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jtjrawlins

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Everything posted by jtjrawlins

  1. So I've been having some fun with the 'Covert Ops Kit' from OpheliaNeoma (https://www.nexusmods.com/fallout4/mods/37326) and in particular the FLIR optic that comes with it. It occurred to me that smoke grenades would just take this to the next level however there doesn't appear to be any such mod on the nexus. My request is this, would someone be willing to make a mod which adds smoke grenades? Specifically a grenade which creates an opaque cloud (so the player can't see through it) which makes the player less detectable while inside it (so NPCs can't see through it) but doesn't impede the target finder effect which both the FLIR scopes from Covert Ops Kit and the thermal goggles from Fadingsignal's 'West Tek Tactical Optics' use. Bonus points if you feel like including other tactical equipment such as flash, concussive, or tear gas grenades.
  2. I don't actually know how possible it would be to create this, but it would be fantastic for the rear posts of iron sights and the housing of reflex sights to blur out (a la depth of field style) when aiming. Maybe with an MCM menu to adjust the focus point so you could adjust for weapons held at different distances from the camera. It's how peep sights are designed to work and while all of the vanilla weapon sights are designed to be functional as is, mod added weapons, especially ones based on real life, can be very difficult to use. I'm mainly thinking of Asxas's M1. Beautiful rifle, but the original sights were unusable and even the half moon one he added on after the fact isn't exactly stellar. The sights on, for instance, the DKS and the Wattz 3000 have similar problems as well. Having it affect reflex sights and see through scopes would also be just amazing particularly on cases where the housing is super boxy (like eotech based sights) Mr Levelcap does a good job of illustrating this in:
  3. There'd probably be a way to do that by replicating the way fusion cores act when used on the Gatling laser.
  4. I was thinking something more targetted. You'd have to do it individually for each piece of CC content, but if, for instance, you create a plugin which stops the quest from starting and note from spawning for the AMR, you'd effectively stop both of the named AMRs from spawning. Then you'd just need to create an edit to the levelled list which stops the non-named AMRs from spawning at vendors etc. Nothing broken, but in effect, gone. With the simpler objects such as the backpack, the shotgun, and the prey space suit, all you need to do is stop the trigger which makes them spawn in your inventory. It's not as elegant as just being able to deactivate them as one would a mod (Bethesda <_<) but it's the simplest solution I could think of. The scripted installers are more the icing on the cake of the idea as well. I'd guessed console owners would have to download the anti-mods individually.
  5. Partly because I think it'd be cool for there to be a more user-friendly way to do this. Also, this method would work on consoles.
  6. As it says on the box, it would be good to have a mod or series of ESP/ESLs which override and effectively remove individual items of CC content from the game by disabling level lists and quests and removing locations. For ease of use, it could be made selectable via a menu within the mod manager of choice (I know the menus have a name, I just can't remember what it is). I like and use items of CC content but I want to be able to easily remove say, the captain cosmos CC if I decide to do a playthrough with 'some assembly required' (which currently has no patch), or if a higher quality version of the AMR is added in by a mod I don't want to have to hunt through files or outright reinstall my game to remove the CC version from the Commonwealth. Or heck, if I get sick of seeing a purebred perfectly healthy golden retriever immediately to the north of Vault 111. I've not been able to get the creation kit to work properly on my computer otherwise I'd nut out how to do this myself.
  7. Anyone feel like making a mod that makes fusion cores far rarer, or just stop them spawning in the wild? The thing is even wearing power armour constantly, by the time I'm at level 20 I'm finding 3 or 4 cores for every one I use. I'm wanting something that makes me really need to ration them. Either that or point me to a tutorial on how to do it myself.
  8. You can already make it, or something very similar. Use cross prewar cybernetics and a recolour of the yellow flight helmet. (http://www.nexusmods.com/fallout4/mods/8609/?) (http://www.nexusmods.com/fallout4/mods/17788/?) add something like the Sirius Assault Suit as under armour (http://www.nexusmods.com/fallout4/mods/13572/?) Made a quick version, it's not exact but there's a lot of customization options. (apologies for large images) Front http://i66.tinypic.com/5vnjvl.jpg Side http://i63.tinypic.com/2zj9eop.jpg Back http://i67.tinypic.com/2h866nr.jpg
  9. Edit: I just realised I posted this in the wrong place, I'm re-posting in the appropriate subforum, mods feel free to delete this thread.
  10. It's possible to do this (or something very similar) already with a combination of CROSS Pre-War Cybernetics and existing re-skins of the yellow flight helmet. URL of the cybernetics mod: http://www.nexusmods.com/fallout4/mods/8609/?
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