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dem0nbreather

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Everything posted by dem0nbreather

  1. The image of Dogmeat in a harness slung across the back of a suit of PA (with a grappling gun arm mod)... Made me grin. :D Securing lines to use as tightropes and ziplines would be pretty cool too. Great for a New England pirate raider base Edit: It could open up some very Far Cry/Tomb Raider-y, frantic, 3-dimensional exploring (or even Batman-like if taken to extremes). If the engine will allow it, it would really change the game in a big way. Might be cool to get an armor skin like Enemy Within's Ghost armor too! Higher on my personal wishlist though is the less impressive ability to hop through windows (3rd person animation might show the character putting a hand down then pushing and swinging legs over, landing crouched with their weapon back in both hands). I imagine some amazing combo of Take Cover and Tactical Animations will cover it, but right now there aren't many windows you can actually pass through even if the frame and the glass is broken out. I imagine it might require some drastic changes to a lot of wall assets.
  2. Zurin, "Fallrim" isn't a thing, and I honestly don't even want shouts in my game. I used that term as a brief commentary on how FO4 feels like Skyrim with guns in my opinion (same engine). I might play around with an Unrelenting Force mod for a single afternoon if one ever gets made, but the whole purpose of posting was simply to express my sheer surprise when I realized that I hadn't seen any shout mods, nor any requests/proposals. I posted here because my 'thinking out loud' could be taken as a mod request, even though I won't have much interest in actually using it.
  3. I wouldn't want to do a legit playthrough as Grognak, the Dovakhiin of the Commonwealth, but... I'm just incredibly surprised that I haven't stumbled across a mod that replicates or flat-out copies the slew of shouts from Skyrim. Granted, many of the weapons let you shoot lightning and fire, "conjure" synths out of thin air... You can teleport, you can ride drag-- err, vertibirds... But still, I'm just genuinely surprised that nobody has shamelessly ported over a few of the shouts. They might be fun to mess around with while I'm waiting on some hyper-realistic mod that catches my eye.
  4. I've seen mods on the Nexus that claim to fix the first three issues you bring up, but I'm not sure about enemy heal rate though.
  5. Great ideas. I approve this message. :thumbsup: (I'm too tired to leave decent feedback, but I think the idea of the faction arcs only triggering after Fort Hagen is brilliant.)
  6. Yes! I have to assume the creation kit is needed for this, otherwise we'd surely have fully customizable outfits. I want to be able to pick individual shirt, pants, coat, boots, gloves, headwear... Then throw armor on it and and have my holstered weapons visible.
  7. True, the majority of barrel mods and scopes would be made in such a way as to require nothing more than a screwdriver at most. I think I'm just conditioned by decades of gaming to feel like I have to have certain items for things. ;) Plus, I artificially restrict my carry capacity in vanilla by bringing a junk tool kit with me, purely for RP reasons (wrenches, screwdrivers, adhesive, screws, fuses, etc) and I guess I want it to actually mean something. Right now my tool kit has a bit of utility in that I make sure I always have some spare materials on me while I'm exploring (I generally don't collect much junk, I just rely on my kit for spontaneous things at found crafting benches and scavenge only what I need for specific projects instead of grabbing everything in sight). Some method of swapping weapon mods in the field would be great. And I'd love to be able to scrap junk away from settlements since I choose not to use them for the most part.
  8. I'd like portable kits for different types of crafting. Weapon kit, armor kit, medical/chem kit, explosives kit and so on. The kit itself would need to be crafted from found junk (primarily tools I imagine) and have a balanced but somewhat prohibitive weight. I would prefer to be able to assemble a low level kit in the field, but the higher one(s?) would need to be crafted at a legit workbench. Limited in scope and usage (no major/invasive modding on the go, like changing barrels for example) and would consume various resources when used (screws, adhesive, etc, depending on the project). Kits themselves may be consumed/destroyed in the process of crafting (final "charge" used up instead of replenishing the supplies, usable as a last resort maybe). Different grades of quality would allow them to last longer and provide higher level options, but even the best kits should always be less functional the normal workbenches. Three levels sounds decent, maybe makeshift, basic, and advanced? As for the original post, maybe by simply gathering a few tools you could transform them into a 'Makeshift Weapon Kit' item, which would then allow for a certain number of mod swaps (maybe 5 uses for the most basic). Playing like this would be ideal for me, since I try to avoid the entire settlement aspect of the game. Maybe I'll change my opinion on them when settler AI and UI are improved. Major item on my mod wishlist: a portable kit like this that allows me to scrap junk while not in a settlement. The idea I have for a tradeoff would require some balance testing of course, but I'm thinking each component of a junk item could have a chance of being destroyed in the process of breaking it down, with success based on a combo of INT and perks (Scrapper comes to mind).
  9. Mods like this would definitely be a good start toward making high Charisma/settlement oriented builds more playable for those of us who have avoided them for a thousand different reasons that basically boil down to poor implementation. I'd love to be able to set player ownership/settler restriction on specific items like beds or containers. It would also be nice to have an area selection tool that would allow you to block off whole rooms, structures or open areas.
  10. I get the feeling the skeletons were made immovable so they wouldn't just collapse when you zone into a place. But as interesting as the little skeleton scenes may be when you first come across them, I agree with the OP that they just need to be treated as normal objects that can be picked up, moved and scrapped without having to use console commands.
  11. I'm curious if it would be possible to make followers grab any materials you've flagged (with the magnifying glass icon). That way, I could order Nick to go into another room, and if there are any flagged materials in there his collecting script will trigger while I search somewhere else. Little popups to tell you what your follower has grabbed would be a nice addition as well. And along with this, an option to disable the junk-collecting commentary, or minimize it to a massively reduced percentage chance, like 1%. I enjoy follower comments from time to time, but the negativity toward scavenging just doesn't seem to fit in a world where basically everyone would have to scavenge to survive.
  12. I've been hoping to replace the settlement turrets with manned mounted guns for a long time! I was thinking that maybe they could work like the standard guard stations (needing a settler dedicated to them), but provide their points based on the weapon installed. I'd like to see more than just miniguns too. And obviously, settlers shouldn't be able to remove the weapons and ammo from the emplacement, or it would be too annoying to have to track them down.
  13. I've been using only the dirty postman uniform, and not allowing radaway, rad-x or stimpaks. Until the Survival overhaul comes out, this is a pretty awesome way to play.
  14. Well yeah, self-crafted containers work fine. I'm just trying to avoid all settlement elements for the time being, so making my own containers won't be an option with this character.
  15. I figure this should be common knowledge but I can't find a simple answer for the life of me. My question is this: are all crafting stations safe storage? I don't want to bother with settlements anymore, at all, whatsoever, (at least until some drastic, fundamental changes are made), and would prefer to simply use the Red Rocket stations dotted across the map to stash loot for a very mobile, settlement-free playthrough with the exception of the initial RR. I'm hoping someone knows the answer from personal experience because I'd hate to set up a half dozen caches of equipment across the map only to find that they reset to empty. I've always emptied non-settlement work benches after I was done with them out of habit, but now I want to try relying on them entirely.
  16. Because I want the game to be more challenging than just having to deal with bullet sponges, I've developed some personal rules, one being a severe limitation on the quantity of each chem I can carry (either 2 or 4 of each, depending on what they are, and any excess is left behind as though I never saw them - no stockpiling to sell), and for some of the more potent/useful ones (including stimpaks and grape mentats) I only let myself use found ones - no crafting them. Anyway, it pains me to feel like I have to mash buttons to get into the trade window to not run out my drug duration timer on some longwinded NPC merchant's repeated spiel (Percy is one of the worst offenders that comes to mind). Maybe the Survival overhaul will remedy this particular complaint of mine, but I kind of doubt it. And if it were possible to drop the rate of stimpaks in loot to like 5 or 10 percent, I would be incredibly happy. I have to imagine the drop rate can be altered fairly easily, but I'm no modder, unfortunately.
  17. I've really been wanting found weapons and ammo in the same container or same general area to match. Like, at a certain Red Rocket that has a sniper rifle on the roof, the ammo box within arm's reach of the rifle was full of 10mm. It just makes me roll my eyes sometimes.
  18. (I know this is an old post, but whatever. I figure a bump might help bring a little more attention to some of these requests.) Man. I wish you were a modder, alstrekalov, because I want to play with pretty much all of the ideas you brought up. I imagine some of them might be available by now, and some will be reconciled with the upcoming Survival overhaul. I can't wait for that. I haven't let myself finish the game because I need Survival to live up to its name. One thing that's been nagging at me is that the chem timers continue to run during dialog. As much as I enjoy the interaction with merchant characters (or as little, depending on the NPC), I feel like it's incredibly unfair for dialog to eat into my very limited buzzes. And I hate to use the term "unfair" in general, but after falling into a routine of mashing buttons to skip merchant dialog to actually be able to benefit from some of the rarer Charisma-boosters for a decent amount of time (for example, I only let myself use found grape mentats), or to keep my encumbrance capacity boost from expiring or whatever, I'm fed up. I would really like to see durations extended as you mentioned, with the timers essentially on pause whenever dialog is triggered. In exchange, I'd also like to see harsher withdrawal effects, and FAR fewer means of curing addictions.
  19. It's not necessarily immersive, but for the sake of convenience (and because, until follower AI is improved I'll mainly just keep using them for pack mules to get their perks) it would be nice to have access to follower inventories from a greater distance. Besides, the fact that they can just teleport whenever pathing gets tricky is as unrealistic as teleporting items into their invisible pockets. Ultimately I want maximum realism, but until followers stop getting in front of me when I'm aiming, pushing me when I'm on narrow walkways and blocking my way in general, I just want to be able to make them as convenient and unobtrusive as possible.
  20. I'd prefer that they were reskinned to something more lore-friendly, but I'd try some dragon attacks in my Commonwealth for sure. I wouldn't be surprised if Bethesda did this themselves though in one of the DLC like Far Harbor or something.
  21. I'd like to see a lot of this. NPCs simply shouldn't be able to move the main character at all, regardless of power armor or anything. I reeeeally want the last part about followers not being able to get closer than ten feet. Maybe there should be a few exceptions (getting in an elevator, for example) but I want my followers to stay out of my face. That alone would solve most of my personal complaints, but it would also be nice if they would stay out of my line of sight, especially when sniping. They seem to love to jump right in front of me once I find ideal sniping spots.
  22. I have a couple of ideas/requests today in regard to some longstanding issues I've had with the game. Fun game, but I'd have ten times more fun with a certain personal blend of mods. Hopefully some of these ideas will appeal to the modders enough to inspire a new project (or a link to a preexisting one I may not have seen yet): - I'm discouraged by the marriage of Sneak and what used to be Light Step. I want to be able to take multiple ranks of Sneak, but I find it fun to remain susceptible to mines and traps. Can the immunity to floor-based traps and mines possibly be removed from ranks 2 and 3 of Sneak? Ideally, these Light Step bonuses should still be available, but separately, though I don't know how to suggest going about it since the perk chart has no extra space to work with. I suppose removing the chart entirely and reverting back to a list of perks as in previous games would allow more drastic changes to be made. And a list/menu UI would probably be easier to create than an alteration to the chart I imagine. Depends on RL skillset in the end I guess. - Would it also be possible to eliminate intentionally hidden threats like dormant ghouls or mines as eligible VATS targets? I feel like being able to pick out a tiny mine or identifying an unmoving body as an enemy from a mile away detracts from the tension of trying to make my way through hostile territory. It really just feels like straight up cheating to me so I never use VATS any more until I've already identified a threat first-hand. VATS ruined the surprise of Boston Common for me, and I have more than a little lasting resentment over that particular spoiler. (And I apologize if this comment on a spoiler is in turn a spoiler for someone else! I tried to keep it vague though...) - An option that combines a bit of both items above would be to overlay a very, very faint [insert chosen HUD color] outline over mines or ghouls as you come within a certain range (based on Perception). I would want it to be so faint that I could miss the outlines if I weren't paying attention, but if I were intent on finding hidden danger, they'd be just a bit more visible. I should also note that I'm thinking of this as being outside of VATS. It would just be in your normal view as you explore. It could possibly even be added as a second rank of VANS with a little stretching of the imagination, though it would make more sense to me as a Perception perk. I'd probably start with a detection distance of 1 meter per point of Perception, and since probably every character has around 4 perception to start with, you'd be able to detect mines or ghouls at around 4m/12 feet away. That seems like a fair distance to me, and provides more incentive to take those Perception-enhancing drugs to extend your bubble of threat detection. - Lastly for this post, I'm wondering if Legendary drops could somehow be weighted toward what you actually USE. Maybe if chosen weapon perks were taken into account, or favorited weapon types or currently equipped armor or something? If the kill counters could also keep track of weapon usage, maybe? And I wouldn't want all of the drops to cater to my build -- that would be too obvious -- but if the items I fought so hard for were a little more rewarding, well, then taking on Legendaries would literally be more rewarding. Alternatively, only allow Legendary enemies to drop items that could be used by them -- this would mean that pretty much the whole animal kingdom would have very little to offer in the way of Legendary drops (unless there were Legendary consumables or increased junk drop rates for some), but I wouldn't really mind if the drops were in context for the enemy I killed, even if context dictated that there was nothing to be found. I try to play as realistically as vanilla allows, so I don't go recklessly attacking everything in sight, and I generally avoid the Legendaries I see in the distance unless they're a direct obstacle. But back to this idea: things like the mongrels could have Legendary dog armor. Ghouls could carry basically anything and it could be assumed that they used the item before they went feral. Mutants could have Legendary versions of the limited weapons they're allowed to use, or Legendary mutant armor. I honestly wouldn't mind if the drops were no longer guaranteed, either. I'd rather find nothing but guts in a Legendary radroach than a sniper rifle. I guess I just want a bit more realism and I'm annoyed at getting shitty drops from creatures that would have no business carrying certain things. - Okay, the actual last thing: would it be possible to remove the "Legendary" title and the little star and skull icons as well? How about the enemy health bar? I just don't think threat levels should be so blatant. If you pick the wrong fight, you die. How's that for threat analysis?
  23. This is a fantastic thread. I personally would lean more toward using a riot shield, aesthetically (and I'd LOVE to see some raider psychos charging me with trash can lid shields!), but your work looks beautiful, incredible, Junnari. And good job planting the seed, Poppa. :) This discussion made me think of the way the talisman shields in Kingdom of Amalur: Reckoning work -- they're not visible until activated with the use of the block button, at which point you basically trigger a forward-facing forcefield in place of a regular shield. I guess it's not so different from the Star Trek shields, either. Could be an interesting way of doing some shield mods, particularly for Institute NPCs. I suspect melee will be getting some major, major overhauls in the next year. How could it not?
  24. Yes. This has been bothering me so bad. The armor diapers were a terrible f*#@ing idea. Maybe the skimpy armor mods took care of this already -- I know some have removed belts and things from the armors, but I haven't really looked at them, to be honest. However, I found that wearing the dark grey BoS uniform and shadowing the leather keeps the diapers from being as terrible/distracting since it all blends together unless you're in direct, bright light. While I'm at it, can we get a change made to armor naming conventions that still indicate light, medium or heavy after they've been modified? It's not intuitive to have to memorize point values for individual pieces and mod combos to make sure I'm buying a heavy shadowed, asbestos-lined piece rather than a sturdy/medium.
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