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Kordach

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About Kordach

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    FO4, XCom LW, NWO, GW2,
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    DAoC.

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  1. Actually extended. And apparently I did pass right by it when looking through settlements mods but your suggestion got me looking for ex- words. Ty.
  2. Just getting back into FO4 after a long time off gaming because of real life being too busy. During this time my old hard drive died so I cant find my old mods files. At one point I used a mod that slightly expanded the various workshop locations to make geographical sense. Sanctuary covered the whole little island. The drive in covered the whole area the fencing did plus a few feet beyond it. Things like that. I am not looking for one that makes it hugely expanded because I would feel the need to build everywhere. I'm just that kind of person. If anyone could help me with this it would be appreciated. I am more likely than not to have just overlooked it when paging through the mods.
  3. I just felt the need to get on and point out that while it disables all mods with .esp files you can still use anything that uses just replaces if you are mostly using mods for the looks. I know most dont but some do. Also there are several things you can affect through the .ini settings. Im trying the beta and still have almost all my game looking like it did except the character models. I was using some custom armors and such but all were based on the CBBE so had to remove those. And for those that say that mods are not disabled a friend who does much more modding than me ran some of hers to check and it does not load the .esp files when you start it in the new survival mode. Yes it loads when the game starts. No it does not load any of the content when you make a new survival mode game. PS: Everyone thinks of it as survival mode like the old survival modes. What we really have here is a Ironman Survival mode.
  4. I realize that this is probably not going to be possible till the CK comes out. I just want this up front so people do not start harping on that. Someone brought up the thought of a lighthouse in a chat. Sounded cool. The only problem is it would attract everyone once you set it up and turned it on. So would anyone be able to make a mod for one that did actually interact with the environment like that once the CK comes out? Would be an interesting way to see how good your defenses really are. :smile: Edit: Figure probably 4-5 stories tall probably more octagonal that circular interior stairs leading up to standard light house balcony with rotating spotlight. Just the usual.
  5. Thanks for the ideas. But I do have to say the HP can be modded seperately for player and NPCs in the rebalancer and if you go with the higher end damage changes you do get more damage for headshots and body shots with less for limb damage. Was actually hoping someone had noticed some mods I had missed though. :)
  6. Just been looking at ways to make it tougher on going back through the game. Figured I would put up what I am using and see if anyone has any suggestions to make it that bit more challenging. Currently I am using: Rebalancer. Pretty much set up to make it tougher to lockpick, give you less health, Damage is set to 100/300. Harder AI. Harder to sneak. Most other mods to make it more difficult. http://www.nexusmods.com/fallout4/mods/2339/? High_Level_Scale: Just because its fun to run into those mobs where you have to run around and dodge or avoid not just walk up doing an easy run and gun. http://www.nexusmods.com/fallout4/mods/3455/? Customize Legendary Enemy Spawning: Because who doesn't like 90%+ legendary creatures? http://www.nexusmods.com/fallout4/mods/218/? Adjusted Encounter Zones: Just another way to make it a little bit harder. http://www.nexusmods.com/fallout4/mods/4078/? Can anyone else think of any other mods that would work well with these that would make it harder? Not interesting in weather effects like radstorms though. Edit: Forgot I also use VATS Tweaks. Set it to full real time. http://www.nexusmods.com/fallout4/mods/1064/?
  7. This is a list of objectives for the overhaul. Many will end up here just browsing but I will be sending emails out to those that have been in on the discussion. If you have not been but would still like to participate throw up a post. For those that would like to know exactly what this is about. There have been various discussions between myself and people I know on various TS, Vent and other servers talking about an overhaul mod that would allow people to customize the game to their liking. Because there is no way at this time to put in an extensive balance menu in game this will be done with a series of .esp files. Per the discussions it will be put together in a installer that will let people choose exactly what they want step by step. I will now endeavor to list everything that has been discussed over the last few weeks and the suggested values that would be best for them. Let me start with exp. Exactly how to do this whether in groups such as lock picking, hacking, and crafting with exploration, combat, and quests in their own categories or each type in its own has not been settled yet. The values that were discussed though were as follows: Off10%25%50%75%125%150%175%200%If no option was selected obviously nothing would change. It may sound long winded but I wanted to make the format clear before I continued. Adjusted level spawns so that no matter where you are the mobs would spawn according to a set rate above your level. 1-51-101-151-255-155-255-5010-2510-5025-5050-75 (There are masochists who have been in on these discussions as you will continue to see from various other suggested values.)Adjusted rad storm damage per strike. 0158101520255075100150200250500800 Adjusted rads per second during rad storms (currently being looked at for feasibility). 01358101215182025303540455060708090100150200 (Masochists as I said) Adjusted stimpack heal time. Instant1 second.2510152025301 minute1 minute 30 seconds.Adjusted chem addiction chance. Never-90% by 10% increments up to 0%5%10%15%20%25%40%50%75%100%200%Always. (I was not kidding about masochists.)Adjusted legendary spawn potential. -50%-25%5%10%15%25%50%65%75%80%90%100%Adjusted legendary spawn frequency (much more likely they are to spawn compared to normal difficulty). Never2x3x5x8x10x15x20x25x40x50x65x75x90x100xAdjusted cell respawn timer. 8 hours12162430364856647290108120240Adjusted corpse despawn timer. 8 hours162436487296120240Adjusted dead bodies allowed per cell. 2025304050751001251501752002252503003504004505007501000(because some people just want to see a comp crash?)Adjusted Power Armor defensive values. 20%35%50%65%80%110%125%150%175%200%500%(God mode without the god mode?)Adjusted player damage. 5%(Seriously was not joking about masochists.)10%25%50%75%100%125%150%175%200%250%300%350%400%450%500%1000%Adjusted NPC and monster damage. 25%50%75%100%125%150%175%200%250%300%350%400%450%500%600%750%1000%I will say the same person said 1000% for both because he wants a game mode where 1 shot kills anything. Including you. There were other game values that were discussed but have not been looked into as to whether it can be done. Attack rate against settlements. Both increases and decreases by 10% from never to +200% chance. Ability to have hunter squads of mobs spawn to chase you down from Gunners, Raiders, etc. This would hopefully be set with a variable spawn timer so someone couldn't just set their timer by it. Suggested spawn times were: 1-2 hours2-44-810-1212-2424-4836-72There are probably other things that were discussed that I forgot to put on here. If anyone remembers while reading this be sure to drop a post and let me know. If you can help do one of these please do the same. :smile: For those that were not in on and of the discussions I realize that several of the things discussed here have been done in other mods. What we have been discussing is putting together a mod that would cover most of the various basic game play changes that people tend to look for in one package so that they can fully customize their experience. EDIT: Adjusted Rad Storm Lightning Strikes Per Minute has been suggested as a value to look at adjusting.
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