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Everything posted by NocteVagus
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| Hate to bump this, but it's been buried pretty quickly. |
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| As Loxly mentioned, Conquest is a pretty great (and immersive) mod that allows you to cook wherever you set up camp. It's the closet thing I've seen thus far to what you're requesting. That being said, I definitely wouldn't mind having a unique item, or a replacer for the hot-plates in the game that allowed players to cook on the go. Could be a pretty useful item for Survival mode. Though maybe limit the types recipes you can create since the hot-plates are pretty small. I also wouldn't mind getting a Food Sanitizer, like we had in F3. Perhaps something similar to the Portable Junk Recycler by Kentington: http://www.nexusmods.com/fallout4/mods/14110 Just pop the contaminated food in it to remove the radiation. Of course that'd be a whole other mod entirely. Regardless, great idea, OP. I fully support this. |
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| There's currently two mods that allow the player to have a "mini-Prime" as a companion. The first is literally a minitirized version with full companion traits, including affinity, by Theumer115: http://www.nexusmods.com/fallout4/mods/15446 The second is by "M" (m150), which allows the player craft a "mini-Prime" at the Automatron workshop: http://www.nexusmods.com/fallout4/mods/14519 I haven't personally used the mods myself, but hope it's close enough to what you're looking for. |
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- dlc mod
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| Greetings mod community! While playing through Far Harbor, I noticed a little gem that I'm not sure anyone else has picked up on yet. If you decide to help the Children of Atom, High Confessor Tektus will issue a quest titled "Witch Hunt". Upon completing it, the player receives a pretty unique looking helmet named the Inquisitor's Cowl. While the rest of the Inquisitor pieces are retextured Marine armor, the helmet itself looks nothing like the Marine helmet. It started to bother me because cowl actually looked extremely familiar, but I couldn't place it till a few days ago. The Inquisitor's Cowl looks like a heavily modified (and graphically updated) version of the Hazmat Suit's Darklight Cowl from FNV. The suit first showed up in the Dead Money DLC, being worn by the "Ghost People" of the Sierra Madre, and later appeared as two wearable items in Old World Blues. Here's some images just to refresh your memory: Full Suit, Helmet & Helmet (w. cowl) Now obviously this in no way confirms that they're the exact same helmet, but I think the evidence is pretty clear given the name and remarkably similar features. So onto my actual request. Would someone be willing to create a standalone version (nifscope or a new model) of the original hazmat cowl and suit? Perhaps later on down the line, the suit could have several upgrades for resistances and such (I.e. Working night-vision/pip-light replacer or perception enhancer after adding the sights seen on the IC) at the armor workbench. Along with various skins (CoA, Ghost People, and Military) and variants (ex. Mask without the cowl or air canister under the cowl) which would all be craft-able at the bench as well? Maybe eventually even the iconic Bear-trap Fist could be made seeing as bear-traps appear in Far Harbor. For now though I'd be completely grateful and satisfied with the original suit being created. I apologize for the wall of text, but hopefully you all enjoy the idea. To any mod authors potentially interested feel free to post here, PM me or both. Thank you all for your time, and I look forward to your responses. |
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Making Yangtze to a real communistic-chinese submarine
NocteVagus replied to Wiwion's topic in Fallout 4's Mod Ideas
| It's theorized that the Yangtze was actually a captured U.S. submarine used to infiltrate the coast and release it's payload. Especially since it has the exact same design as the nuclear sub seen in Far Harbor. Granted they could've just reused the assets, but it still makes some sense. That being said, I definitely wouldn't mind the inside of it being a furnished with some Chinese weapons, armor/clothes and Intel/notes. | -
| Possibly try "Any Mod, Any Weapon" by LucasGod: http://www.nexusmods.com/fallout4/mods/4515/? |
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| Aside from potentially creating your own animations (or waiting to see if Nuka World might have one), you could possibly use the flinch or cower animation. As for scripting it or making a sort of "reaction" zone, I wouldn't have a clue unfortunately. Maybe you could repurpose or create something from whatever code causes animal/NPCs to warn you about getting too close to them? That's the best thing I can think of. |
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| So glad to hear that DogtoothCG is thinking about potentially creating this masterpiece. If you or DogtoothCG haven't already, perhaps try reaching out to Zerahoc? They might be willing to do a quick sketch to show the rest of the PA's design or at least give an explanation as to what the rest of the armor would look like. @Pilk, would you be able to just use the material from Maxson's coat? It looks fairly similar. |
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Alaska Wasteland Collab Mod
NocteVagus replied to thereallaslo00010123's topic in Fallout 4's Mod Ideas
| While I've yet to read through the fanfiction, I'd love to visit a "modern day" Alaska. To be able to visit the war torn coast and mountains of Anchorage, littered with Pre-War US and Chinese debris, hidden technologies and dangers that may have never made it to the battlefield. The massive oil pipelines and refineries, along with old holotapes and other forms of media describing the wars effect on both the local residents and of people they knew in Canada. So many possibilities. The biggest issue I believe you'd come across is gaining the rights to use the author's content to create said mod. If you haven't already Id suggest reaching out to them, to see if you'd be able to utilize their ideas or even have them join you in working on the mod's story/settings. Would this be a standalone story with a brand new protagonist (similar to Project Brazil), or would the Sole Survivor somehow end up making their way to Alaska? While I currently don't have any experience modding (working on upgrading my computer to be better than F4's requirements. Also messing around with Blender.), I wouldn't mind helping fashion the story a bit. Either way best of luck OP. | -
[WIP] Beast Master - Creature Companion Overhaul
NocteVagus replied to steelfeathers's topic in Fallout 4's Discussion
| Totally, Mr. Cuddlesworth and Steve need to try out these new paint jobs. | -
| Currently the closest thing we have to it is the Psuedo-Chinese Stealth Armor by Pulledtrigger: http://www.nexusmods.com/fallout4/mods/14711 PT's is pretty close to the original as far as stats and cloaking goes, and it even has a nice retexture to match the originals color scheme. Unfortunately there are no mods that have remade the suit from the ground up. Hopefully someone will do so in the near future. |
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Institute Power Armor Proposal
NocteVagus replied to Darktrooper117's topic in Fallout 4's Mod Ideas
| If I'm not mistaken, I believe flipdark95 is still working on a set of Institute PA: http://www.nexusmods.com/fallout4/images/15552/ Though they're also working on quite a few other mods, so I'm not sure when it'll be realeased. Still some pretty interesting ideas OP. Definitely wouldn't mind seeing some of them come to fruition. | -
[WIP] Beast Master - Creature Companion Overhaul
NocteVagus replied to steelfeathers's topic in Fallout 4's Discussion
| Oustanding, can't wait to see this mod in action. Looks like you've done an amazing job so far Steel. | -
| If I'm not mistaken, that may be Mama Murphy's original "chair". There's concept art of multiple versions of her and the chair. One of them being made out of a Mr. Handy: http://vignette3.wikia.nocookie.net/fallout/images/7/77/Mama_Murphy_concept_art.png/revision/latest?cb=20160104190836 Pardon the long messy link. |
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| I believe EdibleGrenade12 is still currently working on a set of Alpha Series Big Daddy (Bioshock 2) inspired Power Armor. They've got some pretty awesome WIP screenshots of the progress made so far. Here's a link to their gallery: http://www.nexusmods.com/fallout4/users/5908849/?tb=images&pUp=1 I'm not sure if anyone else is currently working on Bioshock related content, but I know it's been a highly requested item. Just keep an eye on EG12's work and the rest of the Nexus. Hope that helps. |
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| In the vanilla game you'll eventually be able to buy Vertibird signal grenades from the BoS, Minutemen and Railroad. If you're specifically looking for a mod then I suggest trying out the Vertibird Beacon by Butterqup: http://www.nexusmods.com/fallout4/mods/14729/ While I'm not sure if they're compatible, I'd also suggest downloading either of these two mods to make your Vertibirds a bit more formidable. Durable Vertibirds by utherix: http://www.nexusmods.com/fallout4/mods/2857/ Vertibird Overhaul by KataPUMB: http://www.nexusmods.com/fallout4/mods/13094/ Hope that helps, OP! |
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| There's currently a few different mods that're similar to what you're requesting. Though I wouldn't mind getting Jingwei's Sword as a legendary item. Here's the list of what's on the Nexus. The Laserblade by MikeMoore: http://www.nexusmods.com/fallout4/mods/11675/ Laser Katana by brothershogo: http://www.nexusmods.com/fallout4/mods/10303/ Laser Shishkebab by UndeadSadness: http://www.nexusmods.com/fallout4/mods/2576/ Energy Fist Blade by faxivcm: http://www.nexusmods.com/fallout4/mods/14526/ While faxivcm's is more of an energy gauntlet, I thought it'd be nice to include. Hope this helps. |
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| In Fallout 2 there's a Gauss Pistol, so if made it could even be lore friendly. The PPK12 (pistol) was a counterpart to the M72 Gauss Rifle. It was essentially just a one handed version of the rifle that, while looking somewhat unique, had a pretty wicked recoil. I'd imagine if someone made a mod it'd be fairly similar, even with modifications. Definitely wouldn't mind seeing a pistol variant of our current Gauss Rifle as well though. Nice idea OP. |
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Greetings all. With console mods now being a reality, it opens up a host of both potentially good and bad opportunities. I know there are some who are completely against the idea of even porting your mods to consoles (or being console exclusive which honestly makes even less sense to me), and that's completely fine. If you choose to do so that's your prerogative. I personally support the new union between both platforms, but I digress. The reason I'm posting this thread is to address an issue that we're sadly already facing: Stolen content. Things have been "borrowed" or stolen in the past, and the Nexus stays on top of things pretty decently. However with Bethesda.Net now hosting all the mods, it's hard to know if certain mods were shared by the authors themselves or stolen/uploaded by an eager fan. I've already come across several mods that appear to have been uploaded by the author, but I'm not entirely sure. We already know that some folks have been uploading mods without the author’s permission, or just stealing it to claim it as their own. So for the sake of the community if you're uploading content, please keep the same mod title and username you currently have on the Nexus. I understand that potentially having a better name for either yourself or your mod is enticing, but it'd make things much easier if they were both the same. It'll also make it a lot easier to report stolen content. If you're not able to or are unwilling to do so, at the very least please place a disclaimer (in your Bethesda profile and mod description) what your Nexus name/mod title is. I'm already weary of downloading mods that're potentially stolen and I certainly don't want to see a real mod author accidentally get reported/banned. Now obviously this isn't just a one way street. For those of you (non-authors) who wish to see your favorite mods uploaded as soon as possible, please contact the mod author either via PM or on their mod page. Do not ever, ever take the mod file and upload it yourself. Some authors may have other mod or life priorities, and may eventually get around to getting the mod transferred. Unless you get approval (and can provide evidence to back it up) from the author to upload their mod, please do not take the matter into your own hands. Even if the mod has been abandoned by the author, still attempt to contact them. Unless its description states that anyone is able to use the mod freely, and even then you should still give proper credit. I understand that what was said above is common practice for some of you, but I felt with the influx of new users it could potentially do some good. I also realize that this thread may not have any major impact, but hopefully it'll at least prevent a few mishaps in the future. Any feedback in regards to this is completely welcome. I highly look forward to see the community grow as both groups begin to merge and new mods are released. Cheers everyone. -Nocte
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| First off, thank you for wonderfully detailed bit of lore on the U-51 and 66. I've always been fascinated by Tatics so finding someone who's so knowledgeable on the subject is wonderful. That being said, I'm highly looking forward to you and johnathanprice's creations. Will the HR be builtable at the Robot Workbench? Will you be making the Hoverbot as well? |
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| I could see someone potentially making a mod that would allow the player to create types of Gen I & II Synths (Male/Female variants) at the Robot Workbench. This way it'd still be reasonable to attach the various parts and equipment from the RWB, while still being able to have a more humanoid robotic companion. Obviously this would require getting schematics from the Institute and a high level Science/Robotics Expert perk, along with more items to create them. That all being said, someone would have to put a ton of time and effort to create a mod like this. Your best option for the time being is to make an Assaultron (since they have a more "shapely" figure) and give it the female voice. Cheers. |
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| Thank you for posting that. I knew there was a current project underway, but forgot the title of the post. Cheers! |
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Power Armor TITANFALL Delivery Style
NocteVagus replied to Tobias11ize's topic in Fallout 4's Mod Ideas
| I'd suggest keeping an eye on Kentington's Power Armor Autopilot and Delivery mod: http://www.nexusmods.com/fallout4/mods/8262/? While it currently doesn't drop PA from the sky, it does teleport the selected armor to your current location. Kentington also has plans to (if possible) have the PA get dropped from the sky via Vertibirds now that the GECK is out. The mod also allows the PA to act as a companion, similar to how Titanfall's mechs move on their own once exited. Hope that helps. In the future I wouldn't mind if someone could create a delivery system that utilizes the Artillery or Yangtze Nuke animations. I'd personally find that to be more immersive than using the Institute teleportation system. (Though if you side with the Institute I could see it being an option.) |- 6 replies
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| An interesting concept. The easiest thing to implement would be the scavenging idea, at least at the moment. The reason I say that is because we already have the Eyebot scavengers from Automatron. I imagine someone would need to just tie the scripting for that to a settler, with a few modifications of course. Other than that, I'm not sure how the rest could be implemented other than from scratch. Still I wouldn't mind having some of the features from FO: Shelter be implemented into this. |
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| It's a cool idea, but I'm not sure how the crab would be firing the tank. I suppose you could have the shell/tank be controlled by a Trapper. Ergo killing the Trapper on top of the tank stops it from firing, but the crab is still alive. This could also work vice versa, stopping the crab prevents the tank from moving. I'm assuming the scripting and animation for this would be a horrifying task, but honestly haven't the slightest clue. This also comes off as more of a one time, legendary/boss type to me. Not sure if that's what you were intending it to be? If there are going to be different variants of hermit crabs I'd say using the following as potential shells would work best: a Mobile Home, half a Bus, half a Truck Trailer and the APC. Regardless, it's still a pretty interesting idea and would to see it come to life. |