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Everything posted by mm137
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You forgot to add "DLC sized map" and "100 hours of gameplay"
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More Robot Parts Mod(Automatron)WIP
mm137 replied to wintermuteai1's topic in Fallout 4's Discussion
Synth gorilla parts would be cool too... -
Just a quick thought, but what if you could use Virgil's anti-FEV serum as a Syringer dart to turn Super Mutants back into people, even as just a slight chance? Or perhaps coat a little ballistic ammo in it. It would be hilarious in the middle of a battle to see a super mutant shrink into a confused and stupid human clutching a minigun, and all the mutants surrounding them to turn and start firing on them. To be clear, I have no idea how to make a mod along these lines pre-CK, but it seems like a fun way to introduce a little unpredictability. I know it took Virgil a few days to revert, but maybe he gets better at making it, or the low-level mutants turn quicker or something.
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This happened to me too in the last couple of days. I didn't find a good solution, but doing a clean save with no mods and then turning the mods all back on worked. Unfortunately this can screw up your save in other ways so it is hardly ideal.
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Not sure about the UK, but I'm pretty sure US law says that Fair Use only applies to work you are critiquing, or changing significantly such as a parody or mashup, not just use in general. There's no definitive line drawn for how much of a song you can use, for example. It's kind of a gray area, but I could see this idea being "transformative" enough to squeak by.
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Reduce Automoatron robot idle chatter?
mm137 replied to mm137's topic in Fallout 4's Creation Kit and Modders
Nice, thanks! -
Homemaker makes SSeX redundant. You should get rid of SSex as it is unsupported and obsolete. The rest of your load looks good.
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Automatron created robots and their annoying forced dialogue
mm137 replied to Machienzo's topic in Fallout 4's Mod Ideas
I have looked into this but can't find anything in FO4edit. Might have to wait for CK if we don't all die of old age first... -
Ever notice how talkative Ada and the other new robots are? I wanted to make a mod to shut them the hell up, but I'm not sure where to look. There's no Game Setting for it, and I'm not sure where else to look aside from simply removing the Allow Idle Chatter flag altogether, which is a little drastic. Any clues?
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That's the one, thanks!
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What's the name of the warehouse where the guy was trying to raise tame mirelurks? It's driving me nuts...
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I'm getting kind of a Lovecraft vibe from Far Harbor, in the same vein as Point Lookout. It would still be cool to see a mod along these lines. Dunwich Borers and the Pickman Gallery are two of the best vanilla quests.
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I don't have the file open in front of me, but look and see if there's an "Add-on Node" and a number after it. If so, this is probably the light. You can't tweak it in Nifskope if this is the case, but it's easy to do in xEdit. Just look under Lights and find the corresponding number, and change the RGB settings. If it's an emissive setting within the nif or a glow map this won't apply though.
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Most mods do not do this yet because without a bashed patch you have to manually merge the level lists. When the CK is released, and Wrye Bash is updated, this will be easy. Now, not so much. There is a mod by stabcops that adds a bunch of modded guns to one leveled list.
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Check out some images of Miami after Hurricane Andrew. Tons of multistory hotels and things along the coast had their ocean-facing facades totally ripped off. Many are still around today, especially in North Miami. http://i.imgur.com/Rk4Uvt5.png?1 http://i.imgur.com/fT6mvWq.png
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So many radiostation mods out there...
mm137 replied to Klipperken's topic in Fallout 4's Discussion
Although I do think Raiders and Supermutants could develop their own style of music over time. Probably something like Hexentanz, who use human bones and flesh drums as instruments. -
So many radiostation mods out there...
mm137 replied to Klipperken's topic in Fallout 4's Discussion
That is not what you said at all. This is what you said: Nothing but empty complaining (and poor usage of the i-word). When people suggested to you how you can fix it for yourself, and explained why there are no mods that do this, you ignored them. I love these bands too, and there is literally nothing stopping you from listening to them in game aside from yourself. -
Synths and ghouls do it too. Creepy.
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"Place Anywhere" mod works flawlessly for stuff like this. Alternately you could use one of the shorter vendor stall from either Better Vendor Stalls or Immersive Vendors
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So many radiostation mods out there...
mm137 replied to Klipperken's topic in Fallout 4's Discussion
You cannot make mods with copyrighted music, period. Why this is so difficult for people to comprehend is beyond me. Nothing is stopping you from playing Slayer if you want to hear it, but bitching about the many well-done radio mods is not the proper way to go about getting what you want. -
I am actually working on a mod that does this but I won't be completed without the GECK.
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You cannot have multiple mods that change the same leveled list at the moment without hand-making a patch. When the GECK is released, Wrye Bash will be updated to make a bashed patch than can automatically merge mods that edit the same lists. But for now, there's just no way to do it easily. With some patience you can do it now with mods of your choice, but leveled lists are complex and easy to screw up. This mod is a good example of how to do it correctly, pre GECK: http://www.nexusmods.com/fallout4/mods/10548/?
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Hoping about modders transfer their creations to GECK
mm137 replied to Starch's topic in Fallout 4's Discussion
There must have been half a dozen of these threads in the past couple of weeks. 1. The GECK is not a magic bullet. Mods made with it have much more potential to be harmful than xEdit mods. Loose scripts, save game bloat, deleted navmesh, unnecessary edits, etc. are all potential pitfalls, and cleaning mods does not remove any of these things. In fact it will make it easier for people who don't know what they are doing to screw up your game. 2. Properly made mods that exist now will not suddenly become unsafe or unstable upon release of the GECK. There is literally no reason to "transfer to GECK" or whatever you are proposing. Active mod authors will open their esps in the GECK, double check everything, and fix anything that needs it. 3. Modding your game safely is your responsibility. Many unstable, half-formed mods will be released in the flurry of excitement once the GECK is released, and no "GECK seal of approval" will make these safe. Read the user comments, look at the esp in xEdit, back up your saves.