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Everything posted by ItsCraft
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Wasn't sure as someone's ported a fallout 3 music to nexus like 6 months ago and its still up. but also i seen a new mod for FO2 music but figured id ask thanks for the info.
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- music overhaul
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see i only lay survival mode sadly :L
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can someone make a more detailed music tree for music in fallout 4 that uses some of its original soundtracks + new vegas and FO2 and FO1 as well as new vegas soundtracks for exploring dungeons city and etc? it would have some specific areas have areas have multiple soundtracks (e.g: wasteland or downtown) and some dungeons and places as well would have multiple music variants and some wouldn't play unless revisited and it chooses that one. Purpose of the mod is to make FO4 feel like an ever changing game every time you play whether its the same old save or new save it would feel like a new experience. also, the mod could maybe effect FO4 DLC land areas if the mod has extra music.
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- music overhaul
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I don't think that can be done, at least not for the meshes. Because Fallout 4 meshes have materials and other things attached to them that need to be added, they'd have to be modified in order to work in the game. If I could directly port buildings, flora, and other misc. meshes over without dealing with that I would have already done it, but I've had some difficulties with it and due to the taboo nature of porting assets, it's also difficult to find specific help with it on here. I Would contact nmc or one of the great texturers from new vegas to see if you can get the permission to utilize some of their textures i sure that one of the many custom texture artists would be more than willing to give the blessings for a ambitious project like this.
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there most recent forum post about it said they are likely to do so. also, ttw is at a point it's pretty much bug-free since august 2015. anything that's minor bugs is almost always the TTW patch mods or etc.
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Ii can be a voice actor as a ghoul. If you need one of those.
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is LOOT or BOSS Loaded updated for FO4?
ItsCraft replied to ItsCraft's topic in Fallout 4's Discussion
yah i didnt see they finally updated it. but boss is dead right? -
iI tried using Loot when FO4 about 2 months ago and it said it still worked for FO4 but was very buggy and didn't work well with FO4 and said they would update it. but i wasnt sure which was updated by now and its been hard to find to say the least.
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[Mod Request] Armour Durability, Weapon Durability
ItsCraft replied to ItsCraft's topic in Fallout 4's Discussion
[bump]- 7 replies
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- armour durability
- weapon durability
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they arent using new vegas assist as far as i can tell. they seem to be using Fo4 assists and using a few other mods like the securatron recreated in FO4 mod. side note this looks promising .TTW would prolly like to see this tbh. since they are working on Tale of Three Wastelands now.
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[BETA Testing] Explosive Entry - Lockpicking Is For Nerds
ItsCraft replied to ensssss's topic in Fallout 4's Discussion
The Mod seems to work well for me so far. I Just think the Mod should: Core Skills needed for breaching: Explosives, Secondary Skill: lockpicking. [same value importance as perception] Secondary Attributes used: 'Perception' Ordinances useable: Suicider Mine - 41% more Chance of breaking - 6% more chance of jamming - relies more on explosives and then Perception - [uses suicider mini nuke model with C4strapped to it (edited model) C4 Breach Mine - 12% more Chance of breaking - 29% more chance of jamming - relies more on explosives and then lockpicking - they all have the same Bottle Cap Mine - 7% more Chance of breaking - 42% more chance of jamming - relies more on lockpicking and then Perception - TNT - 9% more Chance of breaking - 36% more chance of jamming - relies more on explosives and then lockpicking - Frag mine - 10% more Chance of breaking - 30% more chance of jamming - relies more on explosives and then lockpicking - -- They all use the: A random number between 0 and 110 will be generated. If the number is lower than the player's explosives, the container/door will unlock. If the Number is Above there Explosives and Below there lock picking it will just give a % of failure based on the weapon used and the outcome will be based using their same algorithm except using perception as the draw breaker with a smaller chance of success, Guns that are explosive will still be effective and same with other explosive ordinances but the 5 explosives above are the most effective means with the least fail safes [exception being suicider mine as it has the highest fail safe and most likely to succeed aswell.] the Secondary Skil and Secondary Attributes used will be a fail safe to mix things up a bit. -
This is what happens when you support console modding.
ItsCraft replied to Mitigate's topic in Fallout 4's Discussion
i feel like this topic post is now more of just banter talk? there are no solutions here and its trivial. -
Not even joking when i say this, but i have throat cancer and well I already pretty much sound like a guy who's turning half into a ghoul. anymore editing on my voice tweaks using FL studio or other programs could pretty much full fledge my groupification >.> :nuke: :dry: If you needed any ghouls.
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[BETA Testing] Explosive Entry - Lockpicking Is For Nerds
ItsCraft replied to ensssss's topic in Fallout 4's Discussion
I have a large suggestion. including "Chance / Luck" into this system and allowing there to be a chance of the explosive "jamming it" which would force you to have to use the lock pick. And a even lower chance that the explosive to "break the lock" and make it un openable. i think explosive skill and Luck along with what you already have to be incorporated into this system. because the knowledge of using explosives should be heavily based in this aswell. -
This is what happens when you support console modding.
ItsCraft replied to Mitigate's topic in Fallout 4's Discussion
Seeing all this makes me happy Microsoft hasn't ported all the hundreds of thousands of mc mods to consoles, I'm pretty sure the exact same thing would happen to the Mc community as this has happened hear. what I'm saying is. console users expect to get things, that's why they bought the console. I'm not saying what they are doing is ok. But mob mentality is to blame here. Humans being selfish and too ambitiously excited for things and pressuring people will likely continue to happen for the next year. -
[WIPz] Fallout 4 Script Extender (F4SE)
ItsCraft replied to behippo's topic in Fallout 4's Discussion
To be honest I would have named it: FO4SE or FOSE4 just for acronym looks. otherwise, I wish you guys the very best luck doing this it would help a lot having this made for custom Spawned Monsters and more for other uses, So I am very excited. :pirate:- 717 replies
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[Mod Request] Armour Durability, Weapon Durability
ItsCraft posted a topic in Fallout 4's Discussion
I am requesting someone to make a similar System to New vegas / FO3's Armour and Weapon durability / HP. That all the Items, Guns and etc have a Set HP amount and break when they reach 0 durability health. The Mod would Allow people to repair their armour, guns and tools at the Armour stations and weapon stations. But they still can repair there guns and armour in the Pipboy menu but its 68% less effective than using an Armour Station or etc. You can only repair your guns with similar guns or exact same type of guns, it would be the exact same system as new vegas/fo3's repair system but it would be obsolete compared to stations. so, in the long run, it's better to use your stations. But if you're in a rush and far away you can repair but it will be less effective and won't hold as Much DMG or DT value as it would if it was done at a station. Just because you Fixed a Gun or Armour piece in your Pipboy does not mean that just because it lowed its DT or DMG amount at this current time and raised its HP, that it won't ever reach its original DT or Damage amount when it was 100% and not repaired with poor scavenged parts. Fixing any armour or guns at stations will fix its Hp and values back to the original. -figured id clear up any confusion there if I lost anyone. Also you can not repair Power Armour in your Pipboy. Any Tools, Guns or Armour that break are Broken until you find a Weapon station, armour station or etc. it just makes sense. Any weapons from OTHER mods, Any armours from other mods, Will just inform you at the start of your new Game at the Intro Mirror before your character choosing. that you need to set the amount for those guns [or armours] hp. a Pop-up menu showing other armours and guns hps [not editable just showing the player as a reference what they should look at as the reference for these new modded armours] ^ Players then can set the Other modded Weapons, & Armours HP' amount and what things can those new modded armours/ weapons be repaired with. Once that is done the Game would continue with the Launch of you creating your character and the intro etc. This would be the Mod i would highly appreciate if someone could help create this with the new released G.E.C.K. for Fallout 4. If anyone is interested in making a team and joining to build this, the project name will be under: "Project Durability"- 7 replies
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- armour durability
- weapon durability
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Greetings Wastelanders ^-^ Today I have something that I hope will be intriguing for all of you. I have never made a "mod pack" or etc in other games besides Minecraft, and since I haven't gotten permission to bundle the mods together into a formal Mod pack like my FTB mod packs. I will just be Listing the Mod Order of all the mods needed to get the Most out of your modding experience. Notice: The Change Log will only hold any Updates up to the last 7 Dates this were changed in the last 2 Months. If updates transpire before the last 60 days the 7 dates will be updated. Any Mods removed will be placed in a Link to a public google doc to view for your own needs. Next MAJOR UPDATE of this list, is Scheduled for [8/15/16]. Until then what we are looking for is Overhaul mods that either: 1.Add New Lands in DLC areas, or New lands in Commonwealth, or new lands in general. 2. Mods thatAdd Durability To Armour, and Guns. Forum Legend Color Key: <> Title (this color to help Navigate and find things with ease.) <> Mod Titles (They Will be Linked to URL's for all the Mod Downloads!) <> Important Words (Words that are Key to perfection :wink: ) <> Notices (Important Notices for updates) <> Mod Author Names (Give Recognition for them for all their hard work! - links to the authors and their download pages will be linked! ) <> Overwrite Directions (Click Yes to All, On overwriting things in this color) <> Crucial Directions (Overseer says these are Crucial) Informal 'UCI Wasteland' Mod Pack List"Ultimate Crafted Immersive Wasteland" mod pack. The Mod List Will Be sorted in these Categories. Texture Replacers. New Armour and Companion/Character Overhaul Mods.DLC Mods. New Weapons. Core Overhaul Mods.Terrain Overhaul Mods. Terrain Additional Modifications. Small Misc Mods - (Similar mods will likely be Merged & patched with permission of their owners.) New Land Mods Sound Replacer Mods Settlement revamps mods, extensions, and add-ons.New Monster Types. At this current Moment, the Mod List is on Google Sheets, and I will take the next week and a half to start adding all the mods here below in a fashionable order and will make merge patches[with owners permissions] with any conflicts that arise. But thus far there has been little to No errors. It May take some time but please be patient with me as me and my friend try to go line by line to start transferring things. any recommendations are being taken into account as well.
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- mod pack
- ultimate fallout 4
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