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Posts
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Everything posted by Sozerius
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Basically to allow you to have people who are renting out rooms at your outpost like it is a hotel or apartment. This could give more purpose to outposts that are not meant to be for mining or resources - but rather for luxury accommodations. Giving you a reason to decorate and provide for the tenants! It would be even better if we could maintain the hotel site, defend from attacks, hire/assign staff, and make sure the tenants have basic needs met. But none of that is truly needed, what we need most is just the roleplay element of playing a landlord, and to do that we just need the tenants and the rent function!
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I noticed there are already some differences in the outline color in the base game - it will either be a sort of light blue/teal for most things, and then a dark blue as well. I'm not sure what variables exactly effect that but since different colors are used already maybe the foundation exists to add more colors and variables
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Keep Manually Installed Mods Updated?
Sozerius replied to ohiojosh78's topic in Starfield's Discussion
Idk, Vortex just flat out does not work sometimes and it is so frustrating that I am getting rid of it - miss the old days of Nexus Mod Manager where it was just a mod manager and didnt have any "managed by Vortex" file path BS - ugh! -
There are dozens, sometimes hundreds of objects to individually look at when checking for loot, so instead of looking at every notebook or empty chunk wrapping to see if it is something useful, it would be nice to know from a distance if the item is valuable or useful. Currently, everything that shows up in the scanner is blue - but, moderately valued items, likesay anything over 100 credits in value could be modded to show with yellow outline in the scanner (noticeable when compared to blue). And much more valuable items, likesay over 1000 credits in value could be colored with violet outline in the scanner to stand out.
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RobCo Robot building Mod of course! I loved the little robots like the server bot or the oven bot, and safe bot was nice too - and now with Fallout 4, maybe build your own synth too.
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Does not work for me either. tlc does nothing for moving objects at all, it just lets you float around to help with movement ( I use it for this specifically quite frequently so believe me when I say it does nothing) I have seen people doing it in videos so i know it does work for some people, but sadly not for me either. I got it to work once, and i can't reproduce how i did it....it was very random how it happened and not at all like it's supposed to :/ Just saw this in another thread, maybe they were using this? In any case it helps with the whole issue of placing objects in the red areas. http://www.nexusmods.com/fallout4/mods/1267/? Edit: I just tried the thing in the link I just put - it works, and it is so much easier than the other little workarounds. You just click in the red as if it was green. And bam it works. There is a god, hahahaha
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I don't pay that much attention to the 'settler' number, as that number magically raises up pretty fast to be honest - if I ever did lose any from an attack I definitely did not notice, but I was under the impression that you don't lose settlers to attacks (and when you are around they cannot be killed by enemies ie. they are immortal except to player attacks- your traps could kill them though) - I will go help a settlement if I notice and am not busy - I have to go back to places to micromanage my inventory and carry weight anyways so its not that big a deal, usually just takes a minute - and then fast travel back to whereever I was, usually after doing some buying and selling that I needed to do at the settlement anyways. ^^'
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Does not work for me either. tlc does nothing for moving objects at all, it just lets you float around to help with movement ( I use it for this specifically quite frequently so believe me when I say it does nothing) - There are a few tricks to get around the 'red', you can place the object, say, a wall, that would normally clip into another object - and then you can place a spiked pole (a buildable object) as close as you can to that wall without clipping into it, place it, and then hold down the E button while your cursor is highlighting the spiked pole. If it is close enough to the wall, both the pole and the wall will become selected, and you will move both at once ( careful, if the wall is close to other walls it will select those too, so do this away from other objects, not too far, just far enough) - this will help to diminish the clip area around the wall, and base the clip more on the pole instead. Sometimes it is weird and doesn't work properly, in those cases what you need to do is do the thing where you hold the E button on the pole, while it is next to the wall, to select both of them - while both are selected (make sure they are green and not red) open the console, click the wall, type disable, hit enter, then type enable, and hit enter. Exit console, and then try placing the pole, with the wall. Sometimes you have to fiddle with it but it helps a lot I have used it to directly connect the junk walls that normally always have a space between them without additional stuff and you could even use it to fill in gaps where stuff is floating above the ground etc. And of course it helps when there is a hill or a slope and it is very difficult to properly place anything on it, likesay a long fence without going through a lot of trouble and still ending up with a poor result. I might just mention that I can't seem to get the pole to highlight both itself and a wall with they are on top of any wood flooring etc, so do it on just the ground outside. Yes I saw a mod earlier that might help you do this, have not tried it myself, but it lets you place a workshop anywhere and flag an area as a settlement, even indoors - I imagine you could use it within a vault - here is a link: http://www.nexusmods.com/fallout4/mods/1050/?
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There is already a female follower who has depth with "Vilja"- I think a male follower with dialogue as interesting should be created! I would like it if the follower had an interesting quest, touching on his personal ambitions (it would be cool if the follower meddled with one of the planes of Oblivion and got in trouble for this.. thus requiring your help, etc. Maybe even ending up in a trip there.) It really adds to the immersion in my game if I can feel like some of the characters are like real people. Because of this I don't really like followers without dialogue/backstory, etc. And quests can really add to it- as well as provide interesting stuff to do and think about.
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I really enjoyed some of the follower-oriented quest mods for Oblivion. 'Ruined Tail's Tale' and 'Tears of the Fiend' were some great ones for Oblivion. Have any mods like this been made for Skyrim yet? If not, could someone get something like that started? I would really enjoy having more mod content that focused on that kind of stuff, and I think others might too- especially since there seems to be a definate lack of that sort of thing so far (as far as I can tell). For reference, here are the nexus links to the quests I mentioned for Oblivion so that people can get an idea of what I'm talking about if they aren't familiar.. Tears of the Fiend: http://oblivion.nexusmods.com/mods/11598 Ruined Tail's Tale: http://oblivion.nexusmods.com/mods/3027