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pra

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Everything posted by pra

  1. Interesting. It might therefore be possible to also add patterns, like military camouflage, and then even have that in different colors? The actual colors will be somewhere in automatron's esm, I think. You should try to find them in the CK.
  2. I guess the greatest difficulty would be the model... But yes, it would be great. Rad Boar Bacon anyone? Not sure how much AI modding is possible, but I'd suggest, that the pigs spawn in two varieties: alone, mostly passive, unless you attack or come really close, or with young, then it starts grunting at you when it sees you, and charges if you don't back off. Maybe the Sentry Slam attack could be used as a base for the pig's charge attack?
  3. I'm sure I'm not the only one who noticed that the display cases of the contraption dlc are an utter waste of wood and glass, since they are completely incapable of doing the one thing they were supposed to do, namely, displaying items. Now, I've seen mods which add display cases before Bethesda decided to do it themselves (and failed), so, would it be possible to put a similar script onto the contraptions' cases?
  4. I rarely ever use mines, but a lot of grenades. I'd like to have a mod which would allow to either scrap mines (like Crafting Workbenches with regular ammo), so that you have resources to build grenades, or something which allows direct conversion of mines into grenades.
  5. There is such a thing as too much realism. We actually grew potatoes when I was little, they take the whole summer to grow and you need a HUGE field (several hundreds of plants) in order to have a sensible output. Also if I remember correctly it was more like 5-10 per plant.
  6. It doesn't have to be 1:1 the same as in TES. But yes, invisibility might work. Far Harbor has food which makes you invisible, too, so... Irritability could be implemented as a malus to charisma and a bonus to your damage (like psycho).
  7. I think it would be awesome if you could build a speaker in your settlements where you can plug in a holotape and it will then be played on loop, audible for everyone. Or maybe not just on loop, if possible, it could be terminal-controllable. It's a somewhat stupid idea, I know, but I think it could be fun :D
  8. Thank you! I was thinking the same thing: why can't I just take the institute over? Either you kill everyone in there and take over the infrastructure, or you make them surrender, either by wiping their synth army or by threatening to blow up the reactor. With Acadia from Far Harbor, you could do even more. Not sure if there are any spoilers, but I'll just use the spoiler tag anyway
  9. You could argue that the genes responsible for building the starch and stuff inside the tuber are misfiring and making the plant build it inside of the fruits instead. Or that the plant is actually growing roots inside it's fruits
  10. It was my first thought when I've seen the plants. Also, there was a mention of bioluminescence in the terminal. I can't edit the title here, though, so I at least set some tags for clarification
  11. I was quite disappointed when I found the Nirnroot "Experimental Plant" at the Prydwen. Could someone make the stuff plantable in settlements, and add a cooking recipe for the nirnroot tea the terminal next to it mentioned? It could be a rather good healing item, better than a stimpack, but very addictive. Maybe with some negative effects as well, like -1 to intelligence and/or charisma.
  12. That, plus, add a potato cannon! And potato battery clusters! :laugh: Hm, if potatos were available very early in the game already, potato batteries just might work as your first power source. You need 1 potato, 1 copper, 1 steel (since there is no tin), and get 1 power. Just enough to power the radio beacon or get some light. Maybe even less than 1, if that is possible.
  13. Yes, that would be awesome. In the current form, they seem to heavily rely on building along floors and ceilings. I'd like more wall components, mostly. Also: - Simple wall passthrough: just a small piece of straight conduit which goes through walls. Same for ceiling passthroughs. - Wire connector: non-angled wire connector which just attaches right to a conduit with it's back side, so you can just use the beforementioned passthrough to guide a wire through a wall. - Wall mounted vertical pieces, bent pieces, junctions, levers. Wall junctions which can be put onto a passthrough piece which comes right out of the wall with one of it's flat sides.
  14. Due to a bug in don't call me settler I now have a robot with an empty name, with the side effect that it no longer appears in the robot workbench. The only thing I found out through google is that this indeed happens if you rename a robot to " ". Is there any way to fix this? A console command, a mod, or even a savegame editor? Or, if everything else fails, how can I completely erase the robot via console? I would then just rebuild the robot, cheating in the needed resources...
  15. After some point, the appeal of weapons or armor as loot is pretty much lost. You most certainly have the best equipment already, and the stuff is heavy and not that valuable. On the other hand, resources like adhesives, fiber optics or aluminium become more important. So, I would like to request a mod which adds building materials as loot to those "treasure chests" at the end of "dungeons". I'm not sure how fine-grained those treasure containers are, but if it is possible, I would suggest at least a separation in pre-war and post-war loot: - post-war dungeons, like raider/gunner/mutant camps have those "Shipment of X" manifests, which they took off unfortunate merchants - pre-war dungeons, like vaults/bunkers/anything feral-infested, would either have the raw material directly, or things like "crate of nails" or "crate of aluminium can blanks" or "large coil of copper wire", something which the people before the war might have intended to use, but never got around to.
  16. For that, too, a way to scrap mods would be needed. Suggestion: "disassemble" replaces "scrap" in the regular workbenches, and then you get a new "Scrap Workbench", which sole purpose is to scrap mods, and maybe other things, too.
  17. Good, this has been requested already. My idea: you have an "advanced workbench", which allows you to a) disassemble a weapon/armor into it's mods and b) re-assemble loose mods back into a weapon/armor. Same for armors. Also make the workbench dependant on some scrapper perk level and blacksmith or weaponsmith perk. Replacing "scrap" is only an option if you also add the option to scrap mods afterwards (is there a mod which does that, BTW?). I usually scrap enemy weapons for parts, and only rarely want their mods. If no new workbench, maybe a new option called "disassemble"? Not sure if that's even possible.
  18. -_- I will try Don't Call Me Settler, though. Didn't know it has this feature, and was considering it anyway.
  19. So, my problem here are those corpses which just stay there forever, and even keep returning after you dragged them away. The dead guy and the dog next to the Sanctuary bridge, for example. I would like to have Morrowind's "Dispose of corpse" feature. Sure, you can use the console, but that's almost cheating. My idea for this: a melee weapon based on the weedwhacker model, which, when used to hit a corpse, applies markForDelete on it (or just disable). As an extra, it could also generate some items, like bones, fertilizer, pieces of meat for the cannibals, etc. Or maybe as a special modification for the ripper instead of a separate weapon, whatever is easier... Yes I know there are mods like Scrap Dead Things, but they look somewhat unfinished to me, allowing to scrap living NPCs and all...
  20. I will never disable adblock, for any site. But, if you say that paying you $2 once is even better for you than me disabling adblock, then I'll just do that.
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