-
Posts
113 -
Joined
-
Last visited
Everything posted by SovietSailor
-
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?
-
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?
-
How to set an ESP as a master?
SovietSailor replied to SovietSailor's topic in Fallout 4's Creation Kit and Modders
Thank you for the prompt reply! I'll be sure to put it to good use! -
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?
-
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?
-
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.
-
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?
-
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).
-
Make Power Armor and Fusion Cores much, much rarer.
SovietSailor replied to SovietSailor's topic in Fallout 4's Mod Ideas
As an addendum, I'd also like for the Power Armor stations to be rarer too. I don't see why any random gas station or factory has a functional power frame. This is including the one in Sanctuary. Maybe tweak the Local Leader perk so that you can build crafting stations at rank 1 (and do something else for rank 2, maybe, I dunno). Maybe make it so that you can only perform basic repairs on power armor without, say, Rank 4 in Armorer. I was thinking about how to modify the opening mission in Concord in light of these changes. Maybe make Sturges a moron in thinking that the T-45 on the roof is "cherry". Make the power armor pieces themselves at quarter health, if not less. You jump off the roof, feeling all badass.....then by the end of the fight you're left with a power armor frame, a barely-hanging-on-by-a-thread left T-45 leg, and a drained fusion core. Drives the point home that power armor is something meant to be cherished and lovingly maintained, rather than a Magic Mushroom you can find anywhere. (Come on, GECK, come on.) (Also console sharing too, that'd be nice...) -
One of the things that bugs me the most about Fallout 4 (pretty good game otherwise) is how Power Armor is friggin' everywhere, in places that make no sense from a lore perspective. A full set of T-51 outside the Pickman Gallery behind a novice terminal? A T-45 just sitting in the woods outside Sanctuary? Its just silly. And fusion cores! They're everywhere. So, a mod that I'd like to see be made is just to remove most of the power armor frames from the game world, leaving the ones in dungeons that make sense, as well as removing most of the fusion cores from leveled lists and most vendor lists.
-
Cueva Guarache - weird glitch
SovietSailor replied to Highlander666's topic in Fallout New Vegas's Mod Troubleshooting
Bumping this just to say that I'm having this too! Only two mods of mine modify that cell, and neither seem to be the problem. I haven't used FNVEdit for any file cleaning either. -
Random creature spawns in goodsprings
SovietSailor replied to SovietSailor's topic in Fallout New Vegas's Mod Troubleshooting
Ain't nothing wrong with a bump -
Random creature spawns in goodsprings
SovietSailor replied to SovietSailor's topic in Fallout New Vegas's Mod Troubleshooting
Bumping again. -
Random creature spawns in goodsprings
SovietSailor replied to SovietSailor's topic in Fallout New Vegas's Mod Troubleshooting
Bumping. Ya'll, I'm at a loss here. I'm also bumping with some more data. I've noticed that the Deathclaws that spawn have the form ID 00173f13, and Cazadores with the form ID 00173f15 and 00168baf. These correspond to the Deathclaws spawning in the quarry and the Cazadores on the north from Goodsprings. ALSO, the spawning happens when I reload a save. For example, I save a game in a spot, I reload that save, and then there's the Deathclaws/Cazadores spawning basically on top of me. I think I've also seen this happen in other locations; feral ghouls plopped right in the middle of Primm, for instance, that spawn when I leave the Bison Steve. There's definitely some sort of weird script thing going on that grabs creatures from the surrounding cells and just plops them in my location.