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cranston777

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Everything posted by cranston777

  1. Build mode > Resources > Misc. > Bell. Once the bell on the post is in the ground, exit build mode and ring it, and your wondering settlers will (slowly) walk up to it and you can do what you need to do.
  2. If the topic didn't make it clear enough. The idea of having a car in fallout has been around for a long time. The idea of having a motorcycle in fallout is cool and is already being worked on. Now the problem I have is the roads are messed up and there are places that a bike just won't go. As far as lore goes, it seems much more likely to me that people would have caught and tamed animals over the last 100 years to act as mounts. My personal suggestions would be radstags, yao guai, and death claws. Thought it would be interesting to see mirelurks as sea mounts, a sled pulled by mongrels or a team of mole rats lol. The point is that before machines, and after machines, the popular mode of transport: animals. Honestly at this point I'm a bit suprised that no one has done this yet. Treat the mount like a companion, they "stay" when you aren't on them, and have a companion whistle to call them to run to you when needed. Trained to stay alive, even the deathclaw runs from combat. Saddlebags so your mount can carry another 100-200 pounds of gear. Allows you to "run" or "sprint" as long as you don't have more than 300 pounds on you. Not allowed "indoors" the mounts are for traveling from location to location in survival or as a replacement for fast travel. The movement animation would basically stay the same, treat it like power armor but you "run" faster and "sprint" say x2 or x3 faster depending on the mount. I'm not a modder, if anyone picks up this project it is they who will go down in history as an amazing mod maker. I'm just happy to share concepts and bounce ideas around.
  3. Everyone wants mods for their own reasons, including myself. That being said I did want to point out that most of the radiant quests are set up not to "reward" you with caps but to restock locations with enemies. The spawn timer for locations is pretty long, but if you do a radiant quest that takes you to a location it gets filled up with enemies and potential loot. So the caps are just a side note the real gains are the loot and exp, face some legendries along the way and get drops worth hundreds of caps. Edit: Noticed your number of posts and realized that you probably don't need any help with game play lol.
  4. Mod Request: So the way my brain works is that if the modding community could fix this bug as it is they would have probably already done so. That being said, my thought was what about a mod that just sets a minimum on settlement happiness at like 40%. No matter how shitty the game thinks the conditions are the happiness never drops below 40%. If that isn't possible maybe a mod that just locks happiness to a number like 50% or 80% so that it never changes. My idea/request is just to make a mod that removes all concern for a settlement going below 20% happiness, one that stops my settlers from freaking out about problems they don't have. I give these fools food, water, plasma weapons, armor, beds and a roof and still they get all pissy cuz when I walk too far away, the game bugs out. Each of my characters over the last 400+ hours has had local leader, and I enjoy building a network of stable settlements. This bug is ruining my survival play through and I know it's doing the same for other people. If I had the understanding I would do it myself but I don't know how to, so to anyone reading this: Be a modding hero and create something that stops settlements from freaking out or hitting lower happiness levels. My personal experience: Playing on survival, 82 hours in with settlements across the map. I started to notice problems with water first, some settlements would say not enough water even though I am producing well over 300. Then I started to noticed at Redrocket my population would climb up to 41 even though my max is 24, without enough beds they would get pissy fast so I run up and all the extras are gone. I put 41 beds in Redrocket and since I did so, I haven't had problems with the population; and I've just put 8 or 9 water pumps at every settlement so the random water outages don't piss off the populations. Now the new problem is the settlement bug I've been reading about that doesn't seem to have a real solution yet. First off let me say this has nothing to do with Jukeboxes or TVs lol. I have none in any of my settlements, also as I'm playing on survival I can't fast travel so that isn't the cause of the problem either. I go to Abernathy Farm because it is listed as 0 water 0 beds 0 defense. As soon as I roll up they go from sad to happy, my water, beds and defenses are fine there, sucks though because in one game day my happiness went from 75% to 40%. I check my map, next stop is the Drive In it seems to have the same problem, I walk just down the hill, and find every single one of my 24 settlers is now jobless. So I gather them up, and give them all their jobs back, water, beds and defense is good, I check my map Abernathy Farm is reading 0/0/0 again in the same game day. Graygarden has been on a happiness decline down to less than 20%, they have more food, water, beds and defense than what they need with decorations that make no difference. Even when I'm standing in the settlement, Graygarden happiness is on the deline and currently seems to on track to be the only settlement I'll have ever lost in all of my game saves. At this point until the bug is fixed or a mod can work around it, I can't enjoy playing this game. I won't be playing it until a solution is found, which really sucks. I'll be checking back here to see if anyone has posted anything until a fix is made.
  5. Hello, This is my first request that I am aware of on here. I have tried looking for something like it but haven't found anything, so if I'm making a request for something that is already out please just point me to it. What I would like to see: A mod that allows you to use the standard game mechanics for picking locks and hacking computers at any level without a perk. The more difficult the lock or hack, generally, the more time it takes to bypass it. So I can *try* to pick a master lock or a master hack at level 1 without a perk. If you take the perk, it allows you instant access (like easy pick/hack mod). The idea is you can try it without the perks or you can spend points on the perks to make it way faster. Why I would like to see this: I like exploration, but I think it is lame that you need a perk just to try a hack or lock. The perk should be a PERK something that enchances your ability, imo. So you can go through the game without the perks, using lots of game play time trying to get through locks... Or you can get a perk that allows you to crack the code/lock quick. It allows you access to try hacks and locks early on, and if you want to spend perks on it later, it gives you an advantage. Personally I think this is how the game should have been released, just my opinion though. What I have: Right now I am using the easy hack/pick mod that pops locks and only gives the right answer for the hacks. I still put my perks into locks and hacks to access them. It saves me a lot of time, but lacks immersion. So I would like to break pins on locks trying to get in until I have put a point into a perk that makes me sly enough to pop locks on the quick. I'm not sure how much time or effort it would take to do this, but I am sure that there are a lot of players out there looking for immersive mods that would appreciate another option to the easy hack/pick mod. I do use the easy mod, I do appreciate all the time it has saved me but I'm just looking for something with another option to it. Side note: Playing on a pc, but I am on survival mode without access to console commands.
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