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HillbillyDave

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Everything posted by HillbillyDave

  1. 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.
  2. 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?
  3. ooooh... I see. That makes sense. I hadn't considered that. Thank you.
  4. 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.
  5. 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.
  6. Anyone? Can anyone help me find what I'm looking for? I still need to change supply lines so they no longer require Local Leader 1 and I need to edit the settler cap calculation to add +5 for each rank of Local Leader but I can't find these variables in the editor.
  7. Oh and I need to be able to disconnect supply lines from Local Leader 1 and idk how to do that either. I don't know where to look to find the conditions for supply lines.
  8. 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?
  9. 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.
  10. 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?
  11. I figured out the shops and crafting stations. Still not sure how to disconnect the supply lines and add in the settler cap function.
  12. 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?
  13. 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.
  14. 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.
  15. 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.
  16. Is there a power armor paint job that you really like but you like the bonus provided by a different material mod? Me too. Someone should fix that. Maybe like, add another power armor mod slot entirely so that the material mod adds the defensive bonus that you want, while the coating/paint job mod simply lets you choose the paint job that you like without sacrificing the stat bonus that you want. Currently all pieces have the Model modification (A, B, C, etc.), the Material modification (Minutemen, Vault Tec, etc.), and the Utility modification (Jet Pack, Increased Carry Weight, etc.). Model Material Utility What I propose is changing how Material works so that it does not alter the appearance, (maybe minor color tinting to signify a material), but instead simply provides a coating of a certain material to increase a stat. Either, as example, a Titanium infusion to increase the armor's own health, a Lead infusion to make the armor more resistant to radiation damage, an infusion of some light weight alloy to lower the weight of the suit pieces and effectively increase Strength by 1 or even a Teflon infusion to make the armor move easier, thus increasing Agility by 1. Additionally, adding a Cosmetic mod that simply changes the appearance and if possible, allows the player to chose their own color. Want purple power armor? Go for it? Want yellow? Go for it. So what you'd have is the following. Model Material Utility Cosmetic The only things I'm unsure on is how to justify the material mod providing charisma, since the vault tec or minutemen paint would no longer provide it. I suppose one solution would be that the Cosmetic mod provides Charisma if all pieces are painted the same style. Anyway, thoughts?
  17. Wat? I never had any issues with Assaultrons except for one legendary one that pinned me in a corner and I took the full beam blast in the face. That beam blast has a really long charge time and is pretty easily dodged (assuming you aren't trapped in a corner lol). You should just git gud. And like feral ghouls, synths, or protectrons, cripple the legs and they can't get you.
  18. Bump. Is there anyone that could make this happen that would be willing to?
  19. That's agreeable, but I think your timing might need work. Are you saying 1 thing per game minute or 1 thing per irl minute? Because if it's the former, that's fine, if it's the latter that'd take way too long and besides that, how would fast travel affect it? I gave my Sanctuary scavenger 10 items to scrap. I fast traveled to the castle and back which took several hours game time, yet he hasn't scrapped anything because it's only been about 15 seconds real time.
  20. The whole settlement construction thing performs like it was an afterthought that was added in at the last minute, which we know they had it working back at the E3 announcement so it's really disappointing that it isn't more polished. Don't get me wrong, I'm very glad that they added it in, but in it's current state it's a lot like an alpha version that just leaves me wanting more functionality. I mean, being able to rotate items on all three axes would be great. Being able to place items down into the ground or wherever we want regardless of collision would make placing certain items like junk walls a lot better since they don't snap to themselves and you end up with ugly gaps that raiders and such would exploit in a real situation. There's a lot of miscellaneous structural items missing from the menu, like ramps and salvage walkways and support beams and such. Being able to scrap all of the houses, not just the collapsed ones would be great. Or at least the ability to patch the roofs and walls of the still standing houses. How am I supposed to put people in a house that has half a roof and has giant chunks missing from its walls? It's just taking up space being useless.
  21. Would it be possible to fix it so that supply lines can be altered or cancelled without having to luck out and catch the settler at their home settlement? It's entirely annoying when you need to change a supply line and can never actually catch the settler to do it since it can only be changed or cancelled from the settler's home settlement build menu.
  22. The perk is already useless if you don't want to do settlements since literally ALL it does is give you more settlement management options. If you do choose to do settlements, changing it as I suggested is beneficial to all players regardless of their charisma because low charisma characters can still set supply routes and build shops and it allows players with the perk to increase the settler cap which would make it quite useful because more settlers = more people doing jobs and higher shop income.
  23. If you were building settlements, setting up supply lines and shops would be an obvious thing to do so rather than have the supply lines and shop building which are both vital to successful settlement management being locked behind a perk that requires 6 Charisma and is devoted only to that, you should be able to do that without a perk and that perk should do something else. Like for example, keeping the name and only 2 ranks, rank 1 increases your settler cap by 5, and rank 2 increases it by 10 so instead of a potential 20 settler cap per settlement, you could have 30.
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