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RedDog6911

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Everything posted by RedDog6911

  1. NPC's Travel adds some life to the Commonwealth. http://www.nexusmods.com/fallout4/mods/16987/?
  2. This always bugged me too. They hold their weapons while patrolling between guard posts, so why can't they keep holding them when at the post?
  3. Something like this? http://www.nexusmods.com/fallout4/mods/4293/?
  4. Wearable backpacks and pouches has a vest with pouches in several different configurations. http://www.nexusmods.com/fallout4/mods/3258/? http://i.imgur.com/cJkIB4B.jpg
  5. There's a mod that changes Institute lasers to Laser Assisted Electrical weapons. Makes them much more effective, because very few things in the game have any resistance to electrical damage. http://www.nexusmods.com/fallout4/mods/12689/? There's also the LAEP. http://www.nexusmods.com/fallout4/mods/7818/?
  6. Ever heard of the Digital Millennium Copyright Act?
  7. The XM73 Gauss rifle is a bit smaller. http://www.nexusmods.com/fallout4/mods/8104/?
  8. Since the travelling traders have guards that follow them, I'd assume there's already a script for it. I have the personal pack brahmin mod, and that allows you to assign guards to your pack brahmin. They'll even wait with the brahmin and protect it when you tell it to wait somewhere, or enter an interior area. One time I even ran into two Brotherhood knights escorting one of my provisioners. I'm not sure how it happened, but I assume he must have gotten into a fight along his route, and a Brotherhood vertibird must have seen the fight and dropped off the knights to assist. Once the fight was over, they apparently just started escorting the provisioner. It was the one and only time I've seen this in game, but it would imply there is a script for it. As for the vertibird and teleporting supply lines, that would probably be more complicated. Plus a dozen or so vertibirds constantly flying back and forth would likely be a huge resource hog. Maybe if it were just one supply vertibird that just stopped at all of the settlements it could work.
  9. The Neutral Vertibirds mod (great mod by the way, highly recommended) includes a helipad, which the vertibird will land on the majority of the time. The problem comes in when you build it on top of something other than the ground, and it will just go straight through it.
  10. I really wish someone would make a mod that would make vertibirds actually land on a pad on a building/foundation, instead of going through it to the ground most of the time. I'd also love the ability to jump out of a flying/hovering vertibird the way the BoS do.
  11. I built one without issue. Had to import a settler from the Commonwealth to work in it though, Far Harbor natives won't give the proper dialog options. Had the same issue with the medical vendors.
  12. Are there any mods that reduce weapon recoil while in power armor? Realistically recoil should be reduced (or non-existent with some weapons) while wearing power armor.
  13. I tried several ENBs. All had some performance hit, some more than others. They really do greatly improve the look of the game though. Unfortunately they all had one thing in common though, no matter what memory settings I used they all caused stuttering and random CTD. Admittedly my laptop is a few years old, but it's certainly not a slug (i7 4700HQ, 24gb ram, and 4gb GTX780). So I gave up on ENBs and installed a ReShade preset instead, Grim Wolf Brotherhood of Steel. It doesn't look as good as the ENBs I tried, but still looks much better than the vanilla game. Best of all, no noticeable performance hit, and no random CTD. I've also modded just about every texture in the game, as well as adding grass and leaves to trees.
  14. Hah, another callback to Daggerfall - you could buy a horse, or a horse and cart. You'd park it at dungeon entrances, clear the place, and then haul all of the stuff up to the cart. Then you'd head to town, hitting random encounters on the way, including when you were sleeping on the trip. There's already a mod to have a pack brahmin that will follow you, and wait outside buildings for you. You can even send it to a settlement alone... although it will probably be killed along the way, then you need to find the body, and carry all your s#*! home yourself.
  15. 2 and 3 are already covered by mods, but I'd like to see the rest too.
  16. The eat/sleep/drink thing isn't so bad when you adjust the game's timescale to something more reasonable. The default setting of 20 is way too fast in my opinion.
  17. The WH Mk22 heavy machine gun gets added to the super mutants level list. I saw a legendary supper mutant master carrying one wipe out an entire BoS squad in power armor, and shoot down their vertibird (and I'm using a mod to give vertibirds armor, more durability, and an explosive minigun). He then turned it on me, and killed me with a single burst. :ohmy: http://www.nexusmods.com/fallout4/mods/11634/? I also highly recommend the Super Mutant Redux mod mentioned above (as well as the Raider Overhaul mod by the same author).
  18. The thing is that the 12" coastal defense mortars that the game's artillery are based on should have a much longer range. In real life, they could fire a 1,000lb shell out to a range of 7 miles! Guns at the Castle should be able to hit targets well beyond Diamond City. http://i.imgur.com/5O4qFPd.png There is a mod to double artillery range by the way, as well as increase the blast radius to match what a 1,000lb shell would really do. http://www.nexusmods.com/fallout4/mods/4597/?
  19. I'd like to see a really hardcore mod where there's a chance of being attacked in your sleep if in unsafe areas. The chance would be higher depending on proximity of enemies, and length of time you're sleeping. Make people actually think about where and when they're sleeping, just like real life. Have a chance to be woken up suddenly because you heard something, and have enemies nearby. Plus a smaller chance to simply be killed in your sleep. Sleeping in unknown/unsecured areas should be very dangerous. Finding a safe place to sleep should be just as important as finding food and water.
  20. I'm surprised nobody has thought of this yet. I'd like to see a mod to give Dogmeat the ability to detect synths. He can already search for enemies when you talk to him, so just adding an ability to detect synths to that would be good. It's not unrealistic to assume that with their heightened senses (in comparison to humans), that dogs would be able to detect synths. It works for terminators after all. ;)
  21. I have an idea for a mod that would be perfect for those playing on survival. A small personal water filter so you can safely drink from any water found out in the Commonwealth. There are numerous types of such devices available in the real world, and you can even make your own very easily. Unfortunately I have no idea how to make something like this in game, but it should be fairly simple I'd think. Something like filling bottles currently in game, except it would give you purified water instead of dirty water. http://g02.a.alicdn.com/kf/HTB1KmDgHVXXXXaxXXXXq6xXFXXX6/Portable-Mini-Outdoor-Survival-Ceramic-Water-Filter-Purifier-for-Soldier-Outdoor-Hiking-Camping.jpg http://apocalypse-survival-guide.com/wp-content/uploads/2012/06/best-portable-water-filter.jpg http://www.o-digital.com/uploads/2227/2291-1/Survival_Water_Purifier_677.jpg
  22. I'd love to see this. Mostly I want to be able to save any time (I have a 2 year old, and often need to suddenly stop playing), and to use the TFC console command (to take selfies :wink:). I realize there are mods already to add this, but one mod to do both is better than using two mods.
  23. Just a quick follow up. I was thinking maybe the model for the sentry bot shoulder launchers could be used mounted on pylons on the sides of the vertibird.
  24. I'd love to see a close air support mod. Add a new smoke grenade to call in close air support. Have it call in a vertibird gunship with more armor and more durability, upgrade the two front machineguns to 20mm cannons, remove the side minigun, and put a missile launcher on each side (mounted facing forward). Give the missile launchers a long reload time (like 30 seconds) to keep it from spamming missiles. I know there's already a mod that teleports in a regular vertibird, but I'd rather see one that more realistically flies in from off in the distance. Plus it just summons a regular vertibird with no door gunner (or pilot for that matter). I'm sure most of this would be pretty easy for someone who actually knows how to use the creation kit (I tried, but I'm pretty clueless). Adding a new model for the missile launchers on the side will probably be the hardest part.
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