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Everything posted by jimmygitto
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Proper Sanctuary bridge fix
jimmygitto replied to Deleted19523939User's topic in Fallout 4's Mod Ideas
http://www.nexusmods.com/fallout4/mods/8610/? Have you tried that one? Works great for me. Immersive, very enjoyable, and I think the bridge looks fine. A couple issues to consider, so read the description. Also, a couple of the house roofs have odd mesh issues (I guess), but look fine. I only discovered them after a long time of building out sanctuary. -
Right, a quest like Vercalos mentioned, to power up the commonwealth grid generally. Just to build on your idea, that you might have to repair some gaps or bring some old system back online to make certain powerlines usable. Maybe if you chose to take it further it could have an effect that was noticeable across the land as you wandered.
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I read this post title and thought you might be asking for the ability to kill people telepathically, Scanners-style! That mod might be fun... Funny if random npc's had the ability too (maybe some kind of vault-tec/med-tek/fev/lore-friendly backstory idea), and if you tried it on a higher level enemy, your head exploded. After the requisite stare-off and creepy high-pitched music, of course... PS I agree with your thought, maybe one of the modders that improved settlers' faces could do it.
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Would love to see the favorites menu able to let you toggle between two items with one slot, or equip/unequip. Pretty self explanatory, but for example: cycle the far right slot once and you equip your combat helmet, hit it again and you unequip. Or assign both your combat helmet and knit cap to that slot, and it toggles between them. If only one item is assigned, it defaults to equip/unequip, if two are assigned it toggles. That's doable, right...?
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That quest is a great idea, that would be fun. Perk and scrap/tool requirements. Far-reaching and not particularly time sensitive. And a lot of potential for it to make buildings more useful or easier to explore, like doors, lights, elevators now work... but maybe defenses too! And maybe streetlights come on around town, etc. Billboards. Cool idea. Lots of clever potential names for the quest, too... In a related idea, I have thought about how it would be cool to have a water purification quest like in FO3. Maybe using the waste treatment plant. Had this thought again when I saw the couple mods that are out there to "improve" the water. Some in-game/quest-related way to implement it would be fun. Especially if it slowly improved over time, and maybe emanated from the source. Any kind of quest that had an effect or improvement on the broader environment like these would be fun.
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DDProductions83, who I hear may very sadly have stopped modding for FO4, had a mod called craftable solar panels that is incredible. It's not a stretch to say this mod might have saved the game for me... Like you I was really annoyed at the magic fuel-less fuel generators and really wanted my sciency character to be able to make wind turbines out of vertibird props and solar panels out of all the high tech stuff around. And the ones he made were so good, they looked great, provided reasonable power, and even could be shut off and had an animation of them flattening down. I just searched for it for you but it didn't come up. Stinks if he took it down, but I guess he might not want to support it anymore. I posted about a mod for vertibird turbines, usable makeshift batteries, and fusion core generators too. Would love to see them. And hydro would be cool. Maybe a modder could use the water purifier as a base. This mod is pretty great too, better windmills. Use the vertibird prop and have stackable supports. http://www.nexusmods.com/fallout4/mods/17058/? There is a mod out there that speeds up the wind turbine spin animation too, if you want it. (I think it would be cool if it changed speed sometimes with weather changes!) There is also one that has "batteries" that are electrical switches that is pretty cool. Plausibly immersive. I am still hoping that someone will do the same thing with makeshift batteries. Hope this helps. Mods make this game playable to me, honestly, I'm forever grateful to these talented folks.
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Fallout 4 Roleplaying overhaul (Or how to fix Fallout 4)
jimmygitto replied to Gohstly's topic in Fallout 4's Mod Ideas
Great idea, and seems like there could be a lot of potential ways for a talented modder to use what's there to good effect. (I wish I was one.) It's funny what you said, AuroraMoon, because when I started playing FO4 I had the same thoughts about how hard it was to imagine being able to justify doing anything else in the game except immediately and relentlessly chase after my son, and the weirdo that kidnapped him (and who for some inexplicable reason shot my wife but left me alone). And I told my friends that were also playing that I took this logic- "Well, Shaun is actually safer inside the institute than out here in this irradiated murderous wasteland. They took him for a reason, so they must be looking after him... And, you know, I should learn my way around and set up some decent chance of survival for us both before I go forcibly take him back, so... I guess I'll go do a thousand other things before I, you know, go rescue my kidnapped son and avenge my senselessly murdered wife." And I agree completely that it does severely limit replayability. Very strange how linear and forced Bethesda made the story. I am among the many who were disappointed with that aspect, especially since some of the innovations in the game from previous versions were pretty cool. Honestly I've ended up just kind of escaping to my "conquered" falloutworld and enjoying new mods here and there instead of playing through again, because I know replaying will annoy me. The neighbor idea is a great one! Like, in the emotional moments before the bombs, the couple asks you if you'd look after their newborn if something happens to them. So, depending on your moral character, you can either try your best (at your leisure!) to make good on a quick promise you made to these people, or say hey not my problem I got my own tenuous survival to worry about. Maybe synth Shaun could be made into the real kid for the purposes of the mod, and the Institute leader is just another guy (and therefore less weird to just blow up his life's work). The timeline of vault thaw-out would need to be altered in that case I suppose, but doable. Or maybe there is a simple re-telling of how he grew up to take over the Institute (hey he would have observed its workings from birth) that discards the silly untainted genes nonsense. I used to wonder how the story could be altered to give us back the Fallout Freedom we love so much, but it really was hard to conceive. The story locks you in so awfully. But this neighbor/friend idea has serious potential! Thanks! -
In one last ditch effort before I un/reinstalled, I googled again and came up with about six different suggestions. Number three or so was this... My Nexus Mod Manager did not start aswell, but it showed it on task manager so i did this : I located my Nexus Client app data and deleted a user.config file which can be found here : C:\Users\YOUR OWN COMPUTER USER NAME(CHANGE THIS!!!!)\AppData\Local\Black_Tree_Gaming\NexusClient.exe_Url_2eir2d35cqbpwgw1etv4i5pyvaneja0r There you will end up in a folder with bunch of folders which have numbers only. Those are versions of NMM Klick the latest version and delete the user.config file in there and you will be fine. I tried it, and NMM opened! I did have an update to do, so I did it. Cool, because mine wasn't showing on task manager. In fact I watched task manager when I ran it, and it showed up for a second then disappeared. But luckily this got it to start. Hopefully it holds. Thanks for your willingness to offer ideas and advice, I appreciate it.
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I read a few other similar posts saying that un- and re-installing didn't fix it, so I hesitate to do that and have it be a waste of time, remove all my mods, and screw up the operation of the game itself. As of now it still plays fine, just can't open NMM. And really, I did absolutely nothing. I promise. Even in other programs. I have looked around to make sure my virus protection isn't doing anything, or something else background and unrelated. I can't find anything.
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Hello everyone, hopefully someone can help me. I am having one of those mysterious problems, where NMM was working just fine, I did nothing at all but exit and put my laptop in sleep mode, and now it won't run. I click the exe, my desktop link, and even try to run as administrator. Windows blue circle spins for two seconds, then nothing. After a quick google, I tried to move the NMM folder to my c: drive, didn't help. Tried running trace mode, also doesn't do anything. Any ideas what's going on???
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This was inspired by another post discussion (and therefore cut and pasted come!) about lore-friendly power and lights. When I take a fusion core out of one of the various basement generators, I always wonder why they didn't make those generators craftable. This seems more logical and much more immersive than never-ending fuel-powered generators. Then the cores would/could actually drain over time, and it would make fusion cores so much more valuable. As it is, I have collected fifty fusion cores that I don't need since I don't use power armor much, and they basically mean very little except to sell. And I also have to ignore how these small, loud generators I made from three pieces of steel and some oil never run out of gas... It would be great if you could make a power source out of them, or make a generator that needed them. You could even switch it off/on to save the core. Maybe also there could be a mod/survival mode option where generators have to be "repaired" with oil in time...? I have a mod that makes craftable fusion generators, and I saw a great-looking mod for a fusion core recharger, and one that makes the craftable fusion core generator from Wasteland Workshop require a fusion core. But I have not seen one that makes a craftable fusion generator that drains the core. (Also I can't bring myself to buy wasteland workshop. How much missed opportunity was there with Fallout 4 DLC?!) Any interest in this?
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I would download and heartily endorse the Whatnot Mod! The real world needs more whatnots, too. But really I agree completely. I've often wondered the same thing about "cell" ammo, in all my years playing fallout. And in 4, especially with the addition of fusion cores. When I take a fusion core out of one of the various basement generators, I always wonder why they didn't make those generators craftable. And then actually drain the fusion cores down. This seems more logical and actually easier to program than fuel-powered generators. Not to mention much, much more immersive. Maybe I'll suggest this to the modding community too, actually! Then the cores would/could actually drain over time, and it would make fusion cores so much more valuable. As it is, I have collected fifty fusion cores that I don't need (I don't use power armor much), and they basically mean nothing. And I also have to ignore how these small, loud generators I made from three pieces of steel and some oil never runs out of gas... I would guess that a modder could fairly easily come up with a visual of a bundle of fission cells that could be used as a power source. And whatnot. PS- actually there is a "whatnot" you could use them for! As explosives. You could shoot the bundle to make it explode, or as part of a trap. That would be awesome. Wasn't there a fission cell grenade you could make it New Vegas? I can't remember now exactly what it was, but whatever it was it was great.
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Weapon Equip/Favourites List Overhaul
jimmygitto replied to Hellsyea's topic in Fallout 4's Mod Ideas
Check out visible weapons by registrator2000. All do respect to registrator, because I am amazed at the skills of modders like him, but... this mod isn't a complete solution, exactly, but it does help and it is pretty cool. If you have a weapon visual, his mod makes it animate taking it off your back when you equip it. The mod lets you link the visuals with the actual weapons, so it has the effect of taking it off your back. Personally I'd like to see these work with backpack mods. A backpack is an essential thing for me in these games, at the very least. Can't help but feel taken out of it by carrying around multiple guns and hundreds of pounds of stuff in your pockets. -
Entering Combat Notifier/Alert
jimmygitto replied to NeuroticPixels's topic in Fallout 4's Mod Ideas
I have thought about this a lot too. In some ways I just miss threats showing on the compass as red ticks like they did in 3 and New Vegas. I attributed that to my high perception... On the other hand, the trade-off required between convenience and early threat-detection required in this game adds something for me too. I sneak around new, scary places because I don't want to be seen first. But it's tedious. So if I think I don't need to be so careful, I walk or run around like normal. Sometimes I have paid dearly, as when I come around a corner into a nest of enemies, or a yao guai starts chasing after me and I don't know it until I hear him breath and he rakes me across the back. So I have to watch my 6, which adds to the tension of the game, in my opinion. I kind of like it. However, it would be really cool if this threat-sensing ability could be had with a high-tech-level piece of gear, like a modded synth or assaultron helmet. Currently I use a mod that lets me use the targeting hud effect on a pair of welding goggles. It's not as complete as a 360 threat detection system, but it helps and still leaves me with some fear and some need to be careful. Also it is plausible and immersive given my sciency character. ble Targeting Hud by C4P0M3. It's not as comprehensive as a 360 threat-detection system, but it helps a lot. -
I thought this for a second too, but then the coolness of it closing for full protection when entering combat won me over... Maybe make it a mod slot that can be changed at the workbench, or have it cycle with a hotbutton? Or just play the animation each way when you equip/unequip it. Or if the visuals could be tweaked so the panels moved further along the sides and top of the helmet when open so it didn't look so goofy, that would be super cool.
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- assaultron
- helmet
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I'd love to see craftable suspension/stay cables and anchors/hooks for construction. I use electrical wires and connectors to get the visual effect, but it doesn't always look especially cool, and you can't do straight (high-tension) lines. I'd really like to be able to construct long suspension or cable-stayed bridges and long balcony overhangs etc. with the aesthetic effect of structural cables. Seems like it might be easy for one of the modders who have already created great-looking columns and construction elements, maybe even utilizing the electrical wire mechanic, and I am sure the creative builders out there could do great things with the pieces.
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I agree. I posted to see if anyone could make a usable makeshift battery, too, along those same lines (no pun intended!). I'd love to be able to make lights and power sources from makeshift batteries and fusion cores. I would also like to be able to toggle on and off the passive lighting system, so you can more easily make lights that operate on switches. However, in the meantime, you might want to check out a mod called Battery Generators by AlturDrake. It's a switch that also provides one power. Great for lights, or powered door locks, etc. without having to run unsightly wires and connectors everywhere. I haven't tried stacking them for laser turrets yet, but I think I'll go try that... Good idea, let me know if someone comes up with it for you!
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It would be amazing if the folks that have made the wearable backpack mods could join up with the folks that have made the visible weapons mods so that you could have versions of your weapons strapped to the sides or the back of your backpacks. In my dreams I imagine my assault rifle on one side of my pack and my sniper rifle on the other. Whichever one you equip you pull off the side of your pack. Maybe there are straps or holster-style slots. In my wildest dreams that I have within those other dreams I imagine a mod where that long sniper rifle is broken down while strapped to the side of my pack, so that it's not sticking out so awkwardly and it's realistic that I'm sneaking around and running with it strapped on there. And there could be an animation of threading the barrel into the receiver when it's equipped. That way you can run around carrying that sniper rifle in a great-looking compact form, but when you want to snipe you have to take a second to prepare with a cool setup. (Maybe the same idea with suppressors?) Speaking of, a mod where you can actually lay prone to snipe would be incredible too. Is this possible? Thanks a million to the modders that have made some of the key mods that make this game so fun for me, like registrator2000 for visible weapons, Aldeberan90/Stndmunki for wearable backpacks, L0rd0fWar for the Rebel, Descivii for apparel gun versions, and dazzerfong, DOOM, FF7CloudStrife for fantastic guns.
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This is a great idea, a lot of potential. The fusion core drain could be one way, or maybe it would be immersive if it has a total disabling effect. This could be temporary ("system reboot required"), or the armor has to be repaired. It would be really fun if enemy npc's would use them against you here and there when you are in power armor, especially "higher tech" factions/enemies. I actually use a mod that increases power armor DR, because I think it is contrary to the premise the way small arms disable power armor so quickly in the base game, but it would be really cool if they had vulnerability to pulse weaponry. It would be pretty exciting if you got shut down and had to exit your armor mid-combat because an npc was clever enough to use pulse against you. Or, maybe it behaves like you are carrying too much weight, so you'd have to get it back to a station for repairs, rather than just completely disabling it. Also you could make a shielding armor mod available to power armor or automatron robots to counteract. I generally think the pulse weaponry is underutilized by the game. It's pretty useless. But this would add a lot of fun to the game if someone could tweak it make it a bigger part of the action. I like your idea.
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- pulse
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I would love to see a useable makeshift battery, that could for example power a laser turret. Or to power the door switches from the Powered Doors mod (thanks again DarthWayne, incredible mod!), since I often want to put these inside and it's an unattractive pain running wires from outside to in. Or maybe a craftable fusion core portable power source? It would fine/cool/interesting if they drained over time too, but obviously not critical. Any thoughts?
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Crimsonhawk, can I ask you the question I came on here looking for? I have a handful of mods I am using, and had a recent scare where they stopped working. I panicked and reinstalled them, when the game became unplayable (CTD after trying to load a game). After a few deep breaths and some research I figured out the plugins file had become overwritten. I also learned a few things about load order in the process and things (especially my workshop menu) seem to be better now. However, I am now really gunshy about getting any DLC. I am scared my mods will stop working properly again, and I may not be so lucky fixing it this time. Can I download the Automatron and future DLC's without worry, or will they kill my modded experience if I'm not careful and precise? Any help or advice would be greatly appreciated.
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I came on here tonight to post a question about screenshots, maybe I can just ask you guys. When I take screenshots by going into the console and inputting "screenshot," it takes one but it shows the console. (So image is very dark with console commands showing.) It was my understanding this command would work and the console wouldn't be showing in the resulting image, but it is. If I use print screen I just get a black image. I tried typing "tm" in the console to turn off the hud, then typing screenshot and hitting enter (can't see it on the screen), but it's not taking the screenshot. Or at least not saving it in the same place as my other console-ridden shots. Any ideas how I can get a good shot without the console showing?
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Thanks for the help, I really appreciate it. First thing I did was make sure I was not open to the beta, which I wasn't. Then I went back and looked at the plugins.ini as suggested, and I think it had gotten over-written. I reinstalled the mods, and went back a few saves, and got the game to run again, to my great relief. But I was still getting weird glitches, missing objects and ctd's. Ultimately I downloaded LOOT and based on it's results, went through and reordered my esp's. I got it to run, but had an oddball crash. I figured out it was when I went to one weapon (from a mod) in my inventory, so I reloaded that mod. S So far, things seem to be working. Fingers crossed. Also I learned quite a bit about these processes (I think). I must say I am nervous to update the game or to even buy the DLC at this point... I am so happy with the progress I've made, the kit I have, and the home I've built in game, I don't want to lose it again!! Again, thank both of you for your help, I do really really appreciate it.
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If someone could help me I would be very appreciative. I started the game (a few hours after playing it last), and when I tried to load my last save, a message came up saying it depended on mods that were no longer available, and listed .esp files. And esm's, I think. There were a few, but also a "..." showing there were more. I reinstalled the first mods listed, and sure enough the same thing happened and there were more. Maybe I shouldn't have reacted so quickly, but I went through and reinstalled all my mods. I have a lot. And now when I try to load any save, it crashes to desktop, with the message Fallout has stopped working. What happened?? Any ideas?
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I would love to see an alternate wind turbine made from a vertibird prop. The size and the look would be incredible, and unfortunately I am no modder (only an extremely grateful mod user) but I would suspect the vanilla objects could be used to create it. I love the idea of renewable (and quiet!) power for these post-apocalyptic sanctuaries (pun unavoidable), but am disappointed with the wind turbines. They are fine, and actually pretty cool, early on, but as your skills increase in science and you can build more complex turrets and generators, it would be amazing if you could build a better wind turbine. Any thoughts? *EDIT* Ask and ye shall receive?! http://www.nexusmods.com/fallout4/mods/17058/? Great work ghzfba! I downloaded and installed this one with NMM and it seems to work fine. I just saw this one also, which looks to be the turbine from Far Harbor. Haven't tried it yet. http://www.nexusmods.com/fallout4/mods/15000/?