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idlesheep

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  1. In my humble opinion, a major factor of bullet sponge is the unreasonable health growing curve. I tried to flatten it but received so much complaints about it (another major complaint is about removing sneak attack damage multipler). So far I have changed them back to vanilla but always wanted to make a further balancing patch about it. I am so happy and looking forward to see your project because I always admire your work, and I really hope to see a (at least much more) realistic gun fight gameplay environment.
  2. Dear antistar, I really admire your work and be appreciated for all the helps you have provided me, also thank you for a revolutional project for this great game. I totally agree with your concepts of WARS which the legendary effects, damage related perks (in my humble opinion, sneak attack multipler too) should be taken out of the mechanism, I just didn't have the guts to challenge the huge complaints against nerfing settings (so I cowardly changed some of them back). I am really - really happy to see you are putting things in the right track and needless to say the awesome details in this mod. Thank you so much once again for bringing this to FO4.
  3. If you can't send me a message here, please try Bethesda.net. My message box here is always full and I am sorry if I have to delete your chat to create/receive new.
  4. Hello everyone, I have zero knowledge to the scripts, and a modder helped me out to write a script for my mod. I used FO4 hotkeys (thanks for registrator2000) to introduce the scripts into the game, however if I want to introduce the script by AID item for the independence (for the version on Bethesda website for instance), how can I edit the magic effect? Thank you very much. The current version of script we are running can't be found here: http://www.nexusmods.com/fallout4/download/50410 And there are 4 sub functions that I wanted to introduce separately by AID item, which are: SwitchFireMode ; SwitchUnder ; SwitchAimPoint ; SwitchSuppressor Any help will be very very appreciated. Thank you.
  5. Thank you for your opinions, but it is less pratical for my situation to put A and B under the same category, while having too many option of A and B, plus many C which are compatible with A but under the same category of B. I have applied a very stupid solution so far, just wondering if there is a smarter way to do the trick.
  6. In my experience using a BSSubTriShape in weapons doesn't crash the game, I don't care about converting them anymore (still sometimes I did that by habbit though).
  7. Plus: If there's any way having A in ap_1 will remove the existed B in ap_2 will be even better. I don't know if it is doable to make a single upgrade A in ap_1 as well as a blank choice in ap_2, if it is, will also do the trick. Thank you very much once again.
  8. I am sorry if it had already been asked, but I can't figure a way to set a negative condition for upgrades such as "besides something has certain keywords". Is it a possible way to setup the upgrade conditions? For example: having A (contains keyword "upgrade_a") on ap_1 slot blocks the upgrade B in ap_2 category, and also happens inversely, is it possible? Thank you very much for any information.
  9. What I saw is a NiTriShape....do you port it from previous game without changing the format?
  10. Thank you! registrator2000! You are a savior! I can tell that you have already written me every details, I am really really appreciated! I will try how to make it work, thank you very much. :laugh: :laugh: :laugh: Sincerely.
  11. Thank you so much registrator2000! I am more than happy to have your advise, since I have been wondering how could I made this switching function available with your newest hotkey mod! However I have no experience in scripts, is there a way to edit the command for specific OMOD in your hotkey mod, while the loading number is dynamically assigned? And about the disappear and reappear issue, I don't know if it is relevant, but I have read some records in FO4Edit referring internal modification (I don't recall where this record exactly is), yet I don't know for sure if it is anything to do with this issue. Thanks again for your advise, now there is hope again. :D
  12. Hello, Stormberg90. Glad to know maybe we have mutual interests. I have some ideas about something not yet existed, and I think it may be very funny to start with. However it was too ambitious for me to do it alone, especially with the absence of modeling abilities, but not too ambitious if there's someone like you to work with. With the limitations in modeling, my current mods are confined by developing something from what is already existed, I knew I have made some improvements in the way to present them, yet it is still not original. But I am sick of the fact that letting my imagination being confined by the poor ability I have in modeling, I still dream about making something out of the box. Only I have a tight schedule and that would be put after my current projects reached a fairly stable stage. May I discuss the ideas with you in the future and see if it interests you as well? Thank you for replying my post.
  13. Hello, guys. I was stuck in develping a weapon mod, any suggestion will be appreciated. I'd like to know is there anyway I can change the OMOD for the weapon that currently holding? I know there is a refid.amod console works similarly, but that is not able to change something in the inventory, and I want this only affect the specific item I am holding. Million thanks.
  14. Hello Stormberg90, I always think you 3D modelers are like magician, you have my admiration. :) May I know what kind of thing interests you better? After seeing the works on your website, I know you are totally able to make anything, but I mean personally, what would you prefer to create? I have some ideas in mind, but due to my personal preferences, most of them are weapons / equipment / power armor such kind of thing, and I don't know if that's interesting enough. Either way, I admire your works. :D
  15. Hello, guys. I was stuck in develping a weapon mod, is there anyway I can change the OMOD for the weapon that currently held? I know there is a refid.amod console works similarly, but that is not able to change something in the inventory, and I want this only affect the specific item I am holding. Million thanks.
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