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timone317

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    https://www.youtube.com/channel/UCNGbEpET05R311icBRERXCg
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    United States
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    Fallout 3

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  1. I don't have any familiarity whatsoever with the creation kit, or I'd gladly do this myself. Not something that's terribly important, but I'm hoping someone can make this happen. edit, just realized after posting that maybe the helmet properties should be revised to be compatible with quicksilver ingots for upgrades.
  2. Mostly looking for a method of simplifying mountain exploration, but I also think the "Become Ethereal" shout would be perfect for this sort of change since it also negates fall damage.
  3. I'm wanting something with 24 different power armor displays on eight different floors. That, and it's easier for me to get behind the idea of a massive storage area specifically meant for power armor being connected to an underground vault than it is to figure out how even one set of power armor could be transported to an isolated section of land that's surrounded by water.
  4. Not sure how to go about this exactly - I planned to commission someone to make this, but I've just found out that it is not possible to do such a thing since it violates the Creation Kit EULA. So, I suppose I'll just jot this down and hope for the best. I've been wanting to establish a spot in the game to store all the various power armor variations that can be acquired. None of the settlements seem appropriate because there simply isn't enough room for such a thing, and it's far too easy for spawned enemies to just hop into whatever armors they can get close to (and it's only a problem 10% of the time, but I'd still like to avoid it if only to aid immersion a bit). So, I believe the best option available is to place a garage area near the entrance of Vault 88 that has multiple floors. I know nothing about the Creation Kit and I'm confident I wouldn't be able to properly implement some of the ideas I have for it (having the garage placed in a separate cell, adding a scrappable wall within Vault 88, setting up some sort of shooting range, and possibly adding a fast travel marker specifically for the garage). If anyone is interested in taking this project on, please contact me and I will provide you with further details on specifications for the garage.
  5. First, the merchants. I'd like to know, could I load up a settlement with Automatron bots to bump up the population amount, recruit the legendary merchants, and then send the bots that I don't need off to other settlements? Or would this cause the merchants to leave as the population drops? Second...on my current file, I've been completing Institute quests. I've neglected to do any Railroad quests and completed The Battle of Bunker Hill by sending the synths back to the Institute (and I may have attacked a few Railroad Heavys that wouldn't stop attacking me). Past that, I paid no mind to the Railroad and have gone on to the Mass Fusion quest for the Institute (but have ignored it). My plan was to start doing Brotherhood missions followed by Railroad missions (aiming for a 3 factions survive ending), and I was able to meet Danse and start going down the BOS path with no issues despite also attacking BOS soldiers during the BOBH. However, upon returning to Railroad HQ, I found that they were hostile and Desdemona would not say anything other than telling me to leave. I reloaded my save, made a point to betray the Institute and returned to Railroad HQ, but this did nothing to change their hostility. Then I set myself as an ally to the Railroad with the Cheat Terminal mod, but this changed nothing. So...am I out of luck at this point, or is there some sort of console command solution that will allow me to reset the Railroad and start receiving their quests? (I've deleted all botched saves and have gone back to a point where I have not returned to Railroad HQ yet - I'm hoping that will help. In my now deleted save, I finished the Plugging a Leak quest by framing Justin Ayo and had hoped this would have allowed me to speak with the Railroad again, though it changed nothing.) (edit 2, I abandoned the playthrough after accepting that the Railroad was permanently hostile. Still confused about the merchants, though.)
  6. Actually, my confusion on this was whether or not Place Anywhere introduced new snapping options that did not exist before. I wasn't seeing this after installing so I wasn't sure what you were referring to. I'm beginning to think some sort of snap alignment mod may be my only solution here (similar to the invisible red guides included in the Craftable Castle Wall Patches Redux mod). It doesn't seem as if I can reattach a metal prefab with a PA display to a new or previous metal prefab once the PA display is set. And if this isn't an option, there may be no point in looking into the clipboard mod.
  7. Very interesting, and the ability to save copies of my settlements once they are completed sounds great. A bit concerned how mods might affect the save files and future imports (have a lot of custom prefabs scattered about), but I'm definitely going to take a look at it all. I'm currently messing around with Place Anywhere, but I'm unclear on how it changes snapping. Do you mean the mod makes it possible to clip the PA display through a prefab, or that the mod adds additional snapping locations for precise placement? ___ (edit, have yet to look into the clipboard mod, but as of now, I'm not seeing a way to snap the prefab with a power armor display to other prefabs.)
  8. (title has a few letters left out - can't be helped now.) I'm wanting to make a power armor garage/museum with some metal prefabs. The problem is, I intend to make the building fairly large with room for at least 20 different sets of power armor and it will be quite difficult and tedious to ensure that up to 20 power armor displays all align perfectly in the metal prefabs they wind up in. So, I'm wondering if it is possible to combine two different parts while also ensuring that the functionality of each individual part is left intact (the conduit/power armor snapping for the PA displays, snapping to other prefabs and walls for the metal prefab part). The prefab in the middle shows what this combined part would look like. https://i.imgur.com/upCNOb7.png The image also shows a wall-pass through conduit junction added to a metal wall on the left. I'd also like to know if a wall-pass through conduit can be combined with a metal wall and finalized as a new part. (I'm not aiming to do this myself - I have no experience with the the creation kit or faith that I can successfully create this sort of mod and not crash the game. If it's possible to do this, I'll most likely commission someone to make the parts. I just want to know if it can be done before I pursue it.)
  9. I'm mostly interested in getting rid of my long list of weapon mods and compiling them into one ESP (that said, I also wouldn't mind tossing all the modded weapons into a single cell so I may eventually take some time to figure out the GECK). I simply hoped something had been made to make the combination process quicker and easier.
  10. Sorry if this has been brought up before, I made a point to search for anything similar before posting. Has anyone bothered to make a utility for combining Fallout mods? I've always wanted to go back and clean up my mod collection for 3 and New Vegas...it's a bit annoying navigating through the FOMM menu with multiple specific mods (for example, six Tenpenny Tower mods in a row). I'd also like to have a generalized weapon pack available. Goes without saying but this would be for personal use, it isn't like I intend to upload combined mods.
  11. This is more of a request for information...I remember using a mod in 2012 that made the overpasses accessible in New Vegas and added a few communities to them (nothing special, just a few merchants and random NPCs much like you'd see at the 188 Trading Post). I've checked these two mods... http://www.nexusmods.com/newvegas/mods/38026/? http://www.nexusmods.com/newvegas/mods/45395/? ...but neither of them offer what I'm looking for. Was this ever an existing mod? Maybe it was part of some other mod I've overlooked? Just found it, feel free to delete this thread. http://www.nexusmods.com/newvegas/mods/40176/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmoddescription%2F%3Fid%3D40176%26preview%3D&pUp=1
  12. I'm thinking of something similar to the Lucky 38 in NV where you can send all your companions to just one place...I'd like to avoid fast traveling to 8 different places to recruit my companions. Has a mod like this been made?
  13. It seems the vanilla lobby music is still in the Bethesda File Archive, and I can't find a way to get the Bach WAV inside of the archive for use. I've placed the WAV in the Data folder but the game won't access it. Is there something I'm doing wrong? Do I need to extract all the sounds from the BSA? Edit - It seems I've fixed whatever the issue was so I don't need any help with this now.
  14. I've never really been concerned about seeing the Fallout games on a Nintendo system but I feel the next Fallout could be an interesting experience on the Wii U, every time I see that tablet controller I see a Pip-Boy waiting to be used. Being able to treat the controller as a Pip-Boy would get rid of those temporary pauses that come when you want to switch items or replenish health, and since the gamepad has speakers in it it could also be used to play radio stations. Also, the Wii U discs will hold 25 GB of memory, so there shouldn't be any problems making the game compatible with the system. What do you all think?
  15. I like the thought of that because then you could get the Legion involved in some way.
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