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seekingthesun

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Everything posted by seekingthesun

  1. Given bethesda's horrible decision to get rid of skills there's no need for raising special above a certain point
  2. There's already a mod out there that lets you place animation markers, use that and place them around.
  3. I too have been looking on how to fix this. Minigun projectiles are way lower than the muzzle. What value did you change? Was it in Fo4edit?
  4. As far as I've surmised the keywords are simply shortcuts to recalling information about a reference. The real thing you want to add is under "unknown" with a subheading titled "OBTE count" add a number to it. For example if there's only one option by default it should be "1" increase that number to "2" then under that heading select "add" from the right click menu. Then paste in "mod_armor_Railroad_ClothingArmor1 "Ballistic Weave" [OMOD:0020DE3F]"
  5. It's called "value" it's under DNAM data. You're welcome : )
  6. It's a mounted minigun that the game treats somewhat like "Ispowerarmorframe" but the weapon itself is "associated with it" both the constructed version and the placeatme version are treated like containers containing a minigun. the constructed version however is way more buggy
  7. So I'm trying to restore some cut content and I'm starting to see why it might have been cut. My issue is specific. If it use the player.placeatme command to make an instance of it, it works fine. But If I use it through the workshop constructible object in game it behaves very differently, treating it both as an assignable defense object in build mode, but then just acts like a really buggy container otherwise. What is it about the building an instance of it that makes it so different?
  8. Look up the protectron stun hand, copy whatever does it whether it's treated as a perk or a spell effect
  9. No, but with Fo4edit you could link it to the "workshopresourcecontainer" if you place a custom workbench in AND the resource container
  10. Fast travel is possible, you just need to add a marker to fast travel. I've already made custom travel markers. So why don't you just make this yourself? You can make a new prydwen interior by copying as a new record and changing the labels and location, Then remove all the reference records for interior items. You could spawn in a workbench.
  11. Gamma radiation can travel across the entire galaxy, through the atmosphere, and through a mile of wood. A galvanized metal wall isn't going to do dick
  12. if you want to add custom items you'll need to learn how to use a 3d modeling program, then import that to a .nif handling program. If you aren't already adept at using 3d modeling programs I'd suggest you wait for the geck
  13. You say immersive but that alcohol perk works exactly opposite from how drug tolerance works. Oh and It's possible to dismiss companions home in the vanilla game. You hit Tab when choosing where to send them
  14. This mod I made contains the limits of what is possible without the Geck *shameless plug* http://www.nexusmods.com/fallout4/mods/11202/?
  15. I'm stumped here. I've tried to copy over as much as I can but that doesn't work. Does anyone know what reference/marker/script/etc enables settlers to be added to a settlement? Also, what enables an entry in the R) Move menu to move settlers/dismiss companions to a settlement?
  16. It's not true. Even with multiple level 3 stores that boost happiness and sky-high defense scores, it takes something like 2 hours REALTIME spent in a settlement's cell to raise happiness 10 points once you get over 80
  17. You don't need scripts to change perks. Their values are right there in Fo4edit. This is in the base game, when you get the prompt on where to send settlers, hit tab, it will default them back to their place You say that this is for immersion, in real life, drugs work the opposite way.
  18. None of you seem to realize that in order for this to happen, someone needs to record audio, then combine it with scripting(which is nearly impossible now) Do YOU feel like recording yourself speaking to expedite this?
  19. Fallout is retro-futuristic\midcentury modern and post apocalyptic. Steampunk is not consistent with any other content in the game.
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