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About HillbillyDave

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I'm not talking about god mode. What I mean is instead of a .38 pipe pistol killing you with bug bites while you're wearing power armor, the player should be immune to all damage except radiation and explosive damage (very reduced, of course) and instead, the power armor itself loses health and once a piece is broken, then any attacks that hit the now exposed body part will do normal damage (maybe still reduced a little by the PA frame). Power Armor literally, by the lore, turns the wearer into a walking tank. The wearer shouldn't be hurt at all while in the power armor except for taking reduced damage from radiation and close range explosions due to concussive force.
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I tell it to check for updates but that doesn't download and install new versions, all it does is tell me updates are available. Do I have to manually update each mod?
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[HELP ME] Mod Manager disabling all mods
HillbillyDave replied to HillbillyDave's topic in Fallout 4's Discussion
ooooh... I see. That makes sense. I hadn't considered that. Thank you. -
I don't know why but NMM has started disabling all mods when I launch the game. I haven't installed any new mods since the last time I played and I tried shutting NMM down and relaunching it but it's still disabling all mods when I use it to launch the game. Does anyone know why it's doing this? I vaguely recall seeing someone else post about having this issue a couple of weeks ago but I have no idea where that post was to check it for a solution.
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Well maybe I'll just have to put this mod on the backburner 'till the CK comes out. I was really hoping to get this mod up and running. I know changing perk functions is doable, as someone made a mod that changes how Idiot Savant works but those kinds of changes are beyond my ability at the moment without someone helping me learn how to do it. I blindly poked and prodded at FO4Edit till I figured out how to edit the shops and crafting stations and those are working as I want them too (yay me), but disconnecting supply lines from Local Leader 1 and then giving LL1 and 2 the function I want them to have are beyond my knowledge and I don't think any amount of poking around in FO4Edit is going to result in me figuring them out.
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Ok I got all the shops and crafting stations edited but I still don't know how to give the Local Leader perk the effect I want it to have. Right now it's doing nothing I really need help with that part. I know the settler cap formula is "10 + Charisma" so what I want the perk to do is make it "10 + Charisma + 5" on first rank and "10 + Charisma + 10" on second rank. Can someone please help me out with that?
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Mod to get rid of pre-war homes in Sanctuary?
HillbillyDave replied to Melthina's topic in Fallout 4's Discussion
Only the collapsed houses can be scrapped. The others, like the player's old house or the one across the street with the power armor frame cannot be scrapped but also can't really be used because they have giant holes in the walls, ceilings, and roofs. -
Scratch that. I've kinda' figured out the shops and stuff but I'm still not sure how to delete the perk condition. I tried the remove command on the condition line but then it seems that also removed the secondary condition that the shops can only be built in a workshop settlement, which I don't want to change. How to delete a specific condition?
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I've never made a mod like this before and when I asked in the request forums no one seemed to be interested. What I want to do is rework the Local Leader perk by making setting supply lines and buildings shops and crafting stations standard fare for all wastelanders regardless of charisma and instead, Local Leader will increase the settler cap at settlements by 5 on the first and 10 in the second rank, meaning the low charisma player could still have supply lines and basic shops and the higher charisma player could potentially have up to 30 settlers per settlement. It's a win/win change that helps everyone. I've managed to edit the Local Leader perk descriptions to reflect that change, but that's as far as I've gotten as I don't know where to go from there to make the actual gameplay changes; it's not as straight forward as I had hoped. I don't know how to disconnect supply lines and shop/crafting functionality from the perk and instead have it change the settler cap formula. Can someone point me in the right direction?
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Can anyone make a mod to allow the entire island to be built on? I tried using the console to move the build area marker as a means to shift the build area but it is apparently just there for player reference and the barrier itself is unrelated to the visual wall because despite moving the visible border I was still being auto kicked out of build mode while within the newly shifted borders.
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It really bugs me that the houses that haven't fully collapsed can't be scrapped nor cant they be repaired. They have large sections of the roofs and parts of their walls missing. I can't from an RP standpoint put people in them and feel good about it because of all the holes and missing roof sections. Would someone be able to make a mod so that the houses could be repaired? Not to pre war condition mind you, I think that would be silly, but have the holes in the walls patched with boards or sheets of tin and have large sections of tin laid over the roofs to provide an actual roof to shelter the settlers from the wind and the rain. Or at least be able to scrap the entire house even if it isn't collapsed. This would be useful at other locations as well with partially destroyed buildings that can't really be used, like the small destroyed building at Tenpines Bluff for example. The only thing left of it is the wall corners but they can't be removed so you can't really use the foundation for anything. I realize that being a bethesda game, being under a solid roof doesn't actually stop the rain from hitting the player, but it's strictly an RP perspective thing for the settlers.
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If possible, please normalize Assaultron damage!
HillbillyDave replied to 1355970's topic in Fallout 4's Mod Ideas
idk what you're doing wrong but I only died to an assaultron once, and it was the above instance I mentioned where it was a legendary and trapped me in a corner and I ate the full beam attack. Yeah, they're quick and tough but like I said, use vats to cripple the legs and they're pretty harmless.- 5 replies
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- nerf
- assaultron
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