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Ambiguous

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  1. Aha, thanks CiderMuffin, that was all information I had completely forgotten. And unfortunately makes at least half of my scenario completely moot. Bugger.
  2. I feel like we need a functional high-heel system first. Most outfits appear to still be at the cut-off-part-of-the-leg stage. Which I personally find a little strange to look at.
  3. I had an idea for a story a short while ago, about a spy infilitrating a criminal organisation based in Switzerland. She intended to take them apart from the inside, but quickly realised that part of their goal involved surviving an impending catastrophe in order to become a world superpower in the aftermath. Realising that they were the only major entity actively pursuing this goal she decided that, for her own survival, she was better off going rogue and joining the organisation. Fast forward a few decades and the Fallout nuclear war happens, the organisation survives and the leaders awaken from cryogenic slumber (including the spy, who by this point had become involved with the group's leader) Jump forwards in time again and the (now former) spy's estranged daughter has been abducted by a ghoulified former ally of her mother, who blames her for not bringing down the criminal organisation, thereby allowing European forces to take possession of the facility. Using something similar to the memory den, the daughter is allowed to view her mother's true history. The former ally is attempting to poison her against her mother. This was the initial idea anyway. But it got me thinking... ==============SKIP TO HERE IF YOU WANT ME TO GET TO THE POINT================== What if the reason why there's no Chinese forces in Fallout America (there should be, they were clearly more prepared than America was for the impending nuclear holocaust, given that they started it), is because the remnants of the communist regime (which presumably also includes the USSR) are engaged in a stalemate with the Swiss Collective (the criminal empire's new alias). It's essentially Fascist Europe vs Communist Asia, both sides using GECK-like technology to restore parts of the planet (one of the primary resources could be fresh water/food, gathered from green zones) I'm thinking that this would remain separate from the main Fallout series (both factions are trying to restore their own territories before worrying about America, who they both believe is thoroughly crippled at this point in time), but would serve as a way to fill in some blanks regarding the alternate Earth created by the Fallout timeline. Anyway, just an idea I had.
  4. Lorewise, Elder Scrolls has dealt with Time Travel/Dimension hopping before. And Alduin is a God, so... But yeah, I mainly posed the idea as a "FRO TEH LOLZ" concept. I just loved using some of the scarier dragon mods from Skyrim that forced you to hide under a bridge and take pot-shots whenever a dragon struck. Maybe something similar could be implemented as a Zeta DLC. With an alien ship turning up to perform flybys and bombing runs. FO3 already established that the Zetans (Zetas?) send ships to recover their lost scout craft. And Independence Day Forever is coming out soon, so it could be an entertaining homage to have an even bigger mothership in FO4.
  5. Because, reasons... I loved the way dragons (especially super-powerful modded dragons) effected gameplay, forcing even the most godly player to seek cover when a flock/swarm/murder(?) of dragons descended upon them. I realise that this would almost certainly require the F4CK to make happen, but asking a question online never killed anyway... right?
  6. This might have to wait for the GECK, but I thought I'd ask if anyone was looking into portable mini-settlements? There's two settlements in the game (at Diamond City and the airport) that have different building rules to other settlements, so I know that somewhere in the code is a command that restricts building for specific settlements. My idea is to be able to deploy a mini-workshop which gives you a tiny build area for the sole purpose of building defences (maybe some limited scrapping functionality too? For removing barricades). You could then pack up the workshop and move on. Each mini-workshop would provide a small radius and small amount of power. You wouldn't be able to build resources of any kind within the radius. The mini-workshop would be a weighted inventory item (you'd also need to carry building supplies with you to use it) and would bypass the usual "you must clear the area of enemies" flag. This would have to only flag a small area around the mini-workshop as buildable, not the entire cell, and only whilst the mini-workshop is deployed, not forever. You also wouldn't be able to supply-link the mini-workshop to your normal workshops. The purpose of the mini-workshop would be to either build little defensive outposts in the wilds for fire-support or for a fall-back position if you fear you've over-extended. Or to put up a weapon/armour workbench for on-site scrapping, though you'd need to carry the supplies required to actually build this (no storing/accessing-stored items from a mini-workshop). You wouldn't be able to build power generators, only the mini-workshop's own generator is allowed, so you could possibly build a missile turret, but not a wall of them around a group of deathclaws (unless you run around with multiple mini-workshops). I just thought this might contrast nicely with all the mods around that are steadily making the wasteland a more and more dangerous place.
  7. I'd quite like to see these converted across to Fallout 4. Sport Sexy Map:- http://www.nexusmods.com/skyrim/mods/13377/? Sport Sexy Sweat:- http://www.nexusmods.com/skyrim/mods/28946/?
  8. I'd quite like to see a CBBE compatible muscular body mod with sweat. Longer hair, with curls. Jewelry (and more body slots to wear them on, if the current skeleton can support them). High heeled boots. Long dresses (and capes/cloaks?) Power armour attachments/decorations (think Space Marines/armoured knights). Piercings. More tattoos. Bow and arrow. Shields (for power armour?)
  9. Bow and Arrow (not usable in Power Armour). Sword and Shield (for Power Armour). I recognise that both would probably require the GECK, so I'm not expecting anyone to suddenly say "oh yeah, it's on its way!" I'm just making a little request, for a mod, on the mod request forum. Also... arrow variants? I'm thinking similar to the syringer. Though also some explosive arrow-heads (mini-nuke arrow-head anyone?) Oh, and recently someone reminded me of Outlaw Star, an anime that featured a gun that fired magic bullets, so... yeah, one of those would be awesome too :D Some extra aesthetic features for PAs would be welcome too, maybe a cloak attachment, or chainmail, or a fancy helmet design that adds a plume or a mohawk. Anything that would make my PA'd character look like a steampunk knight in shining armour. Anything else I can think of is just stuff from Skyrim. Maybe some elegant dresses to balance against the flood of super-skimpy outfits currently dominating the nexus? Especially now that the base game has some decent looking cloth physics. Oh, and more hair. Thanks in advance :D
  10. Wow, I honestly never expected a response from the modmaker himself, sorry for the lack of clarity, the 'waddle' is merely me referring to the godawful vanilla movements that Bethesda decided were acceptable for their game. On my first ever playthrough I didn't know any better, but having used custom animations for pretty much everything since that first playthrough, the idea of returning to vanilla animations is too horrifying to contemplate. I'll reinstall FNIS in the morning and double-check that I'm setting it up in the correct directory. I'm actually not using the shortcut, I find it oddly reassuring to navigate directly to the data folder and access the FNIS tool directly. Thanks again for responding. Edit: So I figured out what I was doing wrong with FNIS, I thought I only needed the PCEA patch if I was using a custom race (must've misread xp32's instructions), activated it and the T pose is gone. Unfortunately none of the animations appear to be working correctly anyway, so I'm done, too many hurdles for a quick trip down memory lane. Thanks for offering to help fore.
  11. I've recently reset my PC and have decided after a lengthy hiatus to return to Skyrim. On previous run throughs I was able to get xp32's animation pack (and some other animation mods) to run perfectly well using FNIS, but this time around I can't seem to get anywhere, I'm stuck with godawful T poses whenever I install anything (uninstalling is fine and everything returns to normal). The FNIS behaviour generator tool doesn't flag any errors when run and I'm currently only using the xpms mod, ragdoll mod, FNIS and xp32's animation pack, so there's no conflicts to consider (since all of these mods either recommend each other or require each other) and I've tried every load order I can think of with the four mods. Am I still doing something wrong? At the moment I consider Skyrim virtually unplayable, since watching my character waddle about is so horrifying that I can't even consider anything else.
  12. I know this is a discussion thread about the latest 3 PCs, but I'm fascinated by the concept of CHIM. If you succeed you attain god-like powers, if you fail, you are instantly erased from existence. Is that what happened to the Dwemer? I may be mis-remembering it, but I'm sure I read somewhere that they communicated via telepathy, is it possible that they, as a species, attempted to collectively achieve CHIM to reform Mundus, failed, and were zero-summed out of existence? I also love the fact that it validates my constant cheating via the command console, my characters have achieved CHIM, and can therefore do whatever the hell they want.
  13. Is xp32's acrobatic jump the only 'cool' jump animation mod in the Nexus? I can't seem to get FNIS to play ball right now so I was wondering if there were any alternatives. I've looked at Yukl's YY-Animation, but the jump just looks odd.
  14. In response to post #11606119. #11773530 is also a reply to the same post. Seems like a perfectly reasonable message to me, perhaps a little blunt, but I'd rather that than some some daft patronising sugar-coated "oh you poor dear you were too lazy to read instructions, poor you!" message.
  15. I upgraded to version 46 to regain access to the download functionality of NMM, yet every link I click on fails to initialise, is this a bug? Or am I just going to have to go back to manually adding mods to mod manager? Seems like a waste of time upgrading if that's the case, especially since this new version is unable to recognise my old mod list, I manually imported them across, but now it fails to recognise that any of them are active, meaning that I can't deactivate them, and I'm scared to 'activate' them via mod manager, since they are ALREADY active.
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