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SlashSgt

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Everything posted by SlashSgt

  1. ^Agreed with above. PA should remain as is imo in terms of design, no shape changes. The Raider Helmet which could very easily be transparent or tinted. As for the glow on a character's face, I think I know how to do that actually, but it wouldn't be visible till someone else figured out the transparency/tinting of the visors.
  2. The build is supposedly 100% complete, you can follow the amazing guy and his projects via his twitter: https://twitter.com/DogtoothCG Easily going to fly to the front of most endorsed Fallout4 mods.
  3. Personally, I'd love to see a mod which allowed for the player to have clearer vision underwater when wearing any form of goggles, mask, powerarmor helmet, etc. since its hard as hell to see anything 90% of the time. Something similar to this from New Vegas: http://www.nexusmods.com/newvegas/mods/38185/?
  4. There's already a mod that adds Swan's Axe (a large anchor) as a usable weapon just btw: http://www.nexusmods.com/fallout4/mods/6180/?
  5. Bethesda missed a lot of things for Fallout 4, but credit where credit's due, they didn't forget this paint job idea: http://i.imgur.com/NvowW0j.png
  6. Been following your work for a while now bigCman, totally respect your decision to go SFW this time around. Good luck, but no need to rush yourself either!
  7. Figured out what it was. She doesn't care when I "borrow" the armor, as in get in, use, leave, etc. But if I attempt to use the "transfer" window or straight up take pieces from the frame she hates it. That being said, you can still get in the armor and unequip the pieces with no issue (also can have her get in and then unequip from the trade window). Only way I found to claim the STEAL power armor frames is to use the setownership command when having the frame selected, this'll make the frame yours permanently and no1 will be upset by you getting in it
  8. There's a cut texture for a full blue leather version of the coat which I'm sure you could convince someone to recolor to match Piper's default color scheme ;)
  9. Thing that really NEEDS to be implemented is a system where proper concrete walls (like at Covenant)are added under Defense, the junk fences are updated, and each actually adds to the defense of that settlement. The next part is that, as mentioned countless times, the radiant quests such as kidnappings and raids need to take into account the defense of that settlement. No way in hell are my settlers getting ninja kidnapped from a walled in Sanctuary with 200+ defense. And raiders should be deterred highly from attacking it (unless the simple food+water is greater than the defense).
  10. I mean, in FO3 some raiders had the painspike armor which used colanders for the breast piece so utilizing cooking items for armor is lore friendly.
  11. I know there are already mesh mods which open the suit further so theoretically it can be done to close the suit too.
  12. Would be interested in seeing this, would love to be able to replace the combat armor which can look shite at times.
  13. I actually did this a while back, sorry I didn't find this thread sooner. So as mentioned above, you need to create a new materials file and a new "glow" texture map. I currently have working glow textures applied for both pipboy01_d and pipboy02_d, and they actually work differently. pipboy01_g functions as any other glow map, and if you're trying to add glow effects to the "front" of the pipboy, this is what you'll want to mess with. Should be more or less intuitive, but basically just see how other glow maps work and copy the method. pipboy02_g does not work like any other glow map I've come across and took a little bit of trial and error to figure out. For whatever reason, the game dislikes the application of the black background here and the glow map will actually override the diffuse map if you do that. So for this texture, make sure that anywhere you would have black you have it set to full transparency. If you have any more questions or need clarification, feel free to PM me!
  14. Currently, the only way of accomplishing this (to my knowledge) would be to edit the swf you mentioned to have the icons the colors you'd like and then to use the white pipboy color so that no overlay is applied to the map. Its the same issue with creating a colored map atm.
  15. I noticed that its listed as "STEAL" however, I travel with Piper who hates stealing, and she never seems to mind if I take them, so not sure if its a glitch on my end or not
  16. Would be great if we could see some variation in the NPC's height as well as some way to have a pool of textures that they draw from, that way not EVERY individual has the same base texture and is the same height, as I feel this really breaks the immersion after giving it some thought. There are already plugins which enable the player to have a separate texture from other NPCs and even to allow Companions to do the same, so hopefully the ability to randomize which texture an NPC chooses when first loaded shouldn't be too hard.
  17. Perhaps added default functionality to the Terminal you can build as a way to pull up a UI that would allow you to set the orders for all settlers, existing and coming to the settlement for the first time
  18. actually i think there is too many weapons and especially ammo, 200 years after the end of civilization i would think guns/ammo would be tougher to find. and 1/2 to 3/4 of the ammo would probably be duds(but doing that would make the game unplayable) i do think it should have the occasional dud, jam and weapon failure. also on the pipe weapon thing, i find pipe guns in vaults, and other places that they shouldnt be. like the pre-war people where using homemade pipe guns?? come on No, I agree there are too many weapons existing, but I think those that are in existence should be more varied that's what I was saying. The jamming would be a nice feature as well, would make upgrading your weapons with better parts worthwhile. Speaking of, doesn't make much sense that we're able to craft receivers and stuff that look factory made out of raw materials. Would've been better if we had to buy and/or find pre-war weapon mods, imo.
  19. ^This times a million. Sure, people would try to make their own guns in the apocalypse (hell, people try now) but they wouldn't be good at all like some of the pipe weapons can supposedly be upgraded to be, they'd be barely passable. Also, in terms of lore, are we to believe that America under the threat of the Red Menace for indefinite years wouldn't have more civilian weaponry? and variety in that. EDIT: Also, why the hell is there no sort of repeater like Lincoln's in FO3? Makes me sad to this day
  20. Would be interested in seeing this also, felt odd that she'd be solely a one-night stand. A cool-down period of a week in game or something sure, but indefinitely seems like an odd choice on Bethesda's part
  21. You know what'd be a really good mod to make? Placeable car-wrecks so people can build walls and stuff out of them. I've been doing so manually with console commands and the existing cars but nothing says "wasteland" imo like walls made of decaying vehicles :D I found a car on its side with an elevated guard post behind it is almost the perfect match up for height and looks so good. Edit: bonus points for including some on their sides and/or some that go well with the junk fences
  22. Dunno the file names myself, but you should be able to pull them from this mod (the names, core files you should extract and edit yourself) http://www.nexusmods.com/fallout4/mods/1532/? Also, really cool WIP you got there, can't wait to see it done! Hi man, I found that these textures only apply to the Guass rifle (as far as im aware) and the power armour numbers are different files.... still looking for them :sad: Huh, the mod showed them working on the power-armor too in the screenshots. I'll have a dig and see if I can find them for ya!
  23. Dunno the file names myself, but you should be able to pull them from this mod (the names, core files you should extract and edit yourself) http://www.nexusmods.com/fallout4/mods/1532/? Also, really cool WIP you got there, can't wait to see it done!
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