.0, it's mentioned there.
  21. I have wanted this as well for a while, it's part of why I don't bother using power armor anymore. Some of the changes related to power armor make sense for the sake of realism (e.g. no sitting/swimming while in power armor) or game balance (e.g. needing to repair the power armor), but the compass hud while in power armor should provide more detail, not less. I have thought of 3 ways this limitation might currently be implemented, which might help others who want to try to make such a mod: 1. It could be some sort of "mask" image in the texture files that blocks the elevation/distance markers from being visible in the Power Armor HUD - this seems unlikely, though, since if it were the case, by now one of the PA HUD retextures should have done something about it. 2. PowerArmorHUDMenu.swf might be ignoring the details provided by the game that the regular hud menu uses to show the distance/elevation indicators. Unfortunately, I don't know swf well enough to find where this happens, even with JPEXS Free Flash Decompiler. I've tried just using a copy of the DEF_UI hud menu renamed to PowerArmorHUDMenu.swf, but that crashes on launch. 3. The game might be sending less data about the markers to the power armor hud menu, in which case some sort of code patch would be needed to make this possible, rather than just a mod. IDK how to verify whether this is the case, though.
  22. Here's an alternative you might consider: https://www.nexusmods.com/fallout4/mods/28085 If you still want to blow up the Institute (instead of reforming it) with the Railroad's help while keeping the Prydwen intact, I'm not sure either mod allows that (though I admit I haven't tried Four Factions Alive myself, so I only have the description to go by)
  23. I haven't used either mod, but based on a quick look via "preview file contents", I don't think a patch like you describe would work for making those mods usable together - neither has an .esp file, and both change Console.swf.
  24. I've never had a problem with it myself, maybe because I only use limited amounts of the features it offers. I can't really blame you for being wary of it when it has that many open bugs. However, I tracked down where the Deliverer's legendary effect is actually set, and it is a 15 KB script that handles most of the events during the relevant quest (Fallout4 - Misc.bsa\Scripts\Fragments\Quests\QF_RR02_0006FA37.pex), so changing part of that script will conflict with any other mod that changes it (such as UFO4P). Maybe this mod instead: https://www.nexusmods.com/fallout4/mods/38089 I admit I haven't tried it myself, but it looks like it is still being maintained by the author.
  25. Um, why not just use this mod: https://www.nexusmods.com/fallout4/mods/4042
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