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immortalfrieza

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Everything posted by immortalfrieza

  1. By default, Blitzball games use an RNG that changes the stats to either 50% of the stat number or 150% when defending the ball, attacking the enemy player holding the ball, and whether a goalie blocks a shot, among other things. I've never liked this, especially since it seems like the game is pretty obviously biased against the player, such as the your guy with 5 endurance always seems to end up giving up the ball to a tackler with 4 attack while the guy with 5 attack will always seems to fail to get the ball with a guy with 3 endurance. The only way it seems to circumvent this is to have players on your side that are significantly better than the enemy team's, and even then it can still screw you. Whether this is really true or not, if it's possible I'd like to see a mod that removes the RNG in all aspects of the Blitzball game entirely, thus creating a game where the stats are completely accurate and a much more strategic experience. Thank you to anyone that can help!
  2. I would like a mod, if possible, that makes it so every party member in FF10 present earns EXP in every fight, whether or not they were swapped into the fight or actually did something in said fight. By default, in order for a party member to earn EXP they must be swapped into the fight and have performed at least 1 action. The problem is that most of the game's typical fights are built so that a particular type of monster can only be beaten effectively by a particular party member. i.e. Lulu defeats magic enemies, Wakka defeats flying enemies, etc. Thus there's little practical reason to switch them around and attack for every single fight. However, that's what you end up having to do for much of the game to keep some party members from falling behind. Particular ones like Kimahri, Yuna, and Rikku who don't have any particular enemies they're useful against. So you either have to pull the party members in every fight doing actions just to have done something, or later on stop and grind them up so they catch up. Hence, why I'd like a mod that just distributes the EXP to everyone in every fight regardless of what they do, so it's something I don't have to worry about. Just one less tedious thing to deal with.
  3. Hi. I'd like to see if it would be possible to make it so that any piece of equipment, whether it be a sword, shield, or all armor pieces, appear to be summoned onto your body whenever they are used. Say... you're wearing steel armor with a steel shield and steel sword and walking around town. However, nothing but your simple clothes appears on your character model at any point but for the armor at least is still in effect. Then you press the shield button and your shield appears in your hand with a nice but fairly quick effect. Or you draw your sword and your armor appears on your body with a similar effect while your sword and shield appear in your hand. Basically this, but applying to anything and everything the player might have equipped at the time, nearly instantly and unlike Bound Equipment without having to do anything in the process to do it. Maybe some sort of menu option to turn it on and off.
  4. Hi everybody! So I'm looking to see if it would be possible for there to be a plasma gun that is functionally a plasma version of the Laser Musket, mods and all. Now it doesn't necessarily need to literally be a Plasma Musket, but the ability to press reload and add more plasma cartridges (with some sort of animation to show this hopefully) to increase the power of each shot is what I'm looking for. I typically use the Laser Musket as a laser sniper rifle with the Laser Silencer mod for much of the game and I'm looking for something to trade up with when the Laser Musket inevitably starts lagging behind in damage even with all 6 cranks and damage mods on it.
  5. Hi everyone! I'm not sure if this is the right place to ask this but here goes. So I'm looking to get into modding Fallout 4 soon. To facilitate this, I'm trying to find a way to install Fallout 4 multiple times through Steam. One being my personal copy of the game with all the mods I like for my own playing, one a clean copy with no mods at all as a control and backup, and one a test copy I'd use for creating mods with. How do I do this?
  6. Hi everyone! I would like a power armor mod that completely overhauls how power armor works in the game. To wit: - Power Armor does not require fusion cores and does not become damaged. - Power Armor is weakened so that it's an improvement over Ballistic Weaves, with Raider Power Armor being a tiered bump over it and T-45 better than that and so forth. - With one exception of briefly during the When Freedom Calls quest, Power Armor is unusable on it's own and requires the completion of quests and special items to function. - When the When Freedom Calls quest is complete, the power armor the player is using ceases to function and the player is forced out. After which the player receives a long lasting quest to gather key resources and take perks to repair and use power armor, starting with salvaging the remains of the power armor the player was using to acquire the parts to craft the player's first power armor frame, but the player would still need the plans. - All usable Power Armor must be crafted by the player piece by piece, and each piece the player must both have found the blueprints to make the armor and have the necessary perks. - Power Armor will be designed though not necessarily have to be acquired in a tiered fashion. The plans for pieces of Raider Power Armor would be found in Raider camps not too far from Sanctuary for instance, while X-01 blueprints would be found as far as a the Glowing Sea on the opposite end of the Commonwealth. Thus giving players reason to actually use Raider Power Armor themselves as opposed to vanilla where the first Power Armor you find is already better than it and there's zero reason to ever use it. - Any other flourishes the modder wants to add! The central point is to make Power Armor like it was in every Fallout game before FO4: A late game piece of equipment you could use whenever you wanted once you got it that upped your ability to the level where you could just manage to handle the enemies you'd be facing at this point. As opposed to vanilla where Power Armor is this godly piece of equipment that made you effectively invincible whenever you put some on, needed fusion cores to work in this obviously lore breaking fashion, and was available to use at pretty much the beginning of the game.
  7. Hello all! By default, the strikes from a Double-Bladed lightsaber do quite a bit less straight and stamina damage than the Single-Bladed variant. It also strikes slightly faster, but not enough to make up for the difference. I love the Double-Blade aesthetically, however it's just not viable to use it constantly once you get it. In fact, unless you're facing a lot of blaster wielding opponents in which case the deflections are easier the Double-Blade is inferior to the Single Blade in every way, in spite of being a later game addition. I'd prefer it if it were treated more like an upgrade. Therefore, I'd like a mod that increases the Double-Blade Lightsaber's stamina and health damage per strike. Not so much that the Double Bladed lightsaber massively outdoes the single blade, but so that it's matches or slightly exceeds it. This would make it so using nothing but the Double-Bladed Lightsaber is practical to do. Thank you!
  8. If possible I'd like a mod that permits experience to still be awarded to the player for killing an enemy indirectly. Mini Nukes and grenades you shoot out of the enemy's hands and Turrets and bots you've hacked killing things and probably some other things I'm forgetting are awesome and everything, but they don't give experience to the player for doing so, which really defeats the point of even bothering to do these things. For instance, if I shoot a Super Mutant Suicider's Mini Nuke, it blows up and kills him but I don't get experience for it, meaning I'm down both a Mini Nuke and the experience for killing the thing. I don't even bother hacking computers to turn turrets and bots against my enemies because since I don't get experience for anything they kill it's more productive for me to just kill those enemies myself and then kill the turrets and bots for the experience from that. It makes all the mechanics for doing these things pointless.
  9. Hi all. I'd like to see many Perks particularly those involving weapons do more intricate things when it comes to mechanical effects. For instance, the Rifleman perk only increases damage and at later levels ignores armor. It doesn't effect my accuracy, how quickly I move with a non-automatic rifle drawn, how quickly I draw and holster it, range, how quickly I can reload or really how I do anything when I'm using non-automatic rifles. And it's the same with any other perk that controls weapons, they just don't do much other than increasing raw damage and it's unfortunate. Locksmith I would prefer if instead lockpicking wasn't gated behind having the locksmith perk but instead you could technically try picking any lock but like in Skyrim it's really really difficult to pick say a Master lock without even the first level of the Locksmith perk, while consequently while you have enough of Locksmith for Master easy locks are even easier. Or same idea with Hacker you can hack any computer but make the junk words longer and have a lot more of them if you don't have Hacker. Things like that. I also realize that some sort of system would have to be put in place to make the player worse than they are by default in order for this to have real impact, since in terms of sway and reload and speed and so on you're as good with a gun at level 1 as you will be 200 levels later. However, even if the difference is only marginal I'd like more motivation to pick these perks in a mechanical sense rather than in the pure stats sense, or as is the case with Hacker/Locksmith because I absolutely positively need them to do things. These and any others the modder can think of.
  10. Hello all. I don't like how Power Armor is implemented in the game, so I'm requesting an overhaul that has a few things as the goal: 1. Allows for Power Armor to be used indefinitely. However only in a way that allows for mid-late to late game use of Power Armor. 2. Rebalances Power Armor so that even the strongest and best modded Power Armor is only as much as somewhat more defensive than the next best fully modded standard armor. Each Power Armor type will be only be a bit better overall than the last, modded or not. i.e. whether you fully mod Raider Power Armor to be as defensive as possible or don't, either way T-45 Power Armor will only be a bit better defensively than RPA proportionally whether T-45 has been fully modded or not. The idea is to make it so that Power Armor is needed to make something that can easily shred through standard armor just up to the level of survivable, but you're still going to get your butt kicked if you don't play intelligently. 3. Creates a progression from Raider Power Armor, T-45 Power Armor, T-50 Power Armor, and so on down the line for the player, so while said armor might exist in the game, the player won't be able to use it until they qualify for the tier. 4. Implements the above into the game in an organic immersive way you wouldn't notice if you didn't already know it was a mod. Something like this: At first you can't use Power Armor at all. Any Frames you encounter you can't step into and only contain bits of rusty, broken power armor pieces and frame parts you'll need later. The one exception is the T-45 on top of the Concord Museum, which will function perfectly just long enough to complete the "Clear Concord of Hostiles" portion of the When Freedom Calls quest before frying itself, destroying the armor, wrecking the frame, and forcing the player to get out and pick up the remains. After that, you'll have a heavily busted Power Armor frame and a bit of metal. First you've got to locate some schematics to fix the frame and another set of schematics to create a power pack. Both found in high level areas you'll get shredded at if you go there early-mid game. Then obtain the necessary Armorsmith and Science Perks, level 3 at least. After that point you can fix the Power Armor frame by finding parts off other frames, and can build as many Power Armor frames as you want, but you can't salvage or craft Power Armor to put on it unless you've got the schematics to do so and the appropriate perks. Raider Power Armor is available immediately to salvage or craft, but the others aren't and their schematics are scattered around even higher level areas than the stuff for the frame. That's the best I could come up with, but honestly though I hoping people surprise me.
  11. I think with the Gen 1 and Gen 2 you're supposed to be able to build them with the standard Automaton workbench.
  12. There's a mod that lets you build Gen 1 and Gen 2 Synths and another mod that lets you build the Gen 3 Humanlike Synths. The former: https://www.nexusmods.com/fallout4/mods/27829/ The latter: https://www.nexusmods.com/fallout4/mods/16354 I've installed them both though I haven't gotten to the point where I can use either one of them yet so I can't say if they actually work right now.
  13. Anyone else find it weird that you can be the General of the Minutemen faction but you're still required to run around and do everything? At first this makes sense as it's just you and Preston, but later there's a full faction going and you still have to do everything. It's not really any better when you're playing as a raider either. That's what this mod idea is for. The intent here is at the start you've got nothing. However, as you progress there's less and less you specifically are required to do. Radiant quests will optionally be taken care of for you, all the loot from said quests (enemy drops and such) will be taken and placed at a location of your choosing, and you'll have Minutemen guarding settlements and running off to save settlements that are being attacked. At first you'll have to jump into your pipboy and order these things to be done, but later on you can turn recruits into commanders that can arrange to do these things for you. Eventually reaching the point (read: a LONG way down the line) where the entire Minutemen faction is self sufficient and aside from keeping an eye on them and maybe making a few changes here and there manually if they aren't doing well you don't have to do anything with the Minutemen anymore. At first, you don't have any settlements. Once you get and populate them though you can designate one as a main settlement and build a recruitment station there with a settler to run it to begin recruiting Minutemen. To begin you can only get raw recruits, a bunch of level 5 weaklings that have little more than a pipe pistol and a Minutemen duster with hat. Later on as you gain levels and can pay for better equipment you can promote recruits to Private, Sergent, Captain, etc. which get better and better stuff and function better in general. You won't be able to make Minutemen that are stronger than you, but you can make as many raw recruits and throw them at tasks to die as you want as well as the levels in between. Each level beyond the first requires an investment in time and money, and even the raw recruits still requires a few in game hours to build up the numbers you have access to. You can then send them to particular settlements as defenders and do tasks for you. As with anything else with this recruitment is another thing that can be handled for you by your commanders once you get high enough, with you only having to modify the commander's orders appropriately. Speaking of tasks, whenever you get a Radiant Minutemen quest or a settlement gets attacked you can either take care of it yourself or send a Minutemen squad to deal with it by selecting the option in the pipboy menu. The difficulty of the quest or settlement attack determines how successful it is and if the squad can handle it. Send a dozen raw recruits to deal with a dozen raiders attacking settlements and they'll pull through with one or 2 casualties. Send a dozen raw recruits to deal with Deathclaws attacking settlements and they will get massacred to the last man and fail to defend the settlement. Sending higher level Minutemen to deal with higher level threats gives better results. Anything you would have normally gotten including salvage and enemy drops is sent to your main settlement upon a successful mission. Of course, your commanders can handle the distribution of Minutemen to these tasks for you, and you only receive the occasional pop up that things have succeeded or failed. What pays for all this? Taxes! As you get more settlements and more settlers in settlements you get taxes from those settlements which pays for your recruitment and improvement of your Minutemen. The more settlers you have in each settlement and the better they are provided for the more taxes you get and thus the more and better Minutemen you can support. You can also only recruit so many Minutemen by the number of settlements you have and their population. If for example you want a hundred Captain Minutemen you're going to need every settlement in the game and large populations in all of them that are well cared for. Which makes settlements in general more useful and gives one reason to actually look after one's settlements. Then you can have Minutemen who do other things like medics, salvagers, patrollers, and so forth. Bring a medic along on a task and Minutemen are much less likely to die on that task. Recruit a salvager and assign it to a settlement and they will regularly bring back scrap to that settlement. Send out a patrol to a settlement and areas around the settlements will be less likely to be attacked etc. Then throw in a version for Nuka World's raiders if you join them that would be appropriate for those, just altering the command structure, atheistic design, and so forth so that it fits what you might expect from Raiders but is functionally identical.
  14. Quite frankly, I hate how Power Armor has been implemented in Fallout 4. While the Iron Manlike entering and exiting is appropriately awesome, Power Armor is now so defensively powerful nothing in the game can stop you if you're wearing one. On top of that, the Fusion Cores are needed just to run them, something that is both Lore breaking and leads to that classic "do I REALLY need to do this now?" syndrome. https://www.nexusmods.com/fallout4/mods/5068/?tab=logs Classic Power Armor Rebalance lowers Power Armor so that it's much less of a gamebreaker. However, especially with the no Fusion Core drain addition there's no reason not to just jump in the first suit of Power Armor you find and use that for the rest of the game. Additionally there's the Raider Power Armor, which is of course Power Armor but you can easily obtain Power Armor much better than it, which makes it's existence as a player usable armor pointless. Even regular Raider Armor is briefly useful for the player before you encounter better stuff. Ergo, I'd like a mod that does two things: 1. Not only lowering the damage resistance of the Power Armor so that it isn't overpowered and removing the need for Fusion Cores but making a long extended questline that requires running all over very dangerous near endgame areas of the Commonwealth in addition to the skills needed in order to use Power Armor. For instance, suppose the first bit of Power Armor the player finds works for a bit and then breaks down, (so you can complete the When Freedom Calls quest with the Power Armor you get there) requiring you to get a set of unique parts scattered across the Commonwealth and then the science perk level to be able to create a fusion pack that gives unlimited Power Armor usage. Alternatively, you could still use Fusion Cores to use any suit of Power Armor you come across up to that point, but of course the Fusion Cores will be limited and the Power Armors themselves will be much less effective than they would be if you go on the questline and have the appropriate Perks to use the Power Armor. See below. 2. To ensure all tiers are useful. you won't initially be able to use any Power Armor you get without massive penalties in speed, damage resistance, and they won't provide strength boosts when wearing them. The high but lowest requirements just to use Power Armor after the aforementioned quest would just get you the ability to use Raider Power Armor without penalty, and you need higher perks to use T-45 without penalty, and then higher perks to use T-51 without penalty and so on. In addition, the Power Armor of that tier can be modified with the Power Armor station and the needed materials only so much before you have to go to the next tier to get better. This creates a sense of progression to keep the player driving to improve even up to the end game.
  15. I'd like to see a change in how crashed ships are handled. As it is it costs as much or more credits to salvage and repair a ship to full functionality as it would to simply buy the ship new, and there is nothing to do with excess ships the player has salvaged except put them on a freighter until it runs out of ship slots, in both cases kinda defeats the whole point. You also can't salvage freighters, frigates, or capital ships either for resources nor for personal use, nor to sell them. So with that, here's my request: For one, lower the overall cost of repairing slots on crashed ships and/or have less of them. The idea is to reduce the credit cost of salvaging ships to full to roughly say... 50 to 70 of what the same ship would cost new. Now salvaging ships has purpose. I am aware of the Less damaged slots on crashed ships mod here: https://www.nexusmods.com/nomanssky/mods/674 ... but I'm looking for something balanced, something that the player can work their way up to. Also, I'm not sure whether that mod even works anymore after the updates. EDIT: Apparently Crashed Ships have changed a little since I last played. Now the crashed ships are repaired and the slots restored with resources now instead of just credits, which is nice, though I must wonder whether savings salvaging a ship beats the cost for selling those resources. Still would like to sell ships and salvage freighters though. For another, allow ships to be sold once repaired. My intention here is not to just hand tons of credits to the player, but to provide a next step up on how the player can obtain credits from the early game where the player is probably trading and selling resources for a while and now can afford the costs of repairing crashed ships. This would lead to obtaining credits to salvage for the next tier of starship after selling say a half dozen or more of the previous. I'm going to give some theoreticals without regards for actual ship costs: Say I've got enough credits to salvage a C class ship that costs 20,000 credits new, I spend 12,000 salvaging it to like new status, then sell it. I'd get somewhere in the area of 17-18 thousand credits for it. That's a about a 5,000 credit profit. I'd get less if I didn't completely repair the ship. Then I find a B class, which would cost around 130,000 credits new, meaning it would cost somewhere in the area of 60 to 70 thousand credits to salvage. Assuming I got all of my credits from salvaging C class ships that's a dozen ships to salvage 1 B class, which I can then sell for 90 to 100 thousand credits, then repeat the process with the next class up. Freighters though would take dozens of S classes sold to buy new, and not too much less to salvage, more on them in a bit. As for how the process of selling would work, I'm thinking the player has to fix up a crashed ship to barely functional enough to fly, and then from there selling it would become available. Then all the player would have to do is select the ship and press a button to put it up on the galactic trade network and an alien would contact them to make an offer after a few seconds. If the player accepts, the ship would suddenly vanish, or fly away, or teleport, or whatever the modder wants to do, and the player gets the appropriate credits deposited into their account. It would probably work basically the same with ships they're selling off on their freighter. Feel free to throw in the occasional bonus or wrinkle to this process. Salvaging Freighters, Frigates, and Capital Ships, on the other hand, would be much more involved and long a process, likely requiring the player to spend a very long time in the system, but overall less time than it would take to get the several hundred more credits to buy said ship new. First, even the cheapest Freighter would take hundreds of millions of credits to salvage, but there would be more conditions attached. The player would need to either find a survivor of the crash somewhere on the planet or an alien in the system who knew the Freighter captain to get the access codes, find a lot of a particular resource on the planet or at least the system to repair the ship with, locate logs of the crew, find particular needed parts of the ship that spread throughout the planet from the crash, and so forth, likely a combination of these conditions before the ship is fully repaired. Pretty much the same thing for Frigates, but taking some less credits and busywork, frigates being an intermediary step in costs between the small starships and freighters. Once the player does this stuff, the frigate/freighter ruins will either vanish or teleport from the planet and an intact ship will take their place in the sky above and fly back into space to await the player. Then all the player has to do is go land the frigate/freighter and talk to the captain upon which they can sell the ship and get their credits, then they no longer own the ship and the player can jump in their starship and leave like normal. Same deal with frigate/freighter classes as for the small starships. Well, those are my ideas. I know most of these ideas would take a lot of work if they can even be done at all but I'm grateful to anyone who is willing to make this stuff happen in whole or in part.
  16. It's a start, now we just need a way to sell ships and a way to make Freighters and Capital Ships salvageable.
  17. Hello modders. I'd like to request a mod that changes how crashed ships work. As it is the player there's not much point anymore to crashed ships because the repair costs and broken slots means that it costs as much salvage and repair a crashed ship as it would to simply buy the ship new, and forget about selling the ship for a profit since there is no ability to sell ships available in game. Therefore, it'd like to see a mod that changes the repair costs to something more reasonable but not overpowered at the same time. I'd say make it so salvaging a ship gives like a 15% to 25% decrease in price compared to buying one. Then if possible put in a system that lets players sell ships to make money, with things much like how selling cargo on the galactic market works so that the player will likely be able to make a profit doing it, but it could range from like a 5% profit to a massive 20% or 30% at times with the right ship. Make adjustments as you want to, I'm just wanting another thing to both make getting these crashed ships useful, give another means of making credits, but one that's balanced. Also, if possible I'd like to be able to salvage crashed freighters and capital ships as well, with the same basic rules as above, since they exist but can't be salvaged like the smaller ships can. Thanks in advance to anyone who can help.
  18. I was walking around the wasteland and fighting turrets and robots and the thought occurred to me, "why do I have to destroy all these perfectly good turrets and robots?" Thus I thought up this. I was thinking that there could be a mod that allows the player to use the Robotics Expert perk to deactivate turrets (so this mod would have to alter it so Robotics Expert would work on turrets too) and robots, then pack them up, lug them to a settlement, and put them back together and use them as defenses and automatrons respectively. I'd say turrets would probably weigh 50 at least while robots would be at least 100 for like the Protectron and and go up for the bigger ones. The turrets could probably just be placed in the workshop inventory of a settlement or the box interacted with in the player's inventory while in a settlement and then it would just be added to the defense inventory for the workshop interface and the player could place them as if they had just built a turret and stored it. The robot boxes would need a Robot Workbench to unpack and assemble, then just select a box in the interface and you'd get a bog standard robot of the type of the box (a protectron box gives a generic protectron, a sentry bot box a generic Sentry bot, etc. I don't know how this would work with those mix and match automatron enemy robots) with factory mods already installed as though you'd decided to build a standard Robobrain or Protectron or whatever but without having to spend the resources to make one from scratch.
  19. I didn't like how Power Armor was implemented in this game, because it was both lore breaking and it made the game pretty much effortless to use it. Therefore I got the Classic Power Armor Rebalance here: https://www.nexusmods.com/fallout4/mods/5068 However, I quickly noticed a problem. Since a T-45 Power Armor is given to the player in one of the very first quests in the game and there's Power Armor frames littered pretty much everywhere with this mod there's nothing stopping the player from simply jumping straight into the first Power Armor they get their hands on practically right out of the Vault and using it the whole game, instead of having to follow a progression, working their way up from weak armor like Raider armor to Metal Armor etc. to eventually Power Armor. Thus, this request is about having some feature implemented to force the player to not be able to use Power Armor until later in the game, I'd say around level 40, maybe even 50 or 60. I'm thinking first that the Power Armor you use during "When Freedom Calls" will shut down after using it to finish the quest, like a Taste of Power kind of thing, and if that happens or you encounter a Power Armor frame out in the wastes somewhere you'll get a long term quest. A quest to build a long lasting battery pack for Power Armor, and until then you can't use it. I'd say you'd need high level perks like Science rank 4 and some unique parts you'd have to find that are located in some of the more dangerous areas of the game. This is just the idea I had for it, if you've got something better go ahead. The idea here is to make Power Armor something the player has to spend likely dozens of hours working towards and make do with lesser armors until that point, much like how progression worked during previous Fallout games. If someone could think of something to make the player go through the weaker variants of Power Armor to the stronger variants that would be great too. Thanks in advance to anyone that will help.
  20. I'd like to request a mod that give equipment randomized yet unique appearances for each individual piece of equipment. For example, let's use the Steel Sword: http://goombahsquad.weebly.com/uploads/2/9/5/6/29566909/3467489_orig.png EVERY SINGLE Steel Sword in the game looks exactly like this, like every one of them was made by the same person whether it was bought in a weapon shop, found in the armory of a town's guard from the other side of Skyrim, or found in an ancient tomb that has gone undisturbed for centuries. There's nothing that individualizes them, no creator's mark of any kind, the blades are all the exact same shape, no writing modern or ancient on the blade or hilt unless it's on all of them, no markings in paint or any other modifications from past owners, no notches on the blade, rust or other imperfections to indicate previous use or flaws/quirks in the smithing process, even the leather around the hilt doesn't have anything on it and is all the same color. What I want to see is something randomly added to every piece of equipment that gives it uniqueness from every other piece of the same equipment, while retaining that uniqueness across equips or changes in inventory, and with enough variation it's extremely rare any two pieces of equipment will have the same features if any at all. For instance, if I go to an ancient tomb and pick up one Steel Sword it might have a marking stamped into the metal of the blade which indicated who made it centuries ago, with a pristine blade and hilt. On the other hand, if I were to find another Steel Sword, it might have no mark stamped into the metal, or do but have a different mark entirely, or even have the mark mostly worn away, with a blade with a lot of notches in it and rust like it's been used a lot or been exposed to the elements for a long time. Then, if I were to equip the first Steel Sword, drop it, sell it but get it back, or place it in a container of some sort later it would still have the same marking as before with the same pristine blade, not change the marking or the blade since I picked it up. Making it situational would probably be a tall order but be nice too, like with the first Steel Sword it would be pristine and have the clear marking because it was found in a shop inventory, while the second Steel Sword was found on the ground in the middle of nowhere so it's rusted and the mark is faded. Something similar to individualize the clutter like the bowls, cups, and chests and so forth would be nice too, but this request is just about the equipment.
  21. I'd like to request a mod that gives players that have the Robotics Expert perk the ability to either pack up and move entire robots if they've been hacked and deactivated beforehand in order to rebuild them at a Robot Workbench later, or at least be able to salvage multiple parts from it, more than one would get from simply destroying them, if parts can even be acquired by destroying them in the vanilla game in the first place. Same thing with turrets and Total Hack, so the player can place them as settlement turrets later on.
  22. Seems to work perfectly as far as I can tell, even works with Rifleman! Thanks!
  23. Neither of those work. The first is the one I mentioned earlier that doesn't work at all, and with the second it turns out to have the same amount of damage as the generic laser rifle does fully modded after the insititute weapon is fully modded, doesn't account for automatic mods, and doesn't play well with the rifleman perk, as it seems to increase damage from it's vanilla value rather than the increased mod value, making it actually do less damage as one takes levels in it.
  24. I'd like to see the damage of Institute weapons increased beyond that of the generic laser weapons, maintaining this when the weapons have been modded, but only slightly beyond that, like it's an upgrade. I don't think it makes any sense that the Institute would design laser weapons that are inferior to prewar stuff when they could have just reverse engineered and used those instead, even the rate of fire doesn't compensate for it. There's already a mod that tries to do this but doesn't really work, and another that jacks up the laser weapons so that they're equal, which I don't want.
  25. I've wanted both for a long time now. I've been requesting both Star Wars droids and buildable Synths every couple months or so for some time but it's never gone anywhere.
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