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Everything posted by ETSubmariner
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Complaining that a 'community' is run better than a 'business' is apples complaining about oranges being juiced. Nexus works fast because it is a community. Bethesda and all its uppers are a business. The takedown process they implemented is exactly as it will be and is. Are we talking about the same people who complain about their YouTube video being removed without that process are now complaining about that process being required . . ..
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I was thinking about something like this last night. I would like to be able to assign settlers to long patrols, well outside the red zone. There are a variety of mods that allow you to build/scrap outside the normal settlements, and though still primordial, I wouldn't want to be limited by not being able to patrol down to Concord and back, etc.
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Anyone else notice the new update?
ETSubmariner replied to ginnyfizz's topic in Fallout 4's Discussion
That's what I want to know. What is in the update for PC users? XBOX got mod support, but what does that have to do with us PC users? And more so, why is it taking 20 minutes to start the game after downloading the patch? -
There are only a few primordial mods of that kind on the Nexus now, adding blueprints to settlement building and also weapons/armor. I'd like to see something more than those. Also, if you scrap an item that otherwise would require a blueprint to build, you "learn by doing/reverse engineering", and so you get the blueprint in that way, would be my additional suggestion.
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On a separate note, whether it was called karma or fame/infamy, those mechanics would permit us (finally!) to be evil in F4. We could be hated by Diamond City as raiders, but raiders would be OK with us. Something sorely lacking in F4, but definitely loved in New Vegas.
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ETSubmariner, could you link to a source on this so I can get a little info on it? Thanks. I poked through with both FO4Edit and the Creation Kit for F4 in the last month. Much of Bethesda's prior work on Fallout and Elder Scrolls stuff is still in there, like "spells" mechanics and "magic effect" mechanics (even though different names now) and even horse riding. There were entries about fame but I am a total noob about modding. In effect, they just upped the features but left pretty much all prior games mechanics in there. Fallout 3 & New Vegas had fame and infamy mechanics, though I have no idea how they were triggered. I do remember my favorite was becoming a vampire, which gave me infamy, and also when I stole something from someone even if they weren't in the room, it was bad karma. Mind you, I don't know if karma was also fame/infamy, but in my head from way back when I playing New Vegas, I "think" that doing something against a particular faction = infamy, and with enough infamy or fame, they would act neutral, friendly or outright hostile. But in vanilla F3, I think it was karma. Afraid that's all I've got for you. Bethesda has a lot of assets and/or mechanics in the game from their prior games. Who knows? Maybe someone will modernize the horse riding, and we'll be riding in F4? Ha!
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Hello mod authors, I'd like to see a mod that pulls out the already available (but not active) Fame/Infamy features of Bethesda's rehashed F3 software into Fallout 4. In addition, I would like to see the mod use the disguises feature of New Vegas. Wearing raider armor in your settlement? The settlers will show you their Boom-stick! So would Diamond City guards, etc, etc. Please, and thanks!
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Hello mod authors, It's hard to (role)play an addict even in survival mode. Addictions only add one effect, and never seem to do anything else. You have to just use them, but there's not much else to the mechanic than that. I would like a mod that alters the addiction system: 1) Being an addict in survival mode already provides some detrimental effects, and those would stay as they are . . . to start! 2) Not feeding your addiction daily-ish adds to those detrimental effects with whatever effects are relevant, 3) Feeding your addiction also (but slowly, very slowly) ups the need to feed your addiction in #2 above. 4) A system, whether an item you carry or simply exists (item called auto-addiction-feed?) that will randomly cause your character to ingest/shoot up with the addiction you suffer under based on how long it's been since you last fed the addiction, damage perhaps, food/water cravings also part of survival mode. If your inventory doesn't have that item, whoah! You need it bad. Bad things start to happen, as in #2 and/or #3 above. There are mods that introduce the smoking animations for cigars, etc, and so this ought to be compatible with those by not forcing your character to stop mid-battle to smoke a cigarette. Besides, nicotine is addictive, but you could hold off a little while longer even though it has increasingly detrimental effects if you don't smoke soon. This might be the only variation, as you can certainly shoot up/inhale jet on the fly, etc. Please, and thanks!
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I second a day/night cycle of walking breathing hell.
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Making a new settlement, can't get it to work
ETSubmariner replied to Pyskiper's topic in Fallout 4's Discussion
I wonder. There are a few mods out there that allow you to create your own settlement on the fly (Portable Workshop Enhanced, for example). They have that same problem of not showing up on the map or being listed for settlers. A real workshop is definitely laid down when you throw one down (although they use various different models, it is a workshop). Do you think this might work to enable a workshop to then be visible to the game as a normal settlement with recruitable settlers and supply lines, etc? Would there be a console command to do this if you had that workshop just plopped out a moment ago and clicked in console? Or a bat file, which is really script-lite? -
Hello mod authors, I am trying to modify some flora by introducing a lootable (old fashioned, farmers-edition pre-war) GECK in the game, and in that GECK are some heirloom seeds. There are many players who don't want to build settlements in the way that Bethesda designed, and one of the things my mod will provide are heirloom plants that don't need settlers assigned. Alternate settlement mods are coming online fully, but they all have the problem that you cannot recruit, assign settlers or supply lines. That means some settlement bounty is not available. This was one reason I want to do this mod. I have modified the production rate to be 15 days instead of vanilla 1. I found several instances of scripts for plants, including one relating to the WorkShopObject. In that file are line items that determine if an object must be assigned a settler in order to produce/work (guards for example). I've altered it to be false 100% of the time by simply telling the script to look for a custom keyword in the flora/ingestible. That custom keyword is NOT in the game, hence false, item doesn't need a settler assigned to do its thing. The regular vanilla script continues to run as always for everything else. However, false here doesn't mean that script handles the actual production, but I'm just not seeing how that works. And it doesn't work. Perhaps another set of eyes? For example, vanilla razorgrain requires a settler assigned in order for the script to tell the game it is valid to produce a harvest based on the workshop reset time (1 day in vanilla). I want my wheat heirloom (razorgrain copy) to be planted (which it can be just fine), and left to its own devices. It will produce a harvestable at 15 days, leastwise that's what I want it to do. In my tests of leaving the reset to 1 day, then sleeping and waiting, the damn thing won't produce a thing. I'm obviously missing something. Any suggestions?
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Does an entry .esm override .esp modifications?
ETSubmariner replied to ETSubmariner's topic in Fallout 4's Discussion
Turns out there's not just one message, but two listed in the same vanilla message entry! Uh, Bethesda? I deleted the one line item calling for the vanilla message, and kept my line entry. Works like a charm now. So my question would should have been, why would Bethesda put in two line items that override each other in the same entry? -
New Radio Constructible Does and Does Not Work
ETSubmariner posted a topic in Fallout 4's Discussion
Hello mod gurus, I created a mod that allows the player to craft a radio that (in addition to playing Diamond City by default), will automatically sound another .wav file (a siren) when a dust or rad storm comes up. I've tested it several ways, and it does and does not work. Does Work: when first crafted, off. Turning on will start Diamond City radio and if the weather changes (fw console command, for example), the radio continues to play and you get a blaring siren as intended. Does Not Work, but might be ok: Turning it off does not turn off the siren, which is fine I suppose since the siren file isn't a radio song--just a ,wav file in a \sound subfolder. Does Not Work: Turning it off works to silence the radio, but when I activate a weather intended for the siren AND then turn on the radio, no siren. Just Diamond City. Which means it won't do it regularly as intended. There appear to be only two real options in Sound Descriptor, which are Looping or Activation. I think Activation simply means you turn it on and off, and that's what starts my siren sound. My siren file listed in looping = siren doesn't play. I think that the vanilla attack siren is just like this. Some script tells the settler to run over and turn on the alert siren during an attack, then run over after to turn it off. Too bad I don't know how to script a settler to run over to my radio to turn on the siren when a dust storm starts up. Any ideas? -
Hello mod authors, I'd like to see a mod that introduces an immersion in which crafting, cooking, building, scrapping take time. You may have played with a similar mod in Skyrim. I think it would take time to take down a whole ruined house in Sanctuary, which I suppose would be time based on how much steel or wood it was going to provide in return. Anything over 10 steel or something, as an example, starts the mod up and notifies the player by message box that this effort will take # hours per bundle of steel obtained. Time flows and so those in Survival mode will also experience need to eat and drink, etc because of the time passed, which is already in vanilla. Building a large wood shack ought to take time too, again perhaps based on the amount of components needed. I'd like to see another mechanic that allows a player to assign a settler to do the work, and the player can then just wander off to other things while the settler eventually completes the job. Perhaps the scavenger?
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Hello mod authors, I'd like to see a mod that changes how death for character works. Half the time, it isn't death at all. You are knocked unconscious, and awake a random time later (1 to 12 hours later, for example). The other half of the time, you are indeed dead and need to reload, obviously. Waking up, you will find you have 10 health or something, and perhaps there's a small chance you might have been looted of some random items; stimpaks and food and armor and even weapons/ammo have a higher ratio of being looted when that Lootable Chance even occurs. Companions would have gone home as well.
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Hello mod authors, Is there a way to simply have a never-ending effect in Magic Effects? I do see some vanilla entries being 17280 seconds! Whereas that is a lot of seconds, and probably a workaround, I'm wondering if there is indeed an evergreen entry for that EFIT Duration field. What do you think?
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Hello mod authors, I too am making a tiny mod. I copied as a new record into my mod a Message found in the fallout.esm ("You are incapacitated . . . "), changing its FormID to exactly match the vanilla one so mine would trigger instead of vanilla. The only thing I altered was the text message that appeared to the player. Yet, when my mod does its thing in game, the .esm version displays instead of my custom message. My mod is obviously loaded after. I've poked through other mods that copy a FormID entirely to alter one thing, and their's work. Mine. Not so much. What do you think my trouble is other than utter inexperience? Thanks, ETSubmariner
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I believe this is what you might be looking for - just wild crop farming, though if you don't like the perk requirements (it is hard to generally domesticate wild crops -- immersion), you could remove the perk reqs using FO4Edit or the CK. http://www.nexusmods.com/fallout4/mods/13246/?
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Custom, infinite map markers with text
ETSubmariner replied to DeusMortemEst's topic in Fallout 4's Mod Ideas
Same. Have a Portable Workshop mod that allows me to set up workshops wherever I want, but sadly, only the last one is visible as a marker. I would like to have many markers, even if it meant the marker had to be tied to "quests" in my log under Misc. So, yes please. -
I'll add my comment. Alternate Start (proper) mod would be awesome. I too had troubles getting back into F4, but I've modded the s#*! out it, and yet, the story is the same. You are the parent. Main quests are parental.
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Hello mod authors, In Survival Mode, i would like to see both settlement crops and wild crops have the chance for disease, making that current crop inedible. It would simply be the same method of harvesting, but there's a chance that when the item appears in the inventory, that the crop would be marked Diseased (could still eat it, but very likely giving Survival Mode-style illness to the player). I would also like food in inventory or in the workshop cloud to eventually rot after a while. Could still eat it, but would definitely give a player some illness. Perhaps just a timer? A week later and the food is rotten? What do you think?
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Hello mod authors, As I traverse the hellish wasteland, I come across a settler who desperately needs help. So & So raiders are demanding stuff and they're gonna come back. The settler asks if I might go off to fight them, hoping I am strong enough to do it. But, you know, "No thanks," that settler says. "No need to help me build up some defenses RIGHT NOW in the event of my death at the hands of the raiders . . .." I'd like to see those settlement workshops with non-allied settlers able to be unlocked by simply visiting them and taking their quest. I AM the one paying for settlement building after all. My caps. My crafting materials I scrounged. I want them to survive, and so I should be able to setup some defenses for them so that even if I fail, they'll be capable of defending themselves a little bit. As that quest is actually radiant (I thiink), it has that chance to fail if not completed in a certain time. That apparently also has the possibility that the settlement might become non-allied again. What do you think?
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Oh yes, I know what you mean. I even made a funny I tell myself when it happens (which is often). In game, there's a song on Diamond City Radio with the phrase "Stroll out with the fallout, baby." So whenever I get hit by the speed boost thing, I tell myself, Scroll out with the fallout, baby. Scrolling in or out with my mousewheel fixes it for me . . . that time.
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I hope so too. I've been hounding mod authors with somewhat related mods to add it, but you know . . .. I spent a while chatting with the mod author of War of the Commonwealth, trying at every turn to suggest feral attacks would make sense during radstorms even if there were no siren related portion. Didn't seem like a go for that author. Ha! As an update, I asked the mod author of True Storms if the game itself knows what weathers are active (meaning, it can give the mod author data about the actual weather). It can. So this mod definitely can tell the siren to go off when the radstorm kicks off.