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Jones813

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Everything posted by Jones813

  1. I have to actively avoid picking up keys or passcodes since they can't be dropped or stashed in containers because the only way to get the xp from unlocking a door or terminal is to pick/hack it. If you find the key to a locked door or passcode to a locked terminal you get no xp for unlocking it. Also, in the case of doors/containers, if you unlock it through a terminal you don't get xp either so what I do is hack the terminal then exit it and pick the lock it was controlling so I get the xp for both ways. It'd be really nice if there was a mod that awarded xp for unlocking doors and terminals regardless of how you do it. Anyone know of a mod that does this?
  2. Yeah that's the problem. I'd love to be able to to connect everything to a master power switch and have the terminals control different devices separately like in my picture but the vanilla game just doesn't work that way. I do have all the DLC so maybe I can make something work with the logic gates. Some of those still confuse me.
  3. That sounds good but looking at the mod page itself is kinda' confusing lol. Not sure if it'd just make things worse or better for me.
  4. It's super annoying having to set up entirely separate power systems to be able to control multiple devices. What I'm looking for is a mod that makes it so that a terminal only affects devices that are farther down the line of power from it, things that get their power through the terminal itself. I made a crude paint picture to illustrate what I mean. Does anyone know of such a mod? I've been searching but unable to find one yet.
  5. In case anyone is curious, through some testing I confirmed my idea that causing the items to drop a little farther forward would solve the problem. With console commands I was able to position a flat board at an angle inside the output opening which caused the items to slide down the board and forward a bit before hitting the belt and that fixed it, no more sitting in one spot stacking on top of each other.
  6. I'd be happy to do it myself but something like this is beyond me. The best I can do is simple mods like changing armor values etc. The jam ups I'm referring to happen when items, particularly components with flat bottoms like wood or aluminum are dropped onto belts by container units, particularly the vertical belt elevators. What happens is far too often the item with a flat bottom will be dropped a little too far back onto the belt so the belt can't get a hold on the item and it just sits on the line and items keep stacking up on top of it and it jams up. Here's a screenshot I took to show exactly what I mean because I know I'm probably not explaining it very clearly. http://steamcommunity.com/sharedfiles/filedetails/?id=839149703 I've watched these run for a while and based on my observations I'm sure that all that needs to be done to fix it is the item drop point needs to be moved farther forward a little and it should solve the problem.
  7. Specifically what I mean is I've noticed that flat items like glass or wood and even metals like aluminum and steel will sometimes tend to not move and cause subsequent items to stack on top of each other at the exits of equipment, particularly in conveyor elevators and jam up the line rather than get kicked out. I see the cause of the problem, the items are being dropped onto the line just a little too far back and the belt isn't able to grab them. Is there a mod that would fix this? If not I'd be happy to make it but wouldn't know how to begin altering something like that. I can do simple mods that alter armor stats etc but something like this is beyond me.
  8. Seriously, followers need to learn what personal space is. Trying to disarm mines or loot stuff and they keep getting in the way. Is there a mod that lets you control how closely they follow? Like a few preset ranges from the default "on my nuts" zero range to a "stay in earshot" range that will let them wander up to say... 20 yards? Seems like I remember there being a mod that did this for Fallout 3.
  9. Anyone able to make power armor for Dogmeat?
  10. I'd be interested in such a mod if you get that finished and release it.
  11. I've been searching on nexus and so far have came up empty handed. What I'm looking for is a mod that lets you control what kind of settlers you get, ideally with some kind of dialogue in game. I'm playing a character that doesn't want ghouls in his settlements because he has it in his head that all ghouls will eventually become feral and would like to be able to stop ghouls from showing up as settlers and be able to kick out any ghoul settlers I do have. I know I can kill them to get rid of them or move them all to "ghoul only" settlements to segregate them but if there was a lore friendly way to stop them from showing up at all that'd be great. Maybe, as example, a mod that adds the line "No ghouls allowed" (I'm sure it could be cobbled together from various bits of dialogue) or something similar to the end of the recruitment radio broadcasts which then results in no ghoul settlers spawning.
  12. LOLOLOLOLOL Every man in the commonwealth is packing a magnum. Thanks for the link.
  13. Not that I'm particularly interested in seeing naked men but I use the female nude mods for realism (and because some armor mods require them) since stripping someone down should leave them naked but it's kinda' silly having nude females and no nude men. It's like all the women in the game go commando and all the men have tighty whities melted into their skin lol.
  14. No I was trying to place the vanilla guard posts but now that you mention that, maybe it is one of the settlement mods that is causing it. Thanks.
  15. I used to be able to build the small guard posts on top of the projector screen but when I try to build them it's like there's no flooring. Oddly enough, I can build turrets up there but I can't build the guard posts. I thought maybe it was Scrap Everything so I disabled it but that wasn't the culprit. Anyone know what might be causing this? I have the same issue with building anything inside the castle walls. I can build out in the castle courtyard but can't build anything inside the castle walls.
  16. What I mean is some kind of mod that lets you build manned radio towers at settlements, similar to the manned tower at the castle but on a smaller scale. Instead of a radio station like Radio Freedom, they're like CB radios so that all the settlements can keep in touch, mostly an immersion thing but the primary use of the mod, which is what gave me the idea as I was just in game thinking this would be super handy, would be so that the player can call followers to join them without having to actually go fetch them. For example, say you left Piper at Croup Mansion but want her with you and you're near Sanctuary. Head over to Sanctuary, use the radio to call Piper to join you and she'll make her way to you. I realize fast traveling to get her and then back would be faster to the player, but as an immersion thing, it'd be better to call for them and wait than make the trip to them then make the trip back.
  17. Well that's no help since I can't actually look at or download anything lol.
  18. It'd be nice if you could build a motel in the larger settlements that would warrant one, as it would give visitors and traders a place to sleep while they are there. I searched around nexus and didn't see any mods that do this.
  19. Oh I see. Weird though that it's not listed in DD's mods when you browse his page.
  20. Nevermind. Clicking on the one that was uploaded by someone else somehow brings up the ddproductions mod which for some reason doesn't show up on his page.
  21. Was that removed? I can't find it and searched through every mod on his page. I had to delete all the mods I had and need to get that back. I found one that looks like it might have been stolen or at the very least copied from dd but I'd rather download his if it exists somewhere.
  22. I had this idea for a settlement device that you can build that will recharge Fusion Cores over a long period of time but I'm not nearly experienced enough or knowledgeable enough to make this mod. To keep it from being completely OP, I'm thinking it'll be quite expensive to build and can only charge two Fusion cores at a time. The trick to the device is that it has no power requirement. Instead, it merely uses excess power in the settlement's electric grid, able to absorb up to 100 excess power, to charge Fusion Cores. At it's full capacity of 100 power, it'll take 6 game days, 144 hours, to fully charge two cores. Conversely, if you only have 1 excess power for it to use, it's going to take 600 game days lol. I'm imagining the cores popping into it like the bobble heads pop into their stand.
  23. I got it figured out. This can be deleted.
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