Jump to content

GARRthePIRATE

Premium Member
  • Posts

    16
  • Joined

  • Last visited

Everything posted by GARRthePIRATE

  1. Oh this is awesome. I love the gifs
  2. Yeah, I would think a cage is only limited to the size of what it is trying to catch. Why don't the cages have even basic terminal functions like open all and reset all? It irks me to run around and repair each individual cage with splash message included. I'm sure the settlers would be more and happy to go reset cages for the sole survivor.
  3. oh yeah! Like this! Also, can we get plasma guns to make wet fart sounds?
  4. "[...] categorizing robots as capable of doing certain things better in or around settlements depending on the class of robot that it is, [...] - settlement worker bots" I've thought this would be cool before. "[...] power armor that is smaller than your average power armor, [...] - light power armor" I've always wanted someone to make this as well. I figured it should be like what master cheif wears.
  5. What: Configurable Cages from Wasteland Workshop Why/How: Mod would include 4 new types of Cages (sm, Md, Lg, XL) that allow terminal functions to alter individual Cage mechanics. This would provide an alternative for repairing cages and allow for better automation for XP, Meat grinding and Loot Farms as well. No longer would the player have to deal with the monatony of entering workshop mode to go all around your cage farm to "reset" the traps. Player could choose "Repair Required: No" and simply use power as the reset function. When using other options, "Repair Required; Yes, Food Only", providing power to cages that "need repair" supplies will be automatically pulled from workshop inventory when "auto Workshop repair" is on. Larger cages could spawn more of each smaller class spawn types. Ie. Small cage may spawn only 1 mole rat, whereas, Md Cage could spawn 2-3, L could spawn up to 8 and XL could spawn up to 10. This means each Cage from this mod would require initial terminal setup before being functionable. Function: Add Small, Med, Large & Extra Large Cage compatible with terminal access By terminal access Player can Change Cage settings Terminal Settings: Repair required: (Yes, No, Food Only) Auto Workshop Repair by Power: [Yes, No] Level: Match Player, Random, Range Level Range Min: 1-100 Level Range Max: 1-100 Spawn Type: (Sm Cage: Cat, Dog, Mole rat, Mutant Hound) (Med Cage: Ghoul, Gorilla, Gunner, Insect, Raider, Mutant, Synth, +Sm Cage List) (Lg Cage: Deathclaw, Yao Guai, Brahmin, Mirelurk, Radscorpion, Radstag, Robot, +Sm Cage List, +Md Cage List) (XL Cage: +Lg Cage List, +Sm Cage List, +Md Cage List) Spawn Count: Vanilla, Range, Min, Max Spawn Count Range Min: 1-10 Spawn Count Range Max: 1-10 Increased Spawn Count Chance: 1%-100% Spawn Rate: Instant When Powered, Hourly Chance, Daily Chance Spawn Chance: 1%-100% This idea spawned from Darthwaynes mod: Craftable Enemy Spawner http://www.nexusmods.com/fallout4/mods/11091/?
  6. No, I'm looking to set up a timer on repeat for every 60 seconds to send a pulse which will be wired to a spawner to produce an NPC. Allowing it to become fully automated. Similar to this: http://www.nexusmods.com/fallout4/mods/11091/? This one is almost perfect except it throws up a splash screen... The developer seems to have stop supporting it and abandoned his plans to add terminal support.
  7. Please help me. I have been dying to make a fully functional NPC grinder and put the Auto-Butcher to some serious use. I am hoping someone can make an NPC spawner similar to the one DarthWayne made but without the pop-ups. This could be done either by making 1 NPC Spawner per type of NPC or by setting up terminal function as DarthWayne originally intended. I know its a long shot but I would be so extremely grateful...
  8. It would be cool if scavengers would travel out of settlements in search of scrap goods. As well as have them return with an actual good and realistic haul. This would go great with killable settlers. Kinda balance out the risk vs reward.
  9. Jet is already a very inexpensive resource. Not to mention most of the cages use common renewable resources. But copper, steel, and gears cannot be farmed outside of scavenging stations... :/
  10. This would be nice! Until this happens you can just have them trip a trap like a flame thrower. Just cart them along on a conveyor belt.
  11. Did anything ever come of this request? I'm looking for this too! Only, I don't mind having to restock the consumable (like Jet, Yoa guai meat, etc.) as that makes sense the creature or humanoid would "consume" it while being stuck, but having to repair; Copper, Gears, Steel every time? That seems kind of unnecessary. If I could get just that removed from the requirements that would be awesome! Although it would be cool to just reset the power and not have to go into workshop mode.
  12. Is it possible to create a combat script that records damage value counts for killed Actors? { ex. Kill a bandit and the script remembers; 10% ice element damage 30% fire element damage 10% blade damage 10% poison damage 40% bow damage } This is my first post on forums. I am about to start my first mod and i was just trying to figure out if this part of the mod was even possible.
×
×
  • Create New...