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zerothenumber

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Everything posted by zerothenumber

  1. May I suggest this mod? https://www.nexusmods.com/starfield/mods/944
  2. Basically, I would like to play as a bard who throws his violin to great effect into people's faces if the need arises. Said violin returns to it's owner's hands afterwards. Thanks!
  3. Like brah... did you even bother searching for such a mod? https://www.nexusmods.com/witcher3/mods/3878
  4. Yea actually, pay close attention to mods that require the mod for them to work. I actually got tricked as well not long ago thinking, what the heck is going on, why so many dependancies, but it was just the list of mods that require that particular mod to function. You don't need those (obviously).
  5. And while we're at it, make it so you need to manually replace a spent fusion core (get out, insert new FC, get back in). I would really like such a mod.
  6. I was hoping for a survival mode like in STALKER Misery mod...
  7. Nexus sites are the only ones that I have adblock turned off for. Thanks for doing what you are doing, without you and the modders that share their work here I wouldve passed on a lot of games.
  8. I've been playing FO4 since day one and beside some ragdoll problems here and there in VATS I literally had no bugs, glitches, etc. I don't know what you guys are talking about but it's certainly not about this game. And you kept calling them Bugthesda. Because it's cool being edgy and salty. I'm looking at FO4 more like a Mass Effect game set in the Fallout universe. Which is great in my book. The dialogues are well made and cinematic, the combat feels solid, it runs perfect on my computer (50-55 fps most of the time). As for the RPG elements - I'm tired of assigning arbitrary numbers to arbitrary words/skills to make my character arbitrary better. This is not what RPG means. That system was good on Fallout 1 and 2 but it does nothing to improve the gameplay for a FPS type game. Clicking numbers to make my character stronger is not the best way to design things imo. That being said I'm waiting for mods that make all outfits wearable under armor pieces.
  9. Does anyone know where can I change MEC's tier 3 upgrade to look like tier 1 or 2? Sorry if it's offtopic and thx in advance.
  10. Silly question... Can the hex value be 0? As in no meld from cyberdisks and drones? I get all other hex values like 13=D, 500=1F4, etc.
  11. Um... I don't think Bullet Swarm perk works only on Heavy class and Heavy lmgs... I have all my soldiers with the bullet swarm perk in order to shoot then run away and it works fine. I wish I could give the bullet swarm perk to every enemy in the game aswell but I don't know how. Sorry if I am mistaken.
  12. When I put the Mec's minigun on one of my Heavy guys I though DAMN that looks cool and seems to work just fine! I was so thrilled... Then I went ingame and watched my Heavy guy bend his knees like a creepy Boston Dynamics robot and make that creepy sound... damn it
  13. I think those weapons that are left with a bit of ammo in but unable to fire ARE still able to enter overwatch and fire once.
  14. While I do not have a premium account as I do not have the money for it, I do have nexus sites set to exceptions on my adblockers. And to tell the truth... I can barely notice the ads on nexus and they don't bother me at all. Thanks for these awesome mods safeheavens :P
  15. But on a 99.999% shot, you can still miss, just that if you were betting, you could make that bet many many many times over, and only very rarely lose. You are correct. That is why I would like NOT to see those percentages, that way I can relate to the distance to the target, wether if it is in cover or not, flanked or not, etc, and give my own predictements based on those visual indicators alone. The outcome being a complete random chance event in the end (well not completly but close enough). That and also the fact that we can't do anything about it anyway, being hardcoded and stuff.
  16. I actually kind of like how the RNG works now. If you guys recall the quantum theory with the cat-in-the-box, the RNG in this game works exactly like that. Except when you have 100% change to hit (in wich case you KNOW the cat is alive), the rest of the times are just wild guesses, bot hitting and missing being true and possible at the same time. When your soldier's turn comes up you see a 70% change to hit. But the roll on that chance was already set before the actual turn, that means you can have two outcomes: you either hit or you miss. You cannot tell wich will be untill you actually take action and shoot, but both outcomes are possible (even with a 90% chance to hit). Of course, you will think a 90% chance will probably set the odds in your favor, but bear in mind that the possibility of missing still exists and it has 50/50 chances to occur (because something either happens or it doesnt). I don't know how much of my comment makes sense to anyone as english is not my primary language but I hope you get the idea. The only change I would want is for full cover to "COVER" your soldier entirely. That means, when you get shot nothing happens, you don't take damage at all (except the actual cover being blown to bits). That would make you run like hell from there, OR, if the enemy has more troops, to shoot you and hit/kill you. I would probably also want that to-hit chance (percentage) to be removed completly from the game and only the flank indicator/icon to be shown when there's the case.
  17. Hm nothing I tried works... The uncompressed Xcomgame.upk is about 11.698 kb, I open it in HxD and paste the code. I selected Hex Values and ALL an still no luck. Do I have to copy one row at a time or the whole column (it's big cause I made a lot of changes). Either way it can;t find anything... Im'm stuck, I think I'll just wait for a mod manager or something :) Thanks anyway!
  18. Hm... hex editor keeps sayin can't find "no matter what I put into". Seems like the OLD hex values from your program are not in the upk itself or I'm doing something wrong...
  19. Thank you for this step-by-step tutorial :)
  20. Blood Call works even if added to soldier abilities in gamecore. It gives the bonuses, no animation tho.
  21. I dig this idea. Starting a new game with cyborgs for the win. Or fail.
  22. Even if you equip 3 grenades, or 6 for heavy, you can only use on per mission (or two for heavy). The ability itself for the number of grenades (and rockets for that matter) is not relatet to the number of items on your soldier. You can have unlimited grenades and rockets by modifying the noreload property but you cannot set it to a specific number. At least I don't know how, don't send me to Oblivion if I'm wrong.
  23. Shotguns as secondary wont work. Heavies without the rocket launcher as a secondary on their back won't work either. Heavies with shotguns or pistols as their secondary won't work aswell. All I managed do was set the rocket launcher as a backpack item, the heavy equips it on its back near the normal rocket launcher but you can't get more rockets ingame or something like that (because the ability to fire a set number of rockets has nothing to do with the rocket launcher itself...well sort of). As far as I can tell right now that gamecore ini file is not the answer when it comes to actual modding of this game. Plus, at the end of the day, the game is really short and somewhat easy, so I don't know if modding is really necessary afterall.
  24. It is even possible to change the shotgun as a secondary weapon like a pistol. It shows on the right leg of the soldier, but ingame it doesn't work. If you change to shotgun ingame it plays the change weapon animation but the main weapon still remains. It DOES fire like the shotgun when you attack, it even plays the reload animation but the soldier holds his main weapon, not the shotgun. Haven't figure it out yet.
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