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ImmortalAbsol

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  1. Yeah I usually build in there anyway using Place Everywhere but a less janky solution than building the items in the build zone and walking them over one by one would be much appreciated haha. Becomes a power armour garage / Brotherhood museum whenever I do something with it.
  2. Haha, I'm tempted to use ‘Place Everywhere’ to disable workshop timeout and enable extra object selection to pick up and drag the things to the airport myself xD Only thing is if combat forces me to leave workshop mode I'll have to go back to an owned settlement to re-enable it and then walk back to where I put the object.
  3. I love the idea of marking things and them actually showing up at the airport. The UFO and the vertibirds like you said but also stingrays and APC's, maybe even tanks and trucks. If you're crazy enough to include the Yangtze then you should also go for the USS Constitution post-quest. No way I'm giving unique or rare loot to them for it to just disappear though. However, if whatever I give them is going to be neatly arranged on a display in a secure location, then I'd consider it. For example a master locked display in the room where Liberty Prime's parts start out, giving you the option to steal them back if you change your mind. As per usual I'm getting carried away but this concept has a lot of potential and I could go on good idea making this post.
  4. Cool idea, à la “Institute Danse”. ( https://www.nexusmods.com/fallout4/mods/48690/ )
  5. https://images.app.goo.gl/S9dJToeSCV4kEu2g8
  6. Yes I DM'd Dimensionlord1 a link to the Discord as soon as they made the thread
  7. I would like to see this handled in a more controlled and reliable way.
  8. In a Subversion ending the Institute could upgrade Nick and DiMA, and graft Kellogg's hippocampus and parts into a courser based on his younger self.
  9. The race and keywords of every robot would need to be modified as every robot outside of Automatron is a different race than it's buildable counterpart. But yeah I'd love this, taking it a step further a way to repair/revive dead robots with Robotics Expert 3 and a couple repair kits would open up characters like Sarge.
  10. I've actually put this forward on here before, I'm glad your post got a reply!
  11. I thought trainers were just for games that didn't have console
  12. I believe they were cryogenically frozen at least up until the announcement saying critical failure on cryogenic array, and that the life-support and cryo were separate systems. I imagine, by Fallout logic, a modified super-stimpack and resuscitation/defib would be enough. Especially if mysterious serum were involved. But it would need to be quicker than you you could get the serum and a medical professional, although AFT gives you up to meeting Kellogg to rescue your spouse, and they have a bullet hole. So I guess I'm saying it's not more unusual to resurrect the recently suffocated than it is to resurrect the recently shot in the chest, as some other mods allow. I'm no modder but I would imagine if the NPCs in the pods cause a lot of issues then a script that replaces them with copies from the prologue, after meeting certain conditions, might be better? Maybe even if you do everything you can, it should be a dice roll based on the steps you took wether or not it will work, adding stakes and a little realism.
  13. +1 Technically they're dead since life support failed, but are clearly frozen and preserved, as if no time has passed since they died. I believe Fallout has the means technologically and supernaturally so a mod that made them unique them unique settlers would be awesome, just have some sort of explanation like taking a doctor to resuscitate them and/or shots of mysterious serum for example.
  14. I wish we got the original Combat Zone, and failing that the opportunity to fill it with patrons relating to how we end Nuka-World, after invading the commonwealth. Maybe something similar for Easy City Downs. Even imagine, maybe Obsidian might have done this, if you do Automatron and Nuka-World in reverse order and go to get Jezebel as Overboss you can instead ally with the Rust Devils and go with them instead of Ada to take over the Mechanist's Lair for them in exchange for a treaty with your other gangs. TL;DR:- I agree that there's a ton of missed or poorly executed opportunities related to the Raiders and I'm not even a player who typically chooses the bad or evil options. (I would honestly rather take a gang and redeem most of them, but that doesn't make much sense, I hope unlike the other ideas above.) So I can't imagine the disappointment from a player who enjoys that sort of thing, maybe from the classic games, The Pitt or New Vegas.
  15. I'm now imagining a side quest which reveals the praying, originally to no one in particular, that you've been doing for some time now has been latched onto by a less favourable god. Perhaps one of the Eldritch entities established to exist in the Fallout universe. Leading you to need to complete a dungeon or two to cleanse yourself of it's grip. As usual I've thought too much too fast about this and in the time it has taken me to type the original idea I have already come up with another act of the story. Terrible habit I can't stop. That's me done with my horror story, you can have your thread about a Skyrim-esque stat buff mechanic back now :')
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