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Everything posted by seekingthesun
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Camo raincoat/poncho & no SPECIAL cap
seekingthesun replied to a13740342's topic in Fallout 4's Mod Ideas
Given bethesda's horrible decision to get rid of skills there's no need for raising special above a certain point -
THIS ALREADY IS PART OF AUTOMATRON dlc
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dlc request WARNING SPOILERS INCLUDED
seekingthesun replied to deltadeath93's topic in Fallout 4's Mod Ideas
There's already a mod out there that lets you place animation markers, use that and place them around. -
Mod authors, ask me your firearm related questions!
seekingthesun replied to Cybersoldier8's topic in Fallout 4's Discussion
But you could hold 4 guns at once! -
Mod authors, ask me your firearm related questions!
seekingthesun replied to Cybersoldier8's topic in Fallout 4's Discussion
How come there are so many handguns but so few footguns? -
Quick question: Adding Ballistic Weave for armor pieces
seekingthesun replied to tomomi1922's topic in Fallout 4's Discussion
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]" -
It's called "value" it's under DNAM data. You're welcome : )
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Cut content restored issues.
seekingthesun replied to seekingthesun's topic in Fallout 4's Discussion
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 -
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?
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Need to know how to add stun effect in FO4Edit.
seekingthesun replied to Bishop2905's topic in Fallout 4's Discussion
Look up the protectron stun hand, copy whatever does it whether it's treated as a perk or a spell effect -
Linking crafting station inventory
seekingthesun replied to aerionop's topic in Fallout 4's Mod Ideas
No, but with Fo4edit you could link it to the "workshopresourcecontainer" if you place a custom workbench in AND the resource container -
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.
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Protection from radiation in settlement buildings!
seekingthesun replied to spinspider's topic in Fallout 4's Discussion
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 -
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
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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
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Smarter and More Realistic Vertibirds
seekingthesun replied to lavenki's topic in Fallout 4's Discussion
This mod I made contains the limits of what is possible without the Geck *shameless plug* http://www.nexusmods.com/fallout4/mods/11202/? -
What allows settlers at a settlement?
seekingthesun replied to seekingthesun's topic in Fallout 4's Discussion
Are you able to get settlers by any means? -
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?
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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
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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.
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okay, I'll try
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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?
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Fallout is retro-futuristic\midcentury modern and post apocalyptic. Steampunk is not consistent with any other content in the game.