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Everything posted by IRUseDrug
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Fallout 4 Vendors - Return on Investment
IRUseDrug replied to Kuscko's topic in Fallout 4's Mod Ideas
Make sure it is compatible with this. http://www.nexusmods.com/fallout4/mods/16822/? -
http://www.nexusmods.com/fallout4/mods/4472/ during transitions between some weather rain will pass through otherwise it works as long as the collison model is setup right for the objects structure is made of.
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haven't tested it yet. but i found this for throwing people off things. http://www.nexusmods.com/fallout4/mods/20353/? haven't tested this either. but it seems to liberate npcs somewhat to have their own choice in gear. http://www.nexusmods.com/fallout4/mods/23165/
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npcs gain affinity for a player. but can the effect of a strong affinity really be justified as one dimensional if the sources are theoretically multi-variable? why would it not be that love/peace more often could be used to solve a need for battle? would be cool if the generic npcs slowly acquired a unique personality after joining your team. every town should have npcs with access to new areas outside of town. and npcsoutside of town should have access to new areas inside of town.(think looting their keys) shouldn't the scientist lab npcs value the loot you throw on the ground? especiallythe more interesting loot you looted from actual labs in other locations?could be a simple calculation of how much interesting loot is on ground thenthey offer to buy it up and slowly you earn a reputation with them of some sort. why is it you can never negotiate your way out of a battle with a plain bribe? some npcs should surrender and offer to join your team. but maybe based on yourluck and charisma will try to steal from you and run off during night first time youuse your bed. why is it tides of battles aren't filled with participation of neutrals and friendliesmore often? where they then turn on you if you killed someone they didn't want you to. if you could have a team of stragglers. shouldn't they try to overthrow youand challenge you to do battle in combat zone? price is they get your key toone of your private homes or get to be mayor of one of your settlements that youthen have to take back. companions especially from certain factions should sometimes lead you to a trap (on purpose) but otherwiseto a legitmate finding leaving you paranoid. shouldn't you be able with high enough charisma, luck, and leadership perkstalk anyone in the game out of their profession and into another?doc->homelessbarber->dochomeless->barber(the effects of this is the more or less physical adeptness at the skills for the job undermines or helps a community) shouldn't companions bring back some enemies who escaped in a past mid battleand throw them down cuffed/tied up and ask you what should be done? kill them?(discovered event upon waking up) shouldn't player be able to barter their way out of a situation or barter/bribe npcs to leavean area so player can easier loot/scavenge?barter proposals could be triggered similarly like how v.a.t.s is triggered. +barter could even turn into a request to do a simple procedural fetch quest.(note you are only given a few minutes alone in an area after a completed tradee as it wouln't make senseany group would totally want to leave) why don't more npcs quit or change professions naturally? this would be normal in many-a community. bring in true unconsciousness so npcs can be knocked unconscious for a couple minutes. (laying down) let player drag conscious but down bodies a distance. ditto for unconscious. a drug should be usable that knocks the resting position of an essential into a full unconscious state. make it so every npcs can be thrown off a building easily. maybe in a couple different dramatic ways. if they are "essential" when they hit the groundthey remain unconscious for multiple game hours. letting you be more free to carry out your plans. how about recruitment pools where the people you rescue or who join your team, get to sit, but over time get on with their lives and become harder to recruit back into use. game could inform you statistically on how that's going to take per person. allowing even more strategy. (note recruitment pool limited up to 20 ) shouldn't settlers be recruitable? maybe have them develop a personality profile from their experiences of being in your settlement including resource limits, and other conditions like how often you got attacked. why don't our companions freely gain funds and dedicate to their own arbitary equipments they want to test out? ========= I understand some mods flirt with a few of these ideas or is probably on someone's todo list already. But I feel this set together would greatly increase my fun and options playing this Fallout.
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Custom collision map Nifskope
IRUseDrug replied to xBloodTigerx's topic in Fallout 4's Creation Kit and Modders
maybe someone should export a ton of basic collison shapes at different dimensions and scales. including ones with holes. put them all in simple nifs with nothing much going on. then work without the mysterious 3ds max 2013 by using this pack of nifs users can just download , do copy and paste from the variety of "templates". -
Anyone know of a mod for settlement terminals
IRUseDrug replied to Jones813's topic in Fallout 4's Discussion
yeah you have to use totally different lines with separate generators for separate terminal control. too bad. -
Anyone know of a mod for settlement terminals
IRUseDrug replied to Jones813's topic in Fallout 4's Discussion
That sounds good but looking at the mod page itself is kinda' confusing lol. Not sure if it'd just make things worse or better for me. I'll take a screenshot for you. sadly I have to report the game ends up only allowing one terminal to edit one specific object down its own line. the other decides it can do nothing -
Bethesda should do more to reward and promote modders
IRUseDrug replied to 4allout's topic in Fallout 4's Discussion
They sort of already tried that and every teenager and tween got on the internet and raged. I most certainly can recall that there were a whole lot of very popular mod authors that were definitely on board with "it" and they all got threatened and raged at. Ton of damage control and people begging for forgiveness to a largely ungrateful end-user base, that for months trolled all mod-authors. This of course led to a mass leaving of mod-authors due to I don't need that stress. Of course the community at large is now with a smaller population of active authors and a far greater number of end-users due to console mod support. If this comes up again it will be due to other companies trying to force Microsoft and Sony to get rid of modding. For reasons I think are a bit too obvious. Wow. Then it sounds like we have an equally challenging problem with the community not being supportive as we do with our creation kits crashing if our headphone jack accidentally got ripped out. (literally happened to me) -
[WARNING: Before reading you should know I haven't played the game exhaustively enough to know for sure or not if this already being done on some level] Defense Rating Is Not Deterrence I was listening to a rant on youtube by some guy and he brought up an issue I think is easily solved. Defense Rating should not stop frequency you get attacked. Instead how well you fight off a handful of attacks at that defense rating should. When your defense rating changes more attacks come back to test your defenses. Realistically it's not just how much firepower you have its how you place/structure/maintain it within your settlement. The npcs should empirically test your defenses a few times before the default formula kicks in. This rewards your time taking to design of your settlement because the flaws of not doing so carefully has a higher chance of being found. I came up with another idea while writing this post. 1. First someone make it so enemies potentially try to invade settlements from any direction possible. I don't care if they only pick one direction to come from per instance of an invasion. 2. Upon repeat invasion by the same type of invaders the invaders should take note where they got butchered previously and atleast try reach somewhere else to harass/fight you at in your settlement. When implementing 2, clearly you're going to need 1 to sync up. You shoul generally try to invade from the direction that's easiest to flee/take cover in a space you weren't butchered literally in the last invasion. A guess at the heuristics to make it work: -Tally up the death counts in a spatial grid -Tally up the overall enemy health lost in spatial grid -Tally up the defense-rating of defense-resource-workshop type stuff in the spatial grid. Make invaders priortize to NOT go to the parts in the spatial grid where those three intersecting each other equal highest value when average. The benefits of this mod would be of the same reasoning as the first idea. The more vicious AND well designed your settlement, the better the reason to have bothered. (well to a point) For those obsessed with details. We are invoking a kind of natural selection on the choice made where to invade from and where in a settlement to try do all the fighting (or simply not to get caught doing the fighting). After a certain number of invasions that took these facts into consideration then your defense rating should scale how many invasions you get going into the future. Well atleast until your defense rating changes again. note: might want to make sure the defense rating changes are significant before have invaders begin testing. else one uprooting of a low-level defense item somehow becomes a big deal.
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Bethesda should do more to reward and promote modders
IRUseDrug replied to 4allout's topic in Fallout 4's Discussion
I think letting a majority of the modding community vote for a mod to then be packaged into a DLC bethesda has to publish and market would be nice. In return: Bethesda would promise for a small percentage of the profits of the DLC to go to the mod authors involved, but ALSO to help support modders in general in some way. For this to work the mods would have to already be proven in their released free-form state . As a result what needs to be done for the DLC IS bethesda committ to a promise to help each author produce their next upgraded version for purpose of the DLC being worthwhile. This idea does atleast fit as promotion of a sort. Not just of the individuals but of the community as a whole. -
Anyone know of a mod for settlement terminals
IRUseDrug replied to Jones813's topic in Fallout 4's Discussion
If you have Advanced Settlement Power, use an AND gate. connect the switch to one of the inputs, and a logic constant of true to the other input. if switch is off both termianls won't get power. if it's on: the terminals can only modify the objects down the line from it as you have shown. use a normally open or closed relay if you want to pass on more power than what the AND gates themselves would have outputted.