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topeira

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Everything posted by topeira

  1. i dont know if this is possible but i'd love a mod that makes seeing and hitting the player harder if he is peaking around a corner in cover mod (you know, when you stand really close to an object and press AIM and peak out the side...). when peaking you should, in theory, only expose half of your body, so i'd love it if when you do that the enemies could have a harder time seeing you and harder time hitting you. i guess that in vanilla FO4 leaning around a corner doesnt make you harder to see or hit at all :-\ but it should. Is what im suggesting even possible?
  2. first, thanks for your help, wuwuwuwuwu :) second - so no one knows of a mod that saves on WAIT (sit on chair)?
  3. do you really think that if i could find such mods using google within 10 minutes i would ask for other people's help which would take days, if at all? dont belittle my efforts. i tried google. i tried the nexus' search function. in many cases the mods' name doesnt imply its uses or purpose. and im not asking anyone to google or use resources i could use myself. i am crossing fingers that others may know of such mods because they use them and can help.
  4. hi guys. i've been away from FO4 for a while and since the new survival mod came out i am interested in coming back, but i am wondering if mods exist that can do a few of the things i wish i could do in the game. If you know of mods that can fit my wishes than name them (or better yet - link them): 1) i remember seeing a mod that made a chemical named "Save-o" that allowed to be crafted and used for saving. but i cant find this mod anymore. can anyone point me to it? 2) a mod that allows saving while waiting (sitting on chairs or couches etc)? 3) a mod that allows shoulder swapping of the camera in 3rd person? (i know that there is this "take cover" mod, but it doesnt work very well with controllers and doesnt allow to swap shoulders) 4) a mod that makes enemies less accurate with their grenades. i know of mods that make enemies throw them less frequently, but they still have 100% accuracy when they DO throw. i am looking for a mod that will make these grenades less accurate or a mod that makes the timer on enemy thrown nades longer, so i can at least escape them. that's it for now. i am sure i will remember other gameplay changes i was looking for later... :tongue:
  5. is anyout out there into creating a mod that allows the player to swap between over-left-shoulder view and over-right-shoulder view in 3rd person? hopefully controller friendly so controller users will be able to tap one of the existing buttons to swap shoulder... (like the VATS button or Sprint button or ADS button).
  6. Has there been any news on such a mod?
  7. is there anyone else who's interested in shoulder swap? perhaps a modder who's gonna give it a shot? the creator of "take cover" have said it isnt hard to do, but i dont think he has enough time on his hands to do this himself :(
  8. when i removed mods that alter my compass and UI i managed to get the game to run...
  9. as the title suggests - a mod that allows you to easily move from over-right-shoulder to over-left-shoulder in 3rd person. I'd suggest using existing keys* so this can be used with a controller as well. a few options can be: 1) tapping the aim button. (99% of the time we HOLD the aim button to aim. not tapping it. so making a tap switch shoulders might work). 2) tapping the sprint button. (will only work if you can make sprinting happen if you hold the sprint button for 0.5 of a second as the means for sprinting, instaead of tapping it. 3) tapping VATS button. (i think that in order to enter VATS i need to hold the VATS button for half a second, so a TAP will be possible... i hope) anyone else is into such a mod? *i specifically chose buttons that will work well with a controller, since i am a controller user.
  10. we are still eagerly waiting for an update to the TAKE COVER mod or some other modder that has more available time to mod FO4 and add a shoulder swap functionality.
  11. hi guys. curious if this is possible and someone is interested in doing this - is it possible to make the character move with his weapon raised (the same way he's moving when you aim and walk) but when NOT aiming? instead of jogging with his hands empty all the time he will move with his weapon raised for a few seconds after you stop aiming. so in practice - you move and jog regularly (empty hands) , tap aim or aim for a while, then let go of the aim and the character will still have his gun rised for about 5 seconds or until you sprint. same with crouching. is this possible? there is something so "not militant" in running with empty hands. no soldier will put his weapon aside like this in reality. it annoys me. also the fact that when you take cover you also drop you weapon to the side is amateurish.... though im not sure how this could be fixed since i doubt there is animation that can function when behind cover like that.
  12. Is it possible at this stage to make a mod that allows a tap of a button to move the camera from over the right shoulder to over left shoulder in 3rd person? An external script that toggles between 2 ini files with mirrored camera position settings, maybe? I dunno... I cant wait for a mod like that...
  13. I agree that sometimes small mods are better. For every person what makes a mod valuable is different. A tiny mod can be a change to how much damage you do in combat. Super simple multyplier. But for someone it makes the game 10 times better. Such a mod is tiny but for that user it changes the game completely and deserves an endorsement.
  14. Me too. I get the idea of progression but i am not enjoying it. In a system like this enemies have 30% of being too easy and 30% of being too hard (bullet sponges) so for me 60% of enemies are just not fun. I dont want to play a game only 40% of the enemies are fun to me. There is a new mod that MIGHT be a solution: http://www.nexusmods.com/fallout4/mods/6957/? I am not sure its doing what its supposed to but im testing it.
  15. I think i had OBIS for skyrim... Cant recall specifically. Was long time ago. Me old. But new spawn nodes are a must, IMO, because the point is to have NPCs where currently there are none. In between action pockets. Free roaming the world. So manual travelling is fun and surprising. Crossing fingers that a mod like this, by your hands or someone elses, will emerge sooner than later. And hopefully the official tools will appear soon!! I cant wait for scripted mods. I feel like the modders kinda reached the ceilling of whats possible with FO4edit since no new mod concepts appeared in over a week.
  16. What i am lersonally most looking for is just more spawn nodes for raiders (and gunners, ghouls and super mutants). Spawn nodes everywhere than has a probability of spawning entities. Random encounter mods, to me, are really important. Without them roaming the outdoors is boring and predictable. Every tome i go through an area i know its either empty or populated with the exact enemies i killed before. I wish for a mod that in between these scripted areas will spawn groups of raiders (they make rhe most sense to be practically everywhere) that will surprise me. A superb Random encounters mod was for skyrim where about 150 new spawn nodes were placed outdoors and via a menu you could toggle what NPCs would spawn and what is the likelyhood of a spawn to uccor. Beat mod ever. Once i installed it i rarely fast travelled because if i would FT than i would miss the fun things that could happen when i travel. This kind of mod for FO4 is my second dream mod. (The first is a way to toggle the camera between over the right and left shoulder in 3rd person) :-P
  17. You should be able to find them in the individual NPC's listing under Non-Player Character (Actor), then it seems the stats are listed under the PRPS - Properties. thanks. thats a start :) so let me see if i got this right: 1. every enemy has its type - so raiders have raider, raider scum, raider scavver etc. if i want to make enemies less bullet spongy than i need to change the health of each of these raiders? and do the same to each entity? 2. is there a modifier that dictates how much damage the entity does? because i get a feeling like low level enemies barely do any damage to a high level character, even with the same guns that high level characters use... i want to make all enemies do a damage that is close to what the weapon does. so low level enemies and high level enemies who use the same gun do the same damage.... 3. is there a value that adds more health, damage resistance or damage to the actor? 4. what are these?: health offset stamina offset calc min level calc max level will appreciate any help, as always :)
  18. hi everyone. I wish to try and balance the game in a way that the enemies are not incredibly deadly and bullet-spongy at the end and that balance is somewhat equal from beginning to end with no huge differences between low level enemies and high level enemies. like action games like Far cry 4, for example. However im not a modder so i need some help. i have FO4snip and FO4edit (the "conversion" from TES mod tools) and i can, to a certain degree, look into existing ESPs and change modded values. as i said - im not a modder :P but my ambitions are not that great so i might be able to get to where im aiming.... my intention is to tweak every bonus the enemy AI (npcs) get when it levels up minimal enough so the enemies never get to a bullet sponge state when their level is high enough and that they dont one shot you with the same guns that low level enemies need 20 hits to kill you. i want the difference between enemies to be about the gear. not arbitrary value increase. So, does anyone know how to point me to the values that increase health, damage resistance and damage output for the NPCs in the game?? also i want to stop the player from getting a health bonus with each level up. if the player wants to icrease health than he has perks for that. The mod "real world damage" has a plugin that turns the endurance and health offsets to 0.0 from 2.5 and 5.0 respectively but i'd like to know what is the endurance and what is the health offsets. what is the difference? i know we cant do anything about the perks that magically increase weapon damage but that's OK. im not going there. if things "kinda" work with the small changes i do want to do than these perks should be "ignored", for now. i will appreciate any help in this. thanks a lot, everyone :)
  19. Some of the mods that made travelling in skyrim fun were the mods that added more enemies and encounters into the open world. Do mods like this can be done in TW3? i mean mods that alter spawn nodes from the game world - nodes that in vanilla spawn nekkers, wolves, drowners, insectoids etc and make these nodes sometimes instead of spawning 6 wolves - spawn 5 bandits.... instead of spawning 8 nekkers make them spawn 3 foglets.... i would love to see more bandits, myself.... since bandits seem to spawn in very scripted locations and once killed - they usually dont respawn.... or even add nodes.... though i dont think this will be possible without the redkit2. would anyone else be interested in a mod like this? is anyone capable in creating it?!
  20. never mind. i found how to do that by editing the base vitality in geralt_stats.xml
  21. hi guys. im level 13 and have about 4500HP (vitality) and im looking for a way to change that. say to 4000HP. i didnt find a command like to enter in the console nor a mod that does that. does anyone know if this is possible?
  22. so i assume that for the time being no one looked into spawns or AIs, huh? the only gameplay mods im seeing ATM are geralt related, not world related, so i assume editing anything else other than the player is no possible yet?....
  23. i would also love to see more humans in the game. right now they just spawn at specific bandit camps and not much beyond. however i think such mods will require the REDkit and i assume that modders will need to edit spawn nodes and such.
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