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Haukaido

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Everything posted by Haukaido

  1. Good thing I asked, I just wanted to make my job a little bit easier. I don't know how Fo4NV team managed to recreate some authentic voice lines, I assume they rallied some professional voice actors. That's not something I could do. Yes, this was actually my first plan before making this post. It seems there's no way around this, I will have to repurpose a bunch of Fo4 voice lines in addition to using xVASynth. I do study phonetics and discourse so learning this tool would be very beneficial. However, a task that would've taken me weeks, would take months now. Thanks for the help.
  2. I'm currently working on a mini dlc mod that reintroduces the enclave as a side faction. I'm using XDI to gain more control over the main character dialogue since he'll be silent. My problem is, I want to add professional voice acting into my npcs and I wondered if it's ok if I use voiceovers from past fallout games that I download from youtube. I won't be using the original files. Also, I'm extending my luck here, what about Fo76 voiceovers?
  3. I didn't even know those mods exist. Thank you! However, I'm asking for a less feature heavy mod. I just wanted the scrap junk using any workbench function and not everything else.
  4. I've been looking for a mod that adds a 3rd interaction to the vanilla workbenches placed all over the map. Press [spacebar] to open the scrapping menu. This would be more immersive than having to walk around with a portable scrapping bench.
  5. My suggestion is centered around the idea of minimal edits and no lore alterations. I only suggested Quincy because a big part of minutemen lore is centered around quincy, even Preston talks about quincy. It would be very immersive to have the player explore the lore of their "favorite faction" if they chose to side with the minutemen. Also, a wild card ending is never supposed to be the easy route. You are essentially saying no to everything and chosing to do your own thing. I see the difficulty of sending the players there as a win win situation. The player eventually has 2 ways around unlocking the minutemen, The first, is through exploring corvega and skipping quincy entirely . This is the "fast" method that is only rewarded to players who like diving through terminals and are savvy enough to link 2+2 together and check concord again after reading Jared's entry. The second method is quincy, which gives the player the choice to either save their faction immediately , or wait until they are geared enough (or stealthy enough) to do so. By the time you get to save preston you would've had your own suit of power armor already. and maybe even encountered a deathclaw. The deathclaw encounter is only triggered if you speak to preston at the museum. preventing access to the musuem = no power armor and no deathclaw. The entire purpose behind this is to add to the immersion, I really don't like how fallout 4's starting quests roll out a red carpet for you that guides you towards the solution.
  6. This idea is totally inspired from fallout new vegas's Yes Man introduction. It is a known fact that the minutemen are the wild card option in fallout 4, similar to Yes Man in new vegas. This is probably why the minutemen are the only faction that can't be destroyed. An essential feature in a fallout rpg imo. However, they are introduced during the very first quest of the game. It gives the player the wrong impression that ur choices don't really matter because you can never say 'no' to Garvery (for obvious reasons). My suggestion hopes to remedy this very anti-rpg implementation of this faction by simply delaying its appearance to a certain point in the main quest! Stage one: Fixing "broken" vanilla quest stages The first step would be letting 'Out of time' complete when players chose route (A) in their roleplay.(this will be the only possible route since preston won't be in the museum) Stage two: Removing preston from the game world Preston, his squad, and the minuteman corpse are simply not in concord yet. they don't spawn in the game world. This would give players the illusion that Quincy is still a proper town, and the minutemen are perhaps still there.The museum of freedom is locked, both doors "require a key". This should prevent the player from triggering the unique raider dialogue about the people holding the balcony (avoids breaking immersion)No further cell edits are needed here. Concord Just has raiders (this detail is important because it stays true to the words of the player's vanilla speech with codsworth)Stage three: Forcing Preston and his squad to spawn I suggest three different triggers that should force this gang to spawn at the museum of freedom The dead minutemen at the Super Duper Mart (a series of Misc quests) These corpses tell the story of the minutemen, revealing the reason behind their death and informing the player that the minutemen are broken and fleeing from Quincy. This is all vanilla and imo this is excellent environmental storytelling. Upon reading the journal entries that mention Quincy, a quest shoud trigger "Investigate Quincy". This marks Quincy on their map. As well as a map marker that directs the player to Sturge's terminal. Upon reaching quincy, pc simply has to read the last entry in the terminal to progress with the quest This starts the quest "Investigate the Museum of Freedom". and it's all smooth sailing from there. Jared's terminal (an unmarked quest) If the player reads the "She's Here!" terminal entry, Preston and his gang will passively spawn without activating any quest!. This just gives the player a more "immediate" route towards joining the minutelen. They can simply run straight to the museum of freedom from this point and liberate the caravan. The Molecular Level quest (vanilla quest)âThe player will be prompted to "Talk to the minutemen" as part of one of the 3 optional faction routes. Only this time, the quest marker will lead them to Quincy instead of the museum. they then have to go through the process I mentioned in the first trigger.This quest marker will automatically disappear as part of the vanilla game once the player sides with a faction. they can then play the game without ever having to speak to the minutemen. This concludes my vision on how the minutemen could be a trully immersive wild card faction. If I had decent knowledge about modding , I would've done it myself. unfortunately I'm a reverse 4head when it comes to using the CK. Also, a quality of life fix would be preventing preston from force giving u quests if the player says no. And instead , no means no. This should prevent the player from being crowned the General if they happen to roleplay as good guys and decide to save preston.
  7. I'm looking for a mod that simply replaces the 1H weapon idle relax animations with holstered relax idle. In other words , when the player character cycles to the relaxed weapon idle animation, it would use the true relaxed animations as if no weapon is equipped instead of a "power stance" animation. Idk if I'm having a dejavu but I remember using a similar mod 2 years ago , unfortunately I couldn't find it.. I hope someone could direct me to that mod if it actually exists or guide me on how I could make it myself.
  8. yea , I spent an hour trying to figure out which bugfixes mod is better , I ended up choosing YUP+JIP over Mission Mojave as it seems they can't work together according to the link you posted earlier but I still think they should work together if I overwrite the former with the latter since I like the changes of Mission mojave. I'm also still not sure whether any of the optional Unofficial patches are needed or not so I just ignored them. Thanks for the help mate. I might check this one , the other mods do not fit the way I'm trying to mod this game. thanks
  9. Ah thanks mate , I am aware of most of the mods mentioned in that guide but are there any newer counterparts that might perform better? I didn't mod NV for over a year now
  10. Henlo fellas, I've been away from the modding community in general for a few months and from new vegas community for well over a year now and it seems like so many things have changed already. I really need your help , I have the latest version of NMM (the last one released that can read the creation club mods before they move to Vortex) and I am seriously confused. My first question is : Do I have to switch to vortex if I want to use the newer fallout NV mods? I'm really used to NMM , some might say it's tedious but I find it really simple. and my second question : what mods should I download to overhaul newvegas? I'm looking for an updated immersive experience that can keep me roaming the game for a couple hundred hours (if not for the gameplay then probably for screenshots and roleplay) In other words , I am not looking for new weapons/armor/creatures or factions but I'm mostly looking for updated textures/models/gameplay mechanics/weathers etc... If it isn't too much to ask for , I would appreciate sharing an updated modding guide in this thread or sharing your experience with me , I'll be forever grateful <3
  11. I'm sure spears are close enough many mods add those
  12. use this bat file and you'll never have to worry about God rays again https://www.nexusmods.com/fallout4/mods/18184/
  13. Currently doing that I've found few useful guides by the time I posted here , so I could say problem solved Thank you for the advice
  14. Hello there! - small intro - I'm a fairly experienced settlement builder , I usually spend most of my time messing around with certain parts of the map (interiors and exteriors) using Conquest. Recently , I got bored of building ingame and I thought it'd be fun to learn how to build inside the creation kit instead. I have tried using the CK for skyrim before in 2 instances , Once for exporting face gens and another where I built a tiny picnic area at riverwood. And that's pretty much it. -Inquiry- I want to create an immersive overhaul for the Railroad HQ , I'm an institute guy myself but damn..These RR fellas really need some serious help , I get they're hiding inside the catacombs but come on ,they don't even have a toilet... So ,are there any guides out there that'd help me with how to edit pre-existing interior cells? I looked around but most of what I've found is about how to create new interior cells. I need recommendations. Thank you.
  15. I'm not using armorsmith extended and I'm experiencing the same issue yesterday I managed to find out that it's AWKCR that's causing the armor workbench CTD. To make the matters worse I can no longer install AWKCR with NMM as it will say "a problem to install" But just for the sake of it , if ur NMM is working properly or if u're using another mod manager make sure u have the latest version of AWKCR and make sure that no other mod overwrites it . to do this simply reinstall the mod. It should fix the issue
  16. I never had any problem installing mods until today's v0.65.0 NMM update For some reason I can no longer install AWKCR (which I had installed yesterday just fine but I had to reinstall it due to mod conflicts) I tried running NMM as admin I tried disabling my antivirues I tried replacing the info.xml file with a blank info.xml file but to no avail Anyone have an idea on what I should do or is this a bug that came with the recent update?
  17. SOE and homemaker combined give u every door available ingame (even the institute giant glass doors) together with console commands or place everywhere u can upscale the doors to whichever size u want ---Edit--- Excuse me I didn't read the "draw bridge"part xD Castle in the sky has that I believe https://www.nexusmods.com/fallout4/mods/25362/?tab=images
  18. Please excuse my excitement if you already knew about this vanilla feature. I have been playing fallout 4 for almost 2 years! I have sided with the institute in more than 2 thirds of my playthroughs and this is the first time I notice this feature! . . . While I was minding my own business at the director's Quarters ; setting up a bar , renovating the furniture , being innocently sinister , I heard some strange noise , it sounded like heavy machinery of some sort which felt kind of strange because..HOW DARE YOU INTERRUPT MY AESTHETIC INSTITUTE BGM , I went over the balcony to see what's going on and lo and behold the freaking dome is opening up like some hecking artichoke! I was pretty amazed.. Tl,dr ; The ceiling opens up every morning at 6:30am ingame time to uncover the built in lights that light up the entire institute (they also close up every night with sound effects included!) This screenshot is taken at 7am ingame time
  19. I mostly side with the institute and they are not the good guys , throughout the entire game even after siding with the institute u still find 2nd gen synths targeting non hostile npcs (ex: Sandy Coves Convalescent Home) Also Don't click if u don't want to spoil the institute ending So no , the institute aren't the good guys since they see the commonwealth as a giant test lab. They are however the best future for humanity if u share the vision of the institute and believe that the people of the institute-and anyone who didn't grow up in the surface- are the only sane humans (which might be true considering the surface feels like a world out of time where nothing had changed ever since the bombs fell)
  20. with each ending a generic dialogue will be added to the Guards of Goodneighbour/Diamond City and some of the quest essential NPCs like Irma and Dr Amary at the memory Den. For both the minutemen and Railroad ending they all love you because both of these endings are basically considered as one. For the BoS ending some companions will show their concern like piper or Nick valentine, and the Memory Den NPCs won't be that pleased For the Institute ending the same companions will also show their concern (Piper/Nick Valentine/Preston Garvery) and the Memory Den NPCs will 'hate u' as they'll refuse to talk with u. But other than that nothing of value happens , Just like u said , Bethesda's writing is shallow. All the endings are more or less the same as you will always have the flag of whichever Faction you've sided with waving at diamond city , and u will also have the NPCs of which ever faction u sided with patrolling diamond city and every other military check point in the world. Another thing to note is that if u side with the Railroad you will lose Paladin Danse and X6_88 If you side with the BoS you will lose Deacon and X6_88 If you side with the Institute you will lose Deacon and Paladin Danse If you side with the minutemen (pacifist ending) you will lose X6-88 /( Dictator General ending ) you will lose Paladin Danse , X6-88 and even Deacon if you want to. Also , the faction u side with will have an impact on the Farharbor DLC , if you don't want anymore spoilers don't click
  21. I have no idea how to do this but I'm assuming it should be a simple idea? I would really love to find a mod that replaces the sound effect that happens while Consuming Jet or Using V.A.T.S with Dio's Za Warudo from JoJo https://youtu.be/7ePWNmLP0Z0
  22. Some catacombs sound cool. There are plenty of old churches dotting the landscape, maybe even connect a couple of them. how can I upvote a post in this forum? xD ---Edit--- Forgot to add , catacombs could be really interesting , some would be crawling with the ghoulified humans who tried to find shelter from the bombs , some would have interesting lore about the suffering people endured while trying to survive the apocalypse with weirdly placed skeletons and torture tools and what not , and some would have prewar lore of how some of these catacombs were used to hide communist child slaves maybe and some prewar treasures like gold and uranium/fusion cores
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