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SovietSailor

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  1. Looking to make the game a bit more challenging for my next playthrough, and decided one of the things I'd do was lower the value of artisan goods. I found this old mod on the Chucklefish forums that looked to do the trick, but I have no idea how to install it. Not to mention, it being so old its likely not compatible with 1.5? Would it be possible to whip up something similar for 1.5, or is there one out there already that I missed?
  2. Hello, quick question. I'm looking to change the minimum level at which a quest becomes activated; specifically, I want to change the opening quest of Automatron's minimum level from 15 to 30. How would I go about doing that?
  3. Thank you for the prompt reply! I'll be sure to put it to good use!
  4. I'm trying to make a mod for personal use, and I want it to have Horizon as a master to reduce incompatibility. Obviously, though, ESPs can't be set as master files, yet I see files with them anyway. How is that done?
  5. Also, I just tested a plugin I made where I outright deleted trash in Vault 95, and there were missing walls all over. So I think I answered my question :D I guess I might just start over.
  6. Most of what I'm deleting in a plugin of mine is stuff like trash and weirdly placed furniture. I probably should've disabled that, yeah? Isn't there a way to fix that, so I don't have to go back and do all that work again? :confused:
  7. So, I'm just curious, whats the difference between the two? Is there any that is preferred for game stability and whatnot?
  8. So, for instance. I'm trying to replace Kellogg's Revolver with That Gun, but looking through the GECK Kellogg doesn't actually seem to have it in his inventory during the quest when you kill him; instead, it looks like Unique weapons like that are handled entirely differently from standard weapons. Any ideas?
  9. I can't imagine that it'd be too difficult to whip up; something like a menu that that allows one to check on or off the varying random spawns, or adjusting how often they occur.
  10. Hello, Inspired by these two fine mods that disable random vertibirds and random Art encounters, I was looking to make some of my own. How would I go about doing that? It looks fairly simple, I just don't know where to start, and whether this is something for the GECK or FO4Edit. Thank you!
  11. Ah, I see. Thanks for the replies! I guess I could just install one of them after I take back the Castle and pretend that it was the settlers who cleaned it up. In that case, I suppose I'll find one that makes the least changes to the castle; I can patch the walls up myself.
  12. I was surprised that, considering that pretty mural in Concord that includes spacesuit-wearing soldiers on the moon, there wasn't any move by Bethesda to include a space-themed DLC. I figured they could rectify that with the power armor in the Galactic Zone (Nuka World), but instead it was just a Quantum-themed X-01. On top of being lore-breaking as all get out, its also boring. So, maybe someone could make a suit of armor themed after a retro-type spacesuit?
  13. Would it be possible to make it so that the big rubble patches at the Castle can be scrapped, similarly to the one blocking the tunnels to the armory? Or is this covered by another mod already?
  14. Point taken on the animals; I hadn't considered that. Also, cool about the whale shark! But yeah, the Commonwealth is too messy, disjointed. The Mojave was much more believable as a functioning world, especially considering the limits of the Gamebryo engine.
  15. This, this, all of this. Especially the bolded bit; I thought I was the only one who was really annoyed by this. It probably edges out "power armor everywhere!" and respawning enemies/loot as my main complaint about Fallout 4; unfortunately, the former issue is much more easily modded than the latter. I could at least overlook all of the other weird design choices of the game (Lack of Skills and Skill Checks, relative lack of mission variety, etc) if the world was more believable. I know its a cliche, but I really think New Vegas did this so much better. Every baddy was in a place that made sense. No Deathclaws and Yao Guai in the middle of a city, no Sentry Bots wandering around in the woods, no major Gunner* base right outside one of two major settlements (looking at you, Mass Fusion). I can't remember if Fallout 3 was like this or not; if so, then I don't know whether that can be attributed to a Bethesda design choice or an inherent weakness of working in a compact urban environment like Boston and DC, as opposed to the mostly rural/wilderness New Vegas. Maybe if Boston were divided into different sections (northeast and southwest raider, southeast super mutant). Or maybe if Mass Fusion were in a different part of the map altogether.... *Gunners annoy me. They're reskinned raiders, nothing more, but they're supposedly this big threat. I feel like there are too many locations with little real distinction between them. I would have much preferred fewer locations with greater depth to them (ala Vegas, don't shoot me).
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