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Deagroth

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Everything posted by Deagroth

  1. Is there a way to disable / remove, or move the "Get more mods" button and it's transparent ribbon? If there isn't, I would like to suggest putting that button under "Mods" and "Collections" on the side panel as it currently just gets in the way when trying to use the full window to manage the mod list. Primarily because it is not click through and then also because the button itself will cover whatever column's information ends up behind it unless you scroll to the very bottom of your mod list.
  2. This seems like a pretty normal experience for the Nexus sites given that Skyrim SE and it's Creation Kit just released recently. There's a flood of people using the sites right now downloading mods and browsing. I can't imagine even with the preparation and measures taken previously to deal with such enormous amounts of traffic of anything running much faster, but at the very least the sites are still up and running. Personally I haven't had many problems logging in. When I do I normally either try a few more times or just wait and try again later. The same goes for downloading mods. Just be patient and please understand that you aren't the only one dealing with the slowness. I'd reckon it migh stay like this for a while as modders update, port, and upload their mods to the SE site and users then download from there as well as from the 'old' Skyrim, but it will get better. There's only so many mods each person will get until they are satisfied with what they have. I'm still looking to get a few dozen more mods to play through regular Skyrim again, but I'm pacing myself and doing it over time so I don't get frustrated when they don't all download instantly.
  3. Ah, my favorite assault rifle! I agree that this unique weapon could use some Fallout love. I'll throw out some more information on it as well http://world.guns.ru/assault/de/hk-g11-e.html This site actually has a lot of information on quite a few firearms.
  4. I've had both things happen before, I think that your distance to them, stealth capabilities, silencer/suppressor might have something to do with it. Or if they see the target get killed. Then again they may not go into search mode because they aren't able to force you into the 'caution' state. Lack of reaction to a corpse could just be so that they won't keep reacting to the same thing over and over again, in combat or out of it, or even if they fought other npcs and killed them.
  5. One solution would be to give then a legendary weapon with the "Never Ending" ability: Unlimited ammo capacity. I believe this means never having to use ammo with it, but it could also mean never having to reload, I'm not sure as I haven't found one or gotten one of the two "Exceptional/Unique/Special" weapons that come with it.
  6. This sounds strangely like a show I used to watch called M.A.N.T.I.S. An except from the Wikiepdia article: Such a mod would allow roleplaying a character like this and it could be an interesting change of perspective. I would definitely think that it would involve an alternate start or alteration of what happens in the beginning, with the character somehow becoming crippled.
  7. Thank you for putting it out there that Silverlight Drive has that high of a limit, not too happy that Sanctuary is only (I believe) 4 stories max. Once the construction kit comes out, I'd actually be willing to donate to support mods that do as you describe. Leveling the ground, removing (or scrapping) pre-built structures and clearing rocks/obstacles (and those annoying bushes you can't get rid of) would be amazingly useful.
  8. That is very useful to know! I didn't think of using that for building stuff, just the rug trick (or using fence posts to fill gaps).
  9. What difficulty are you on? I think I'm on normal and the easiest way I have to kill them is a shotgun blast to the head. When I try to shoot of legs they just try to crawl after me.
  10. Go back to the Nexus, log in, click on "HydroDioxide's Account" in the top right, and then click on "Block Content". There you can select tags for things you wish to block and not see again.
  11. I hear you on this. Considering there are several types of mirelurks in the game already, once the GECK/CK comes out maybe someone could make a mirelurk mutant/hybrid that is bipedal. As it stands, only the kings are bipedal right now.
  12. There are at least two types of magazine racks, both under Furniture > Shelves. The bobblehead stand is under Furniture > Miscellaneous. Neither has any pre-requisite quest/perk to build. It would be nice to have alternate styles for both though, even a bigger magazine stand that places them slightly closer together and holds more.
  13. I find that "Special/Unique" items are essentially pre-made Legendaries with a fancy (often lore friendly) name. Aside from a few truly unique Special weapon abilities, it looks like most Special weapons simply have a legendary ability on them. You can prevent a legendary weapon's name from changing as you modify it simply by renaming it to something else, you can even use <i> for italics and such.
  14. This is a great quality of life mod idea! I also hate having to waste rad-away just to maintain my maximum hp, espeically in a firefight and someone keeps hitting me with small but annoying amounts of radiation damage (looking at you legendary bloatfly).
  15. One thing you could do is place bells near things you want to assign settlers to and just call them all and then look at them in workship mode. I do agree that having some kind of interface that tracks who is doing what would be enormously useful. I still can't figure how if Cogsworth is doing his assigned jobs or not (harvesting or scavenging) or if I should try to assign him to guard duty or just leave him alone.
  16. That would be the perk "Night Person: Rank 2". While the attribute bonuses are convenient, it would be nice to have the ability to toggle the night vision on/off while sneaking so that if you come up to a really bright area you aren't blinded by it.
  17. From a lore perspective, if you choose Nate, he might already have power armor training from his back history. "At some point before 2077, Nate served in the US Army during the Sino-American War, in the 108th Infantry Battalion's 2nd Regiment." (Source: http://fallout.wikia.com/wiki/Nate ) This could explain the lack of needing any power armor training in the game. It would put Nora at a disadvantage with her non-military background as a lawyer, so to make choosing one over the other have no significant difference in mechanics they just took out needing the training at all. Along with this, even raiders have their own power armor in this area (or they steal ones with cores that are there by default). I think that they should have added some form of training, either via the Brotherhood or the Institute or perks that allows better freedom of movement with power armor alongside having the armor more sluggish to begin with. Another option would have been to have the power armor not offer it's full damage resistances until you've learned how to handle it properly. One -could- see the perk that extends fusion core time as a replacement of training in that you're more familiar with how to move in the armor and waste less of the fusion core's energy, but it's a bit of a stretch. As for the Lyons and his group traveling to the East Coast, the Brotherhood (and Enclave) could have a way to recharge spent fusion cores that they keep highly secret to preserve their power armor advantage. They could have also used Vertibirds to leap frog from one military installation to another and scavenged for fusion cores and supplies that way. I really do enjoy the feeling and animation of getting into a set of power armor though. Almost as much as the feeling I get when I pickpocket the fusion core off a bandit or other enemy and then sneak attack kill them.
  18. Ah, thank you for the info. I doubt I'll be updating any of the mods that I'd be changing without deleting the old version first. I guess I'll just leave the formids alone then and just edit the playable field. The ones I'd be modifying are all standalone mods so nothing else should require them. If all else fails and I screw something up, good thing I backup all the zip files for mods I use. Well for the other method of gaining perks I'd prefer to figure out a way to be able to either increase the number able to be chosen at level up (above one per level and NOT relying on the only 2 perks per level mod available that levels you a second time for another perk then removes the extra level). Or have a way to pay for something like a coupon: 1 Free perk of your choice type of thing. Use it and it brings up the choose a per page so you can choose one just like as if you'd leveled. And I'm using Project Nevada - Cyberware, the 'perks' you get from that are all predetermined cybernetic enhancements, meaning you purchase a specific 'perk' or find the module and have a capable doctor install it. Example of the purchase a perk method I'm curious about (whether it'll work or not). You buy a one time use consumable item or pay an npc a fee for 'training, upon either using the item or paying the fee you're taken to the perk select screen and can chose ANY available perk from which you meet the requirements, not just a predetermined one based on the item you purchase/install. More flexibility and freedom of choice, which would also prevent having to make a similar cybernetic style item for each of the many perks available in game and thru mods. The reason I'm trying to find out if this type of method is actually feasible is because I'm bored to death of using the console to get all the extra perks I'd like and would rather have a more balanced and non-cheating method of obtaining them. Heck if this can actually be done it'd let anyone who has a level capped character purchase more perks rather than being forced to use the console (and having to find the actual codes for them).
  19. Alrighty, here's the situation: I have multiple mods that add perks, unfortunately a few of them modify the same perks in different ways or add nearly identical perks. So I load up the mods in question in FNV Edit and take a look at the actual differences between them, but as I go to try and edit them I have second thoughts because I really don't know what I'm doing. (First baby steps into modding here). For example, I've got FalloutNV.esm, Project Nevada Core.esm, and FO3 Perks.esp opened up and am looking at the perk "Grim Reaper's Sprint". The two have identical entries, but FO3 Perks.esp has both a different description and a different value for the effect (fully restores Action Points rather than just 20). Am I able to manually edit the description in FO3 Perks.esp to be the same as the other two and have it stick (and not blow something up?) I guess I'm asking if it is possible to manually tweak mods in FNV Edit rather than using the G.E.C.K (for personal use) or making a merged patch? There's quite a few perk and trait mods that I want to use (usually for only a part or two), but they'll have something that'll conflict with something I don't want to change. Another example is FO3 Perks having a slightly modified version of the original Cyborg perk (with an EditorID of MyPerkCyborg, FormID 02000ADD ) and BR - Traits and Perks version of Cyborg (EditorID Cyborg, FormID 05001388) which is almost identical to the original perk. The differences being FO3 Perks gives you +3 Damage Threshold instead of +10% Damage Resistance and BR - TnP removing the Medicine skill requirement and leaving the Damage Resistance in. Could I, in this second example, actually delete the FormID entry with no problems? Or could I set which ever one I want to unplayable by editing that field to "No"? On the other hand I would like to ask whether or not it is possible add a method to purchase perks in game. For example: You pay an obscene amount of caps for a consumable item which then allows you to select a perk for which you already meet the requirements. ~Nanaka7777us
  20. I don't think this thread is going anywhere beneficial to anyone.
  21. A nice looking mod, but as it seems to apply only to the one weapon it is probably not what they're looking for. As for removing mods from weapons, from what I have heard and been reading no one has found a way to do it if it is at all possible.
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