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rsm000rsm

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  1. Still need to dig the chip out of his head, although it would be rather funny if you show up at the Railroad with a courser slung over your shoulder. ;-)
  2. I don't think you can get into the Institute without killing him, as you need his chip before you can build the teleporter.
  3. This is something I've wanted to see for a very long time. At the very least, a mod that gradually cleans up the new section and populates it with V81 residents. In fact, I have a (mostly complete) face pool of over 150 V81 residents waiting for just this sort of thing. We can only hope.
  4. Nuka World has food carts that could be converted into constructable vendor stalls. I'd like to see it have more specificity than simply a reskinned bar, though. Maybe restricted to selling only stuff like iguana on a stick, squirrel bits, molerat chunks, and similar "fast food."
  5. If you build three guard posts and assign a guard to one of them, the guard will patrol between them, but I'm guessing that's not what you have in mind. I'd like to see a means to assign someone to guard duty and have them patrol the whole settlement. I figure a buildable object with a sandbox package similar to a scavenging station would do the trick, but I have no idea how to set up something like that.
  6. Several of LarannKiar's recruitment mods include assignable furniture devoted to the NPC in question. For instance, Virgil gets a chem station, Kat gets a vendor stall, Magnolia gets a microphone and speaker, and so forth. As well, there's Assignable Cooking Stations - Idle Conversations (among others) in LK's catalog that give settlers more things to do. In addition, More Scavenging Stations is a nice mod, and there's another one with assignable workbenches, but I can't remember the name right now. In any case, I do agree that it would be nice to have NPC-specific furniture that takes advantage of (or ties into) the NPC's backstory.
  7. Vault 88 doesn't have a sandbox package. Vault 88 Settler Sandbox Fix takes care of it.
  8. So, over the weekend, I attempted to create a mod that would fulfill this request, but with mixed results. Here's the scoop. To assign the Sentinel PA to a settlement, it must be placed in "Stand Down" mode within an owned settlement, after which it can be assigned via the "Move" command in workshop mode. If assigned to a job, it functions very much like a robot--that is, it just stands there because it doesn't have proper animations to perform the job in question. I didn't get a chance to test it as a provisioner, but if that works, it is possible to limit the Sentinel's job options to provisioner only. However... I stopped testing because I discovered that, once assigned to a settlement, it couldn't be turned back into a companion. The hacking options were there, but the Sentinel ignored the commands. I'm assuming these issues could be remedied with the appropriate scripts, but that's beyond my skill set.
  9. Not exactly what was requested, but there is this: Many More Survivors - 60 Summonable PreWar Settlers at Fallout 4 Nexus - Mods and community I reused most (if not all) of the pre-war faces in my Diverse series, too, although I "wastelanderized" them.
  10. These are already in the game, if you haven't already found them. SkinOldNaked [ARMO:00128C5C] SkinBodyOldMale [TXST:00128C58] SkinHeadOldMale [TXST:00128C59] SkinHandOldMale_1 [TXST:0015B540] SkinBodyOldFemale [TXST:00176AD0] SkinHeadFemaleOld [TXST:0003C655] SkinHandOldFemale_1 [TXST:00176AD1]
  11. Hello again, Here's another one that might work for you: Eight Companions. Yes, they're companions, but they aren't fully developed companions like Heather or Ellen or Darlene. They do have custom voices and dialog, though, so they're a step above common settlers--even unique settlers. Likewise, I've just posted a patch that corrects some errors/oversights in the original mod: Eight Companions Adjusted. In any case, I don't run with companions often, so I use this group as "settlement bosses" (so to speak), so maybe they'll be suitable for you, too.
  12. Repairing damaged crops requires the expenditure of produce from the crop in question. For instance, to repair a damage tato plant, you have to use one tato. Since harvesting a tato plant gives you only one tato, you'd have to use that tato to repair the plant. To make this mod idea work, you'd have to either eliminate the repair recipe requirement or increase the amount of produce received whenever a given crop is harvested.
  13. Just so you know, those NPCs are from "Settlers of the Commonwealth," not "Better Settlers." That said, Commonwealth Families might fit the bill for you, as the NPC family it covers are unique, recruitable, and have custom voices. All of the other custom-voiced settler mods I can think of are part of bigger mods--SS2, for instance.
  14. Assaultrons are larger than humans, so all of the clothing would have to be upscaled to fit. A lot of work, but doable, as we see with SuperMutantClothes.
  15. Both are connected to other BoS quests that'll break if they're removed from the game before those quests are completed. Both have their early game fetch quests, but they're part of later quests, too. Haylen, for instance, plays a role in "Call to Arms," "Blind Betrayal," and "Liberty Reprimed." Both are part of the police station defense during "Precipice of War," too.
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