Jump to content
Nexus Mods Official Soundtrack - The Sounds of Modding ×

duskrequim

Supporter
  • Posts

    9
  • Joined

  • Last visited

Nexus Mods Profile

About duskrequim

duskrequim's Achievements

Rookie

Rookie (2/14)

0

Reputation

  1. WOW.. that is nice, I did not know someone made that. Then again I wonder if that is ported to Xbox? Or if it can be ported there. And sorry about response, I have limited access to a computer so I tend to go several days without being online.
  2. Is it possible to get a Modder to redo Mama Murphy to appear as she did in the Concept art, instead of the way she is in game now. She is not old enough and I would prefer the original concept art be the way she looks. Would love if we could get her revoiced to be much older sounding as well, but just having her appearance change would be great. Figure that you could remove her "Build her chair quest" maybe change it to Repair her chair.... http://staticdelivery.nexusmods.com/mods/1151/images/24752-0-1497029405.png http://vignette3.wikia.nocookie.net/fallout/images/7/77/Mama_Murphy_concept_art.png/revision/latest?cb=20160104190836
  3. Ok I really dont know about modding or if something like this is possible , but if it is I would love to see it implemented. Basically create a mod that lets you place an item in the settlement that you can then activate using the Pipboy to work like a security camera that then loads the settlements cell when that particular settlement is selected. (similar to how you can use cheat menu in Pipboy to teleport to locations, maybe have specific items that you have to drop in your settlment and then when you activate the "cheat" you select from a list of settlements that have that item to "look through" it like looking in a scope or Vats. This in turn loads the cell as if the player is there. The Practical implementation would be for settlement defense. We all know that there is a formula to determine if a settlement raid is defended or failed. This formula does not really take into account everything at a settlement so even a fully walled settlement with 500+ defense could still fail an attack. Now if you fast travel to the settlement the defenses will act as they should and the defense will deter the attackers with no help from you needed. So to get this to work like that, you create a way to load up the cell as if you are there so that the settlement and game think you are there. This then allows your full defense to work as intended. It would be great, you see an attack alert at your settlement. You then activate the cheat holotape, choose the settlement that you have dropped or set up this special item, and when you activate it, the game goes into a form of Vats (non Slowed form) or a scope vision that then loads the cell for that settlement.) Once the attack is over and the message for victory or failure displays you can exit back to your characters current location and keep going as if nothing has happened.
  4. I would love to see a Mod that adds the Phillips & Rodgers Medusa Model 47 to the game. Find a way to allow you to be able to fire any bullet you have in your inventory that qualifies as the right ammo type. Maybe use a holo tape option that can be quick keyed to indicate which bullets to use when you go to fire it. Allowing you to mix and match different ranges (for instance have it set up to choose 1-6 slots and you choose that the first 3 slots will fire 10mm while the next 2 will fire 38 and the last chamber will fire a 5mm or maybe set it up as firing 44 0r 45's.... Here is the guns info. The Medusa's frame constructed from 8620 steel which has been spacially hardened. The match grade barrel is constructed from 4150 vanadium steel with available barrel lengths of 2.5, 3, 4, 5, 6 inches. The barrel has 9 rifle grooves instead of the normal 6 to 8 for revolvers. The revolver has a matte blue finish. The grips are rubber. The weapon comes standard with adjustable rear sights and changeable front sights. Weight: 2.38 lbs (1.08 kg) empty. Caliber: Can chamber, fire, and extract almsot any cartridges in the .38/9mm/.357 ammunition range (Does not include .357 Sig). Barrel Length: 2.5 inch (6.4 cm), 3 inches (7.6 cm), 4 inch (10.2 cm), 5 inch (12.7 cm), or 6 inch (15.2 cm). Action: Double Action. Range: 150 ft (45.7 m). Cylinder: 6 rounds . Special: Very accurate, Unusual Revolver that can use multiple calibers. List of all Bullet it can fire. Ammunition [ edit ]9 x 17 Short.380 Revolver9 x 18 Ultra9 x 18 Makarov9mm Browning Patronen (long)9 mm Glisenti9 mm Length9 mm IMI9 mm Mauser9 x 19 Parabellum9 mm Rimmed9 x 23 Steyr9 mm Win Mag9 mm Police9 x 23 Winchester9mm Federal9 x 22 R Japanese.38 ACP.38 Super.38 Long Colt.38 Short Colt.38 S & W.38 Special.356 TS & W.357 Magnum
  5. The main issue is while I can ignore it the fact that no matter what I do defense wise makes no difference (other than dropping chance of an attack to 2% per day) I think should be modded or find a way to allow us to activate the defense cells in the settlements being attacked so we can win or loose based on our actual defenses not some random number generator choosing 50/50 option.
  6. it would be nice to see if there could be a way to code the cells to allow them to exist at the settlement at all times. Not sure how it would affect the frame rates etc. But it would be interesting if there was a way to make the game think you went there and loaded up the cell. If that does not work then Maybe if there was a way to make an item that you could activate to load that cell without having to travel there. and then turn off the cell once the message of winning is declared. Like having an item you carry around to load up the settlement when you get the message.. you click the item in the inv..and then select which settlement you wish to load up (maybe needing a coresponding item inside the settlement. and only listing those settlements that you have placed that item). and this acts like a camera allowing you to look through a turret like "security cam" which then in turn loads the settlements cell just long enough to allow the defenses created to repel the attacks... It would be usable inside and outside buildings etc and will then allow you to guarantee that you can defend based off your actual settlements defenses.. not some 50/50 roll.
  7. I have seen this requested on other sites. I will link one of them but Someone needs to find a way to make the game think you are in the settlement when an attack occurs in order for the Defense to activate and repel the attacks as normal. At least thats how I would imagine it be corrected, because what does your precsence in the settlement do in the coding to turn on the defense? You dont even have to move, if your defense is sufficient the game will win the match.. automatically but only if you are there. If you dont show currently its 50/50 shot at winning. So there has to be something in the code to verify that you are there. If we can add a marker (like rug etc) that will make the settlement think you are there and present... it should in turn allow the defense value to work as intended.. then your walls and turrets etc can do the job they are suppose to do. COME ON PEOPLE>>> figure this out.https://community.bethesda.net/thread/81741
  8. Just like the title says. Instead of dismantling the techs in exosuit, ship and multitool would like to just be able to move the techs around to stack where I would like them.
×
×
  • Create New...