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MLeonhardt

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Everything posted by MLeonhardt

  1. I can write but not really better than anyone else, I'm sure. Lemme know when you're opening up for VO's.
  2. Having a voiced protagonist added a monumental amount of work to any mod that directly interacts with them.
  3. PA mounted weapons is one of my favorite ideas but very few people talking about it. Melee weapons of course, but machine guns, rocket pods, etc like MAX units from Planetside 2 http://cdn3.dualshockers.com/wp-content/uploads/2012/05/trmax2_2.jpg
  4. I just want more variety in my Synth buffet. Gen 1 Synths have pistols and light armor. Large numbers. Scout parties/zerg rushers Gen 2 Synths would have rifles and heavier armor. Fewer numbers. Battle groups/squads. Then random Legendary Synths would spawn equipped with this: http://www.nexusmods.com/fallout4/mods/18315/? And an institute version of the Gatling Laser.
  5. Stain Spider can take a hike. Shorty McShort Desert Punk is my dude. And also get us Funbags' outfit for CBBE reasons.
  6. As long as we also get a "Play with Dogmeat" animation as well. I wanna hug my robots too. And my Deathclaws.
  7. Currently, you look at a bed, hit use, and then time passes. I'd like to be able to first sit on beds when I use them. Then when I hit [T] to Sleep, I would lay down with the same animation as NPCs before the screen goes dark. Screen fades in, play the NPC waking up animation for our character, then stand up. Real simple.
  8. I like it, and I can already see how it would work, mechanically. This would actually be a great mod not only for player armor, but for Power Armor, Robots, and maybe even Legendary enemies as well. Have it act as a mod for Chestplate Armor pieces. Apply it in the Armor Workbench. It would require a Fusion Core in it crafting recipe. The Fusion Core would be able to regenerate up to 1000 points of Shield HP (10 full recharges) It would act as a bank that the shield takes energy from for every point it needs to recharge. Takes 3 seconds out of combat to start regenerating, 5 points per second Takes 7 seconds out of combat to start regenerating from 0, 1 point per second for 10 seconds, then 5 points per second after When the Shield equipped Armor piece runs out of energy, you would need to repair it in the Armor workbench to add another fusion core. Would be a mod for Power Armor Torso parts, but would be able to refill 5,000 points of Shield HP (50 full recharges) Would take 5 seconds out of combat to start recharging, but would recharge 10 points per second Would take 9 seconds out of combat to recharge from 0, 5 points per second for 10 seconds, and then 10 points per second afterwards. Same as the armor piece, needs to be repaired by adding a fresh fusion core when it runs out. And could be a Torso Mod for Robots, functioning the same way as power armor. Would require a Fusion Core in crafting, but once crafted it doesn't need to be replaced. Higher level enemies and robots could be equipped with shields. For balance purposes, Pulse grenades and weapons would immediately deplete shields, requiring them to charge from 0.
  9. I can probably whip up some lines for the Assaultron if you can add the necessary effects. What did you have in mind?
  10. I'd really rather have a more streamlined system for making my totally not a Megabuster
  11. But the fact of the matter still remains that the mod files are not included in the Settlement Blueprint file. And currently the only way to inform people of what mods you're using in it are to link them directly to the original mods to download them. If I buy a cook book I don't automatically get the milk and eggs and flour and ecstasy and frosting and candles. I still have to buy those to make the whole cake. If the Nexus were to start including mod files with Settlement Blueprints, then yes, permission would be required, but as of now I do not see the point.
  12. This just flat out doesn't make sense. They're uploading the Settlement Blueprint that has the other mod assets in it, but the blueprint is just the data for where all the assets are placed in the settlement, not the modded files themselves. Downloaders are still required to download the original mod to see the mod items in the Settlement. Pretty sure he means taking a model someone else made, and making a new texture for it. i.e. the Plasma Caster mod up on the frontpage of the Nexus. He doesn't like the shiny cartoony textures that the mod maker created, and decides to make a new, grittier looking texture. He downloads the mod files, and uses the original model to work on, but when he uploads the "re-texture" it's just the texture file, to overwrite the texture file included in the Plasma Caster mod. Would that require permission, considering that while it's entirely new content, and not uploading any files that he himself did not originally create, it's still based off of an existing mesh made by someone else?
  13. Then yeah that should be fine. The thing people get butthurt over is the copying and redistribution of other people's work. As long as you're just uploading stuff that YOU made, i.e. a new texture, you should be fine.
  14. Are you talking about the existing graphics setting that makes stuff look shiny/damp when it's raining or do you mean like making clothes look more saggy like they're full of water?
  15. You missed the point. Rexture would only work in conjuction with that outfit. You can create a texture all you want to an outfit, without the outfit in game, that texture would not exist anywhere. If we are to re-create a brand new outfit, then it is no longer a retexture. The problem with this is that you'd be creating a new mod with a mesh that you didn't make with a texture that you did. Unless you upload ONLY the texture file (So the mod user just has to overwrite the original texture file when they install the "Retexture") then it should be fine. Also what is it exactly that you're trying to do?
  16. You got a link to those mods? Gauss Rifle would definitely work as a base. The vanilla Gamma Gun also has the "Electric signal carrier antennae" that also offers a charge up effect.
  17. Not really Halo Maybe a Charged Up Plasma weapon could have a homing effect though Another idea would be having the Charged Shot effect be a weapon mod. So you can switch it between a Shotgun blast, a powerful explosive shot, a homing shot, a rapid shot, etc.
  18. Yeah wasn't planning on using youtube videos if I had any other option. Can AfterEffects take processed audio and then dissect it down to the individual tracks? I'm pretty sure at this point I'd be better off trying to find the sound effect libraries they used for the show than actually trying to rip them from the show itself and have to do all the extra work.
  19. If you could get a Dual Wielding mod to work you'd be a paragon of badassery
  20. I'm trying to get the resources together to make a Megas XLR sound replacer mod for Power Armor, much in the same manner as the "Real Robot Sound" mod does with the Gundam effects. Thing is, most internet videos are low quality, and I'd prefer not having to pirate the show (Despite it legally not being allowed to be aired ever again) in order to gather the necessary sound effects. There's also the matter of background noise like dialogue and bgm over the sounds. Fortunately, Megas uses a lot of "stock" sound effects, so there's a good chance one could find a better source in an online library than the actual show itself. Basically what I'm looking for is to replace the standard PA sounds with engine revving and car noises and replace gun/laser/explosion sounds with the more cartoony versions like in the show while wearing PA. What I actually need help with is finding the best method to go about ripping or acquiring the needed audio.
  21. Local flavours! Spice up your Settlements' culinary scene by building specialized food vendors that sell specific items. Snack Bar - various minor cooked food Crispy Squirrel BitsSquirrel on a StickIguana on a StickSeasoned Rabbit Skewers (w/ Far Harbor)Mirelurk Jerkey (w/ Far Harbor)Crispy Cave Cricket (w/ Nuka World)Soup Kitchen - Sells cooked Soups Radstag StewSquirrel StewIguana SoupVegetable SoupChicken Noodle Soup (w/ Far Harbor)Noodle Stand - Nan-ni shimasho-ka? (Robot not included) Noodle CupGrill Restaurant - Sells various cooked Meat dishes Deathclaw SteakGrilled RadstagMole Rat ChunksRibeye SteakYao Guai RibsYao Guai RoastGazelle Steak (w/ Nuka World)Wolf Ribs (w/ Far Harbor)Seafood Restaurant - Sells various cooked seafood dishes Roasted Mirelurk MeatCooked Softshell MeatMirelurk CakeGatorclaw Steak (w/ Nuka World)Grilled Hermit Crab (w/ Far Harbor)Poached Angler (w/ Far Harbor)Fried Fog Crawler (w/ Far Harbor)Produce Stand - Sells produce of various kinds Butcher Stand - Sells raw meat of various kinds
  22. If you're like me, you're wishing you had a bit more freedom in constructing your Automatron Robots. Having a robot bodyguard to shoot bad guys, carry your stuff and say cute robot things is great and all, but what if they could do MORE? What I would like to request is a set of Robot modifications that allow constructed robots to perform additional functions, such as providing electronic scrap, purifying water, acting as a mobile workbench, refrigerating beverages, etc. These would be found under Torso mods Gunsmith Interface - Allows an Automatron to modify weapons. Armorer's Interface - Allows an Automatron to modify clothing and Armor. Chemist's Interface - Allows an Automatron to act as a Chemistry Station. Culinary Interface - Allows an Automatron to cook food like a Cooking Station. Mechanic's Interface - Allows an Automatron to modify and repair PA parts, but cannot equip them to PA frames. Refrigeration Subsystem - Allows an Automatron to turn beverages in its inventory into "Ice Cold" versions over time (Like Drinking Buddy) Electronic Salvage Protocol - Will randomly generate Electronic scrap and give them to the player once a day/hour/etc (Like Ada) Water Purification System - Will generate Purified Water and give one to the player once a day/hour/etc (Like Codsworth) Medical Supply Production System - Will generate Stimpacks and give one to the player once a day/hour/etc (Like Pre-Synth Curie) Stereo System (DCR) - Acts as a Radio playing Diamond City Radio. Stereo System (Classical) - Acts as a Radio playing Classical Radio. Stereo System (Radio Freedom) - Acts as a Radio playing Radio Freedom. Fusion Adapter - Recharges Fusion Cores in inventory
  23. I believe either the "Cut Weapon Mods Restored" or "Extended Weapon Mods" has a "Hand Grip" for Shotgun grips, for the express purpose of making it into a pistol, but it doesn't work.
  24. I'd rather not just one big chest, but specific chests for specific items. Like weapon racks for picking up weapons Wardrobes for donning armor Make only Guards pick up weapons and armor Allow other Settlers to pick up food, clothes, etc. Maybe a Security weapon rack for pistols and batons
  25. Does the Conquest mod allow settlers to settle in your new settlements? I remember reading on one of the "Build anywhere" type mods that it currently wasn't possible unless you ship them from another settlement.
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