Jump to content

Savage117

Premium Member
  • Posts

    91
  • Joined

  • Last visited

Nexus Mods Profile

About Savage117

Profile Fields

  • Country
    United States

Savage117's Achievements

Enthusiast

Enthusiast (6/14)

  • First Post
  • Collaborator
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. I'm not sure this will be well received in this thread, but i'm gonna say my piece anyway. You all seem to assume the removed, or not fully implemented, items were purposely removed, or not included, in order to "milk" the community. I haven't seen any evidence this is the case, there is nothing saying they won't release it later as a free DLC, possibly with the GECK. On the other hand there isn't anything saying they will either, paid or free. There are some other possibilities you may not have considered. The development industry is a very deadline focused environment, if something isn't in working condition, hasn't been bug tested, or is only half finished, it will get left out of the final product when its time to release it, they even go as far as deleting all the content from the release that wasn't working, wasn't bug tested, or was partially finished, even if it would take 10 minutes to fix or add it. Also, that DLC is probably what paid for Fallout 4 in the first place, if they didn't get enough money from their other products to make another game, they rely on the DLC of those other games. If that doesn't provide enough profit, then you get no game at all. I'm not saying they aren't going to actually try to "milk" the community, that is a possibility, I am just asking everyone to take a breath, wait and see, its not always a sinister plot to part you from your money. EA being the exception not the rule, those guys are toeing the line between legal appropriation of funds and extortion. I would be very surprised if someone in that company wasn't embezzling. I have not tried Far Harbor yet, but I loved the Automatron and Workshop DLC's. I did get the season pass before its price increase, so I did save around 25$ or more. So I say I got my monies worth and then some.
  2. Hello everyone, I made a very quick and dirty random name generator using the wikia list of Codsworth compatible names found here http://fallout.wikia.com/wiki/Codsworth/recognized_names. I created it using Excel 2010 so only people with Excel 2010 and up will be able to use it, I think. I would like to be able to allow a wider audience to use this, but I don't know how to make, or host, a simple web page with a random name generator. If anyone knows of a way to make this more accessible please let me know. I do know some programming languages like visual basic, c#, c++, and some HTML5, but I'm not sure how to take that knowledge and apply it in this case. Thank you for any help or suggestions you may provide. Edit: I made a quick and dirty HTML version which you can download below if you'd like to try it yourself. Its much harder to add or subtract names unless you know how to code HTML, but there are minor instructions on the page on how you might be able to download and edit the script.
  3. Ill have to test it but that looks pretty close to what im asking, thank you, been searching for this for a while, guess my searchfu isnt as good as I thought, totally missed it. All I want though is the scent stuff, other stuff looks a bit OPed. Might pick it apart if its not as modular as it says. thanx again. Edit: Ok tested it for a bit and its not what im looking for, im looking for a more visual look for the scent thing but less accurate than the Predator vision. I know im being kinda picky, but I want something that feels more natural, something I dont have to go through menus for or watch a specific text popup to find my target, id rather use visual que's. If this would require a lot of scripts to function im already out of the game, I suck at scripting.
  4. I have two reasons for making this thread, one: I would like to see the communities response on this mod idea and see if it is even wanted, and two: I am a amateur modder and this mod may be a little over ambitious for me, and so I am hoping someone with a little more experience might help or if the mod is simple make it themselves I am still going to try to make it on my own but the jury is still out on whether I can or if there is even a point if no one wants it. On to my idea. I’m sure many of you have seen the mod Predator Vision by Gopher here , this mod gave me the idea to create a lesser power for the beast races and possibly, Werewolf’s, that was based on the sense of smell. Now of course we can't smell what our character smells in game so we would need to simulate it. My idea would be to add the life detection effect but some how make it into a trail to the actor you are smelling, the effect would some how be delayed when the actor is moving to simulate the fact that with smell you can only tell the direction of the smell and possibly what the smell is coming from, but not exactly where the smell is. With this vision type you would see where the actor had been through the walls but not where he/she is. The reason I want this mod is because Predator vision seemed appropriate for the vampire but not the Werewolf to me. I want the two diseases to be different in their feel but balanced in their powers. As a werewolf im inspired to be a beast, to hunt my prey in a more aggressive and beast-like manner, with Predator vision it feels too easy, that guy im hunting is right on the other side of that wall and I can easily time my attack perfectly. I want some uncertainty in my hunt, that’s what makes it thrilling. While as a Vampire im more inclined to be smart, strategic, and less ferocious in my pursuits, more the shadow in the night type than the feared monster in the woods type. I want to literally hunt my prey as a werewolf, although I probably will never get the full experience I want, I want to get as close as I can. This is only my opinion on how the beast races should be, I want your input on what you think it should be like and whether you want this kind of mod at all, if not ill try to make it for myself, but if you want it let me know. If I get a good response to my idea ill work harder at it. :)
  5. Awesome Tekdelorean, I hope it works, easy way to test it would be to remove all but some custom nicknames that way you know if its working or not.
  6. So, just to be clear, editing the soldier nicknames is out of the question at this time? And I need to patch the game every time I edit the .ini's? Why does it allow me to comment out the starting logos without a hitch then? Edit: Nevermind, been strolling these forums and noticed that no one has an answer yet on why the game only has some of the .ini's packed away and some are fine to edit. I also found out that I might be able to edit the nicknames using a resource editor or this gildor thing, I just have no idea where to look, are they in a well marked folder with troop names and nicknames or is it going to be in some folder or file in folders 1-10? Just an example, havnt had time to actualy try these programs yet. I also would rather someone who already knows where they are to give me an idea instead of repeating someone elses efforts. If no one has found it yet ill post my findings when I get there if anyone is interested.
  7. This is a small mod request. I am not the best at identifying a soldiers nationality by their flag, and I find it annoying I have to go to a wiki to find out. Took me all week to find out I had Irishmen in my list. I like the Irish. :) So I would like to request a mod that allows you to see a soldiers nationality in text, possibly in a tooltip when mousing over the flag or maybe a word below their flag in the soldier view area.
  8. Im probably being blind but I cant seem to find the .ini containing the Nicknames, id like to edit these and add some of my own. Also im seeing around here that I cant just edit them in the .ini, I need some sort of patcher to make them stick, a little more detail on this would be nice, or perhaps a mod manager of some sort that does it for me would be nice too.
  9. Totaly agree with the loadout idea, I hate this games overly simple UI, although I love the game. :) My fast risers are usualy Assaults actualy, because I run & gun with them all the time to save the ass of my other team mates who seem to have some sort of vision problem and can't hit a target to save their lives, literally. But my second fastest are snipers for the same reason, they can hit and kill things while my other team mates seem to think they are bird hunting. :P I would like it better if XP wasnt just given on a kill, I dont know how many times iv had to steal a kill from a rookie or squadie just to save someones ass, they do all the damage but just a bit too little while the sniper in the back gets the metal because he shot a cripple. I end up risking my rookies too much because of this and ultimatley they die young, even if outfitted with the best equipment.
  10. Someone could probably do this with one of the guns already in the game, just make the bullets invisible and give them a high impact value so they can Knockback the bad guy, make the damage negligible, or maybe some fatigue damage, and viola you have a Knockback gun. Just need someone to model that gun in your pic, thank you for that btw, and we can have a vortex gun.
  11. Im not a very good scripter so excuse my ignorance. Can you just reverse the process that is already used? How does the original process know what the current weapons condition is? It doesn't change when you add a mod. Why can't the script call on the model that the gun was previously using instead of trying to find out what mods are on the gun in use? Or instead of using the current system make a item with the needed scripts attached, lets call it a "mod tool", that way you could skip the current process entirely by using the mod tool to add and subtract mods bypassing the current system. As I said Im not much of a scripter so this could be way more complicated than it sounds. But Im hoping I can help jumpstart an experienced modders thinking so this can finally be realized.
  12. The only problem with that idea is I have no talent in any of it and it would need to be someone pretty good at that sort of thing to get it right.
  13. I will second this, I have never done scripting before and I can't seem to wrap my head around it. The wiki tutorial is too mundane and only hits some of the key points of scripting. It doesn't get into detail on other ways to get the result you want or touch on any more complicated parts of scripting. A more hands on "I have never done anything like this in my life" kind of tutorial, maybe a video would be loads better.
  14. I feel your pain man, I really do, and I have good news, there may be a way to fix this, I haven't tried yet though. The reason companions go to melee so often is because they have the same amount in their melee skill, or more in Veronicas and lilies case, as they do in guns. Change that and hopefully they will use their guns more often. P.S. Unless you have changed Veronicas A.I. or skills in any way she is a much better melee character if you give her a powerful melee weapon, she can't shoot worth Brahmin crap. That is assuming you have fixed her level up problem.
  15. Would someone, a good texture, mesher, animator, be able to make a new horse by tracing over the oblivion one? Like have the mesh for the oblivion horse open in one program and then build it from scratch in another program, or same program, just by looking at the completed product. Would that be legal? Texturing and animating would be a different issue.
×
×
  • Create New...