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SnertTheDog

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Everything posted by SnertTheDog

  1. RL can be tough for some so don't worry about it. I can attempt to tech you the neat things people don't want to know about. your choices though may very, some mods are / use Embedded scripts so those are really hard to do this stuff too. some mods are impossible to do it to. most are not. Hi Purr4me I want to thank you again for your kind help. Yesterday I found some time to do it and at the end it was really easy. I did it without the geck, used only fo4edit. The Geck way doesn't work for me but I am sure I did something wrong (make fake DLC.ems -> open mod in geck -> save it (this does NOT remove automagically the dlc content that had no existing references) -> removed it in xedit -> removed the dlc names in xedit -> load the mod in geck -> 3 masterfiles are now shown as UNKNOWEN -> save again -> mod can't be open in xedit) fo4edit way -> delete the content without any references due to the fake dlc.ems (it is easy to find, it has a "italic" font style ) -> right click on the edited mod an chose "clean masters". This erase all master files entries in the mod who has was not referenced in the mod and so are not needed. -> save -> play ;-)
  2. Hi Purr4me, still had no time to have a look at it. Hope I can do it this week... But when you say it's easy to do I had the hope I could do it too... ;-) All my modding attempts stop at a point when I need more time to get deeper into the stuff and RL won't give me that time :-)
  3. Hi, @Purr4me strange, I thought I wrote a reply and thanked you for your help. So I do it now. Thanks for your help ;-) @damanding funny, I read your article and thought: "Didn't I use to own the dlc's to do this?" And I tried it and had no success. I thought, it was my fault and I understood something wrong. I want to get rid of the DLC Weapons in Realistic Guns and Bullets Overhaul. I am quite know that this could crash everything. But its a mod without scripts etc. so I think it could be done ;-)
  4. Hi, I want to delete DLC content from a mod with FO4Edit but I didn't own any DLC. As far as I understand FO4Edit try to load the mod and the conected DLC content and spits out an error. Is there a way to edit mods with a DLC Master without having the DLC? Maybe with CK? So I had not to pest mod authors with no DLC version requests.
  5. Hi, for Supermutants its Lootable Supermutant Armor and for Synths its Synth Uniforms Lootable Ghouls I haven't recognized any mod.
  6. marmo1233 has made a fantastic mod called Power Armor Airdrop which do the job thank you marmo1233
  7. kinggath had mad a fantastic mod called Salvage Beacons which do the the salvage thing in a great way. thank you kinggath
  8. Hi, I use qqq and since a few weeks FO4 needs about 1 minute to close. Does anyone has an idea why this happens and how I can make it quick quick again?
  9. Sorting items into different containers automatically A mod request/idea I always pick up a lot of Items. Putting them into the workbench is like dumping them in a bottomless pit. Even with sorting mods I need so much time to find a specific item (Yes, I know, I could sell the stuff or scrap it but I won't. I like to have hundreds of pipe revolvers... ;-) at least to equip my settlers) So I thought about a mod that can do it. But because I have barley time to play once a week and the learning curve without proper documentation is very steep I was not able to do it by myself. But maybe someone like the idea in on or the other way. Description: Automatic sorting mod (need scripting) sorts all stuff in different containers of your choice automaticallyput all your stuff (weapons, armor, food, junk) in a stand alone Sorting-Source-Container (SSC).Chose a target container, put a sorting device (SD) in the it (created and named with sorting keywords on a workbench) and press the activation button on the SSC. All stuff will be sorted according to its sorting keywords to the containers with the corresponding SD.containers need to be in a preset range to another or at least has to be in the same cell? Example: Put all your weapons in the SSC. Create an SD item, name the SD device "shotgun SD" and put it in a container. More sorting keywords separated with the pipe "|" like "combat|shotgun SD" Activate sorting on SSC Script moves all items which matches the sorting prefix from SSC container to the container with the corresponding SD - sorts weapons, armor, food, junk... into its own container - containers must be in the same settlement. More ideas: A quest to get the devices: Find parts of a Mr. Handy and repair him. He then hover between your containers an "do" the sortingThe sorting Mr. handy could always muttering to himself.can "phase" though walls and doors to reach a container. ;-) Nice and creepyWhen you near him he is overly brightly, when you turn away or barley at hearing range he curse you and the job and everything ("kill them all...mumbeljumbel smash there heads...mumbelbrumbel... rip then to shreds...:" (like gollum from "Lord of the Rings" or "Kreacher" from Harry Potter)
  10. Concealed mines A Mod request/idea! Make casual junk items into mines that explode when you pick them up. These mines look like ordinary junk items like (ex. Makeshift battery, Alarm clocks, Canisters, Extinguisher, Mr. Handy fuel, Giddyup Buttercup or some food cans) into small and medium sized mines. They are cluttered all around the Commonwealth and a really lethal threat for scavenger characters. Perk: Demolition Expert 1: The mines make some clicking and humming noise. Can be disarmed by shooting on it. Demolition Expert 2: Like 1 + disarming like vanilla mines Demolition Expert 3: The mines will be highlighted red, like in the scrapper perk an can be disarmed like vanilla mines
  11. A mod request: Maybe someone likes the idea and create a mod out of this Description: Call a pickup crew Description: Call in a Pickup crew which will travel to a chosen container in a reachable outside area and picks up all the junk you put in the container and bring them back to a settlement of your choice - Build a" ham radio" on the chemistry workbench for your inventory - build a "pick up beacon" in the chemistry workbench. - Store all your loot in an container in an outside area. - Put a "pick up beacon" in the container. - radio with your ham radio to your scavenger crew. Like the provisioner they will travel with an pack animal and pick up all your loot and bring them back to a settlement of your choice. Unload the loot in your workshop
  12. A mod request: Maybe someone likes the idea and create a mod out of this Description: I know there is a Power Armor Autopilot mod by Kentington ( here but it seems that he stopped working on this mod.) I would be so happy if there where some changes. It would bring the mod back to the tops. I only modified the fantastic idea of Kentington a little bit... - The PA must have a Jet pack to get delivered - The PA must have a Fusion Core in the inventory with at least 33% charge left. (just a suggestion value) - Instead of a teleport, the PA should fly to the target location, using the Jet-pack in a "special" delivery mod (Just for immersive explanation why it does not spend 5 Fusion Cores for a delivery from Sanctuary to the Castle ;-... because of the "delivery mod", which spend only 5% of a Fusion Core when you are not in the PA... in fact you to fat... ;-) ). - The Power Armor arrives with a PA Drop (Booom!!!) on the marked location. Don't stand on the wrong spot. - You can see a marker on your map where you can see where your PA is on the way to the delivery point. - The delivery will take the time you had would spend to travel the way with unlimited Jet pack fuel (maybe faster) - The delivery should use 5% of the Fusion Core charge (maybe more...maybe with some maths it can use 5% of the fuel it would consume on a normal flight) - use a Delivery beacon in your inventory to call in a PA Drop. (Beacon will not consumed. Its reusable) - Delivery Beacon (DB) is build on the chemistry workbench and stored in your inventory. Bind it to a hotkey. - The Delivery receiver (DR) is build on the chemistry workbench and stored in the inventory of your favourite Power Armor - The Delivery Receiver (DR) prevents other than the owner of the Delivery Beacon (DB) to enter the PA (take that you sneaky PA stealing settlers ;-) - Delivery works only if you and the PA are outside Maybes: - Maybe some more beacons/receivers to call in different Power Armors (then the Delivery Beacon should be a Holotape) - Maybe a "Starting/Landing Pad" Settlement building object where the PA is starting from and where it can be send back to, when I don't need the PA any more - Maybe a Power Armor AI module but I don't need it - Maybe a little quest to get the schematics for all the high-tech stuff.
  13. Support your idea. Didn't like the joint look idea... sounds (looks) a little silly....
  14. Hi EXL949 maybe you could google for something like "fallout 4 slave collar manacles" and maybe you will find what you are looking for... ;-)
  15. Would like to have one too. Maybe with switchable ranges and some add-ons like the recon sensor.
  16. A mod request: Hi there, Saw the vanilla map on the Pipboy and thought: "Hey, this map shows only the bare minimum, Hope they will get better with some in-game upgrades to my pipboy". But I was disappointed. I wished Bethesda wouldn't miss the chance to make a cool quest out of this. Maybe someone likes the idea and create a mod out of this Description: A quest to update the maps in your Pipboy. Using maps like Immersiv Maps and make a quest to get an update to your map while you turn on the 5 relay towers (Relay tower 0BB-915, Relay tower 0DB-521, Relay tower 0MC-810, Relay tower 0SC-527, Relay tower 1DL-109). With every update you get a better map from Basic vanilla map, vanilla with roads.... to satellite map. Some Ideas. - You start with corrupted map where only the Sanctuary area is viewable and the other regions where TV-static (? snowy?) - Codsworth give you the quest. Something like:"Oh master, I see there are some afflictions with your Pipboy map. Maybe you should upgrade it, to have some more travelling far-sightedness?" (I'm no native English speaker ;-) - The relay towers could have some little quests too (need some stuff to repair, need electricity, some loony sniper kills every one who comes near the tower, tower is a worship site for the children of atom, or inside a Raider/Gunner Outpost... etc.) Question/problems: - is it necessary to get to the relay tower in a special predefined order or is it possible to do it in a random order? (1 relay tower = vanilla map, 2 relay towers = vanilla with roads.... 5 relay towers = satellite map). I would prefer the random order. - I think the relay towers will be retested after a time period. This should not happen. Bonus/Cool: - You can switch between the different maps - Activate one special of the big satellite dishes (maybe Fort Hagen) and get a bonus feature to your satellite map. It will show you once a day the heat signatures of every creature in your surrounding on your satellite map I posted this idea in a basic state to reptileye, the owner of Immersiv Maps and hi likes the idea, so I think he would support this mod with his quests (but better asking him before starting ;-))
  17. I support your idea. Maybe there could be an option that they walk with a limp until the are fully healed? This would be much more immersevly immersiv ;-) and it wouldn't look so stupid like this sitting on your butt animation
  18. Hi, I like your idea. Maybe the crippled companion limping behind you and will not interact in combat and try to hide till he is healed (healing only after applying some stimpaks ore something similar) instead off "teleportation" I would also like to adjust my companions combat behaviour via shortcut keys (not via the communication menu. They can hear so I can call some commands) For example: 1 - stay behind and respond to fire 2 - run away and hide (only fight for self-defence) 3 - attack on sight 4 - attack my target 5 - attack only my those who attack me 6 - ... only some suggestions
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