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omgsome1just

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Everything posted by omgsome1just

  1. Find it odd you can't bayonet the laser musket? Well I have a great suggestion for bayonet models and customization! These are my top: Short: (weakest, fastest attack speed, and lightest): http://14544-presscd...te-bayonet2.jpg or, http://www.thefirearmblog.com/blog/wp-content/uploads/2007/10/img-1757.jp: or:http://i198.photobucket.com/albums/aa44/phtinsley/blade2-1.jpg Medium: http://www.everydayn...stolBayonet.jpg Long-Range: (Strongest, medium attack speed, and heaviest): http://www.halfblogr...ock_bayonet.jpg Here are some wacky additional looking designs I figured you might like: Ripper+ Pistol. Sweeet. Too bad you can't hold down the melee button. http://panaceax.com/...n--1024x768.jpg Double bladed Gun: http://truthaboutgun...7/DD-17-web.jpg Perfect for roleplaying as a swashbuckling pirate or as a minutemen general! (Damn shame that you can't block) http://pirates.missi...s/swordgun2.jpg This will probably require you to make a new animation: http://pirates.missi...axegun60cal.jpg This attachment makes me wish they kept the FNV Strength system: Unless you're Hercules or own a real life power suit (The U.S military already made Exoskeletons that are surprisingly flexible, durable, a far cry from the clunky ones in Fallout) the weight and bulk of the chainsaw, would be unwieldy, so i'd suggest you require a certain strength/power armor to use this bad baby. Alternatively, It does massive damage at the cost of a base 50 AP, and each strength lowers the cost by: http://www.undeadrep...008/12/saw1.jpg Short-range for Revolvers (Stabbing animation) http://www.prices4an...50/33/00-04.jpg Sword: Long range: (Armrest is a must for this weapon, without it, in real life, it would be unwieldy) http://ind5.ccio.co/...9abe.jpg?iw=300 Butcher knife: Long-range. http://14544-presscd...rt_New_York.jpg
  2. I was told FO4's engine is so similar to Skyrim's that that things can be ported in and out without extreme difficulty. I think the legality is the big issue :/
  3. When sk64 comes out, is it possible to create multiple new perk trees?
  4. Hello Folks, If raiders, Gunners, and Children of Atom, and other trouble makers make up 30% of the population, they should have their own DJ and radios so you too can listen to villain music if you're a baddy,. OR if you're a good guy/rival faction, you can combine this potential mod with the Destroy Radios Mod (http://www.nexusmods.com/fallout4/mods/15935/?), so that you can shoot the vile music off!
  5. *Please note: This is to offer encouragement NOT disparagement to ex-modder Alexandrox: I commend the Author for his/her/it's hard work on that brilliant early mod (It was fun getting my ass beat by Alligator man, and finally annihilated him at level 25, But I find it pathetic that Alexandrox cast his own hard work into oblivion Just because he/she/it could not handle the underwhelming 2% negative reviews of the Overwhelmingly successful mod. So if you know him/her/it personally, tell the modder to stop being such a pansy, and show the 2% minority of jackasses within the modding community, who's boss by making a new, refurbished WIS mod for the SE edition, and also tell him/her/it to create more brilliant mods. Yes I say pansy because by burying the mod,is equivalent to letting the 2% non-contructive jackasses win. Don't let the jackasses win! Please bring Alexandrox back (if he/she/it isn't already) and make a refurbished WIS for Skyrim SE! I will donate my first paycheck to ya'll if you can do that! To all the modders of WIS, Please consider my ideas into the suggestion box: 1) the heroes/villains/bands of enemies CAN come into the cities but are NEUTRAL to everyone (except towards aggressive dragons and vampiric attackers) and they spend the night at the nearest tavern. - plus they can buy new/better equipment and can level up if that possible/pick up better gear, etc. 2) The heroes/villains resurrect at certain towns/places if they die and start with their starting gear. 3) I mean do disrespect, you guys did a good job but: Because Immersive Patrols already does what WIS II now includes: the random spawn points/battles) (minus the sabre cat texturing which I find totally pointless but totally fine) Please take my idea into consideration: corroborate with AT LEAST Immersive patrols uploader "Scrabbulor"(and his team) to merge WIS and I.P mods into a single file or all files that are necessary on the same download page, and or simply make a compatibility patch for both to work in harmony. Regardless: Please come back to the modding community Alexandrox Love you guys, keep doing what you're all doing. P.S: I have not been following up on this mod but having heroes and villains running around was awesome. So I apologize if Alexandrox already rejoined the community and or is too preoccupied with his/her/it's own real life (Such as a job at Google, or taking rigorous courses at MIT tas a student). I just want to say your mod was inspirational to us all.
  6. Hi. This works 100% for me: It's sort of painful because you will most likely lose modded stuff like gigantic Homemaker houses and Concrete foundations from DD, etc, but AT LEAST you don't have to reinstall Fallout 4 and delete ALL your mods. (Just some) 1) Delete the fallout ini files (aka, custom, prefs, and ini) in your Documents\My Games\Fallout4 folder. 2) Verify integrity of the cache via: Steam- Right Click Fallout 4 in your steam library - select properties - select tab "local files" - Verify integrity of game cache. 3) Recreate Fallout4Custom.ini or simply dl Fallout4Custom.ini from this website and place it in your folder: https://jumpshare.com/v/seRQNW4MUmh6hbQ74MTV 4) Re-add in your Fallout4Custom.ini (and fallout.ini just in case) [Archive]bInvalidateOlderFiles=1sResourceDataDirsFinal= 5) Open Fallout 4 and test if it works. (It will most likely CTD or still bug out on your save) if so: 6) Deactivate all plugins, using NMM (or MO what have you), then reactivate 3-5 plugins at a time until you find out which mod(S) is/are Bugging you/causing CTDs. Make sure you install their patches too. That should do it. *ALSO: I highly recommend learning how to PROPERLY merge SOME plugins together to resolve SOME mod conflicts.
  7. According to one modder, the issue with the p90 is that the way it is held is different from how vanilla characters hold smgs. Meaning, one would have to know how to change character animation as well, making this mod 2x more difficult than the others. But I believe in all of you modders. Yoou can do it!
  8. Say your save game gets corrupt for some odd reason, or you just don't have the patience to do all the quests all over again. How about a mod that'll let you choose which quests will be automatically completed?
  9. I find it stupid that you have to go up to every settler and give them their clothes. Why not just have a mod that assigns clothing to them from the work bench via terminal? We already have a mod that assigns settler names and jobs. so this shouldn't be TOO difficult...
  10. All my BOS folks are in their good old space ranger outfits. Problem is, their bland vertibirds don't really match. Can someone fix this?
  11. Please make this mod I will PAY u if you do it!
  12. oh so unique isn't the same as knockking codsworth unconscious. If you can't figure out how to make them "knocked unconscious" (aka temporarily disabled) then invulnerable is still a great temporary mod until ck is officially released.
  13. Please make this mod I will PAY u to make it the way I want it. I was playing a settlement raiding mod and my defense went from 400 to 0 because apparently the turrets AND the guard posts can become damaged. I have over 20 guard posts and i don't feel like reassigning the settlers to them. I think the guards themselves should be able to repair their posts on their own as long as you have the materials. IF someone can do that that'd be more lore friendly than just 1 person running around fixing 100 something turrets and posts. Same thing with traps. I know the CK is still in Beta but could you guys please make traps auto repairable, or something? Traps really add lore to the game, but not when only 1 person is fixing every single trap by his or herself. Another idea would be to make an engineering workstation and assign engineers who will fix the defenses. I still want the issue of the Guards abandoning their posts (despite being repaired) resolved. Thank you.
  14. Hi so, I don't know if anyone else suggested this but the only way i can make my guards stay in one place is by assigning them to a store mat, and putting a bedroll right next to them. while this helped me to get around the infamous: "Guards roaming around" bullshit, it still hasn't fixed the "guards charging the enemies from their post nonsense." When CK comes out, please make a mod that A) makes guards static, and B) makes settlers not run after enemies into the dark forest like idiots. Thanks guys.
  15. So I created an awesome hangout for all my followers in Red Rocket. MY biggest problem is that whenever I am crafting something, Strong is ALSO crafting at a chemistry set next to me and he WONT SHUT UP about being BORED! It is really, really annoying. I want edit his files so that he won't craft anything, or at least he will stop complaining, or AT LEAST make him complain for every 5 minute intervals rather than the 1 second intervals, but I have no idea how to do this and I will most likely mess up my game. If possible someone please make a mod that let's you change annoying character dialogues. Thanks.
  16. There was a fallout mod called Enclave Commander in Fallout 3 and New Vegas. This allowed you to summon a 5-man war party of different factions (I.E brotherhood of steel, Enclave, American Soldiers, etc) via a "Wearable" radio. You could also command them to go to differnet targets by marking them with a laser You could also radio in V tols to bombard places with different bombs such as mini nuking, 20 large plasma grenades dropped in a line similar to Napalm strikes, and rocket bombardment apache helicopter style. But with THALMOR COMMANDER: Thalmor Commander should be literally the same concept except with a horn instead of a radio. The factions include: 1) different guard holds (i.e Morthal, Whiterun, etc) 2) Imperials 3) Stormcloaks 4) Companions 5) Winterhold Mages 6) Thieves Guild 7) Assassin's Guild 8) Bandits Marauders and Mages 9) Werewolves 10) Vampires 11) Falmor 12) Mud Crabs 13) Bards 14) Alik'r 15) and THALMOR As For Bombardment: DRAGONS, however they will be limited to doing only 1 specific thing depending on what you choose: 1) Picking people off the ground and throwing them 2) Large blasts on area (Like a mini nuke) with 3 options: Fire, Ice or Sparks 3) Napalm-like "bombing run" with same 3 options. 4) Mammoth stampede!
  17. First off, there is a mod called LIAT by demidekidasu (Lively Inns and Taverns) which adds more NPCS and Bar noises. THIS IS NOT ENOUGH! These are my suggestions for a mod to make bars and taverns much more interesting. This will require voice acting but it is super easy because all you need to do is sound drunk, and crazy, and very gay (happy) First: When someone starts playing and singing, multiple voices start singing along. It should go like this: 1) Only a few voices sing well, and only a few sing bad. MOST voices sing in the middle. or it won't sound real. 2) Make sure the bard can be heard. 3) If you can, make an animation were men on adjacent stools/benches/wood logs have there arms on each other's shoulders, swaying together with tankards in there hands. Second: have a 20% chance that at night there will be a bar fight. The scene should go like this: 1) 2 men sit next to each other. 2) One or both are intoxicated. 3) One insults the other VERY LOUDLY 4) Everyone stops what they are doing, to watch them fight. 5) All NPCs goes into brawl/bar spectator fight mod, however: Some Friends will pick sides, others just watch in morbid fascination. - They have bar weapons such as tankards, broken glasses, and stools. - There is ONLY a RARE 10% chance they all pull out swords. 6) Eventually, a guard (Or a bouncer) will come in and arrest people/break up the fight. *It would be hilarious if the fight SOMETIMES interrupted the bard singing. Third: The NPCS play their own drinking games. Also, you should be able to join in. (Like that Sam/Sanguine demon) Option 1: gambling games. Option 2: Bar Jobs (probably already a mod out there though lol)
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