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Kellar21

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Everything posted by Kellar21

  1. I would really like if at very least we could make the PA HUD 100% opaque for immersion reasons, in the future however a especific overlay for the armors(like the one in Project Nevada) fro each armor would be pretty good and IMO more easily implemented this time around. Also doesn't the HUD gets Opaque when pulling up the Pip-Boy while in armor?
  2. Even though it's realistic, I do prever the FO3,NV way of the point or circe of sight remaingin visible, scopes still work though
  3. Needs CK to alter loot lists, also imbalances game a little, I think, since guns are a big part of it.
  4. -I can agree with the game world(but I don't think it's too small, just that it could be bigger), but you will have to wait for the CK to be launched and it does take some time to make a map,also there will be DLCs. -What is half-assed about Diamond City, it's built inside a baseball stadium it couldn't be a metropolis -There's a mod for that already -Opinion, but which ones? -Also, opinion, but I do think more unique weapons and quests should have been added to far locations -I laugh when they say I must be using a stealth boy when I am stomping around with PA and a Minigun, but that should be fixed -PipBoy is iconic to fallout franchise, and this version is much better than previous games, I don't know what is awful about it, if I would change anything about is the item sorting, by adding holotape and notes sections and better sorting with weight. Most players like it and I really don't know waht is so bad about, it fits with the theme.
  5. I don't think they did it for dumbing down reasons(really, kids/ with people saying f*#@ and all other kinds of words and some of the situtions in the games...doubt it) I think they did it because: 1-Weapon mods, if the condition was tied to the weapon like the uniques bonus(2 shots,Bleeding,etc..) how would justify keeping it if you mod out the whole gun(receiver,stock,barrel,etc...) the condition should be restored by that, making that a moot point. 2-How would repair it, how would mods affect a weapons condition now that they change so much about it, would you have to use materials? Would condition be tracked by every single mod? As you can see it's possible, however with the new game's modding system(which is good IMHO) it would make it clunky and more of a nuisance than a feature. I don't like when people just use the "dumbed down for kids" argument,when it's not the case,they implanted a whole new system and the weapon condition has no place it,did they dumbed down some aspects? You bet! The dialogue, the faction's questlines(or lack thereof) , but not this one. Now even if it's possible it would require the script extender(already in development) and the CK, to even begin to implement it, and even then given that most people just roll it due to the 2 reasons mentioned above, I don't we will be seeing so soon,or ever.
  6. Well, the BoS, some of the Raiders and some Gunners, do use PA non-stop so they're not that rare, however I can agree, I did have 50+ cores by level 25 and I used the PA a lot(also had the Nuclear Phisicist Perk). You would however shaft the Gatling Laser(my main Fusion Core waster right now)
  7. There's already a mod for that: http://www.nexusmods.com/fallout4/mods/935/?
  8. This one is fairly simple, change the model of the unique reward Reginald's Suit(which gives +3 cha) to a tuxedo or black suit, instead of the scavenger outfit it is right now, AFAIK that is the best +CHA suit in the game and it being a patched up suit and all is a bit underwhelming.
  9. I agree with this, I though the same thing while painting it, especially the lead plating, which would have nothing to do with exterior paint.
  10. I second this request, who the hell thought this combination AND hardcoded had his/her senses on leave.
  11. I would really like if the flashlight(more especifically the PA's headlamp) had a better range, illuminating farther, like a real life flashlight, I know vanilla nights are laughable but with the Darker Nights mod, it becomes hard to see at night(which is good), however with the headlamp's short range it becomes even harder. Doing so with spotlights would be good too.
  12. Hello Everyone, So recently I have returned to playing New Vegas(with MODs!!!) and a thing that always bugged me since F3 was that the rifles and carbines were holstered on the Power Armors. "Upside Down" with the barrel up,now, I vaguely remember I had a mod to change this on F3 but can't seem to find it. So, is there a mod like that on New Vegas?It should also alter the animations and such. Now I know it's supposed to be that way(magnetic panels on the back and such). But it just bugs me to hell... Thank you for reading,
  13. There is an explanation for that,the Brotherhood of Steel of Fallout 3 have to rely on the older models because they have no acess to the T51b's ,due to the fact they are isolated from the Brotherhood Central Command so they aren't receiving any supplies and they have been there for a long time(I don't remember if they had some T51s but they stopped working after they run out of spare parts) ,now on New Vegas they have acess to the T51s because they are a newer group and have been been to their mission later in time so they received the later models.They also had less pressure on their gear because they weren't on a constant war with Supermutants. So in short in Fallout 3 they had to work with what they had and in New Vegas when they left the Brotherhood they received the T51b's
  14. Hello everyone, So I was experimenting with some enchantments in Creation Kit and added Dragonbane's one to a mod katana,the problem is the shader effect(electricity running through the blade),is a little offset,I would like to know how I can adjust it to match the blade's profile.I know I will probably have to duplicate the script so Dragonbane's own effect won't be messed with. Is it possible? So where do I find the effect's position script? Can I do it within CK? Is there a 3D interface to do it(probably not)? Thanks in advance.
  15. Ok,found those,now this will require some scripting,right?or it can be done only using the weapon Form?(unlikely) Any good scripting material I should read?And how can I decompile that mod to see the cript used to hit the guard with the lightining?
  16. Thanks for the answer majistik,but i couldn't find the lightning bolt effect. Can someone point me to a good CK weapon tutorial were most options are explained. And does that Crit Effect actually does? Thanks in advance
  17. Hello to everyone, So,I was recently looking into modding on skyrim, and a project came to my head, Mjolnir: Thor's hammer,I know there are several out there, but the one I plan to do is different, so I want to ask if these are possible: 1.Casting spells through the hammer,in this case lightining bolt,and a Ward(very powerful one) when you are blocking, 2.Enhacing character stats(namely more than one enchantment)more HP,Stamina and Magic Resistence. 3.Throwing the hammer 4.There's also one that should be simplier to do,every time you hit a NPC a lightining bolt strikes them(maybe a chance as this sounds too powerful) I can modify basic weapons stats on the CK but have no idea how to implement these. PS:There's an Option called Crit Effect on the weapon edit window and it has the option AbLightiningStormcastbody, or something like that and the checked box "on death",does these options are a solution to 4? Thanks for the help.
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