Jump to content

PhanomGames

Members
  • Posts

    95
  • Joined

  • Last visited

Everything posted by PhanomGames

  1. It's against tos and dmca to upload it. Once fallout 76 dies they'll probably put all the weapons into the creation club for fallout 4 though.
  2. Fallout 4 doesn't have as many good systems as NV/FO3, which is why there's a smaller modding scene with less content being created. Just hope starfield doesn't continue to remove RPG elements, I'm worried it won't even have on-foot travelling.
  3. Surprisingly I noticed there's no mod to simply remove the ability for NPC's to throw grenades, without changing loot tables/level lists or rebalancing things. Added this https://www.nexusmods.com/fallout4/mods/36029
  4. I don't see any way to make this easily without scripting because there's no existing actor value/mod for AP cost while jogging, and the "run while over encumbered" doesn't look very exposed (Unless there's some way to edit those I'm not aware of?) If this is a huge sticking point for you, it would be possible to make the max encumbrance something like 30, but have it's negative effect be incredibly small, and have the strong back 3 perk on by default. The only real downside is "you're over encumbered" being spammed, and everyone asking if you need them to carry something. If f4se isn't an option and those limitations are ok, let me know and I'll slap it together. As for the second suggestion, I'm actually REALLY surprised this hasn't been done, and that the existing strong back reworks are really cheaty (giving thousands of weight), so here. https://www.nexusmods.com/fallout4/mods/36027
  5. The problem is every song needs to be added as a .wav and loaded in when the game first loads. The only real way to do this would be using a media program like vlc player, writing a plugin to check a file which is written by f4se, and if the player isn't tuned to a dummy radio station with it's name, VLC mutes itself. This is way too much effort to reproduce what almost exactly translates to "run the radio in the background and leave your radio off ingame".
  6. I thought the exact same thing while working on a larger mod, and already did the tedious work of editing every actor and template. I cut it out and put it here https://www.nexusmods.com/fallout4/mods/35980/ In my larger mod I have more spawns for raiders/npc's other than super mutants in those areas that are activated when the super mutants die, but it'd be really tedious to cut that out as well. Maybe I'll do it later.
  7. I've never actually done nuke world, so I might not be understanding the mechanic right, but this should work. Let me know if it does and I'll upload it to nexus. https://ufile.io/lhpym This does 2 things, it removes the restrictions on building the raider radio except for having level 1 of the wasteland warrior perk, and also allows you to build them if you're kicked out, and in "normal" settlements. It also extends the raider radio transmitter to be global.
  8. https://www.nexusmods.com/fallout4/mods/35971/ Requires a powered settlement beacon in range to function. It's under decorations > misc with the other radios.
  9. Agreed, horrible gameplay decision on their part. https://www.nexusmods.com/fallout4/mods/35962/ Removing them breaks radiant quests etc, but in this I made their loot tables in line with a normal container.
  10. Ok lol. https://www.nexusmods.com/fallout4/mods/35960/ I gave them all a 3x speed multiplier, 2x attack speed multiplier, reduced the time it takes for them to start shooting when aggro'd. The firefighter protectrons are unstoppable killing machines that outclass all the others by a pretty big margin. Weakest seem to be the medical ones.
  11. I never liked this either, and removed it as part of a bigger mod I'm working on. Here's a stand alone. This removes all range from it, as well as perception gain. If you want perception to still grant a bit, let me know and I'll make another file. https://www.nexusmods.com/fallout4/mods/35558/
  12. I can send you a copy of my mod that does it .... Thing is I have thousands of balance and economy fixes you probably don't want as well, so I have to cut those out. For my mod everyone starts with a random amount of ammo, from 1/2 a magazine to 3 magazines depending on ammo cost mostly. Everyone also carries a melee weapon (batons, knives, clubs. Everyone doesn't have sledges). The find ammo and loot weapon ranges are very large as well, so if an NPC runs out of ammo and there's more, or, another suitable gun, they'll run over and pick it up. I made weapons way more lethal as well across the board, because running out of ammo against bullet sponges sucks Companions don't run out of ammo for their default gun, though. I need some time to cut stuff out though, this is the full changelist currently... https://pastebin.com/hg0jRw5J
  13. I think I see what's going on here, although I can't reproduce it myself, especially since you saw a legendary there. At the satellite array, there's a wild mongrel spawn, I think it may be in range to sometimes wander over towards the super mutants, and possibly the fight shifted over to there. You said it happens multiple times, have they ever came from the direction of the satellite array? It could be those ones go into a caution state and start walking over towards the settlement. I don't really see any other way for this to occur other than that, or a broken workshop attack script.
  14. The only thing I see there is a leveled bloodbug actor, that shouldn't spawn any super mutants... What other mods are you running?
  15. Can you post a screenshot of where you're talking about?
  16. The grime etc, and signs aren't appearing in mine. Only 3 coffee cups and a wrench I hilariously missed, which means some other mod is either adding or keeping the existing grime. https://imgur.com/a/2reKFlz For leaving the workshop area, I don't have that issue/it's the same as in vanilla as well. What other mods do you have?
  17. Done. https://bethesda.net/en/mods/fallout4/mod-detail/4078977 I also fixed the nav meshes that were broken by deleting the buildings, and the irrelevant light maps were removed.
  18. I have something similar in a mod I've been working on that I pulled out as a standalone if you want it. While enemies won't do 0 damage, smaller/weaker enemies are changed to do physical damage (for most of their damage), so DR affects them. It affects Feral ghoul Variants,Glowing one Variants, Mole Rat Variants, Rad Roach Variants, Feral dog Variants (Excluding dogmeat). https://www.nexusmods.com/fallout4/mods/34491 If you want them to do 0, but also damage armor, I think you need to probably use scripts... Also I don't know about the mod you talked about, but again, you may need to edit the infection scripts to reduce the infection chance by like 10% of your DR or something. Or if it's handled by a disease, go ahead and add disease resist on power armor frame entrance, and remove it on exit.
×
×
  • Create New...