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SkyrimFanatik

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About SkyrimFanatik

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    Fallout New Vegas- Ultimate Edition
  • Favourite Game
    Skyrim

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  1. I am getting redirected by the following site:http://engine.spotscenered.info/Redirect.eng?MediaSegmentId=30262&dcid=1_ctx_0cd7e390-d41f-42ad-9cb3-f8d6bbfaa1b2&vmId=5588ddd6-f679-4e97-a51f-811455ae47b6&abr=false&timeZoneOffset= , and it is only happening when I'm on Nexus I think it has something to do with an Ad service you guys use. I am using Malwarebytes Premium, in conjunction with HitmanPro, and adwcleaner and all are coming up clean. I don't know if I'm posting this in the right sub-forum so If I'm not I apologize, I just wanted to bring this issue to your attention.
  2. I would very much like to see this as well, and have it be made compatible with any weapons added by mods. I'm pretty sure it can be done with CK as this is the same engine as was used for Skyrim, albeit with modifications, I think BSG just cut the corner on some of the trademark gameplay features to fast track the release of FO4 seeing as Fallout 4 was intended to be released on the 4 year anniversary of Skyrim (or so it was said), it's funny looking at the Reddit for this request so many people are critical of our desire to have this feature stating that "since most people play in 1st person that you wouldn't see your weapons holstered" but for me I like to see what my companions and settlers are carrying as well as other NPC's after all it's hard to believe someone can hide a fat man or Minigun on them! Pistols ok but not rifles launchers ect.
  3. Not without a team of modders crowdsourcing a Havok Animation SDK and investing a shitload of time in making custom animations, and even then it'd end up needing F4SE to function (after F4SE is updated to the point where injecting custom animations is possible). Or if, by some miracle, Bethesda adds a pump-action gun in Nuka World (which I personally doubt they will, but ya never know). Wait so Bethesda didn't even bother adding the pump/loading animations into the CK? wow they really dropped the ball on this game in terms of expandability, Fallout New Vegas had all this implemented, guess BSG didn't want to spend an extra couple of weeks creating scripts that were present in FNV, I'm sure we'll see pump action shotguns at some point, it'll just take longer since the scripts have to be made for them. In the meantime I'd settle for a Benelli M3 Super 90, and/or the Semi-Auto version of the SPAS-12.
  4. These are some really good ideas man, I haven't played Dishonored but I like the mine/grenade ideas. To add to your Grape Mines/Grenades it would be nice if someone could create individual projectiles/effects so you'd see a buckshot impact effect on enemies as well as buildings and objects and maybe even sound effects of pellets hitting nearby objects/ground.
  5. I have to say I find the lack of Custom weapons mods for Fallout 4 to be a little depressing, Assault Rifle mods are the most abundant, as well as Handguns, but Shotguns are almost non-existent, personally I'd like to see the following shotguns: Ithica Model 37 SPAS-12 (with folding stock and hotkey) Mossberg 500, and 590/590A1 Winchester 1897 Trench Gun Benelli Nova What do you guys think? do you see any of these becoming a reality?
  6. There are several AR mods on Nexus plus if you go to Bethesda.net and type in "Modern Firearms" that takes you to what in my opinion is the single best weapons mod of any Fallout game, it adds over 12 Base AR-15 Models and allows you to have over 60 combinations, and that's just for the AR's the mod also contains: MP5A3, A4, and A5 plus SD variants (no MP5K sad face), AK-47's, SCAR both Mk16, 17 and the Mk20, SIG 550, ACR, and G36, though the AR-15's are by far the most numerous and customizable
  7. To add to this request (have not tried Locksmith yet) I'd like to see functionality extended for mods like SSEx, and Homemaker, I have a small metal prefab shack as an armory that I added a door from Homemaker to and every few days when I return to Sanctuary Hills the door is opened and my weapons have been displaced it's really annoying, can't have good things these days, settlers just mess them up!
  8. Right now it's idlesheep, myself, glissaman, siframe, Nofsdad, SkyLooter and jansperka working on MF. With any luck we'll be back on the Nexus some time next week, it's just taking us a while to track down links and get responses/confirmation from people (I've been waiting for a response from Twinke Masta for four days now). That's a pretty decent sized team you guys have, I look forward to seeing MF back and hope you guys will still be into it, wish you guys the best also if you guys get into 3D Modeling I would be more then happy to supply you with idea's on new weapons, optics, and accessories as well as ammo types!!
  9. WhiskeyRiver2 weren't you working with idlesheep on weapons properties/values? seem to remember you giving him input along those lines, if so would you say it's a definite yes that MF will be re-uploaded after the offending content is removed? I have to say that it is the single best weapons mod for FO4 at the moment and I really look forward to seeing it grow!
  10. I am 100% with you on this, I'm really hoping it gets brought back and he can continue to update it, this mod has become the core of my gameplay I literally spent 10 hours one week just killing raiders, gunners, and other scum to get more rifles to use to customize the ones I use.
  11. Last I checked he was using models from Exciter's gun packs from Fallout NV, with Exciter_GB's permission, If he happened to use a copyrighted asset it might have been accidental/unknowingly, as it is copyright laws are some of the hardest laws to understand all the specifics of and in any year there are hundreds if not thousands of people who accidently or unknowingly violate copyrighted work, hopefully this is just such a case.
  12. The Kar 98 was a mod on Fallout 4 Nexus though I think the author removed it as i can't find it anymore I was going to provide the link for you, though if your a fan of WWII weapons in general there is the M1 Carbine, PTRS-41 AMR and I think I saw one other WWII gun but can't remember.
  13. I'd like to see someone make a mod that adds more rocket launchers to the game, personally I'd like to see Disposable (single use) M72 LAW Launchers, and a M3 Carl Gustav but also have an RPG-7 for those who like Russian weapons, and for the WWII fans an M1 Bazooka and a Panzershreck!! I think it would be nice if you could add different types of rockets for the RPG-7 and the M3 Gustav and have each ammo type have it's own mesh and textures, as well as different effects, and for the Gustav since it's a Portable Recoiless Rifle give it an ejection animation and allow the shell to show on the ground like bullet casings do, this would look sick with "Rain of Brass"!!! M3 Carl Gustav Ammo/Effects: 84mm 502 HEDP (High Explosive Dual Purpose) same effect as the vanilla Missile Launcher ammo, all purpose round. 84mm 441 HE (High Explosive) 2x explosive radius of HEDP round, less damage against high DT targets. 84mm ADM (Area Defense Munition) Fires Flechettes, can wound/kill multiple enemies, could use scaled down rail spikes for the flechettes. 84mm Illumination Rounds (self explanatory effect) I'm probably the minority when it comes to what I'd like to see for mods, but I can dream can't I?!!!
  14. I was a big fan of FO3 and FNV, especially FNV's NPC combat/commands I liked being able to equip my Companions with what I wanted them to have for my tactical playthrough's, but the one downside was they could only use one weapon at a time (for the most part) and I wanted to equip them with a sidearm and grenades in addition to their primary weapon and have them switch weapons depending on the threat and current circumstances, that desire has carried over to Fallout 4 now, and I'd very much like to see it made into a mod, I think it would be a big hit! Features: NPC's will use "Smart Combat Intelligence" (SCI) (4 module options) which will allow NPC's and your followers to change weapons based on: -Threat Level enemies pose -Number of Enemies present (determines what weapon is most effective i.e. pistol for a few enemies grenades/automatics for groups of enemies) -Amount of ammo per weapon -Combat Environment (Interior/Exterior, Close Quarters, long Range ect.) * Will switch to underbarrel Grenade Launcher/Shotgun, Bipod if one is equipped Module Options: 25% Chance of Weapon switch 50% Chance of Weapon switch 75% Chance of Weapon switch 100% Chance of Weapon switch- This could and probably will be OP! such an example of this would be at Weston Water Treatment plant where you have Gunners and Supermutants fighting eachother and BOS, your follower has a Combat Rifle, 2x Frag Grenades and a Combat Knife, they'll use the rifle for engaging the gunners and upon encountering difficulty will switch to grenades, then back to the rifle, if they get within melee range they have a chance to use the combat knife, Your Follower/Companion will also pick up ammunition for their weapons after the combat ends! -If a Companion is running low on ammo for one of their weapons they will automatically switch to another weapon so as not to run out, just make sure they have enough ammo!! "Companion Combat Sustainment Module" (CCSM) (Optional Module) -Companions and Settlers will after the conclusion of combat loot the bodies of fallen enemies/other NPC's for ammo for their weapons -Companions will also pick up and use Stimpacks. **Companions will select the best ammo type, but will loot all ammo of the caliber they use. Possible Features Companion Fire Support Module (CFSM) (Optional Module) -Allows Companions to have a random chance of throwing a Artillery Signal Grenade(Flare) to call for Fire Support -Companions can use Flare Gun to call in Reinforcements (random chance) Settler Weapons at the Ready Basically would allow you to set Settlers to keep their weapons out and at the ready position (Barrel pointing down) on a settler-by-settler basis, more for those who want settlement guards to act the part, an Immersion feature, though it would also reduce the time it takes for them to engage targets. This mod if made would rely entirely on Scripts, and as such would require no 3D modeling, or any custom sounds, assets ect. though it will most likely use FO4SE (Fallout 4 Script Extender). I know that for player use Underbarrel Grenade, Shotgun, and Bipod toggle functionality (hotkey/Control) is being looked at by several weapons mod authors, so hopefully we'll be able to use M4A1/M203 combos just by using hotkeys rather then having to use two separate weapons and hopefully this function can be added for NPC's and Companions!!! I have very basic Scripting knowledge (mostly Arma2OA, and simple command lines) and as such have no idea how I'd make scripts for these functions nor how to implement them properly, I'd really like to see this mod become a reality and would like to get input from both modders and mod users alike, Thanks for your time! * Currently being planned by Mod Authors for Player use, requires CK **Mod currently available, would need permission and help in implementation
  15. Ok this is one of the most common mistakes that I've seen and used to encounter myself, using the default "Save" will just be changed by the GECK when you launch it next time, you need to "save as" and when it asks you if you want to save/copy over the existing "GECK Custom.ini, select yes, this essentially marks it as a new file so that the GECK cannot change any of the .ini's values, don't worry about screwing anything up, if you feel that you need to go back to the default setting simply change the bAllowMultipleMasterLoads=1 to =0 and save over the .ini file.
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