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Nullstate

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  1. I've noticed that some merchants deal in "shipments" where you can get a lot of a given item at your settlement(s) without lugging it yourself. If they can do that, why can't they do that for your stuff too? Call it something like "shipment of inventory" and treat it like other "shippment" items. Charge by weight. Why request this? Because running back and forth across the wasteland every time your inventory is full sucks, and not evryone likes fast travel. As a player you'd also need to balance cost vs. convenience, adding a little more depth to trading/inventory management.
  2. I was thinking it'd be nice if we could build a gear locker for settlements. Drop weapons and armor in it and as new settlers arrive they'll equip themselves with the best gear available and drop their old gear into the locker in exchange. It wouldn't help with settlers already there when you build it, so you'd still need to equip them manually. The upside of that is you can customize your settlers without worrying that they'll undo your work by going to the locker afterwards.
  3. Why does it seem like the Sole Survivor is the only minuteman that can go to the aid of settlements under attack? For that matter why can't well defend settlements handle it themselves? Perfectly valid questions in my mind. So I'm suggesting two different mods to address this. 1. Dispatch help. Once you're in a position of authority you should be able to delegate. Settlement A under attack? Order minutemen from either the nearest allied settlement or some from HQ to go sort it out. You have other things to do. There could be a version where this option only exists if you have already completed the given quest once yourself. 2. Timed mission. After a set amount of time the settlement will either A.) Succesfully deal with it or B.) get wiped out. Base it on the defense value and number of settlers vs. the level of the threat. Probably a good idea to list that threat level (or probablity of settlement success) in the quest discription. These tow ideas could also be used together. For those who want more depth you could also give the minutemen a reputaion value. Increase when a settlement gets help, no change or minor decrease if the settlement handles it on their own, major drop if the settlement gets wiped out.
  4. Not sure about this one. It might be too tempting to just given them all fat-mans (fat--men?) and a single mini-nuke. At least once I had the perk to prevent them damaging me that is. Maybe if the mod came it multiple versions to prevent that sort of temptaion.
  5. Suggestions for improvement. 1. Use menu hot keys while in pip-boy and number keys to select which tab you want. Example: You're in inventory/weapons you want to check your ammo, just press 7 an dyou're there. 2. More catagories in inventry. Divide weapons into firearms, melee, and explosives. Separate normal armor and power armor compnents. Pull games out of misc into its own major category and split the rest into info (letters and non-game holotapes), and other (keys, mags, etc.). Both junk, ammo, and mods seem alright as is, but aid needs serious help. I'd suggest seperating it into healing [still called aid] for things like stimpacks, rad-away, cooked food (it gives no rads) and maybe rad-x and med-x, chems (anything you can get addicted to, so alcohol too), and other food/ingredients (you know the stuff that gives you rads if you eat it). 3. A proper numerical value for your current rads. The meter on the pip-boy looks cool, but I want hard numbers not an approximation. You get your exact health already, so why not your exact radiation as well? 4. Under Data, list complete misc. quests, even the repeatable ones. 5. Change scrolling in the perks menu. Seriously just let us use the scroll wheel/scroll bar, or grab and drag it like the map. Probably the former to prevent the annyance for accidently select an unwanted perk. No doubt there are others, and it will proably be a while before the tools to do this are avvailable. When they are I hope to see these or even better changes.
  6. I like it. If you could make a "menu" of what food to use, or if food was slected based on how much healing you needed, then this could be awesome. That kind of functionallity is probably not coming for a while yet, but it's a thought.
  7. I just read a post suggestion sexy vault suits: http://forums.nexusmods.com/index.php?/topic/3456485-sexy-vault-suit-retexture/ It got me to thinking that it could technically be possible to wear a vault suit differently. (If it was real I mean.) Like taking it half off and tying the arms around the waist. It'd leave you bare-chested so you could wear something shore-sleeved/sleeveless over it without seeing the sleeves from the vault suit. Might need to rig it so the "arm" portion tied around your waist vanished when wear certain armor pieces, similar to what happens with some hairstyles with certain headgear. Alternate ways to wear other garments might also be nice. Maybe impliment it as a crafting mod: at a armor workbench you'd get an extra otion for mods, "style", that didn't require components (like when you craft "no muzzle" for a gun).
  8. So not so much a scraping as a delete option? Yeah, I'd second that.
  9. Puns aside it'd be nice to be able to break down items (junk, armor, weapons) to their components on the go. Maybe as some type of toolkit you'd need to carry that preovided a perk. I'd suggest a "junk all" button, but I think some crafting components (gears and such) can be broken down further (steel, plastic, etc). I may be wrong on that one though.
  10. Well your guy can where a dress so why not? Might be funny at least. If you're going that route though might as well ask for guy underwhere for the ladies too.
  11. We need one, or at least I do. Who else has gotten overburdened and had Dogmeat (or a dog you bought) nowhere in sight? Ever have your pouch companion start to go after an unalerted enemy while you're stealthing? Maybe you've left him behind so you can sneak into a dangerous place without worrying about him. Once you're done may you need to go back quite a way just to tell your do to "Follow me." It's a pain. Avoid all that. Use you're dog whistle to call him to you. I wouldn't expect this to work if your dog is in a differnet worldspace though. And becuase it's ultrasonic it wouldn't alert (most) enemys. It be good if it alerted enemy dogs though.
  12. Seems like it's been taken down. Was there a copyright issue? There's a similiar mod for Skyrim, so I doubt there was a c&d order. Still I suppose it could happen. If that isn't the case (but it still isn't going to reappear here), I hope the author finds another spot to upload. I was planning to install that one on Friday.
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