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About Greenslade

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I turned off Scrap Everything because it was too powerful for my own good - I ended up having less stuff than I needed/wanted in place. It returned everything I'd scrapped though. I'll probably go back to Scrap Everything for the next playthrough and just be more careful.
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Flat and totally-scrapable Sanctuary?
Greenslade replied to stebbinsd's topic in Fallout 4's Mod Ideas
I haven't tried it but maybe this one might meet your needs? http://www.nexusmods.com/fallout4/mods/12253/? -
Flat and totally-scrapable Sanctuary?
Greenslade replied to stebbinsd's topic in Fallout 4's Mod Ideas
There are a load of flattened and cleared Sanctuary mods on the nexus already, is there just not one that meets your exact needs? -
An expanding radius of influence doesn't even necessarily need to be "end game" stuff. It could use the existing settlement mechanic so, for example, a settlement with 20 population and 100 defense could have a wide area of influence and a new one with 2 people and 10 defense would have a small one. No freakin' idea if that's even possible though! :D
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Settlers Improve Settlements - mod gone missing?
Greenslade replied to Greenslade's topic in Fallout 4's Discussion
Awesomesauce. I was thinking if it had vanished that maybe it hadn't got much love and so even my beginner-grade skills might be appreciated. As it is, it sounds as if you're all on top of it. :D It would still be nice to contribute if I could, if there's any small settlements that aren't getting much attention? I really liked the idea of the settlers knocking into the buildings in Hangman's Alley as they expanded, for example, so that the more people there were the more the empty buildings got the plywood taken off the doors and turned into working spaces. Of course that's a fairly obvious idea so maybe someone's already done it. Are you expanding the build areas of places like Jamaica Plains and Nordhagen Beach to make them make sense, too, (like, seriously, guys, you're not gonna defend that bridge huh?) or are you sticking with the vanilla build areas? -
So I've been using M D Wolfe's Fusion and Fuel Rebalance and there's a lot to recommend it, conceptually. You only reload one fusion cell in the animations, after all, so it makes sense that each fusion cell would hold a certain amount of shots. The downside to the mod is that it's easy to get filled up with lots of half-empty fusion cells and plasma cartridges clogging up your inventory. I'd love to see this concept extended to ballistic weapons too. You don't have time to refill a magazine in the middle of battle. You swap in a loaded mag. If you reload early you should have a mag with 3 rounds left in it, not magically add 7 rounds into a half-empty mag. So, there's a couple of things I'd like to see in an ammo overhaul. Magazine crafting and loading. Craft mags that match the required magazines for your gun (i.e. 10mm mag, drum mag) and load them with rounds turning them into a charge item.*potentially* this could be used to move the magazine itself out of the gun mod slot? Probably not though as that would require guns taking more than one kind of ammo, which I don't think is possible, although it would be cool if your 10mm could take standard and extended mags depending on what you have in your inventory.Mag reloading. Some concepts:Emptying half-done mags, tanks and cells at a workbench, giving you back an empty mag and the right number of loose bullets or "single charges" of fusion, plasma etc. Merging half-done mags/cells into filled ones counting the correct number of rounds. i.e. a fusion cell with 12/30 charge remaining and a fusion cell with 25/30 charge remaining will give you a cell with 30/30 and a cell with 7/30. Core "recharging". A station that takes half-spent fusion cells and returns fully loaded cells after a certain amount of time. Come back to base, load in all your empty or half-done cells/cartridges, pick up the recharged ones you left there last time. Some way of doing this with fusion cores too?Change weapons to use mags rather than single bullets. Make enemies drop some half-spent and full mags rather than individual rounds. I know some of this will be doable and will just take work, i.e creating all the new ammo types and updating the guns to use them all. I don't know if some of the other stuff is doable. For instance I don't know if the game can actually return a variable amount of ingredients from a "charge" item depending on how much charge it holds. Any brave modders want to take a bite at this? It'll be totes immersive!
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Settlers Improve Settlements - mod gone missing?
Greenslade replied to Greenslade's topic in Fallout 4's Discussion
Thanks. I'll message the mod author and see if it was deleted because it didn't work or just because he stopped being able to do it. Thanks again. -
Settlers Improve Settlements - mod gone missing?
Greenslade posted a topic in Fallout 4's Discussion
Hey all. I am *sure* that there was a mod on here not so long back that was a WIP for getting settlers to auto-improve mods. It seemed to be something that triggered at population level to hide/unhide layers to give the impression of improvements. This seemed pretty interesting to me - both as a player and as someone starting out with the CK. However, I can't seem to find it now. Does anyone else remember it and does anyone know what happened to it? Am I just being blind? -
Merging Mods - not just levelled lists
Greenslade replied to Greenslade's topic in Fallout 4's Discussion
Thank you :D -
Rimworld is built from the ground up to be a much more complex framework for dealing with multiple colonists, their personalities, needs and interactions. I'm not saying it's entirely impossible for something like that to be retrofitted over the top, but it strikes me as being an awful lot of work and would always be kludgy as all hell.
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Hey all. So I was looking for ways to expand on the frankly a bit sparse options for the laser/plasma/institute guns, and I found a load of really neat mods out there by some really talented modders. However, lots of things either don't work together, conflict, don't balance well etc. For example, I like Ransero's Laser Gun Expanded as the different versions look awesome. I like the idea of Concentrated Beam Splitters and Lasers Have No Recoil and Super Laser Rifle Mods but a lot of them do the same things but a bit differently, so there's some duplication and conflict there. Additional mods like the Heavy Laser and Tri-Beam Muzzle and Laser Stealth Remodulators are also good for adding options but unbalanced against the other mods. I'm using MD Wolfe's Fusion and Fuel Rebalance because I think it fits better with the animations - i.e. having a fusion cell be something with multiple charges that gets used up rather than somehow one fusion cell equalling 24 fusion cells or 7 fusion cells depending on what gun you put it in. I've had a look at these in FO4Edit and I could probably work out a patch for some of the inconsistencies with damage etc in there, but there are some things that I think might require the Creation Kit. So, questions. 1) Does anyone have any experience or advice in trying to merge a bunch of disparate mods into one big one? 2) At what point would this become more than a mere patch and therefore something I'd have to get permission to release into the wild on Nexus (assuming it worked)? 3) I don't want to be the guy who says "HAY MOD WRITERS PLS REWRITE UR MODS FOR ME KTHX" but is it actually maybe a better option for me to request a more experienced modder to do this than trying to do it myself? i.e. am I likely to get myself all wrapped up in knots doing it whereas someone who's been doing this for years could bash it out in a couple of hours? ETA: 4) It strikes me that some of these things might be better moved into separate mod slots, i.e. rather than having lots and lots of mods in the capacitor section for all the different combinations and variants, to split some of them up. The Stealth Remodulator, for example, could go into a separate slot because it matches with the silencer/muzzle brake options of ballistic guns. I know adding new mod slots is doable because people do it for recaliber weapon mods etc - are there any tutorials or guides for doing that online? I haven't been able to find any through googling so far. Many thanks for any help or advice you can give. :smile:
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Hey, bumping this up. I'm looking for a way to do this too. I'd like to make some guns use more than one round per shot as balancing effect, but I can't seem to find any way to do it. Has anyone managed it yet?
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- shotgun
- simultaneous fire
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Modified Smithing - testing the water thread
Greenslade replied to Greenslade's topic in Skyrim's Skyrim LE
Aha! That's an even better idea than I had. The way I'd imagined it would work would be that a model specification would include 3 or 4 base textures per part, and that the others would be standard variations of those, tinted appropriately, so that Orichalcum was basically Iron Texture+Green for example. But creating a single "detail" material would be even simpler for a modder wanting to add weapons to the system, and might well make for nicer variations in the material textures. Assuming the normal and specular maps would also apply in a non-ugly way on the "detail" model. OK, thanks for answering the question. Next step is to dive in and see if I can actually make this bit work, I guess! -
Modified Smithing - testing the water thread
Greenslade replied to Greenslade's topic in Skyrim's Skyrim LE
OK so I could apply a texture set to a different part of the mesh, even if they use the same .obj? That hasn't been clear from what I've read. The whole point of this question being, if this mod eventually does what I want it to do, a basic dagger would have 55 different possible textures, a basic sword around 3,000, and a more complex armour over half a million. Even without the alloying system, a basic sword would still need 100 possible textures. The number of possible permutations mean it would be impossible to texture by hand. However, making a recipe specification that used 3-4 "base" textures for each part and varied between them in standard ways, while more complex than a simple armour, would be pretty doable IMO, at least from a modelling and texturing point of view. Is there a tutorial on picking out different parts of a mesh and applying different texture sets to them? -
Modified Smithing - testing the water thread
Greenslade replied to Greenslade's topic in Skyrim's Skyrim LE
I already know it's not going to fit into the existing smithing system, don't worry. I assume, eventually, I'm going to have to make a completely new menu system and bypass the original smithing system entirely. I'm more just wondering if I can do any of the bits. Reading on further about the contents of .nifs and texture sets, it certainly looks as if, in theory, one could create a .nif where the blade and hilt were separate meshes with separately assignable textures. Is that theory accurate? And, if so, will it royally f*** things up if one were to actually do that?