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TheCourier13

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  1. I'm glad that you're adding a tutorial for adding weapons to WARS, my main thing now is to make the Fallout 3 Assault Rifle mod replace the so called vanilla assault rifle, and have your AR-15 replace the combat rifle. After that, I will be adding the OTs-33 "Pernach" back as I REFUSE to use any other hand guns (Except for a couple others for shits and giggles every once in a while) Your Glock will do in the meantime, but that OTs-33 MUST be added in. :) Beautiful Barrett, BTW, I look forward to sniping the T-800's in a mod I'm helping with from a VERY safe distance. ;)
  2. Nice to see all the progress you've been making. Gonna be a great weapon replacer/overhaul to be sure.
  3. @ sakurarozu: He's ran into a big snag, nothing that will kill the mod, but he's going to have to go back and redo things, so he's decided to take his time, Beta should be ready sometime in December Depends on the follower..I recently have found that If I give Cait fully upgraded armor + fully weaved underarmor , she ( he in my modded game) almost never dies( falls down) even though I only gave her a good knife from the Nuka World. But that`s not a option for my favorite Valentine. I like the idea of terminator following me, hope it`s still there and that he has lots of health and makes LOTS of damage . I was looking for something thrilling to make me run through the whole map :D . I never used the original mod, I`m often trying to avoid fights as higher levels, It just getting boring with time. But it sounds really promising , I`ve got a wish to try this. Happy to know if I was able to help in any way. Thanks for your efforts and all the hard work SMB92. I'm one of the ones that was helping to test out the Mod, the Terminators work fine, in my version I tweaked them to give them the same stats as maxed out X-01 power armor for Heath, DR and ER stats, you would need heavy weapons to deal with them with the way I had them tweaked. Did I mention they run after you? :-O I recommend the PTRS-41 Russian anti tank rifle and the new RPG-7 mod, also the personal jetpack mod and/or driveable motorcycles to get you away from them if need be.
  4. It probably would be, but I think they would try to get such a mod removed anyway. Bethesda will most certainly have more money for lawyers than Nexus. Zenimax is a fat cash cow that will go to no end to see a dollar be made. Look how they tried to sue Oculus for $4 Billion. That's semi-justified but they took it "way over the hill". Look at this rubbish they calling CC. Absolute trash. Cash grabbing the console players, particularly PS4 players, and treating the platform base as if it was as dumb as mobile users. Maybe they are if they paying it, I seen the prices on my mostly untouced XBone S a few days ago, I wouldn't pay what they asking for some of them games which I can get through Steam at a much better price, and have ability to mod and up the gfx settings etc. So maybe they on to something there. It is clear that it's no longer about the passion of making the games anymore, it's about the sheer cash grab to be made. This is what devastates me as a hard fan of their games. I want to believe the next game will be so much better. But I keep getting let down in one way or another every game that passes. They are great games, but so much bugs and half-baking here and there that it kills me. This will be the final nail. Their fan base was seeded on the PC, now they giving us the finger in essence and going elsewhere. Bethesda is the Ishtar of gaming companies. Yes, yes they are indeed.
  5. Bethesda didn't learn from the last time they tried this crap.
  6. I'll be shuffling things around a bit, but I don't know that I'll be reducing level requirements overall. You level up pretty quickly in FO4. Something like the Combat Shotgun/USAS-12 may even have its level requirements increased, since I'm adding the Mossberg 590 in as an intermediary between the Double-Barrel Shotgun and Combat Shotgun. We'll see when I get there, though. On the solder idea, sure why not? As to increasing level requirements for the USAS-12, I'm against that idea, I don't want to wait any longer than I already have to to be able to use it. It's your mod and your call, though. But if you increase it, I will go into XEdit and lower it to suit my tastes anyways. :tongue:
  7. The phrase "a weal minigun" is an oxymoron, and something that I refuse to have in my game as well.
  8. Fantastic, can't wait to try this baby out and say goodbye to Modern Firearms. Don't get me wrong, it's a good mod, but I like this one better. Will absolutely have to use your tutorial to add the OTs-33 "Pernach" to the game, though, I can't play without it.
  9. I can tell you this, if the new Beta is like the Alpha I tried, you DO NOT want to put the preset on Carnage of the Commonwealth, unless you're a masochist. But I can tell you that I had no stutters in Concord and maintained an average of mid 30's FPS even with all those spawns, and there were A LOT of them. More Spawns Scripted would cause serious stutters on similar settings. This runs much, much smoother. I can't wait to drop MSS like a bad habit. :) TLDR, SMB92 is doing God's work in Fallout 4. :)
  10. Would you be willing to give us the option to turn off weapon degradation? To me, that was one of the things I liked about Fallout 4.
  11. Yeah same. Im actually cleaning up the Sanctuary Restored mod atm, found lots of duplicate rocks from layers from vanilla. They didn't care how they bout anything after they implemented precalc system. Pretty sad. I think my mod wont have much performance impact if you set reasonable chance to spawn. Once the script initiates the first time all the values are saved and active so script latency should be little apart from the fact there is a lot of data but all the values are local now and not globals so they should be fast. Spawn points call a very small function to obtain some values for them to spawn, very little queuing as it just works as you travel along without any long running script. Fire and forget (until cleanup timer kicks in :smile:) Sounds fantastic, can't wait to dump this spawn mod for yours.
  12. My game suffers from massive stutters, but I'm pretty sure it's my more spawns scripted mod. I find I have adjust the settings to lite and modify the the humans, robots, ghouls, and deathclaws to the medium preset and leave everything else on lite settings. Even then I have stutters. I only have 104 mods active, I shouldn't be having this issue, but if I cut all mods down to around 50, and take out the spawn mod, my games runs smooth. It's maddening. You'd think I have a bottom end PC, but as far as I can tell, mine's mid range with a NVidia 760 FTW 4GB VRAM.
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