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Everything posted by overdose123
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How do I load multiple master files?
overdose123 replied to Burnout122812's topic in Fallout 4's Creation Kit and Modders
You have to make the custom ini files. All your custom FO4 settings should be put in Fallout4Custom.ini as well. Where and how should I create the custom ini? Is it just a txt file named CreationKitCustom.ini with the 1 line BAllow.... in it? And did that help OP? -
I dont think you can assign armor to hotkeys by default in fo4. And you also cant unequip stuff with the hotkeys, just equip. And on the drugs - you can always make them weight nothing and just get 1000 of each with the console. Or keep it hardcore and keep Jet as is - same duration etc, just use the perks so you have longer lasting jet, and populate the world and vendors with the other drug(you can still have them weight nothing and have as much as you want) This will keep it as vanilla as possible, would still let you take advantage of Chemist, and keep it hardcore. + It sounds plausible that when taking a strong combat drug you'd have some kind of downer to counteract the effects if you need it. But it would be more sensible to just make jet stronger and add a reusable "drug" item that would disable jet(should be possible no?) This way you dont need to use ap with it, as youd still need to have jet.
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So weve seen some bullet time mods already but without geck or proper fose they are pretty gimmicky. Isnt it just possible to introduce a new drug that removes the effects of jet and increase the duration of jet(or not and just use the chemist perks) and do it like this? You do some jet, you decide its enough and use the other drug, and just assign them to hotkeys, without introducing any gimmicks, or needing the geck. The "spell" should be there, I just dont know if theres one that can clean up only the effect of jet or itll remove everything.
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Maybe try with the power armor light as its not centered. The flashlight on the combat helmet is not centered as well, also it does have a flashlight in the model so it might cover any inconsistencies. Or is there just one directional light for both power armor and the mining helmet. Id check myself, but havent had the time to mess with fo4edit because of work and s***.
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Dont if anyone else noticed but the combat helmet model obviously has a flashlight but it doesnt work. Would also be useful to have this on whatevers your preferred headgear, without having to use the mod that turns the pipboy light into the flashlight. Kinda immersion breaking for me. Would be nice to have it on the combat helmet by default though and on other stuff as a mod to install. But yeah anyone figured how to do that?
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Possibility for Skyrim-esque melee mods?
overdose123 replied to overdose123's topic in Fallout 4's Discussion
Oh yeah, even if possible it wont work out without the CK for sure. -
As I understand it, fallout 4 is based directly on the skyrim version of the creation engine. Heck even when searching for item ids in the console you get drugs as alchemy and effects as magic. Does that mean that it would be possible and even easy to get working shields into fallout 4?
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Is it possible at the moment to turn Codsworth into a fully functioning assaltron? I like his personality but the mr. handy thing is not doing it for me + Assaultrons are super badass, and who wouldnt want to have an assaultron companion.
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Enemies ALWAYS +5 or -5 of your level regardless of area
overdose123 replied to Professorbag's topic in Fallout 4's Mod Ideas
The difference between fighting low and high level enemies is still too big. Fighting high level enemies is fun. Oneshotting a low level super mutant or destroying a deathclaw in seconds on the other hand is not fun. The difference is too noticeable. Agreed, in regards to super mutant perhaps a one shot wtih .50 sniper? cos cmon, even though its massive, you cant say that it would survive a 50 to the head. As for DC well maybe a .50 cripples it? what would you do for balance? maybe the DC takes 3 shots to the head? 1 for each horn, then 1 to finish? limbs maybe 2 or 3 to cripple? body 5-7 shots? and radscorpions, I thnk should have minimum .308 to crack the armour. you cant tell me a 10mm or 38 will do anything. I guess this is where certain ammo types come into play, the FONV mod with hollow point, jacketed point etc, would work really well i thinki. but then that goes into a further mod where you need some where to get the special ammo. perhaps only available to craft? nobody leaves special ammo lying around. IDk just thoughts, sorry for ong post. no potato sorry :sad: We dont want anything as extensive as that. Just to never have enemies that are lower level than the character, or at least not much lower. Heck I'd even prefer it if the lowest level enemies you can encounter in the game are always a few levels above you, to keep things interesting. Playing on survival with the survival balance mod with 100% character damage and 200% enemy damage makes the game pretty fun when fighting against stuff thats at your level or above. -
Enemies ALWAYS +5 or -5 of your level regardless of area
overdose123 replied to Professorbag's topic in Fallout 4's Mod Ideas
The difference between fighting low and high level enemies is still too big. Fighting high level enemies is fun. Oneshotting a low level super mutant or destroying a deathclaw in seconds on the other hand is not fun. The difference is too noticeable. -
Noticed yesterday that you cant change his armor at all. Is it currently possible with tes5edit to change that or is the trench coat a part of his model?
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Just wondering is this possible to do right now? It really bugs me that I constantly have to use vats to check if whoever is infront of me is friendly, even more so because I tend not to use vats. Would also love to get back the perception based compass notifications for enemies when out of combat as soon as possible. Really hoping we wont have to wait for the creation kit to get those features.
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I want to replace the santiers model with the pike and Im also wondering is it possible to get the original buff effect from the boss fight on the watchers sword. For the pike textures some info on extracting textures and the name of the textures would be fine, the textures themselves with santiers names would also be appreciated (for gedosato use) :smile:
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Porting reload animations from New Vegas to FO3
overdose123 replied to kato85's topic in Fallout 3's Discussion
As old as this thread is i also would like to know if i can port pump action shotgun animations from new vegas to f3. Seeing as there are no responses there is probably no way but still if anyone has any idea id like to know :) -
Wield a one hande sword as a two hander
overdose123 replied to overdose123's topic in Skyrim's Skyrim LE
I dont need a mod that allows me to use 2 handed weapons with only 1 hand, i want to wield a one - hander with 2 hands. Also I want to mod just 1 sword not all my weapons. -
Wield a one hande sword as a two hander
overdose123 replied to overdose123's topic in Skyrim's Skyrim LE
When i switch the animations in art and sound the sword becomes invisible in my hands xD There must be more to it than that. -
Wield a one hande sword as a two hander
overdose123 replied to overdose123's topic in Skyrim's Skyrim LE
Well changed it to two handed and both hands in the ck but nothing happened really. -
So on my current char im not using ant shields and im wielding the dragon sword(its on the nexus) and was wondering how can i make it a two hander(just the animations everything else should stay like 1 handers) So id need some help doing that. Thx in advance xD
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Strange Shoulder Bug
overdose123 replied to overdose123's topic in Fallout New Vegas's Mod Troubleshooting
my shoulders get f***ed up with every damn armor, and without an armor on a fresh install of the game without mods, or save games, and that armor didnt look like that for me before... do i relly have to post more screens so that u can understand that my problem is not olny with this particular armor?! -
Strange Shoulder Bug
overdose123 replied to overdose123's topic in Fallout New Vegas's Mod Troubleshooting
ur really not helping haha i know more about that stuff than u, and u didnt even read the description of the picture or the comments xD tnx for trying anyways :P and the armor is the assassin suit from sierra madre :P -
Strange Shoulder Bug
overdose123 replied to overdose123's topic in Fallout New Vegas's Mod Troubleshooting
its not that either :) -
Strange Shoulder Bug
overdose123 replied to overdose123's topic in Fallout New Vegas's Mod Troubleshooting
it has nothing to do with the things u listed, ive already tried those things except the body replacers, but i want to actually fix my vanilla game, and i dont like body replacers..(the problem stays on fresh vanilla install of the game...) -
http://newvegasnexus.com/imageshare/image.php?id=16360 ok so in the pics description theres some info on the problem... when i use different weapons(mainly when i ads) both my shoulders dislocate to some extent.. the right one is most visible when ads with pistols, and the left one gets more broken when ads with 2h automatic weapons. At first i thought that some mod is causing this, but now ive made a clean install of the game and the bug still remains without patches, dlcs and other programs, and with the latest patch, 2 dlcs, geck nvse and fomm.. before installing the game again i got rid of absolutely everything connected to new vegas - deleted the game from control panel, shift deleted the folder in my documents and the install folder... i made a new character and the bug was still there. I really cant wrap my head around how i this happening.,....
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ok can someone explain to me how to get fomm running with the 4 gigs enabler. I know that i somehow have to make it so that it runs from the custom game launch in fomm but thats all i got xD I have nvse, the nvse enabled version of the 4gigs enabler and i have it extracted in my game folder, fomm is also in my game folder :)