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Devaskal

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  1. im doiing Fallout 4 just tried https://www.nexusmods.com/fallout4/mods/31629?tab=files For minigun emplacements... I just want to improve my settlements easier.. at least I can manual download, but the client seems to hate us
  2. I tried to download a few mods and it keeps saying Failed.. I have no idea what could be making the downloads failed as the last mod i downloaded a hour ago went through successfully.. for my fallout 4 settlement mod i wanted... im having issues trying to download a few more mods.. i dont have any other games installed that are on nexus so i cant see if its just fallout 4 mod area thats failing or if the vortex itself is failiny... i can do manual downloads, but the quick and easy download via client is having issues..
  3. I asked on steam fallout 4 forums about this, but non said it exists, so ima ask in here to see if someone can make a mod for this.. Basically what im seeking is a mod that gives us a visual Radius that appears while in build mode around Pylons, conduits, and the like that give off a Wireless Range. this way we can build without having to drag a light or sumthin in our hands to Guess the wireless range.. Think of it like this when in build mode you see t he boundries of the build zone displayed as a Greenish border.. Now imagine a somewhat similar border but not green that is displaying the Radius Around any Wireless transmiter device. allowing us to Build easier.. I dont believe this would be that hard for a modder to make.. But it would be greatly benificial mod to have.. For example I use SOE's Large emitter but to Guess it's Range is a pain... i know its a largish range, but If this mod idea becomes real I'd be able to Build the large emitters while mantaining more of a asetic viewpoint. if you need another example then if you played 7 days to die, and when placing down a Claim block you see the Calim zone thats displayed before you set down the block.. basically while in buildmode in falout 4 we'd visually see all Grid Zones.
  4. So I dont know how many others think like this.. but mirelurk Farming should already be essential to Fallout 4.. Im hoping for a Good nce Mirelurk Mod that allows us to set up a Hatchery/Spawning Pool inside a settlement Using eggs we Aquire out in the wild.. as it is pointed out that Mirelurks can be farmed.. even kept as pets.. Raiders do it, and so did one crazy irish man. So why can't we train settlers to mantain a Mirelurk farm? they give food. and a somewhat ok form of Defense... Now to the Details of my idea/Mod request.. 1: As all things start with Eggs.. But a spawning pool or hatchery is nothing without proper management and FOOD.. Afterall your murkies need yum yums to grow up and produce more... as well as to grow up big and strong assuming your lucky enough to get from the Crab/Lobster variants into the more productive ones that are better suited for guard/pet duty.. 2: I would like to option to be able to NAME our Murkies.. Similar to automaton, however we aren't going to just auto grow a hatchling into a king, or queen.. 3: Evolution... Mirelurks are very diversed, and not much is actually known about them or their lifecycle.. With such it gives free room to be creative... So I imagine for their Evolution stages.. they use a form of cocoon.. similar to that of Evolve /Evolve Stage 2.. or even Natural selection 2.. where they encase themselves in a goo and go through a metamorphisis,, during this time the cocoon is WEAK and must be guarded. 4: Farming.. : Your Farm is not hostile to you, the Settlers interaction with a clutch of eggs would be similar to that of seeing them tend to crops. afterall the eggs are precious crops afterall.. 5: Growth pool :: For murkies that aren't intended to be on the dinner table a place to nuture your Army of murkies.. 6: Types :Eggs : The item placed into spawning pool/hatchery... Hatchlings : the babies the cute lil ones that will grow up to be food or defece/ pets. Mirelurks [the crab variants even razorclaws.. provides defence points for your settlement and will be territorial against intruders.. aka Raiders, mutants, etc.. Hunters: they are capable to being allowed to go hunting around parimeter of the settlement to find food to drag back home. Kings : study fast, the true guards of the spawning grounds.. they provide nice defence, and are capable fighters.... The Queens.. : Main role is to reside in spawning grounds providing eggs. Not to be allowed to roam. as to mirelurks wherever the queen is, the nest is.. 7: Feeding.. could use a similar mechanic to the Cow trough but for murkies.. using cooking station or chem station or a new station to make the Gruel/ Food Stuff for the murkies to eat.. or if you want to be cruel rig up a few cages and just release live prey into the living grounds for the murkies.. 8: Murkie structures... A: Spawning pool : this is avaible to build when your hatchery produces babies, and one or some are lucky to evolve into a Queen.. a Queen is Required for the spawning grounds to be built.. 1 queen per spawning pool. She will reside in it and roam abit around it.. Must be built by a source of water. B: Hatchery : the first structure to build.. this is required using Electricty to incubate the eggs to hatch them.. this is how you hatch Wild obtained eggs.. as the spawning pool will provide eggs and hatch over time.. C: Roam Markers.. : rods or such that placed down give off a pheromone telling the murkies to navigate from marker to marker.. essentially allowing you to set up a patrol route. D: Processing Plant : aka a slaughter house to get meat/ items.. grown murks enter,, rescources come out... ------------- 9: The ability to Name and turn them into followers if desired.. : must have this.. have a raised and groomed murkie that you invested time and love into as a faithful companion. unlike whisper obtained animals, these ones benefit from the No friendly fire perk. ---------------------------------------------------------------------
  5. i searched, so far none have the things i desire. i dont want load screen movement, i want actual movement like i posted
  6. I Have played for quite some time So I have my request for a Player home of sort utilizing the same mechanics as the USS consitution that ironsides commands.. Now what I'm seeking is a player home / Settlement that even though i'm sure it May require a loading screen to board,, unless theres a Docking station that we use. But overall the Airship lives up to the name as an AIRSHIP where as when I am in the captains seat and click on a location I wish to go. or If the mod maker is pro can can give us free roam potential with the ability to "Anchor" at a choice of our own." The ship does not do any loading screens instead it flys... Now The ship that Ironsides commands during the quest at the end of it, he counts down, if you jump onboard it actually carries you while it moves.. abit when it maroons that will murder you, unless your seated down. which makes sense. So the potential is there. So Using this method it would be possible for us to have a player home or even a settlement if the mod maker who decides to do my request builds a large size vessel.. to have a ship that can navigate to either fixed locations or allow us full captain priveles... and actually pilot our vessel.. As for movement from A -> B I'm not seeking for a full spacey feeling.. unless the mod maker can do that,, what I'm seeking is to move on a flat location no Going up or Down.. See going up/Down during Flight would only be functionalbe if we could encounter hostiles like Vertibirds, or other airships and have a "crew" onboard to let loose cannon fire But i believe that may be a bit much to ask for... since being Raided while in flight MAY seem super cool, but settlers onboard aka the crew may die. though personally I'd love it to have my ship come under siege while traveling lets say from sanc to diamond. at a slow pace, but faster then on foot sprinting. Afterall Im talking of a AIRSHIP not a jet infused vessle or a vertibird. the movement can work similar to how you see for example world of warships. they stay on a flat board and navigate along the gridzones. theres no going up or down but to figure this is also noting that most likely the ship has to be high enough off the ground that its able to be at same level as the perdwyn. and if piloting is enabled there would need to be "Crash" or rather physical obstacle interaction when a player tries to ram the BOS ship or a skyscraper or any other floaty thing in air that has a physical body. To prevent full on clipping. Now onto leaving/boarding ship.. I have thought of two methods that would suffice.. 1: The ship has a Vertibird launchpad and can board the vert bird to go down to the ground.. 2 : the ship deploys it's anchor that functions like a Teleporter... sure there be a loading screen for that.. since teleportation.. as for if your on foot and away from ship wether you fast traveled somewhere.. you can use a beacon be it a grendade, or a flare to Signal for the ship to come to you and your see it come over and stop.. Assuming you have a settler or robot assigned as vice cap to take helm when your not there. If the mod maker adds in like a defence mission like normal settlements.. this would bve a bit different instead of enmies running about on foot trying to shoot up at the ship, We'd see Vertibirds, or another airship.. Now the Enemy airship will be there for duration of the encounter in which you as player use power armor to Board the hostile ship, while your Settlers/Crew defend yours either by shooting, or manning stationed turrets alongside what automated turrets you have set onboard. the Objective of the Defense is made to Slay the captain. But If you want to go for a bit more fun and put a more need to watch your TIME with consequences the objective would be to "sink" the enemy ship before they "sink" yours.. basically the raiders, brotherhood, insitute,scavengers, etc.. I doubt super mutants since they too dumb to use a airship unless you see a horrifying hot air baloon made out of flesh... and a few mutants with misle launchers.. >.> But while onboard the enemy Vessle the airship that is. during a Airship encounter you move to kill either enemy captain, and then Capture the ship to turn it into a nice chunk of chips, or Assign some of your crew to the ship to in a manner of sense expand your fleet... If added otpion to expand fleet this way then We'd need a Captain's command consol..... Cap consol: if the earlier is to be added.. By expanding the fleet you'd use a monitor or talk to a npc and be able to send out your newly aquired ships out to scount.. Once they make their path and leave the "Border" they in all sense disapear until they meet back up with you when mission completed.. Basically your see on your computer lines and send orders, etc.. you dont get rewards for successful scouting missions etc automatically that requires you to Dock with your friendly ship and do a debriefing. and claim what goodies they got for you. Just be mindful to ensure the happiness is managed... Unhappy crews can lead to mutiny which may be a fun quest in itself too.. Just relized so if a fleet management and they do mission and it fails.. 1: you get notification t hey get sunk/killed.. or Lost 2: you find out that they were captured.. and can lead to a mission to Rescue your crew. but that would require a new worldspace, or having to go to a diff location on map like some raider/ etc depending on who you pissed off. to go rescue your people.. be it solo, or alongside other "'Elite" crew you go as a platoon.. By elite i mean just crew you put in outfit yourself,, their AI may still be stupid.. unless mod maker improves them. or another mod that already fixes stupid NPC helps out... Ship Types.. Raiders airships would be looking as if they were born from guns of icarus ships made out of scrap but with lots of spikes, maybe fire... scavengers would be makeship scaveneged ships, BOs would be in bos nature with looking like Modified military,, Insitute would be more sleak and high tech, Enclave would be what you'd think Enclave is like.. Minute Men would be more consitutionalish like Ironside's vessel.. And super mutants.. they dont have airships they just got a hot air bloon weaved out of flesh, with 1 mutant using a flamer to keep the ship floating, and 2 other mutants armed with missle launchers.. BTW ships do have parts of them that can be targeted in VATS... for example popping the mutant's baloon will lead to a funny bit since they will go pop and fall down to the planet. dead "Sinking" SInking is when a ship's reactor is done for, or it's destroyed by your ship's cannon fire.. basically what will happen is the ship will loose altitude like a vertibird then break into pieces.. on salvageable.. over time scavengers will scavenge the broken ship.. Or scavengers under your control will loot those.. the player cant loot the remains. What happens if your home/settlement "sinks" well it doesnt go down like NPC ships. persay.. rather you get deomissioned and stuck at a dock until you fork over resources to repair the ship. Afterall the ship/settlement would have a HP bar too... ------------- I know i rambled.. But the main thing Im seeking is the player home that can Travel.. All the further stuff the combat etc is Icing on the cake.. The main parts i want is a Player home that can go from A > B without laod screens without issues, and can be called to your locaiton via a flare, or beacon.. and preferably able to build a vertibird landing pad to be able to use the vertibirds to go from ship to ground vice versa.
  7. So I have been playing alot, and got myself a nice lil village of sorts being made thru some mods, however what i lack is having people there.. I'm not seeking "Followers" I have used Tundra defense before and that only held my interest for very very very short time period.... a day real life.. Im still hunting for npcs to suit my needs, tho im hoping to find a mod that adds Guards, maids, merchants, etc... I got alot of mods so far that give me means to earn gold thru owning stores, mines etc.. But im hoping to be able to set up actual trade routes so npcs will take goods from 1 area and actually travel with an armed caravan to another place to sell my goods.. I am not into how tundra defence just had a shop to insta sell stuff.. more immersion plz. XD So anyone know any mods that lets me have maids, guards etc i can pay to work for me? maybe even hire from bard's college to have a bard come to my camp? ALso im looking for more buisness mods.. I have atm Re-estate, Skyrim tycoon, barter and trade, hej farm, winstrade mine, kait cider resturant. Im creating a new world so i can start from being a khajjiit caravan member and work my way up.. XD
  8. I dont wish to use Skyui away since it takes all the menus away.. I love the other menus etc it gives, but its just Smithing that hurts me deeply having many many many items.. and i dont want to scroll thru tons of items trying to find items i'd like.. the vanilla were wonderful for me.
  9. So i love the Inventory, spells, my press Q for easy access to my quick select area.. The only thing I have a issue with is the Smithing/Crafting menu... I have over 500+ various things i can craft, and im not a huge fan of using a search bar when i dont even know what many things i want are.... I was Told about Skyui-away but i dont want to Remove The aspects of Skyui I prefer to use.. I just want the smithing and crafting menus to be Vanilla, everything else i like about Skyui
  10. So I installed tundra defense, i have yet to choose a spot for my Town.. I got a few mods installed like skyrim adventure tent to go with frostfall. So i was gonna make my village in the open plains of Rorikstead and whiterun but the ideal area is where the civil war camps will be.. I found a very nice spot up north in the frozen blizzard areas, the downside for me is I tend to get very cold even tho im a khajiit covered in fur, wearing a thick rugged fur cloak and shroud, full leather armor too.. so yea.. if i place down fires and things that would give "heat" would i still freeze to death?
  11. Many of us have watched the movie "Tremors" even seen the t.v series. Now I know we got Tunnelers, but they do not Invoke the same FEAR as a Tremor would to us.. a grabloid as the t.v series calls them. These large worms that burrow underground sensing vibrations surface side before surfacing up to grab ahold of their victims with their snake like tentacles baring death.. Imagine traveling the wasteland on foot, its a nice day, and its still miles from the next town, you glance over to some brahmin grazing over nearby then a rupture in the ground you hear the cries of pain from a brahmin as its dragged underground to be eaten.. Common sense for many of us whose seen the movies, and the tv show .. your left with options.. 1: Stand perfectly still till you think its gone, if its gone, or 2 : get off the sand/dirt onto Rocks, cars, etc. A grabloid is Blind it cant see you, it has no EYES. but it senses the faintest vibrations in the earth to seek out it's prey. it will eat anything, including vehicles, radios, ANYTHING that gives off a vibration will lure these guys.. They CAN't surface through Stone, concrete, non Dirt/sand layers. now as for combat would go into killing these you got various means .. like reverse pickpocket a living creature with c4.. then when consumed Detonate it. or. when they do tunnel your see a bump of such tunneling towards the prey. We got mutated ants, scorps, etc.. So give us our Tremors!.. IT would be really really neat if a modder added the further evolutions all the way up to Assblasters. XD.
  12. the mod idea i have should be put as a Quest mod. For the invasion itself is not Known until the courier[you] Stumble upon the Secret.. a Very SECRET that would sunder the wasteland.. See Aliens are already amongst us having false humans in our society mayors, governors, NCR members, even Legion members.. the populace is non the wiser to this.. it takes the courier either finding out thru lockpicking a door that ends up having the courier into a cloaked/disguised ship to find out "oh s#*! " or for the player to hear a Alien conversation while crouched down stealthing. or even locating a data record... when the player learns of the "secret" And that the aliens have been kidnaping and replacing residences of the wastelands and harvesting the humans for whatever sinister thing it could be wether some use the females for breeding, or use humans as food, etc.. each Convent of aliens is different in their goals some view humans as nothin more then cattle, while others see them as means for population making use of the genes to make more false humans. >.> ------------ ------ After discovery.. a quest apears to inform someone of your findings. you go about to tell either NCR, or legion and they dont believe you... as you leave either one's compound and travel further your attacked by false humans. killing these fakes dont give you infamy but if you attack them before other of their assumed faction your gain infamy. this makes the concept of Exterminating aliens hard.. also how are you gonna tell whose who? let alone free the captives if theres any, stop the massive plot in play?! ... Now for this mod I want NO Bark to play a big role. for years and years people put No bark's ramblings aside thinking hes some old idiot. but when the player tells him of the aliens.. it turns out that trusting in this CRAZY old man is actually worth it.. the mod should have other Crazys to general population meet together with no bark at the boss chair. the courier gets to join a underground faction.. tho a lil bit strange and akward.. the fun thing is actually seeing the truthes within their mad ramblings. meeting a mad scientist who can make a device to expose aliens nearby with music!. yes the radio.. ------------------------------ President Kambil [however u spell it] is a Alien!. after going thru a quest and exposing him as an alien.[or whoever takes his place, if you killed him already] this unlocks the next phase of the mod.. inwhich the aliens say "f*#@ it" and your see random encounters of ships flying in the air, even a mothership. >.> -------------------------- you can shoot down ships with Tesla cannons like shooting vertibirds in fallout 3. when you loot the debris that crash into the ground your get power cells, maybe a alien tech. after awhile the Debri will disapear [ assume that scavengers looted it clean] Now shooting the mothership with tesla cannon is stupid, you gotta blow that up from the inside. INSIDE the nest of aliens!. if you do just shoot it and shoot it, alot of pods will be landed around you and from the pods aliens will converge on ur location attacking u. that occurs if your blasting it from under it.. if your at a distance it will deploy attack ships to locate and blast you.. if your using a for example a vetibird to attack it, your be engaged in aerial combat. ---------- and thats all i got for now.,
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