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gavin36

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  1. Yup I did search. A search on the nexus site for interior doors only gave me a high res texture pack. I didn't search goolge, it didn't even occur to me. Thank you for the links though.
  2. I believe there is a mod that does this now, however until we can actually name settlers ourselves and they level up its a bit meaningless.
  3. I've looked throughout the Nexus and several pages of the forum and haven't seen this settlement feature. Are there any wooden settlement walls with a doorway for interior rooms? The only one in game with a door has an overhanging roof which makes it impossible to put it inside a structure. Also there are no wood settlement walls with a window. If there is already a mod that does this a link would be appreciated, as I can't find one on the nexus searching doorway, or doors. Same with the windowed flat wall. If not perhaps some talent can take up the call, as I can't imagine I'm the only one that would find this useful. Since I've started a thread I've got another question, although not a request as there are already several mods that name settlers. Is there some hardcoded reason why you can't name settlers like you can custom name weapons?
  4. I like it, but there would need to be plenty of features added so the player felt like a real leader as opposed to a mission mule. An example would be the ability to create patrol teams out of your settlers to patrol routes and keep the roads clear of enemies, or the ability to establish a QRF to order to settlements in response to the defend the settlement quests. What I would really like to see with it though would be the ability to create your own faction for this as opposed sticking to the minutemen ideals. Sure you can champion freedom in the wasteland, but also the ability to enslave and rule it with a tyrannical fist would be welcome as well.
  5. I have really been enjoying the Vault-Tec Workshop DLC, but the more I play the more items I find glaringly missing. 1. Vault-tec security armor 2. A real hydroponics planter to grow food. 3. Clean store counters that fit in the vault. 4. First Aid boxes. 5. Bunk Beds 6. etc. etc. etc. There are mods on the Nexus that rectify many of these situations, but it is still disappointing that a DLC focused on vaults seemed to overlook these items.
  6. You can access their inventory once you reach rank three. It's a pain to get to come up sometimes, but you can trade with them the same as you can with their settlers. I do agree though that the intimidation perk certainly needs updated. I had been hoping Bethesda would add more functionality in their updates, but instead all the DLC primarily does is provide new build items (I'm okay with that, I absolutely love the settlement portion of the game, but I wish they would add more settlement features and management options along with the items. At along with the current implementation and your suggestions I would like to see: Rank One -The option to tell them to get out. "bugger off" or something of that sort and they then run away until they are despawned by the game. Rank Two -The option to enslave them. I'm not sure why people keep demanding the return of the mesmetron gun and the slave collar when their is already a perfectly acceptable enslaving method in game. On taking them as a slave you can send them to any of your settlements (may need to create a slave faction in the game). Slaves consume water and food in a settlement, but do not count toward population cap, they also add happiness to your settlers. Slaves are given a value between one and five based on their level (and the player can not see their settlements slave level) If the slave level ever exceeds the settlements defense value they will revolt (destroying as much as possible and killing as many settlers as possible -player will get a warning "slave revolt in XXX settlement). I imagine for balance purposes when attempting to capture/enslave their should be another intimidation check if failed the target turns hostile again. Rank Three- The option to recruit them to your settlement. If successful you can assign them a settlement to go to where they will become a settler. In addition perhaps the rank three perk can also add a small percentage bonus to the second capture/enslave check. I'd really like to see this added to the Nuka World DLC, as it makes sense if you can be a raider to be able to be more nefarious (recruit new raiders from settlers, enslave people to do your labor). Based on the lack of new feature implementations in past DLCs though I'm not holding my breath and hope the talented mod community can remedy the situation. <edit> As an afterthought, perhaps rank two and three should be switched as the ability to add slaves to a settlement for a happiness boost as well as labor freeing up settlers for more happiness type buildings may be a bit overpowered for a rank 2 perk.
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