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JimAndConrad

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  1. Solo players in Return to Moria frequently hit a glitch where they can't get enough Black Diamonds to rebuild The Eastern Stairs. This is due to drops being randomised and judging from the Steam Discussions it's a frequent problem. It makes you think; you already need a specialised tool, why would rebuilding a set of stairs need rare gems? It already has that tool as a level-lock.
  2. Catchy title? M1 Carbine replacer for the 'assault rifle'. Yes, in the 1950s - even Atom 1950s - the USA was more than happy with its little carbine. Rather than that, that, that thing which is the assault rifle you'd see a raypunk version of the humble M1 carbine. Ammunition? Well, as there's usually three it'd be '.38' to start with but still much more damage than a pipe gun. Then you'd have the 5.56mm which was pretty space age for those days. No, not the ,45. They used Grease Guns for that. The final round? Definitely the 7.62mm from Nuka World. Science Station. So you've downloaded every mod that lets you use anyone as a companion from Pickman to some mole rat no one else has ever heard about. While you're taking them out make buds with them you have people like Curie et. al. who I suppose could run a clinic. But what a waste! She, Virgil, any science-type personoid needs a laboratory! There's already tons of animations for them. I dunno, maybe a happiness buff? Piper's Printing Press (P³) Our favourite muckraking reporter is always bugging you for a press, and really it's a far better job for her than pulling weeds or flattening tin cans. She could keep your settlement up to date on who's a synth among them. Bonus if you transplant Nat. That's it, no more! (Did I tell you about my idea for Sierra Petrovita running Nuka World with Bradburton as a robo-brain sidekick?)
  3. It'd be nice to have Piper use a printing press as an assigned bench. She's always asking for one anyway. Perhaps it would be good if Nat could be transferred from Diamond City as well, she works to hard and never hangs out with the kids there.
  4. There's some cool people who through mods can be made settlers such as Virgil and there's a companions such as Curie who, because you always have Curie if you don't have anyone else, might need a science station when you are 'training' another companion.. However it feels kind of odd that these people should give up their scientific endeavours and pull weeds. It would be nice if they could be assigned at a laboratory to do sciencey things and have sciencey dialogue. I can't think of what it would do for the settlement, possibly nothing at all because science can take years to develop results.
  5. I've searched and can't find the answers, I apologise if these questions are tedious repetitions. - How do I open the .bsa archive so I can access the .nif files when making a new container? example: I want to make a standard chest with different attributes. I go to containers, hit 'new' and enter the values I want. When it says 'add art file' I go into the 'o' subfolder where the chest art files are and can't see anything. I'm guessing I have to unpack the .bsa file but have no idea how to go about it. - How can I transfer ownership of the objects that have the "Trebonius" ownership to the player when they reach Archmage rank in The Mage's Guild. (If this involves a lot of scripting just say that and I'll abandon the idea as I'm a scripting newbie) - Is it possible to have a door relock itself after you've gone through it? I want the player to have to carry a specific key - What is the cleanest and most efficient way of cleaning a mod .esp in 2023? Over the years many different programs for this have come and gone, I was wondering what the gold standard is now. Thanks for any help. JaC
  6. Is it possible to get internal walls made up for the various building types?
  7. I've just seen that this is pretty much already done in Basement Living
  8. Sick of a rad storm blowing over and even though you're in a secure concrete structure you pick up rads? Well how about a modular fallout shelter? If your character can make a fusion reactor surely he can dig a hole in the ground! Ideas for what the mod would be; - A classic fallout shelter such as the one in Sanctuary Hills. - Possibly various levels of comfort or equipment tied to perks? (Sounds a bit hard to me but then again I know little about modding)
  9. Awesome thoughts guys. Not only adopting your ideas, but another idea could be to click on one of the earth moving machines to initiate 'back fill'. This would dimply delete that cavern section except for the vault modules so things cannot get 'outside' the modules. In effect the cavern is filled with earth around the modules.
  10. Being able to make ammo would be good too. Probably at the chemistry station
  11. Some thought on Vault 88; - Delete monster spawns inside (It's supposed to be a bloody vault!) - Allow power connection to run up stair modules. - Move the entrance to somewhere not stupid, because under a radioactive raider camp is stupid. Some thoughts on how it would have to be done; - The two back entrances would have to be sealed off and made into isolated 'mini sites' - Perhaps the vault could be uncovered somehow in game? Such as 'place mini nuke here and get the hell away' to uncover the vault entrance.
  12. Thanks heaps for that, I'll use that on my new run-through
  13. Have they always done that? On my last run through I had to link all the modules and it was really annoying
  14. Concept: - Each individual Vault Section Module Should Conduct Power Reason: - This is prewar stuff! The modules, if you look inside, evidently conduct water, sewer and a bunch of other things. Are they really telling us none of those ducts are for power?! There is no reason you should have to lay a spider's web of connectors along the exterior of each module.
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