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dwarano

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  1. Hey, can someone help me with what I would need to do, to convert this nice looking weapon to simply use fusion cells.. Vanilla ammo.. I have no interest in using munitions what-so-ever, and the one mod that makes it not dependant on munitions, does so in the exact way - that is the reason I don't want to use munitions. :( I do not want all kinds of weird and silly (in my opinion) ammo types flooding my game, there is already more than plenty types of ammo to keep track of. I remember, I edited stuff like deadpools 9mm and 12.7mm in the same way for my self way back when.. And I managed to remove the LL for something like the break action laser and the Zap gun as well (Every other raider and their mothers where using only these 2 weapons, now they are craftable and only for me, my companions and settlers.) Saddly, since then I seem to have forgotten what to do.. *shrug* Am I right in thinking, it would be something like deleting the new ammo type from plugin, deleting LL quest script and telling the weapon that it get's reloaded with fusion cells?
  2. Hey guys, not sure if this is the right place to ask, but: Can someone make an updated mod, that gives some exp to trading from running all these companion caravans. Perhaps some other nifty ways to control/enhance the feeling of running a trading empire. Also, could someone maybe make a mod that removes all these silly pointy cone shaped helmets that infest the game? And that weird caketin "thing" that some Vlandian lords have on their heads.. They hurt my eyes. :D Oh and of course, a mod that actually lets one take over gang territory's would A-mazing as well! Seems like, it was deffinetly meant to be a part of the game, but probably won't ever be implemented officially. Anywho.. Just some things about this game, that I would love to see changed/implemented.. Sadly don't have the skills to do so myself, and won't be able to learn them either. :( But cheers to hoping, one of you madly talented young folks, might be able to tackle some of these things. :)
  3. Hey guys, I'm having a problem, I could use a bit of help with. For some reason plasma weapons for robots (Capital wasteland mod, teddy brain mod and automatron weapons mod) have no firing sounds at all.. I am using a few gun sound overhauls, but even without them or with only one of them, issue remains, no pew pew. :( They have sounds, when using any other weapon (Including lasers which use my overhauled sounds) Can one of you help me out? I have been thinking, it must be an issue of opening up the mods, and finding where the sounds is pointing to or something like that, but I am a bit unsure about how to do that.
  4. I really think you might be onto something here.. I have recently begun having a similar issue. My modlist, might be "comprehensive" but I have spent a heck of a lot of time, editing and making it all work together.. Then, I add something new which by all means should really just work, but it makes my game ctd, right after creation club "initiates" on the start screen.. Have been "pulling my hair out" as to why on earth it does this.. This issue you have brought forth, might actually be the answer! :O So question: I can figure out, how to unpack some ba2's, but will they still work with the mod? If esp points to ba2? Or will esp's just use the unpacked files by default instead? Also, is there a guide somewhere, upon how to merge mods, which mods can be safely merged? I am new to these 2, so my knowledge about it, is at about 0.2%
  5. Hey guys, so I have this issue, that I am unable to narrow down the cause or fix to.. Some weapons of mine, when used by NPC's they will point the gun down towards ground while firing and then the projectile comes out of the middle of the gun'ish.. I truly, have no idea why they do this.. Before, I have seen this bug with deadpools Watts rifle for example, cause I was using laser bolts mod and they don't work well together. Oddly enough, I have switched to using Hollywood bolts instead, and now the NPC's can use the Watts rifle, but they point the Caravan Shotgun and the X12 down towards ground and shoot now?!? :D The X12, I get might be incompatible with Hollywood, but why on earth are my npc's unable to point the Caravan shottie in the right direction? I have looked over everything about the caravan shottie I could find, deffinetly not an issue about that mod, but rather some other weird issue that I'm having.. Edit: I have tried, without Hollywood Bolts, the problem seems to persist. Any help, would be most welcome.
  6. You should be able to do so on your own. Get FO4Edit or xEdit, then go into TNR esp and look under the item its self, there you will find which slot it uses when equipped (which would be the same as backpacks) then simply use the drop down list of other slots, to assign a different one. :) Shouldn't take more than 5 minutes tops, then save your esp after. Only trick, of course, being to choose an equipment slot, that you don't already have in use, by some other accessory.
  7. Thank you, will look into it, in a bit. Read somehere else, that in FO4 when added via script, I should look for a "quest tab" and remove that. Had I, a greater understanding of scripts and such, I would edit to just make the weapon less common, sadly I don't though, so will just add a few for myself and companions through console.
  8. Hey guys (and gals?) ((Persons!)) Ok so, there are a few mods, I would like to add to my game, but where the levelled lists are not to my tastes. Could someone be so kind, as to tell me what to look for, if I where to remove the levelled lists myself? Example: Break Action Laser, by Niero. I really love this weapon, but the problem (for me) is that when it is installed, it seems gunners and raiders use this weapon far more often, than pretty much any other weapon. :( Even other script added weapons.. Really don't know, why that is. Anywho, figured that I could just go into FO4Edit and remove the levelled list, but it would seem that my glasses are broken, I've gone blind or that I should go to sleep.. Cause I can't seem to find it on my own. :( Any help, would be appreciated. :)
  9. It was actually Subversion, that got me to thinking of this idea. :) I do like, what that mod does, and probably gonna do a playthrough with it, pretty soon.. As far as I can tell though, it doesn't do exactly what I would wish for. :( Looks like, Subversion allows you to let the railroad and BoS "survive" on an institute playthrough.
  10. I know right? :D For all this talk of "making things better." World was destroyed, by people dropping bombs, and what do people do? Blow stuff up.. Humnanity learned: 0% The institute its self, is just amazing tech and stuff, it's the people in there, who aren't quite right.
  11. In the real world, I'm sure people would just blow sh*t up, to save lives.. Then build something else or new replacements of what got blown up.. This is a game though, set after an apocalypse.. Blow up the Prydwen, loose it for good - same goes with the institute. I choose to believe, that it would be more realistic, to keep the prydwen and the institute around, as both would make a peaceful future far more believeable and possible. MM, just beeing MM, already failed horribly once.. So if they want to make actual changes, they need to evolve and grow.. Anywho, your opninion, on wether or not this would be believable, has nothing to do with my request. :)
  12. Thank you, I found that one as well - And have been thinking of using it if nothing else.. Just not a big fan of lighting up everything. (Especially with a few PA companions following me.)
  13. I have one single more request, that I would like to ask: While there are mods, that cover some PA's and most of the vanilla ones, it would seem there aren't any, that just alters the vanilla light - which most mod PA's use.. Wouldn't that be possible to do? Make a light mesh, that can be used "right out of the box" and lights up a bit better, when using mods like NAC and Darker Nights I remember, some years back I used to use the most popular one, that did the vanilla PA's and the pipboy, but then the X-02 and X-03 came, and they did not have longer headlights. :( Now, I've been all over the nexus (at least I feel confident that I have) and while I've found mods, that cover this PA or that PA, combat helmets and new smart flashlight mods, I haven't found a mod, that just works for all headlights.. Wouldn't mind, if it where a "drag to right folder per PA" kinda thing, just some meshes, that could replace to "weaker" normal ones. Would try it myself, but only have a very basic understanding of FO4Edit and nearly none at all for the CK. (And can't learn to use em, have tryed many times - watched many videos, wanted to make my own companion, voiced by myself ala an Inigo/ghoul thing for FO4) Anywho, if anyone can do such a thing (the light) or could point me at some mod I simply haven't been able to find, I would be very grateful indeed.
  14. Hey awesome modders. So, I've seen plenty of mods over the years, that alter what we can do with the factions, add new and fun ways to do the quests and even mods to make peace between the factions (or blow them all into the next apocalypse - looking at you Thuggy xD) However, one mod I've always wanted to see, but never found: How come, the minutemen shoot down the Prydwen? They are strong enough in numbers, that they should be able to take it over for them selves, especially with the player character on their side.. Also, why do they blow up the institute?!? Again, they have the numbers, they WON the battle in the institute.. So, why on earth would a faction dedicated to saving lives in the CW choose to blow up the paradise that is the institute its self? All that clean water and food, boooom? If you don't sound the evacuation before blowing the inst up - Preston clearly doesn't like it.. So why blow it up in the first place? If I where to think like a General of an army - army beeing dedicated to bringing safety to the CW and ending raider threats and the like, I sure as heck, wouldn't blow up some of the greatest tactical advantages in the CW, when I could claim it for my own cause instead.. Fair enough - if it was because my artillery was my one and only strength, so I wouldn't dare a frontal assault, but then the MM take on the institute and actually clear the place out, then blow it up? xD So yeah, as my title indicated - I'm wondering if anyone would be willing to take a crack at such a mod? Where the MM claim the prydwen and all its goodies, as well as claim the institute. Wouldn't have to be some grand thing, where MM start flying around in vertibirds in stead of BoS units, neither teleporting MM who pop in and out of battles as they see fit. (Would be cool though) Thinking mearely, a mod that alters the quests a bit, allowing to end them by claiming said places, and then having MM units in said places so you can still access institute and prydwen and watch your army.
  15. It's not, that I'm unwilling, I literrally get blackouts and stuff, when I have to many thing on my mind, it's hard to explain, and suppose I dont really have to either.. But, I will just keep searching, or make due, with the things modders have provided. :)
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