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Bongfuhrer

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  1. I want the game to be as movie-like as possible, so I've removed all HUD and markers. But the one thing that ruins it for me is the sound effects when entering map, leveling up, finnished quest and doing conversations. Is there a way to remove these sound effects? I've search the mod pages, but couldn't find anything. I guess there must be a way to turn off the sound effects in the .ini files, so if someone could point me where to look in those files I would be real happy. I hope someone can help me with this. :)
  2. A mod to disable the auto landing with the vertibird taxi. Something to make the vertibird hover or circle over the designated landing zone until you tell it to land. I have many times used the verti-taxi to travel to settlements under attack, just to be landed in the middle of the firefight. If there's where an option to hover/circle over the settlement, the minigun could actually come to good use for once.
  3. Since I don't like screen clutter I remove all UI, which means I got no HP, AP or compass showing. I must rely on the pipboy to find my direction. Though there's a 'GPS' in the pipboy, it's kind of irritating to stop all the time just to open and close pipboy just to see which direction I'm heading. So if possible, could one of you great mod'ers out there make a handheld compass that could be taken out in real time?
  4. I like the vertibirds. Great way to fast travel. But the lack of control of the vertibirds is a bummer. Today I called for a vertibird pick-up to get back to Sanctuary with all my loot. On my way I got a message that one of my settlements where under attack. So I gave the vertibird a new heading, and went towards the settlement to help out. Arriving at the settlement, the vertibird just lands, and I get instakilled by mutants.. So what I would like to see is a mod that let you take control over the vertibird. My idea would be to make it hover/circle over the destination until you tell it to land, instead of the auto-landing we got now. This way you can see if the landing zone is clear, and if it's not, you can make that minigun come to good use for once. I don't know anything about moding so I don't know if this is doable. But I hope one of you amazing moders out there like the idea and gives it a try. :)
  5. It's your game settings. On lower settings the rain will show inside. On higher settings the rain will be hidden when inside..
  6. There is several re-skins for Dogmeat as we speak, though not all kind of breeds. But if you request it in their mod-post threads, they might add more skins. Myself, I got two Swiss Sheperds, and the Dogmeat Ghost re-skin is now a must-have for me. Here's the mod/re-skin I use. Ask him, he may do the skin you want: http://www.nexusmods.com/fallout4/mods/220/?
  7. I would really like to see such mod aswell. But since no one ever were able to make a good working mod of this for FO3 and NV, I don't think it will be made for FO4. I do hope I'm wrong though..
  8. Here's what I use: http://www.nexusmods.com/fallout4/mods/704/? It's not 100%, but it let most NPCs and areas stay dead and clean/cleared. Enjoy ;)
  9. There is sich a mod already. I don't remember its name sadly. But search Nexus and you will find.
  10. I would like to see such mod aswell. And the same with chems.
  11. I would really want to use such a mod myself. But you don't need rain to kill off godrays. Those you can kill off by a click in the settings..
  12. Here's some must-have mods (atleast for me) from New Vegas: Enhanced Camera http://www.nexusmods.com/newvegas/mods/55334/? Range Weapons and Realistic FOV http://www.nexusmods.com/newvegas/mods/54714/? Manual Reload http://www.nexusmods.com/newvegas/mods/37090/? Collision Meshes http://www.nexusmods.com/newvegas/mods/59149/? Project Nevada http://www.nexusmods.com/newvegas/mods/40040/?
  13. All police and military forces around the world uses dogs to sniff drugs, illeagal money, explosives and much more. So I wonder if someone with the know-how could make it so Dogmeat could sniff landmines (and other explosives) when he's in front of you. I want to keep it realistic, so Dogmeat should be able to sniff and warn about explosives before you step on them (as long as Dogmeat is in front of you that is). But he should not be able to sniff out trap wires and laser beam traps (realistic you know), explosives only (those clusters of 'nades that's in many of those traps could be sniffed though). I guess the most reasonable is to make this as a perk or something like that. I don't know how to script, so I can't say if this can be done. But I hope someone likes the idea and will give it a try.
  14. I got this little problem. I've been using Mod Manager (not the Nexus) for my Skyrim and FalloutNV games. Now I want to mod the Witcher3 with the Nexus Mod Manager. The problem is when I try to download a Witcher3 mod with NMM, it opens my MM directed to Skyrim. How can I direct the Witcher3 mods to my newly installed NMM and away from my Skyrim MM? I've tried to disable auto-loggin, but clicking on 'download with manager' still opens up the MM. I'm watching Gophers tutorials, but I can't see what I'm doing wrong..
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