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Courier07

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Everything posted by Courier07

  1. I was thinking something like this might be neat. 1. Technocrats 2. The leader would be named "Emp" (pronounced like imp) and their ranks would probably go something like Kilobyte, Megabyte, Gigabyte, Terabyte. 3. They would wear Synth Armor they looted from Synths around the Commonwealth. A few might have power armor up to T-51 level. 4. Weapons would be Laser, Plasma and Institute weapons, alongside Pulse and Plasma grenades. Energy only. No ballistic stuff. 5. Any place that has an abundance of technology, like the Mass Fusion factory for example. 6. Before he was known as "Emp", he was Sherman Blake, a mayor of a small settlement years ago that he created. His settlement lived in prosperity, having an abundance of food and water. The Institute took notice of this and sent a few of their Synths to spy on it. The Synths malfunctioned however, killing off many people and destroying the town. Sherman was fueled with rage and anger, renamed himself to "Emp" (after the name of the weapons they used to kill the synths) and vowed to exterminate the Synth menace by using their technology against them, to "fight fire with fire" more or less. They could also have robots alongside their forces with the name "Reprogrammed" in front of it. (e.g: Reprogrammed Protectron, Reprogrammed Mister Gutsy)
  2. If you want durability, a mod for that already exists right now. http://www.nexusmods.com/fallout4/mods/17184/? It's not exactly like a repair system, but the more advanced the gun is, the lower chance it'll have to jam. What I really want is a disguise mod.
  3. I want to make a mod that changes the color of legendary laser weapons to be green, so that any laser weapon with a legendary effect like Righteous Authority, Wazer Wifle and Final Judgment will shoot green beams instead of red. I have two questions about this. 1. Is a mod like this possible? 2. Will this also affect all legendary weapons as well? I want to do something similar for Institute weapons later on but with purple instead of green.
  4. If I can make a quick suggestion, how about making all 5mm ammo have a basic armor piercing bonus, similar to NV? That way, they'll have more usage against heavily armored enemies.
  5. Then what do you want? There were 3 different AKs linked, one of them allowing multiple versions to be built and you said no because of some weird reason that you have not told us. We're not mindreaders here.
  6. Honestly dude, this (http://www.nexusmods.com/fallout4/mods/11525/?) is probably the closest you can get to a proper AK. It even lets you change it into different AK variants as well, even modern versions. What more do you need?
  7. You know, a recolored version of the Spartan suit to be white could fit the Institute scheme very well. http://www.nexusmods.com/fallout4/mods/9912/? Thoughts?
  8. I have a few guns that I downloaded and one of them I noticed had the ability to switch ammo types and semi/automatic mode without the use of receivers (this file to be exact:http://www.nexusmods.com/fallout4/mods/12516/?) I want to try applying this feature to a few other guns in the game, mainly modern ballistic weapons like the Vektor and M2216. How would I go about doing this?
  9. Inspired by many FPS games, I had an idea where you will be able to regenerate some health whenever you execute someone. Unarmed executions will regenerate health if you have Iron Fist Level 5 and Melee executions regenerate from Big Leagues level 5 respectively. To make it fair, I suggest that each execution gives you maybe around 40-60 hit points, so you wont instantly get all your health back and you'll have to decide between using an execution in open combat to gain a little bit of health or doing it on the last enemy alive while you have low health.
  10. I found it weird that you seemed to have a screwdriver on you at all times, even when in the cryo pod. A solution I thought of to this would be to make the screwdriver a requirement for lockpicking. If you don't have a screwdriver, you can't open the lockpick. You could also use it as a weapon too. Perhaps there could be a few "legendary" screwdrivers that give you a unique perk if you have them in your inventory?
  11. Wouldn't it be easier to do it the same way NV did, as a one handed pistol weapon? That way, you could use it for stuff like spotting for artillery strikes and the like, along with allowing the user to bash peoples heads in with the melee key.
  12. I want to modify the NPC spawn and vendor lists so that instead of them spawning with the Assault Rifle, they spawn with the M2216 from this mod. http://www.nexusmods.com/fallout4/mods/8807/? My question is, how would I go about doing this in FO4Edit, and will it conflict with other mod weapons I have, like the R91?
  13. The ability to either smash open or place explosives on locked doors and containers, with a chance of destroying the equipment inside it. Similar to these mods for NV. http://www.nexusmods.com/newvegas/mods/38653/? http://www.nexusmods.com/newvegas/mods/38652/? Can be really useful if you got Strong as a companion.
  14. Pretty much rename the .38 rounds to 9mm since they're pretty much the same diameter, along with tying in with New Vegas somewhat. Is this easy to do?
  15. Courier07, glad you asked. I may be doing that, but I've got a few issues to work around. This effect works best when it happens on a slow-firing weapon really (gives the script a chance to catch up and prevent itself from running twice). So, say, for a Katana hit, that's pretty easy, and for a point-blank Shotgun blast, piece of cake. But for a Chainsaw... that's where it gets tricky. So you can imagine how it is for my Beam Laser (the #1 fastest firing weapon, ever, even faster than both Flamer and Gatling Laser iirc). I've got a mod coming later on named GORE (or possibly Surgeon Simulator NV lol ) that will debut a whole bunch of new Gore-related stuffs, so, we'll see :wink: Oh man, that sounds great. As if New Vegas couldn't get any gorier. I got a feeling that combined with the Improved Blood Texture mod would be perfection. Haven't been this hyped for a mod release before. Hope it all works well.
  16. Dat bisection. Are you also planning to add that crit kill to some vanilla weapons (e.g: the chainsaw and katana) or will it be only for this weapon?
  17. Here is the file with the tubes. Yes, I did make them myself.
  18. Sure, here's what I got. I got a picture of what the model looks like in Blender. http://www.ezimba.com/work/140927C/ezimba16692767504300.png The model will not have the tubes in Nifskope. I want it to though.
  19. Hello. I'm having problems with this model I want to texture. It's not applying the textures correctly and I do not know how to fix it. Not only that, but there are elemnts of the model that are not showing up in nifskope. http://www.ezimba.com/work/140925C/ezimba15561472008800.png Any help would be appreciated with this issue.
  20. Bump. Okay, I fixed the issue of the nif not showing up. However, the textures appear to be messed up and the tubes won't show up on the model. How do I fix this?http://www.ezimba.com/work/140914C/ezimba15634267318100.png
  21. Okay, I'm now trying to export the file as a nif but when I open it up, it's completely blank. I'm exporting it as a clutter object with shader options set to default and the shadow option toggled. Is there anything else I should do?
  22. Alright, so I followed the website steps so far. However when it comes to the UV model, there's no pink square. It's just grey. Keep in mind that I am using the super stimpak model as a base, so could that be the issue? Would I have to make a UV of only the addon parts?
  23. http://www.ezimba.com/work/140907C/ezimba14777826044900.png Almost finished with the model. Now onto texturing. Does anyone know how to texture in Blender by the way? Haven't done it before.
  24. Decidede to fix up the model so the tubes make more sense. http://www.ezimba.com/work/140906C/ezimba11832353951400.png This alright?
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