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HazaRd777

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  1. It's not exactly a chemical addiction like a lot of drugs, but yeah you can get addicted to anything that gives you a dopamine kick. It all depends on the person in question. Some people have addictive personalities that get them hooked on certain things. People already mentioned lootboxes, the mechanics of which are the same ones used with casino slot machines. More of a gambling addiction than a gaming one, but the point's still there. It's not common. You take two people and have them smoke cigarettes and they'll both become addicted due to the nicotine. Take those same people and have them play games and it's not a guarantee that either will become addicted.
  2. One thing important to point out is that most female-only mods are created with sexuality in mind. Armor bikinis, body textures, stylist hair, bouncing bits, etc. Combine these with adult animation mods and it basically turns Skyrim into an erotic adult game. The only question is how far in that direction do you want to go? It's not just catering to female mods, if you're looking for a lore-friendly female ranger armor for example, you're going to be searching for almost as long as the male equivalent. I noticed this when I was looking for an armor for a female follower but had trouble finding something that wasn't sexualized. I will say male oriented mods are definitely the minority, but female non-sexual mods are fairly difficult as well to find. Hair mods for instance. Very little male options. 95% of female options are something you'd see from a model. The rest are what I would consider to be either lore friendly or genre appropriate. Basically I think it has less to do with male vs. female and more with appealing to a sexual fantasy.
  3. So I understand how to actually change the hair for NPCs in the CK and then exporting the facegen, but whenever I use a custom follower that uses CBBE (or a similar mod) it seems to give me issues. For one the head seems to default to this vanilla shape and texture, leaving behind this wide gap between the neck and shoulders. Any eyes or retextures that were being applied are also overridden. I feel like when I export it in the CK, it's taking the vanilla models and not correcting for different body mods. Is there any guide out there that shows how to edit character appearance without altering the head shape/textures?
  4. I'm out of ideas at this point and Google doesn't really seem to have an answer, or at least one that helps. So I'm trying to change the appearance of a follower added from a mod. Specifically Mirai, I'm trying to change her hair to another style. No face, body, or any other edits, just hair. I took the mod, unpacked the bsa, compressed that to another archive, and then installed the mod. Using the CK, I changed the hair and pressed CTRL-F4 to take care of the dark face bug. So in game the skin tone and hair are in line, but the head itself isn't matching up with the body. There's a gap between the neck and the shoulders. I also have CBBE installed, which the original mod works with it no issue. On top of that, the face textures do not match what's installed and the customizer mod isn't showing up either. Basically, I get the hair but everything else is thrown out of alignment. I'm certain it has something to do with export the files when I get CTRL-F4 and it's using the original models and textures over the modded ones. I don't know how to do this so that everything matches, so now I'm at a loss. If anyone has any ideas on how to fix this, I'm all ears.
  5. Now I don't know how hard this would be since it deals with making changes to the main quests, but it's an idea that's been sitting in my head for some time. So I was playing the game and got to the point where you first arrive at the Institute. Father then asks you to meet with the leaders of the different sections and get a feel for what they're about. Here's my thoughts about the Institute. They're not as evil as everyone says they are. Their treatment of synths (3-gen) is misplaced and misguided, but I'll get to that. There are a lot of people doing good work there, and most just work to make their home a better place. In fact, I would bet that most of them just want to be left alone. The main thing that made me reconsider any negative thought I had was the fact that Doctor Li was there. She was a good person back in Fallout 3, and I still believe she's a good person in Fallout 4. She sees some inherent good in the place and so she chooses to stay. Their leadership however is messed up. Father knew of the operations that were going on the surface. He knew entire communities were being killed for next to nothing. He knew that they use innocent people as guinea pigs and exterminate them when their usefulness expires. He knew that it was that same ruthlessness that got his own mother killed and him ripped from his family. He doesn't care, which means that whoever raised him, likely high members of the Institute, indoctrinated him into these beliefs. So basically I think the Institute is a community with good people but bad leadership. Even some of their own people question their actions and treatment of synths. What if there was a mod that altered some of the final faction quests? Say when you get to the reactor instead of rigging it to explode, your factions takes control and holds the Institute hostage forcing the leaders to stand trail for their crimes? Even in Far Harbor DiMA does stand trail for his crimes against the citizens there.
  6. That's been done a lot actually, it's just most of them can have mods crafted to make it a scoped rifle. My favorite by far is the MK14 ERB, or the M14 if you want something a little less modern. The Modular Kalash Assault Rifle is another good one, so if the G67 Battle Rifle. Most of these take the route of the in-game combat rifle in that you can adjust it to be an automatic assault rifle or give it a longer barrel, .308 reciever, and a scope to turn it into a sniper rifle. The authors did a good job on these to turn their guns into whatever you want it to be. The MK14 even lets you adjust recoil and damage % in-game to fine tune it to your liking.
  7. Honestly I'd just like to see more diverse relations between settlers rather than behavior. Most of the time you have them working anyways. Kinda like what your title says, have settlers that come in small groups that you could accept or turn away. Some are couples, some siblings, some have kids, etc. Just kinda feels weird that every person in the commonwealth is a loner unless you're from Diamond City.
  8. Get pissed off all you want. They ARE doing us a huge favor by showing so much support. The CK is a free tool that they don't have to make at all for us. Reneer summed it up pretty well, we are a minority among their fan base. They hardy gain anything, and certainly not enough from a business standpoint to even do this for us, but they still do. Very few devs can say that, and most of them are indie, not AAA. I have my complaints about Bethesda, but these gestures to their community means they sit pretty high in my book as far as devs go.
  9. The reality is that we modders could likely throw together a system that would work well enough that it could cut into Bethesda's bottom line for those DLCs. Bethesda is trying to get every dollar it can out of console players and PC gamers. The wait for the geck is inexcusable. the longest it previously took for a release was 2 months and that was for skyrim. We're getting ready to push into 6 months. It's not inexcusable. They are not at all required to even make the tools to help us mod the game, in fact everyone on this site should be extremely grateful at the support they've shown over the years. Most Devs don't even bother to make their games compatible with mods. Don't act so entitled to it. And they ARE a business, a little detail too many people like to forget. Working on material that they plan to sell before spending money and resources on something they plan on releasing for free takes priority.
  10. Extended Weapon Mods has an option for a normal box magazine on the Thompson among other things.
  11. There is a Garand in New Vegas. Perhaps those animations could be reworked. Yes, no? The Rabbit In NV sure, but you can't legally port over material from another game. Without the CK there isn't much we can do right now as far as new animations go (as far as I know). I bet it'll be done eventually, but right now it can't be done 100% correctly.
  12. A garand would be tricky ATM because none of the weapon animations work with it. Not even just the hands in the wrong place, there just isn't a reloading animation close to how it really works.
  13. Yeah, you usually only see it from two kinds of people. Either A) they competitive shooters and benefit from having internal parts that don't wear as much or B) they like the way it looks. The only thing with real-life weapon mods is that a lot of them are firearm specific. For instance, on an M1 Garand you can install an adjustable gas plug which allows you to use commercial ammo instead of military versions. General things like reducing weight (aluminum/titanium/polymer vs steel), fitted parts, extended magazines, lighter trigger pulls, semi vs full in auto-loaders, or like I said special coatings are general mods that can be done on most guns. Others you'd just have to take on a gun-by-gun basis. That's one idea I've always played with. I'm going a little off topic here, but I've imagined finding on old factory with a special workbench that you could not just mod but create new guns from. You'd find designs out in the wasteland or study ones that you found and learn to make them there. For instance you find a combat rifle schematic off of a trader and you bring that to the shop to create your new gun. You could add settlers to scavange parts like lead, steel, aluminium, etc. to supply the place (much like northland diggers) and you could turn it into a type of store. But yeah I get what you mean. It's just odd that some random vault dweller would magically know dozens of complex weapon and mod designs.
  14. I usually try not to get too detailed with this stuff since most people generally don't care, but since realism is what you're going for I'll throw in my two cents. I'll just go through your ideas in order. First, the receiver will likely be machined somehow, especially considering the tools available on the workbench. Welded wouldn't seem like a reliable method. I'm not a gunsmith, but usually firearms have tight internal tolerances and can't have anything obstructing it. Custom would mean to me that the pieces were all fitted together to allow more reliable operation. They can all be modified however with basic machining skills, functionality is what's affected. If anything breaks or goes wrong with a firearm, it will fail 99% of the time instead of just exploding. In other words, it won't fire. Bad cartridges is usually what causes that kind of damage, mainly because of too much powder in the casing. An old, rusted firearm may not fire or may have more frequent malfunctions. Bolts won't affect damage and firing rate depends on a lot more factors than just the bolt. The trigger would dictate whether the gun was semi or full-auto, and again firing rate has a lot of variables. A bad extractor would increase the chances for misfeeds and failed-to-ejects. The hammer is part of the trigger. Chamber goes with the barrel, but yeah that, the bolt, and receiver size would determine the type of round the gun fires. The longer the Barrel, the faster the projectile, therefore the harder the impact and further it will travel. A good barrel without a filed bore (worn rifling) will help with the spread as well. Range and damage would be affected as well with longer barrels increasing both. The stock would also help with keeping the gun stable, therefore increasing/decreasing the spread. A shoulder-fired gun is easier to handle than a hand fired one. If you really want to make a realistic firearm overhaul, here's what I would add to this: -Forget about individual parts like bolts and extractors. They all work together and can be grouped with the whole receiver. Now a cleaned receiver, as in one that's cleaned of dirt, rust, and powder residue would decrease wear-rate and decrease malfunctions. A fitted receiver means that it will be even more reliable, and special modifications such as NP3 or NiB coatings will decrease wear on internal parts as well. -Creating some kind of weapon wear system like what we had in FO3 or FONV would benefit this. Weapons breaking due to poor condition and malfunctions making you having to rack the gun again would force you in the game to consider keeping your weapon maintained. -Make some weapon mods universal between guns. Ex, a scope can be used for one gun but not another makes absolutely no sense. Peripherals such as scopes, red dots, foregrips, and so on should be able to be used on ALL firearms. Things like receiver mods, muzzle brakes, or stocks are firearm specific. As for ammo I'd go with something similar to what's already been done by other modders but keeping it closer to the system in FONV. Components like small/large pistol/rifle powder and primers can be interchangeable. Bullets can be as well, but it'd be cool to see small/large pistol/rifle FMJs, APs, JSPs, JHPs, or even lead cast bullets (which honestly would be the most common in a post-apocalypse world). Casings would have to be cartridge specific. If you could recreate the system in FONV that would be perfect IMO. The vanilla system in it was actually pretty realistic without getting too overly detailed. I could think of a few things more but that's mainly what sticks out.
  15. You know, a version of this may be a good fix for those who don't like having the pipboy attached to their arm all the time. Imagine if the hologram appeared only when you open the pipboy menu, that way you wouldn't have this large hulking metal computer ruining your character's appearance but you'd wouldn't have to do any major alterations to existing animations.
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