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RedDog6911

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Posts posted by RedDog6911

  1. I just saw something posted in the FAQ for the High Definition Texture Pack mod that may be the solution.

    https://www.nexusmods.com/starfield/mods/496

    Extract the contents of the zipfile to the Steam Starfield directory. (Right click the game name in your library list or library browser, click Manage, click Browse local files)
    In the %userprofile%\Documents\My Games\Starfield\ directory, make sure your StarfieldCustom.ini contains the following:
    [General]
    bEnableMessageOfTheDay=0

    [Archive]
    bInvalidateOlderFiles=1
    sResourceDataDirsFinal=
    Delete the Data directory in the %userprofile%\Documents\My Games\Starfield\ folder.

    NOTE: You can not have mods using loose files in both the My Games location and the Steam Game Data directory. If you have mods using
    the same paths in both locations they will not all load correctly.

     

    I'll try it later today when I get home.

  2.  

    Same issue, some mods are working, but others are not. When I try to deploy mods, nothing happens. I'm also not seeing any way to launch Starfield from Vortex. I have directed Vortex to the location of my Starfield files (which is not the same drive as the My Documents folder).

    i couldnt load starfield from vortex either UNTIL i set my mod stage folder to be on the same drive as the game install... after that it now loads from vortex (trivially) .... but no mods

     

    I do have it set as the same drive as my game folder (G Drive), but it's not the same drive as the Documents/My Games (C Drive).

     

    One mod installed through Vortex is definitely working (even though I'm not launching the game through Vortex), but none of the others work.

     

    I miss Nexus mod Manager, it was so much simpler.

  3. Same issue, some mods are working, but others are not. When I try to deploy mods, nothing happens. I'm also not seeing any way to launch Starfield from Vortex. I have directed Vortex to the location of my Starfield files (which is not the same drive as the My Documents folder).

  4. I've always wanted to do this as part of a weapons overhaul mod, but alas, I too am uneducated in CK and scripting. Unfortunately, I lack the time needed to teach myself this art unless I give up my play time... :sad:

    I know a little bit (very little) about modding, and have made a few simple mods for FO4 and Skyrim. Scripting though I know absolutely nothing about, but I know something like this would require a script.

  5. I really wish someone would make a mod that would require power armor to use heavy weapons. It always bugs me seeing NPCs not in power armor using these big bulky weapons, it's just not realistic.

    I know nothing about scripting, but I'd assume there must be a way to do this. Like a script that checks for power armor with any weapon that uses the heavy gunner perk. That way it would also work with any weapons added by mods without individual compatibility patches. At least that's my uneducated theory anyway.

  6. Try Wildcat Combat combined with True Armor. Just be sure to turn off attribute modifiers for both PC and NPC in the True Armor MCM, otherwise it's likely you'll get a conflict with Wildcat.

     

    I've been using this combination for a while now, and it gives combat and armor a much more realistic feel. What weapon you use is no longer just about how much damage it does, but also how effective it is verses armor.

  7. The closest I've been able to get is using PRT and NAT. Use the Dark and Gloomy climate setting, and Bleak NATFx setting in NAT.

     

    TreyM and l00ping have mentioned that they plan on doing a Pilgrim like mod for Skyrim at some point... but probably not until they're done with Pilgrim.

  8. I'm trying to make a compatibility patch for Gas Masks of the Wasteland, True Storms, and Dead Sun Weather. My goal is to have rad storms and dust storms use Red Sun Weather, and have the rest of the weather types covered by True Storms. There's already a compatibility patch for GMotW and TS, so really I just need to get DSW to play nice with them. Currently I've got DSW loaded after GMotW and TS, which works, but I'm only getting DSW weathers. I do get the ghoul hordes from TS during DSW rad storms, which is amazingly scary by the way. It would be nice to have just some regular rain, thunderstorms, and overcast weathers once in a while though. No sunny days though, just doesn't fit the feel I'm going for.



    I know exactly what I want as you can see... but I have no idea how to go about doing it. :ermm:


  9. I'm trying to make a compatibility patch for Gas Masks of the Wasteland, True Storms, and Dead Sun Weather. My goal is to have rad storms and dust storms use Red Sun Weather, and have the rest of the weather types covered by True Storms. There's already a compatibility patch for GMotW and TS, so really I just need to get DSW to play nice with them. Currently I've got DSW loaded after GMotW and TS, which works, but I'm only getting DSW weathers. I do get the ghoul hordes from TS during DSW rad storms, which is amazingly scary by the way. It would be nice to have just some regular rain, thunderstorms, and overcast weathers once in a while though. No sunny days though, just doesn't fit the feel I'm going for.

     

    I know exactly what I want as you can see... but I have no idea how to go about doing it. :ermm:

  10.  

    The Minigun could be fired handheld too, but it's not very practical without power armor in my opinion.

     

    Funny you mention that and I come across this thread. I just watched this video that I somehow stumbled upon.

     

     

    I think all or most of the heavy weapons should require or are greatly assisted by having power armor to shoulder their weight and help reduce recoil.

     

    As a side note, has the tag changed for youtube videos? I'm trying [ youtube ] numbers after v= [ / youtube ] and it's not working.

     

    It's definitely possible to fire a minigun handheld, but you're not going to get accurate sustained fire. Not to mention the weight of the weapon plus ammo isn't going to be easy to lug around.

     

    7.62 minigun

     

    5.56 minigun

     

    I used the full address inside the tags.

  11. Now that is a great idea.. palms face.... that should have been in the game from the start, heavy weapons being restricted to power armor unless modified at a workbench which would reduce damage and rate of fire.

    Yeah, it's something that's bugged me about the game for a while. Sure you can fire a missile launcher without issue, not much recoil there. A Fat Man because of how it works would have more recoil, but could still be possible. The Minigun could be fired handheld too, but it's not very practical without power armor in my opinion. My real issue though is weapons like the WH-Mk22 Heavy Machinegun, and automatic versions of the Type 76 and QBU-76-20 Anti Power Armor Rifles. I just can't see an unarmored human firing an automatic .50, 14.5mm or 20mm "rifle" while standing. Even semi-automatic while standing is questionable with the 14.5mm and 20mm.

     

  12. Is it possible to make a mod that will greatly reduce weapon recoil while wearing power armor? Logically the frame should be able to absorb most of the weapon's recoil, or even all of it for lighter weapons. Power armor should be like firing a weapon from a tripod.

     

    Maybe make a recoil compensator mod for the arms to balance it.

  13.  

    There's a combat rifle replacer version of the G67 Battle Rifle.

    http://www.nexusmods.com/fallout4/mods/9567/?

    But the G67 looks basically the same as the existing combat rifle, and is still cartoony.

     

    Definetly going to try out the assault rifle and 10mm replacer.

     

    I agree, I don't use that one, just pointing out that it exists. The other two I do use though. At least the vanilla combat rifle is better than the pistol and assault rifle. I'm waiting for Skibadaa to redo his IF-54 Battle Rifle, it will probably make a good replacement for the combat rifle.

  14. There's a Colt Delta Elite replacer for the 10mm pistol. I've been using it for a while, and it looks much better (and more realistic).

    http://www.nexusmods.com/fallout4/mods/15656/?

     

    There's a replacer version of the WH-77 for the assault rifle. Skibadaa just redid the model, but hasn't updated the replacer version yet.

    http://www.nexusmods.com/fallout4/mods/19347/?

    http://i.imgur.com/RNJziKU.jpg

     

    There's a combat rifle replacer version of the G67 Battle Rifle.

    http://www.nexusmods.com/fallout4/mods/9567/?

  15.  

    I doubt the Trappers would come to the Commonwealth, they like to stay in the fog. The Children of Atom are already in the Commonwealth. I don't see them often outside of their usual areas, but I have encountered a handful of random groups. I have seen Commonwealth Raiders carrying Nuka World gear, but I'm also using the Raider Overhaul mod (a definite must have, along with the Super Mutant Redux by the same author), so I can't say if that's vanilla or not.

     

    I can't say i've ever seen Commonwealth raiders using NW items, and i do have both mods you've mentioned (totally agree about how awesome they are)

    the most i've found were legendary variants of the Hand Made Rifle on a legendary ghoul, but that was just random, and probably due to a mod that adds these items to the legendary leveled list

     

    and even if not all groups are added, i would just like to see some of them, as i doubt people will really make mods that add new raider groups, or other enemy groups, with unique gear (MadMax's mod is the exception, and i doubt another mod will be made)

     

    Now that I think about it, the NW items I found on Commonwealth Raiders were legendaries. I'd be surprised if MadMax isn't planning on adding NW gangs to the Commonwealth at some point though. I know he added Handmade Rifles to the leveled lists, I was poking around in there to modify a few things (mostly the fact that 50% of raiders seemed to be spawning with PTRS-41 Anti-Tank rifles).

  16. I doubt the Trappers would come to the Commonwealth, they like to stay in the fog. The Children of Atom are already in the Commonwealth. I don't see them often outside of their usual areas, but I have encountered a handful of random groups. I have seen Commonwealth Raiders carrying Nuka World gear, but I'm also using the Raider Overhaul mod (a definite must have, along with the Super Mutant Redux by the same author), so I can't say if that's vanilla or not.

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