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JTL2

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Everything posted by JTL2

  1. Of course, this mod needs the motion capture files, so when you "Activate" a shower, you character disrobes and gets all wet. Maybe a loofa would be nice, soap it up, let the water run down.... I'll be in my bunk.
  2. It may require F4SE (if not, I'll probably do something along like this), but what I expect will happen is that when you assign a Settler to a task, it will rename and re-equip them. So, assigning a farmer would give him "Farmerhand Clothes" and rename him "Farmer". Assigning Guards would only equip them with Road Leathers, or similar, leaving you to collect Leather/Combat/Synth/etc armor to further equip them. As for feeling like your "cheating" it's not technically if you do it right. For example, a Settler comes in wearing "T-Shirt and Jeans". I make him a farmer and equip him with "Farmerhand Clothes" I got through player.additem e5084 100. Both of these clothes cost relative the same, so as long I don't sell the "T-Shirt and Jeans" then technically I am not benefiting from the change (outside of immediately recognizing him as a farmer).
  3. Working on? No. Have ideas for. Yes. How to implement them? No. Can the GECK get here any faster? No. I have a few ideas for an "Alternative Quest Ending" mod. Which will basically allow you to "finish" quests and get the equivalent XP (but no caps). For instance, in the quest mentioned above, if you tell Preston, "No, I can't help you," an optional objective will appear: "Leave the survivors to their fate." You then leave the area, for 24 in-game hours. Once that completes, the optional objective will automatically complete, and when you return to "Clear Concord of Enemies" you will find Preston and the others dead. To trigger the quest ending, Preston will have a note on him for the Lone Survivor where he basically blames you for their demise. I'm hopeful the community can put the RP back in RPG.
  4. John Lamont semi-professional actor Gender: Male Location: Tampa/St. Petersburg, Florida IMDb: http://www.imdb.com/name/nm3224150/ YouTube: https://www.youtube.com/user/jtl2dotnet Accents: Southern Irish Russian Experience: Produced multiple animated and live-action shorts Acted in several shorts and features Software / Equipment: Final Draft 9 Adobe Photoshop, Premier, Audition, After Effect In-home green-screen/recording studio [iN PROGRESS]
  5. Both have advantages and disadvantages. Not sure how one would even begin to overhaul the leveling system, but I digress. What was cool about the Skyrim leveling system, is that the more you used a skill, the better you got at it. It felt natural and immersive. It was kinda annoying to pick every lock in the Helgen dungeon, just to level up the skill, but it made sense. You're not going to wake up one day and just be a master lockpick. Speaking of lockpick, I'm annoyed how in Fallout 4, you're a basic lockpick/hacker after having your brain thawed out from a 200 year deep freeze. But I digress. What was nice about the Fallout:NV system, is that I don't have to Sneak every-damn-place just to get better at sneaking. I could effectively Sneak when I needed to, and that's it. So, for those, "only wanna use it when I have to" skills, the traditional skill point leveling system works better. So far, I actually like the way Fallout 4 skill/Special system works. I have plans to do a mod that will actually make some changes to the Special to suit my personal taste, and it will change quite a bit about how one approaches the Special. But I digress. To answer your poll, I don't really have an answer. They both have pros and cons. On the whole, I guess I'd have to say Skyrim's is more immersive and realistic. But I like being SPECIAL. :D
  6. My guess is that'll look like Skyrim's skill/perk setup, but in a straight line. We'll have to wait for the GECK to know for sure.
  7. Deathclaws are the new Dragons. Everyone (in game) complains how difficult they are kill, but after the first one, you're dropping them like flies. //end threadjack
  8. I like the craft-able ammo mod (http://www.nexusmods.com/fallout4/mods/798/). There should be way less ammo, and we should have to make it.
  9. HELL YES!!! The worst part, is when you turn in, he immediately gives you another. I refuse to turn them in any more, now when I fished I use the console to end the mission a million miles away so he can't give me anymore freaking quests. In the Railroad, if I WANT a radiant quest, I go to the radiant quest giver and talk to them. They don't come to me. I wish Preston was that way. I do have plans for my own mod, so if this is simple, I may incorporate right into it. But yeah, he is soo annoying!!
  10. I like it. It's really stupid that my settlement with 200 defense, can't handle 3 freaking raiders. Why do I have to run all the way back to Sanctuary, to be sent to some shack, to kill three freaking raiders. It's annoying as hell. This is something I would love to see.
  11. Did you try typing help "Winterized t51b" 0 I noticed with Skyrim anyway, that what I thought the Load Order was, is not what the Load Order actually is.
  12. What I've found is that followers only have unlimited ammo with their preferred weapon. Piper uses a 10mm pistol, and has unlimited 10mm ammo. If you give her an assault rifle, she will only use it for as many bullets as you give her. What's even better, is that when I picked up a Legendary 10mm pistol, I gave Piper my fully modded one, and she used that with unlimited ammo (I know, because it had a silencer and her default weapon does not). The best way to figure out what their preferred weapon is, remove all their weapons from inventory and go into a fight. If they "magically" have a weapon that's not in their inventory, that's their preferred weapon. You can Equip any weapon on a companion, but they will only use it so long as they have the right ammo type. So you will have to give them ammo. Best way to check, is give them 100 rounds, go into a fight, and then see how many rounds of that weapon they have left. But in my case with Piper, I never have to give her 10mm ammo. Settlers do not have preferred weapons in the same way. So my "guards" I would give them modded laser riffles and fusion cells. After a raider attack, I could check their inventory and see how much of the ammo they used.
  13. Actually, Hangman's Alley gave me the same issue. I walled off the back entrance, to force Raiders through the main gate, where I had three turrets and guard tower waiting. Except they continually spawned in from the rear. I also had Sanctuary walled off, only entry was over the bridge. But with 52 people living there (don't ask, I have no idea), no Raider lived long enough for me to figure out where they came from.
  14. I would be happy to lend my voice to your project. Not to toot my own horn, but I do have some experience: http://www.imdb.com/name/nm3224150/. I'm based in Central Florida now, but I'm sure we can work out the distance thing. Send me a PM and we'll keep it touch. I might also be able to connect you with some other actors or a voice director.
  15. Any idea how to upload perk icons. That box is greyed out to me. If I click on Edit, it takes me to the Data/Textures folder, but I have no other options. Any ideas? Thanks.
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