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About DopeChuck

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Fallout 4
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Not all that bad of an idea. Now I can script and write stories and do tricky stuff in the GECK/CK but one thing I'm not that good at is graphical things. I suck at making models, I've tried with Blender. Best I got was a cube and cylinder that only slightly resembled a very rudimentary gun if it was hit with a super size ray and had no textures and corners that are nearly infinitely sharp (seriously, you could impale a guy on those corners) The more I play Fallout 4 the more I realized how narrow the plot is. There just isn't the freedom we got in Fallout 3 and NV. Now don't get me wrong, I love Fallout 4. I just wished it kept the more RP elements and gave us more freedom to be evil rather than a the worst we can get is mad about the stuff that happened. In my opinion I think Fallout 4 needs immersion mods. I'm not just talking about survival difficulty, I'm talking about actions that have consequences. If I kill everyone in Diamond City because Takahashi gave me a bowl of cold noodles, I WANT PEOPLE TO HATE ME FOR IT.
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You could always try disabling it with the console I'll leave instructions just in case you don't know how to do this. Open console (with ~ key) Click the object you want to remove Type "disable" (without quotations of course) That's it. To leave the console just hit the tilde key again (the '~' key) I recommend saving before attempting to mess with the console though, just in case you accidentally mess up something.
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[WIPz] Fallout 4 Script Extender (F4SE)
DopeChuck replied to behippo's topic in Fallout 4's Discussion
Just wanted to say thanks for the awesome tools you're providing us with. Can't wait until F4SE gets released!- 717 replies
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- f4se
- script extender
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I CALL DIBS ON THE GLOWING SEA! No, but seriously, let's just hope our mods don't cross over each other in the glowing sea. Luckily it's big! (ahem, assuming you do the mod for Fallout 4) But pretty much to lay down what I'm planning to do. I'm remaking what I've done with WDO (I was already like 30% done with the mod when F4 came out.) Renamed, redone, and with less bugs since I'll actually get to complete it before the next generation comes out. I'm diffidently liking some of these suggestions, and I'm taking them into consideration for when the Creation Kit gets released.
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Fallout 4: How it should've been.
DopeChuck replied to RogueMatriarch's topic in Fallout 4's Discussion
I've been thinking of making the reusable fusion core mod once the Creation Kit gets released in 2016. My plan so far has been to, once the fusion core is all out of juice, it will be replaced by "Fusion Core - Empty" (or something to that degree) then you can put it in a fusion generator and it would slowly replenish the power after time. If the kit allows for the adding of new settlement object I'd probably include the generator in there.- 138 replies
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Idea's for Mods I would like to see
DopeChuck replied to GhostMirror324's topic in Fallout 4's Mod Ideas
I do like the idea of a sort of wasteland restoration mod to restore it to pre-war beauty. But the thing is, how much of the game did the devs make pre war? I know that pre-war sanctuary it's specific own cell (I think the name was like prewarsanctuary or something) Of course modders can always make their own resources to make the rest. And I can almost assure you there will be a vault home mod, even if I have to make it myself. -
I'm gonna try to keep this pretty short because I have Fallout 4 just waiting the be played, and the Brotherhood of Steel aren't going to help themselves (for some reason.) What kind of mods are YOU looking for in Fallout 4? I already know what mod I'm releasing. But what kind of mod do you guys want to see when the GECK comes out? More quests? Maybe a companion? You can never have enough weapons, right? Fallout 4 is finally out and I'm already working on pre-dev planning of my mod. From dialogue to ideas to scripts. I'm working on the idea that the Fallout 4 GECK will be similar to Skyrims Creation Kit since they both run on the Creation Engine.
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You know, at first I hated the idea of being an android (I mean, it's a freaking robot, how is that awesome? Besides, iOS is wayyy better.) But this comment totally changed my mind. If we do start off as an android, I hope the plot develops along the lines of we're an android, we don't know, creators of us try to prevent us from finding out, then we find out some way. The only thing I hope stays the same in Fallout 4 is war. War should never change. As for the possibilities of vehicles being added, personally I'm a bit wary of that, I'm used to having to walk on foot, trekking through the dangerous wasteland and getting killed by a radscorpion. With vehicle, that whole danger effect is gone for the most part. Now I wouldn't hate it if they added them, but I hope if they do implement some type of group transportation that it's balanced so that the whole player-world dynamic doesn't get changed too much. One way would be to add traps that could disable the vehicle, allow tires to be popped, have other enemies with vehicles, make it necessary to repair your first vehicle. Now that's just my opinion.
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Continuous Beam Laser - Beta Testers needed
DopeChuck replied to weijiesen's topic in Fallout New Vegas's Discussion
I can already see it in the top 10's for Fallout NV mods. Fallout: Cesarean Surgeon. Can't wait to play! -
perk that increases projectile speed
DopeChuck replied to TheBlob2's topic in Fallout New Vegas's Discussion
I don't really know how to do this exactly, however if it was a perk, you could just leave it as that, just don't give it to any NPC's, that way it would only affect the player. -
I was born in Russia so I speak a bit of Russian myself. I'd be happy to help out, all I need is the link or the file and I can translate to the best of my ability. (If anyone needs help translating something, feel free to ask, I also speak Spanish, German, Japanese, a bit of Italian, Norwegian, and Latin.)
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How to put this gun into fallout nv
DopeChuck replied to starkilleravgn's topic in Fallout New Vegas's Discussion
Now first I want to let you know, I'm fairly new at 3D modeling and creating models for games, but I'll try to help to the best of my ability. (Anyone with more experience feel free to chime in if I miss anything or give any false info.) But I believe you'd first need to create the 3D model, map the model, export the map to gimp or photoshop, use the map to create the texture for the gun, export the texture, import the texture onto the model, then you have the model itself, though you may need to adjust some things if it doesn't quite look right. After that you'd have to import it into nifskope and set properties or whatever (again, I'm new) and then add it as a weapon into the GECK in yourmodname.esp, then save and activate the mod, and then test it out in game. That's just a real rough overview on what I believe the process to be from the brief time I've spent looking at tutorials. Once again, I'm new to it as well, so take my advice with a grain of salt. -
Adding to what madmongo said, it's not a standard language, I've seen it referenced as "TESScript" since it was used in Oblivion. It reminds me a bit of an assembly language due to the comments being led by a semi colon. The first language that comes to mind is Lisp, the comments in there are led by semicolons as well. Though, I have to admit, when I first started scripting in the GECK I found myself wishing it used more common comment syntax (such as #, //, or /*~*/)
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So, just to be clear, the problem you're experiencing is that when the NPC is hit with the projectile, they become hostile towards the Player?
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just short question regarding fo3/fnv
DopeChuck replied to tawatabak's topic in Fallout New Vegas's Discussion
If you go in the GECK, you can check in the factions. Click on whatever faction you want in the factions tab, and hit "edit." You will see a list of every NPC related to that faction to the right where it says "Members"