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dainsgames

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  1. Adding support for radiation storms, anything not immune to radiation should head indoors and not come out. Settlers have a problem though, their shelter is crap. It's possibly outside the scope of a mod, but having an enclosed shelter to protect against radiation storms would be a natural requirement for settlement happiness, I would think.
  2. +1 I'm looking for a mod to do this too. I wouldn't care if I just saw the bench through the menu and never saw any animations at all.
  3. Interesting mod, I like the approach. But, I'm much happier Lone Wanderer mode. I like alternative start mods like Live Another Life because it gives me maximum freedom to do what I want (instead of forcing me to be the "hero" of the story. Bleaachhh, too much cheese.) So when I find places and help people, like Finch Farm, I really don't want the game to just assign me the responsibility for their futures, and blame me for their unhappiness. I don't want to be forced to scavenge resources and cart t hem around to build water pumps for total strangers who I just did an errand for, know what I'm saying? I thought of just not opening workbenches, but the game auto-assigns the settlements to you when you complete their mission, whether you searched the workbench or not :\
  4. Don't know if the title is right, but basically I don't want to have responsibility for settlements' happiness. And that includes Sanctuary with those weirdos just moving into my dead hometown not an hour after I last saw it alive. I do want to use the workshops if I fulfill their requirements, and I don't mind doing things if I choose to, like setting up defenses, getting water going, etc. But that's if I choose to, not because strangers I just did a favor for suddenly expect me to fix up their lives for them. Maybe the Local Leader perk should be needed to take the responsibility? that way it's the player's choice.
  5. Very good to hear you're still engaged with this project! Nice commitment brah! I gave FO4 a break when it broke again. I'll keep checking in to see how things are going. Had another early-game suggestion. Instead of getting a very good pistol to start (seriously that's an OP starting weapon), how about they have a .38 service revolver instead? It's a perfectly adequate weapon for keeping the peace, whereas the 10mm is much more of a military-style sidearm. Given the Vaults were not full-military installations, a police-style weapon as a backup for civil emergencies wouldn't be out of place. And it would provide more of a graduated early-game progression. Thanks again for all of your time and effort!
  6. Hey sweet, thanks! Soooo much better...
  7. That....is a seriously good idea. I do think that PA should have a default level of armor though, a person who is in regular clothes in the PA wouldn't have much protection otherwise, if I'm reading this correctly. Nice workaround!
  8. Just a comment on this, everyone enjoys what they like and have their reasons. Mine are different from yours in that the whole alternate universe etc. "I should just believe it" thing just doesn't work for me, when what's presented is supposedly based on facts we know today. Supermutants? No problem, that's science fantasy. High-powered pipe weapons? ....no effing way, it takes actual metallurgical knowledge combined with engineering and manufacturing to make a LOW-power gun that doesn't blow up in your face. One of the biggest problems is that this is just not necessary. There is a steelworks facility IN THE GAME, and that means the capacity to produce high-quality receiver and barrel blanks exists. Why not simply work that in as a necessity for the improvised weapons? Also, why do pipe guns have to be competitive with actual high-powered guns made with vastly superior technology? Why aren't these improvised weapons filling the exact role they would in that situation - emergency defense weapons for people who don't have access to better, or thug weapons used to terrorize helpless victims by criminals whos lawless status prevents them from getting better (unless they steal them)? This works perfectly as you will absolutely get access to manufactured weapons fairly soon, and good ones at that. The answers lie in the mindset of the makers of the game. IMO, they were focusing on all the rest of the work. As far as items and loot, they just piled in a bunch of stuff and said "eh, that's enough work, making the weapons / loot make sense isn't worth the extra effort". One mod maker even describes the loot system as "phoned in" and lacking the data necessary to put loot where it makes sense, so we're stuck with getting forks and knives out of filing cabinets (uggh). To sum up, this is why I support mods like this. I am trying to enjoy the adventure, but the more immersion-breakers are thrown at me, the less I enjoy it. So the more of those that can be fixed, the more I'll enjoy the game.
  9. Yes, yes you may. Walking around in a giant mechanized suit would incredibly loud and draw attention attention wherever you go, making sneaking practically impossible. However, most people would know to stay away from Power Armor so that would act as a sort of counter-balance for the inability to sneak about in it. Unless they're being attacked/slaughtered, most factions will actively avoid confronting those in PA. On the other side, however, some factions, such as the Rust Devils, BoS, and Super Mutants wouldn't be afraid of PA users and willing engage in combat. Now see, that's an incredibly interesting perspective and would add a ton of flavor to the game. It's sort of like how TheTalkieToaster put a fear effect on PA so that enemies which couldn't fight it effectively would run away. (But unfortunately, a) you get PA right off, and b) the high-damage mods I had in combined with this effect and made EVERYONE run away. So that wasn't workable :\) I would mention that there are ways to fight PA that don't involve direct confrontation, such as Molotov / grenade spam and attacking in conjunction with turrets. I would also like to contribute a flavor-play change I did for consideration. The PA is just too stronk for a starting char. Nobody in their right mind would deny its value and not twist their game towards collecting fusion cores so they could stomp around in PA and blow stuff up. Playing a game you're guaranteed to win is way less interesting, at least to me, and that's what early-game PA does. So when I got the first PA, I head-canoned that it was being airlifted back from control system repairs between the helmet and the frame. So the suit had no armor on it - it was just the helmet and frame. That gave it the ability to use the minigun, but added challenge (a lot, actually) to the Concord battle - you had the best weapon by far, but could still be shot up in combat and beat up by the Deathclaw. But more importantly, it meant that for early game, it wasn't really useful for combat, which gave you an additional early objective of getting the parts to make it useful. I found that to be a very cool and interesting way to play the early game. My guy had to learn armor and weapon crafting because he couldn't just jump into the PA and trash the enemy. He also had to defeat raiders in PA to get parts to work his up to usable condition, which took quite a lot of doing sometimes. And of course, he could only gaze longingly at the sweet fully-functional PA he'd found in a convoy or base which was securely behind locks he had no chance of picking or hacking around. So I wanted to throw that in as a possible option - to change the Concord PA to not have armor parts on it. Thanks again for your dedication and care for this game! It's impressive to see :)
  10. You can, in fact, sneak in power armor. NO, REALLY. Clank clank clank clank clank past guards and turrets. ....may I suggest that "No sneaking in power armor" be taking up for consideration in this mod? Because it is officially totally ridiculous.
  11. I love this - ty for taking it up! Given how fast you are getting actual guns, I don't think this will harm the player's progression at all. But it will add a great degree of immersion by taking out one of the most egregious immersion-breakers :D
  12. "Heavy Weapons actually do their name good, weighing well past 30+ pounds and typically requiring the use of Power Armor in order to use. " Neat! I was hoping this could be done but hadn't remembered to put it in as a mod request. Nice one! "Laser Weapons have no recoil. Why? Because light's mass is so minute that there's no plausible way for it to actually cause recoil." I have a mod which removes recoil from lasers/Institute weapons because I agree with that concept, but I would like to share a lesson-learned from that. It makes automatic laser weapons very OP. As soon as you do the Arcjet facility, you can just put an automatic barrel on the weapon Danse gives you and you can toss all of your other medium-short range guns So it was apparent that change unbalanced the game considerably. To compensate, I would suggest giving laser weapons a heightened rate of Cone of Fire bloom when you shoot quickly. I would attribute it to the turbulence of the air superheating and expanding as the weapon fires and then collapsing back into itself in between shots. Good to see you are still working on this, and thank you again for all of your effort!
  13. Hah, another callback to Daggerfall - you could buy a horse, or a horse and cart. You'd park it at dungeon entrances, clear the place, and then haul all of the stuff up to the cart. Then you'd head to town, hitting random encounters on the way, including when you were sleeping on the trip.
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