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Dimensionlord1

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Everything posted by Dimensionlord1

  1. Basically a mod that allows you to craft a notice / bounty board similar to diamond city with repeatable miscellaneous quests. The board being crafted and placed in your settlements / raider outposts via workshop. Also maybe one for nuka-world raider outposts with its own unique quests similar to the ones given by the raider bosses, but more variety. To give a few quest ideas: Kill insert enemy, deliver / retrieve items, collar enemy (raiders), etc.
  2. Looking for any mods out there that add blood splatters or puddles that you can place in settlements via workshop. I'm trying to decorate raider outposts, but they're far too clean. Haven't had any luck finding anything yet.
  3. Thought I bugged out my computer because happened to me yesterday. All my saves in "my games" were all like 10 kb for some reason. Your real saves should be Steam\userdata\[randomsteamnumber]\377160\ac\WinMyDocuments\My Games\Fallout4\Saves. I just deleted all the 10 kb saves and moved all the saves in the steam folder over. Very strange. No idea what caused it.
  4. Simple request. It would be nice if nuclear weapons created guaranteed ashpiles when enemies died to them (like the alien blaster), with different weapons creating different ashpiles. Not sure if I missed any. Fatman (and super mutant suicider) - Robot ashpile, ash pile with smoldering glow Nuke mines and nuka grenade - Robot ashpile Thirst Zapper Quantum Gun modification - Alien blaster and institute laser ashpile, the pile of ashes with blue glow Nuka Quantum grenade - blue ashpile, same as quantum gun Nuka-nuke launcher - blue ashpile
  5. The workshop bottle lanterns added by Far Harbor have almost nonexistant lighting on them, not able to light up a room at all. Also strangely they seem to cast an odd fractal lighting instead of a solid light. The same lanterns visible in the Nucleus seem to actually cast a much larger solid yellow light that actually can light a room up much better. If anyone could edit the lighting on the lanterns to use a much bigger solid light, comparable to the other settlement lights (maybe not as big as the dangling workshop bulb) it would be much appreciated. I'd do it myself if I knew how, but unfortunately there's not much information out there on workshop lights or how they're attached to static objects.
  6. So bringing this request back since original post in 2018, didn't want to bump it. Basically a simple romance option, no need for affinity unless someone wanted to implement that. Simple romance through dialogue options during conversations. Now Ada might not have enough lines to create new romance dialogue, so maybe AI could be used to create some new dialogue for her? She's probably the best companion in the game and the most likeable one too, so it'd be great if there was a romance option for her.
  7. Idea is basically various NPCs of different factions and types can spawn in and visit your settlements. Maybe have it be an option that you enable similarly to the settlement recruitment beacon, but instead once you build and enable a settlement object it marks that settlement and allows visitors to show up, come and go. Would add a lot of life to settlements, and they could hang around near store/market areas and other notable parts of settlements. Visitor Ideas Normal Settlements - Wastelanders - Traveling Merchants - Scavengers - Mercenaries - Brotherhood Soldiers (if allied to Brotherhood) - Railroad Agents/Synths (if allied to Railroad) - Minutemen (if allied to minutemen) - Coursers/Synths/Institute Agents (if allied to Institute) Raider Outposts - Traveling Merchants - Scavengers - Mercenaries (including Gunners) - Raiders (generic Commonwealth raiders) - Triggermen - Nuka World Raiders (only the two gangs that you allied with) Other - Children of Atom
  8. So during Namira's quest if you're a good guy you get the option to kill the dirty cannibal cult which includes Hogni. With Lisbet she gets replaced by her helper Imedhnain as a vendor. Though with Hogni there aren't any replacement npcs. So a mod suggestion is to have a new npc spawn that will take his place as a meat vendor at his stand, and keep Markarth looking lively. Maybe a female orc takes his place since he mentions trading with them, and maybe they can move into his house too when he's gone.
  9. Daedric artifacts get pretty weak at high levels, and are rendered inferior. Now there are mods for stronger stats out there, but an idea is a sort of progression system for artifacts in some way. So artifact gets stronger the more you use it, the base stats going up as well as the strength of any enchantments to make them viable and powerful weapons after using them for a long enough period. A good idea of progression could be similar to the existing Ebony Blade, how the weapon got stronger after fulfilling certain conditions, in this case killing a specific number of npcs. Though not all artifacts would increase in power via killing npcs, armor for example. And maybe some of the items would require extra ingredients or conditions to "level up" in power.
  10. So there's a number of different graffiti tags added by Nuka-World for the different raider gangs, and it'd be nice if there was a mod to add them to the settlement workshop for use in raider outposts. Disciples and Operators both have 1 tag, while the Pack have around 3-4 different ones.
  11. Nuka-World doesn't really offer much in the actual raider raiding aspect, besides the initial takeover of settlements. So an idea to actually make being a raider fun in Fallout 4 is to add a raiding system in the form of repeatable quests. For example maybe radiant quests, or you could organize the raids yourself from your existing raider outposts. Maybe add a raider terminal, or something to signal your outpost of a raid and then a handful of raiders from your current outpost will accompany you to a location, thus starting a quest "Raid (insert location)". Locations can include pretty much any clearable location in the game, and the objective is to clear it so that your raiders can loot and you're rewarded with caps and other random loot after a successful raid.
  12. Not much use for gourds and melons in the game or much incentive to grow them, so how about a mod that allows you to turn them into explosives? Makeshift melon mines (Melines?) and gourd grenades (Gournades?). Last thing enemies would suspect is a piece of fruit blowing up in their face.
  13. How about some post-apocalyptic versions of Native American style outfits with a feathered headdress?
  14. Bit disappointing that the fishing update doesn't let you put juvenile mudcrabs inside the aquariums buildable in the various hearthfire homes. If anyone could or would be willing to try adding them as possible additions to the aquariams, it would be much appreciated. Really love crabs and would love having them on display.
  15. We can mine without having a pickaxe equipped. We can chop wood without having a woodcutter's axe equipped. Why do we need to have a rod equipped to fish when we have the rod in our inventory? Quickly gets annoying having to swap between weapons and your rod. Would be great if someone could make fishing only require the rod be in your inventory just like woodcutting and mining.
  16. I've been looking for a mod that adds super mutant heads to the workshop. Ones that you can craft like the mounted deathclaw head for example and use for wall decorations. Normal run of the mill super mutants and also a behemoth head as well. Haven't found any mods that add it, so if anyone would or could do this it'd be greatly appreciated.
  17. Can someone please make it so Ada can be romanced? Nothing too special unless someone wants to go ahead and do that, but just a simple romance via speech choices or whatever during certain points during your conversations with her. She's one of the few actually likeable companions and it's a shame it wasn't an option from the start.
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