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Everything posted by Dadditude
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important Starfield Mod Compatibility Megathread
Dadditude replied to insomnious's topic in Vortex Support
The FOMOD Installer for Ultimate Shipyards Unlocked has a checkbox to install a patch for Ship Builder Categories, but the checkbox is greyed out even if Ship Builder Categories is installed. Have to manually install the patch for now. -
Mod Request: Robot Provisioners don't need a Brahmin.
Dadditude replied to Dadditude's topic in Fallout 4's Mod Ideas
Thank you so much! Looking forward to trying it out tomorrow!- 11 replies
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Mod Request: Robot Provisioners don't need a Brahmin.
Dadditude replied to Dadditude's topic in Fallout 4's Mod Ideas
Cool. Can't wait!- 11 replies
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Mod Request: Robot Provisioners don't need a Brahmin.
Dadditude replied to Dadditude's topic in Fallout 4's Mod Ideas
Sweet! Would you please consider posting it to Bethesda.net for Xbox One? I don't have a PC capable of running Fallout 4, so I can only play on Xbox One? You'll have to post the settlement-only and all pack Brahmin versions separately, though.- 11 replies
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I know that proper hydration is only necessary in survival mode, but purified water and dirty water are still useful in non-survival mode games. Purified water is easy to get in abundance, but dirty water, which is used in several crafting recipes, is not. Give us the ability to fill bottles in non-survival mode games and that problem virtually disappears. If anyone out there decides to take on this project, I don't require any credit for the idea. All I ask is that if you do decide to make this mod, PLEASE consider posting it on Bethesda.net for Xbox One so that I can use it. :smile:
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Yes, please! I heartily endorse this idea!
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Mod suggestion: convert mines to grenades (and vice versa)
Dadditude replied to Dadditude's topic in Fallout 4's Mod Ideas
That was QUICK! I can't try it out yet, but as soon as I can, I'll be sure to let you know if it works. -
It occurs to me that a mine isn't all that different from a grenade, so why couldn't you take a mine and some metal, gears, springs, or whatever and turn it into a grenade? I mean, you're basically just disarming the mine, dismantling it, and building a new case for the explosives to go in. Obviously, in addition to the material requirements, it should require the same level of demolition expert as is required to craft that type of grenade. And of course you could go the other way as well (although I personally never use mines, hence my desire for this mod :smile:) Nuke mines coukd be converted to Nuka grenades with demolition expert 4 (since they aren't craftable at all otherwise). If anyone out there decides to take on this project, I don't require any credit for the idea. All I ask is that if you do decide to make this mod, PLEASE consider posting it on Bethesda.net for Xbox One so that I can use it. :smile:
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Request: No Pack Brahmin when creating provisioners
Dadditude replied to fnordbear's topic in Fallout 4's Mod Ideas
I made a similar request, limiting it to just robot provisioners, but to be honest, I would be just as happy if someone made it affect all provisioners. -
So I've been playing Survival mode a bit since it came out, and I've also seen a bunch of mods that re-enable fast travel either completely, or in some limited form. I just had an idea come to me that, if possible, would provide a way to find your way around quickly without the use of fast travel. Currently, when you click on the map to place a custom waypoint when you already have one, the game asks if you want to move your current waypoint, remove your current waypoint, or cancel. What I envision is an additional option to add another custom waypoint. When you select this option, the icon for your previous waypoint changes from a hollow square to a number "1" or a letter "A" or something along those lines, and the new waypoint has a "2" or a "B" or whatever. Obviously, there'd need to be a holotape to manage your markers (deleting, reordering, etc.), and there'd need to be some reasonable limit to how many map markers you could have (5-10 would probably be enough for most people). This way, you could set markers to delineate the route you plan to take from place to place and then just follow the markers. If anyone out there decides to take on this project, I don't require any credit for the idea. All I ask is that if you do decide to make this mod, PLEASE consider posting it on Bethesda.net for Xbox One so that I can use it. :smile:
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+1 Definitely would love this, however it was implemented. Third rank of local leader seems like a good choice.
- 27 replies
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- workshop
- settlements
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Grognak Wig (separate or added to Grognak costume)
Dadditude posted a topic in Fallout 4's Mod Ideas
I would love to see someone make either a standalone Grognak Wig or integrate it into the existing Grognak costume. I currently have settlers roaming around Sanctuary on guard duty dressed as the Mechanist and the Silver Shroud, and would love to have Grognak join them, but without the hair, it just falls flat. -
I came back to this thread specifically to make that addition!
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I think it would be great if someone would create a mod that adds a barber shop and/or facial reconstruction surgery center that you could use to customize your settlers. You would assign the settler to the shop/center, which would then bring up the character customization screen, but with your settler (and not you) ready to be customized.
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I would really love to see someone add more voices for Automatron robots. Examples: Protectron default voice Professor Goodfeels voice Graygarden Mr. Handy voice Supervisor White/Greene/Brown voice Codsworth voice Etc.
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I would really love to see someone add headlight/spotlight parts to Automatron robots, perhaps using the "special mods" slot. If nothing else, maybe make the sentry bot head's light moddable to change its color.
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So with the Automatron DLC, I have a load of robots based in the Mechanist's Lair acting as my provisioners. Needless to say, it can get quite crowded in there. It occurs to me that with robots having very high carry weight (up to 560 lbs if I recall correctly), they don't really NEED a Brahmin to carry their gear, and a mod which did away with Brahmin for robot provisioners (if such a thing were possible) would ease the congestion quite a bit.
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- mod request
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