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slash0mega

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Everything posted by slash0mega

  1. soundcloud might have music published with more open licenses, or you could ask a creator of a song you like for permision to use one? (i don't use soundcloud often so i am not sure)
  2. why would any issues with console mods flood this place? you can only use beth's website to my understanding, and they have there own forum i believe.
  3. no idea if wild creatures will attack with cretures roaming around, but we are ready for them now if they do, I figured out how to make a mod for it http://www.nexusmods.com/fallout4/mods/13045/?
  4. So, after i specked out a character to take advantage of deathclaw defenses at settlements, I read somthing on the wiki that has me worried. it claims that having creatures around will increase the chance of attack and that its not worthwhile to have creature around unless you already have a solid defense. now, i knew that having a creature in a cage can do that, but not them being released from cages. i want to know what is correct, do having caged creatures increase attack chance, or dose having any creature increase attack chance? if it is the latter, anybody know how hard it would be to mod tamed creatures fighting untamed creatures so my defense force is not standing around dopey during attacks? I did a search and the only mod I found on nexus would have tamed creatures fighting each other.
  5. i got it figured out, i just kept on removing perks until i got fairly bare bones, still a bit tight trying to fit all the perks in early. main issue was getting greedy with pistols and explosives along with rifles. i understand the multiple play through thing people where talking about, but that only really makes sense for the combat aspect. why would anyone speck for settlements, a minimal side activity that will get you a few more caps at most. (also, i just found out that having tamed creatures means you get attacked by those creatures, which offsets the major reason i started a new game and grabbed 9 freaking points of charisma, deathclaw armys for defense at settlements instead of turret spam D: )
  6. warning, stress fueled venting. it seemed simple enough. open a spreadsheet and plan out a character. look at the perks i want and plan accordingly. nope, due to all these REQUIRED perks (hardly a "perk" at that point) i can not squeeze in everything i want, which is mostly stripped of anything fun, i thought replacing perks with skills would not be a big deal till i tried doing this. turns out its a nightmare. want to be abile to build a terminal? TOO BAD you got to accualy be able to damage opponents. want to have a deathclaw patroll your settlement (wastland workshop) JOKES ON YOU you have to put ALL your special points in for a SINGLE PERK AT THE END OF THE DUMB TREE. want to carry all your stuff to your settlement? take strong back! want to be able to USE THE STUFF YOU HAULLED OVER! JOKES ON YOU. you took strong back instead of crafting perks. want to accualy be abile to hurt enemies, take one of the gun skills perks, but if you do that you wont be abile to craft a store in your settlement the simple act of preparing for a new playthrough has turned into a stressfull situation. i just want to start playing my new character, but all the perks are dumb. so many neccicary ones leave no room for the fun ones. so manny deferent perks for crafting armor, crafting gun parts, crafting melle parts, crafting store, crafting a terminal (really?) crafting a medic stand (how dose my skills as a medic pass on to the settler assigned) crafting any shop what the FRICK. heck, i said it leaves no room for fun ones, but there is hardly any room for the neccisary ones by themselves. everytime i start planning on my spreadsheet, thengs keep having to be moved down to make more room for the perks. to the point where science 1 is taken at level 35, wtf? guess i wont be upgrading my guns forever. and due to having to spend special to even be able to get the ONE DUMB PERK you want at the end of the tree, it makes the cost go up. only perk you want in agility is quick hands? that perk will cost you 8 level ups. i guess ill go take a brake from PLANNING to play my game and relax for a bit, then strip more perks from my goal. do i want to take rifles or pistals? there are more rifles avalable, but they are so heavy. if i take strength it wont be a issues, but if i take strength then i can not take.... uggg
  7. "you have a dangers look about you, i hope you are not here for me" you know what? i am here for you, I AM HERE TO BUILD YOU A FREAKING BED!!! like all the other times i come over, I BUILT THIS PLACE, SHUT UP. basically, can someone make a mod that removes all of the random quips that treat THE PERSON WHO BUILT THE DANG PLACE like someone who is about to blow the place up?
  8. if you can focus the camera on a new entity and force controls to it, and hide the player in a new cell, you could have a atv that is a large actor that uses wheels similar to sentry legs on robots.
  9. No idea if this is possible, it might be hard coded. would anybody familiar with scripting using f4edit see if it is possible to disable asdw being used for the favorites menu? i would love to rebind scroll wheel to the up and down arrow keys and use f4se to open the menu, which i have done successfully. that means the only obstacle left for scroll bar weapon switching is the fact that you freeze in place when the menu is open. if that is too much could someone look into freezing time when the menu is open? that way the quick menu will at least have a use other than giving enemies free hits while you use your inventory. i hate asking but i am not familiar with f3edit or with scripting in general to try to do this myself. the fact that i am seeing menus and stuff popping up in mods (like the bullet time one) gives me a bit of hope that this is possible thank you for reading
  10. I am trying to rebind the game in a very particular way using the customcontrolmap.txt. what i am trying to do is rebind the up and down arrow keys to the scroll wheel. adding a binding to QuickkeyUp and QuickkeyDown can START the process. but i can not figure out which keybinding i need to edit to keep it moving, as the only thing that key bind dose is open the quick menu with it already moving (kindof like hitting f and up at the same time) now if i set QuickkeyUp QuickkeyDown it works like a charm, just move my hand over and press up and it starts the menu and keeps using it. i thought about just rebind my scroll wheel to the arrow keys, but there is still one more obstacle.... opening the menu freezes you in place. this is the most horrible thing. pressing up and down scrolls through the weapons like i expect, but what is the point of a quick menu if a deathclaw can chew my face while i am scrolling to another weapon. long story short, i am trying to get the scroll wheel to behave like the arrow keys in recards to the quickmenu, and stop asdw from controlling the quickmenu so i can keep moving when under attack and swapping weapons can anybody more familiar with the costomcontrolmap.txt file help me with this pickle.... if these goals are even possible that is. i spent time trying to edit every seeming related keybinding and all i got so far is opening the menu with mouse wheel and disabling zoom.
  11. a wonder meat maker is somthing you find in one of the dungeons, basicky if you have a wonder glue and a mole rat meat, it will craft the two objects into wondermeat, wich is a upgrade to normal mole rat meat
  12. I am working on a house mod, and i added the wondermeat maker to the house with the intent of making them appear after it is discovered in its normal location. I am wondering if there are any other hidden divices like the wondermeat maker that i could add to the house.
  13. to whoever said that the store stuff would be just eyecandy, that is disproven with one word. shoplifting also, I had a idea of a timetravel plot involving getting warped back in time right before the bombs fell for inhabitants, you could probably have a bunch of randomly spawning npc's that are just generaly too busy to deal with you.
  14. ok, what I want to make is a drivable vehicle mod. but without vehicle physics... basically what I want to do is have the bus model as a npc creature. when you click on the npc you get warped to a cell. you can see the cell in the mod in the attachment. anyhow, when you are in the cell, you can click on the drivers seat and you will get a third person perspective of the npc, and pressing a direction and it will go in that direction a good speed, no need for acceleration. when you press activate again the camera refocuses on you. \ any and all help will be appreciated.
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