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Everything posted by Richwizard
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The Creation Club, Customizable Vault Suit creation, adds Utility Jumpsuits to the game. They are a recreation of the vault suits from Fallout 3/NV. They only come in dirty versions. The vanilla vault suit, like the one you have in V111, comes in both clean and dirty versions. There should be a clean option for the new utility jumpsuits.
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Carry weight increase for power armor?
Richwizard replied to lazloarcadia's topic in Fallout 4's Mod Ideas
Carry More with Power Armor just makes a simple addition of a single value to fortify PA carry weight. It is very simple to change that value to whatever you want and also to change it to an esl. -
NMM is dead what do you recommend to replace?
Richwizard replied to StormWolf01's topic in Fallout 4's Discussion
NMM is not dead. It's just not being supported directly by the Nexus. Github still posts occasional NMM updates. The newest versions no longer try to check the Nexus for updates. They connect to Github. In fact, there was an update today. Here is the web address. https://github.com/Nexus-Mods/Nexus-Mod-Manager/releases -
There's a fairly recent mod on the Nexus called Red Dead Revolver. https://www.nexusmods.com/fallout4/mods/38304 It may not be quite what you're looking for, but it's intended to give you several options to make your own unique .44 revolver with different looks and grips. Apparently, the vanilla "Western Revolver" just uses the .44 revolver mesh. The author is currently in the process of updating the Western Revolver to make it a Remington New Army Revolver instead of just a .44 revolver. He plans to include similar appearance mods for this new Western Revolver, but it's a WIP.
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Spawn chance for Automatron encounters is set at 50%. This significantly reduces the chance to meet anything else. There are mods that adjust this.
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New file plugin ESL for Creation Kit (255 mod limit removed)
Richwizard replied to N7R's topic in Fallout 4's Discussion
Usually, when you install an esl mod with NMM, it doesn't appear in the load list immediately. You have to exit NMM and reopen it. It should then appear and you can activate it. Me and a lot of other people wish they would fix this.- 37 replies
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However many descriptions you come up with, it will be "all of the above."
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Just one question; how long is the pole on that thing? :D Edit: Second question; do you grip that pole with one hand or two? :teehee:
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I see what you mean. In terms of file numbers, the "Clothing" category is the second biggest. It's exceeded only by; wait for it.......... WEAPONS! :woot: The ultimate phallic symbol. It's not the size of your weapon that matters, it's how you use it. :wink: I'm not overly fond of weapon mods in general, either. But, there are a couple of exceptions. I know, let's petition the Nexus powers that be for a new "Tittie Tag"!
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:D I've asked for exactly that on the mod request forum. But, hardly anybody seems to read that. Honestly, it's not the sort of mod I'd use in my own game. It's the sort of thing I'd like to see get made just for laughs. I'd still download it just because! Sadly, you probably won't finished in time for April Fools.
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:tongue: I don't care. I just want shooting boobs. :laugh:
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It's because of the amount of teenage hormones involved in mod making. They think they're being clever, or creative, or something. Those modders are just raising a flag that says, "I'm horny!" It's a similar situation with the amount of gun mods for the Fallout games. "Mine's bigger than yours!" I think a mod with shooting boobs would be the most popular mod ever. I'd love to see that.
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It has been a while since you played. That's the first trading post you find in the game. It's called Drumlin Diner. It's one drug dealer named Wolfgang and his bodyguard. You can resolve the initial situation there with a speech check. Then Wolfgang leans against the diner for the rest of the game, and BOTH of them become available to buy your junk. When Trashcan Carla is stopped there, it becomes 3 merchants. It's a handy spot already. It might work as a settlement, if it's not too close to the Starlight Drive In. If settlements are too close to each other, it can cause conflicts. The game will try to lump settlement stats of the two map markers together. I had this problem with my Water Tower Home mod when I gave it it's own map marker. It all depends on distance.
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- settlements
- towns
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Can someone make a revolver shotgun mod?
Richwizard replied to EklecticGaming's topic in Fallout 4's Mod Ideas
The MTs-255 looks like an interesting gun. I may consider that. -
Remove Invisibility/StealthBoy Effects (As Needed)
Richwizard replied to NeuroticPixels's topic in Fallout 4's Mod Ideas
You're welcome! I meant what I said about being ready to run when you find it. The encounter that spawns is not leveled, it's overpowered. I changed it in my own game. It's my only complaint about that mod. The stealth boy works great. Although, I have noticed an occasional problem making a game save while in stealth mode, an occasional freeze. It might happen with vanilla stealth boys too and I never noticed.- 3 replies
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- stealth
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Remove Invisibility/StealthBoy Effects (As Needed)
Richwizard replied to NeuroticPixels's topic in Fallout 4's Mod Ideas
There is a mod that adds a unique stealth boy that can be turned on and off. It's called "Toggle Stealth Boy." You can even set a hotkey for it. This way of functioning is actually more in line with the original games. https://www.nexusmods.com/fallout4/mods/18876 As soon as the mod loads you get a quest and a location marked. Be ready to run as soon as you pick it up if you're in the early part of the game. For balance, it's set up to drain action points while it's on. However, there's a holotape that allows you to change that and one or two other settings. I called it unique, but you can make more for companions at the chem station. By default, it's set up so companions go into stealth mode automatically when you do. However, one of the holotape settings allows you to make it a condition for them to also have one of these stealth boys in their inventory to do that.- 3 replies
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- stealth
- stealthboy
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Yes, more than a dozen. Have you tried typing the word "terminator" into the Fallout 4 Nexus Mods search box?
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"Brotherhood Power Armor Overhaul" makes most Brotherhood power armored soldiers wear T45 and T51 armors. Paladins will still wear T60. You will get a free suit of T45 from the Brotherhood instead of T60, in spite of what Proctor Ingram tells you in the power armor bay. https://www.nexusmods.com/fallout4/mods/11978 Requires "Consistent Power Armor Overhaul" which makes all paint jobs available on all power armor types. For example, Minuteman paint job was originally only available for T45 armor. CPAO makes it available for all power armor. Atom Cats paint was T60 only. CPAO has it for all PA. https://www.nexusmods.com/fallout4/mods/11234 Finally, "Armor Weapon Keywords Community Resource (AWKCR)" now comes bundled with updated esp files for both of these mods for compatibility. https://www.nexusmods.com/fallout4/mods/6091
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Even if you keep your distance, they keep trying to shoot the dog. I kill them more for that than anything else. You'd think they would have better sense than to attack someone in power armor carrying a gatling laser; especially when all they have is rag clothing and a pipe pistol. I hope someone can make this.
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Board a boat to travel to and from Spectacle Island?
Richwizard replied to madmedic446's topic in Fallout 4's Mod Ideas
Thanks, I haven't seen this one before, will also give it a look. You quoted and replied to your own post. -
Board a boat to travel to and from Spectacle Island?
Richwizard replied to madmedic446's topic in Fallout 4's Mod Ideas
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Board a boat to travel to and from Spectacle Island?
Richwizard replied to madmedic446's topic in Fallout 4's Mod Ideas
If you're looking for a bigger boat and more destinations, there's a mod called "The Red Wave (Reloaded) Fast Travel Player Home". https://www.nexusmods.com/fallout4/mods/22013 The main file places the boat in Far Harbor, since several FH destinations are on it's fast travel list. There is an alternate file that place it's starting location at Egret Tours Marina and another that places it at Spectacle Island (not recommended for your needs). Destinations are not just coastal. There are a few up rivers, near places like Bunker Hill and Graygarden. With these alternate files, since Far Harbor destinations are included, it's recommended that you start Far Harbor the vanilla way first to avoid any conflicts. That's why the main file has it in Far Harbor. -
Wearing power armor, standing on a pile of money.
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Craftable Misc Items From Junk
Richwizard replied to TheSilverSmith's topic in Fallout 4's Mod Ideas
There's a great mod called "Crafting Mastery". https://www.nexusmods.com/fallout4/mods/17849 One of the new workbenches is a junk workbench that allows you to make miscellaneous junk items. The component cost to craft an item is typically the same as the components you would get if you broke the item down. -
The jetpack not firing underwater may be hard coded in the game and not fixable. As many modders as have fallen in the water in power armor, none have managed to find a fix yet. I would love it if someone did. Until then, jetpack running in Jetpack Overhaul is the best solution I've found.
- 15 replies
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- power armor
- water
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