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Honestly, the only real way right now around it seems to be modders getting together and agreeing to make one mod master file. Like a gatekeeper. This mod would organize an add-on structure that modders could organize under. So, for example, you would have add-on as a top level; under that the gatekeeper would basically add spaces/slots for mods to occupy. For example: GATEKEEPER.ESM/ESP would add 'ADD-ONS' as a top level menu. under that blank menu/formlists: A might be claimed by you, menu B by ALTSET, menu C by ...X etc. In your mod, you would add the menu a slot as overwrite, change the name if needed and voila. instant compatibility. Even if a player didn't have or use a specific mod, it wouldn't matter. And you wouldn't need tons of patches for all the combinations. But you have a number of problems : 1. ) you would have to make that file your master. 2.) folks would have to agree to do it. 3.) who would administer it There might be another way around, I just don't see it.
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Ballistic weave for Minutemen General outfit
Deleted2746547User replied to HippeusOmega's topic in Fallout 4's Mod Ideas
There are a number of mods that I believe do that.. I think I've included that outfit in Project Commonwealth (my mod); I also think Armorsmith Extended (I believe), and Ballistic Weave have it. :) I probably need to check just to make sure. Only thing you have to do right now until there is script support, is when using one of these mods: Use the following console command to enable ballistic weaving: set RailroadClothingArmorModAvailable to 1 Then you should be able to weave most items, including the Gen. outfit. -
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Deleted2746547User replied to Deleted2746547User's topic in Fallout 4's Discussion
http://forums.nexusmods.com/index.php?/topic/3567170-a-call-for-modders-graphic-artists-etc-project-commonwealth-a-community-based-effort/ -
I put out a request over a month ago looking for other modders to come together to help build a truly immersive, unified and expansive mod - in the vein of Project Nevada. Didn't get much of a response (of course, it was more of just an idea then). However, since then a solid foundation has been laid and I would very much like to make this a community based project. So, here's another request for modders, graphic artists, beta testers, etc. who would like to be a part of building and shaping this Project Nevada inspired effort. PROJECT COMMONWEALTH & Ultimate Workbenches (Made with FO4Edit) http://staticdelivery.nexusmods.com/mods/1151/images/2655-0-1450409035.jpg An all-encompassing crafting, questing, role playing and adventure mod to take you to a more perfect Commonwealth (and reduce your load order in the process). Brings a ton of elements all into one package: armor, weapon & outfit crafting - including ballistic weaving and wearing clothing under armor; 2 ammo crafting systems to suit your style of play: FNV or X Simplified (and they operate side by side so you can switch back and forth); new resources including recipes, plants, crops, animals, metals, power generators, water purifiers and more. When CK gets here, there will be an intriguing story/quest line that introduces many of the elements already built into the mod like non-irradiated Knoxen, etc. #### PROJECT COMMONWEALTH? 1. LOAD ORDER SANITY Who needs 50 mods running when 2 or 3 will do what you want? With everything from extended power lines, better generators, food planters, new crops and resources to a plethora of immersive and balanced crafting options: ammo (2 systems: X-Simplified and FNV like), weapons, armor, outfits, misc. gear, fusion cores, chems, food, beverages, you-name-it; ability to ballistic weave and to wear armor over clothing; statues, defensive structures, etc. there's not much you can't do with just a few mods. 2. CONVERGENCE HAS IT BENEFITS With dozens and dozens of mods you'll always have to fight the compatibility issue with the 40 other mods sitting in your load order that tweak this or that. With a few mods doing everything you want, bug fixes and compatibility patches with DLC and other comprehensive mods becomes that much easier. You also reduce the strain on system resources and potential CTD's in the process. 3. LAYING THE FOUNDATION FOR A DLC/EXPANSION EXPERIENCE PCW is not just about tweaking this or that, it's also about laying the foundation for a collaborative mod that gives you a crafting, questing, immersive, role playing experience with tons of new options and that will change the way you play the game for the better. Once CK and FO4SE are realized, the sky's is the limit. 4. WE DO IT YOUR WAY A side benefit to convergence is a more responsive, coordinated effort with a systematic inclusion of new features and content that you want. As more and more modders join this collaborative effort, delivering those features becomes easier and easier. PROJECT COMMONWEALTH Q&A 1. HMMM... BUT I LIKE PLAYING WITH 85+ MODS. WHY NOT JUST DO THAT? Nothing is stopping you from still doing that. Of course, the more mods running the more room for bugs, incompatibilities, and other issues to pop up. You are already witnessing system resource issues in regards to keyword and formlists with even just a few of the bigger mods enabled. The more mods you run the more room for error. In addition to laying the groundwork for an exciting, immersive all-in-one mod: PCW is also about stability. Convergence is key to platform stability. 2. WHY NOT JUST MAKE THE HUNDREDS OF OTHER MODS OUT THERE "MASTERS" TO PCW or JUST LIST THOSE MODS AS REQUIRED TO USE PCW? It would defeat the very purpose of this mod for starters. This is very much a Project Nevada style effort and it's simply not practical or even a good idea to put the way it functions at the mercy of dozens and dozens of mod authors' whims and mod changes which also include the possible introduction of countless bugs, errors and incompatibilities. 3. HOW CAN I HELP? Whether you want to beta test new updates, provide feedback on recipes, create models and meshes, code, or whatever - we'd (for now that we is me) love to have you as part of it. I really would to see a bunch of modders come together to create something truly amazing. #### Need new armor? Craft your own. Want a new Power Suit? It's a hammer, tong and workbench away. Need new weapons? Rifle stocks, receivers,magazines, scopes and barrels are yours for the making. Want to add more protection capabilities to your armor? Ballistic weaving is yours for taking. How about a nice pretty statue to add stature to your growing settlement? Cough up the bottlecaps and voila, Paul Revere will grace your Statuary Hall. Need ammo? Whether you like FNV or a more simplified version, this has just what you’re looking for. New crop choices like Hemp and resources for raw materials like mines; metals to help make your weapons better or your ballistic weave stronger, sensible loot sources for copper, silver, iron and more. An intriguing story is on the way – all part of an effort to bring you an all-encompassing crafting, questing, and adventure mod to take you to a more perfect Commonwealth.
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LOOKING FOR MOD PARTNERS
Deleted2746547User replied to Deleted2746547User's topic in Fallout 4's Discussion
Are you still interested my friend? -
LOOKING FOR MOD PARTNERS
Deleted2746547User replied to Deleted2746547User's topic in Fallout 4's Discussion
You sound more mature than most of the pre teen gamers I meet. Most of them just cuss and scream over VoIP or just troll. And don't get me started on grammar and spelling. How are things? -
LOOKING FOR MOD PARTNERS
Deleted2746547User replied to Deleted2746547User's topic in Fallout 4's Discussion
Did you still want to help out? -
LOOKING FOR MOD PARTNERS
Deleted2746547User replied to Deleted2746547User's topic in Fallout 4's Discussion
Actually breaking the project up into modules makes perfect sense. However, there is a difference between breaking the project into modules and making the project modular. I'll give an example from what I want to do. One aspect of the overhaul I intend on making involves overhauling the way resources are handled within settlements. Instead of food just giving you a food rating, it would actually store the food items in the settlement's stores and NPCs would eat as needed depleting said stores. The food value shown would give you an idea how well the settlement is doing in terms of that. Now, I will likely be making completely new farming objects to work off of this as I go. I'll be breaking up the project into modules which handle different factions and such to allow you to get started sooner. However, each module will still depend on a core functionality to work and you cannot have say the new structures without said core. Could I make it work with the current food system and then do something special when working with mine? Sure. However, that would mean I'd have to essentially make the module twice. One for my system and one for the default. How easy this is to do depends on how intertwined my various systems end up being. See what I mean? I could do this still, despite the issues...but doing so means it takes time away from other projects and since its essentially two mods, there is essentially twice (or more) the chance of bugs appearing. All in all, its not truly a better option. Totally agree my friend. I've also started down the road to introduce some of the elements you've mentioned when it comes to farming. My plan is to make a solid core that acts as a mini DLC of sorts.. and once the framework of that is complete... building modules to let you do other things with that core. Right now I have armor, weapons, outfit, misc crafting along with new resources (charcoal, iron, Chrysotile, Sulfur, milk, non-irradiated meats/food, organic crops (non-irradiated), new generators, water purifiers (that give you purified and dirty bottled water, new recipes, etc. I have it where you can weave ballistic fiber and apply it to all of your outfits/armor, you can wear outfits under armor, etc. So much to do. Anyway, I really want to make this enhance role playing and questing in a 1,000 different ways without you needed 50 mods to do it. If you ever like to collaborate on this, let me know. Good luck with your mod! -
LOOKING FOR MOD PARTNERS
Deleted2746547User replied to Deleted2746547User's topic in Fallout 4's Discussion
This. ? -
Fallout 4 Edit (FO4Edit)
Deleted2746547User replied to doomknightofchaos's topic in Fallout 4's Discussion
Part of my Fallout 4 mod includes the ability to use weapons mods to build/craft base weapons. I do this by assigning all weapons mods into one of five component categories: rifle stock (wood or metal), rifle receiver, scope, sight, barrel, magazine, and the same for gun barrel, magazine, etc. Not a perfect system but it makes use of all those mods you build up and is a stopgap until CK and we can do scripting. However, there is a problem: with some people who have a lot of weapons mods stored (and I mean a lot) the sytem works fine until you try and transfer items via workbench. Then CTD. So, I'm wondering if anyone might be able to help me come up with a workaround. A secondary issue: has anyone found a way to produce an exact type of armor or base weapon? Right now you might craft a T-45a, b, c or a hardened hunting rifle, recon rifle, etc. Thanks for the feedback.