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Everything posted by Snipa299
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Nexus Mod Manager stopped allowing me to change loadorder
Snipa299 replied to Khtugg's topic in Fallout 4's Discussion
Removing all the .esl and related .ba2 files works, however if you've purchased any of them you'll have to put them back afterwards and re-lock the load order. While it may be more tedious to do so, adjusting the load order from the main menu still works with the .esl files where they belong. -
Would it be possible to add a new type of explosive that utilizes the metallic archaea? I was thinking it would make for a silent alternative for disabling comms equipment and heavy weaponry, since it would work like a smoke grenade instead of relying on loud explosions.
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Looooooooong delay in scripted actions (script lag?!)
Snipa299 replied to topeira's topic in Fallout 4's Discussion
I might need your guys' help too. I just enabled papyrus logging and a got a 1.14 GB log after about 5 minutes... I deleted it, and I'm trying again with something else. -
Signature Weapons - Enhanced Compatability
Snipa299 replied to Sehvekah's topic in Fallout New Vegas's Mod Ideas
Though I haven't gone through the mod's files, I'd assume that it uses Form ID lists to determine whether or not it's in the same "family" of guns. I'll check it out just to make sure though. Edit: Well, it uses a FormID list, however the weapons are added to the list through a script. So, in order to allow modded unique to count as the base gun, you would have to change the script to add those guns to the list when you adopt it as your signature weapon. -
A logical suggestion for the Fatman.
Snipa299 replied to Aurum10000's topic in Fallout New Vegas's Mod Ideas
Yeah rocket souvenirs would be a good one, possibly radioactive barrels, or even fatman ammo. It's pretty easy to do a summoning, but to actually attract local ghouls would probably require some ref walking in a cell. Could have some good gameplay effects though for stealth characters to distract them (or for tanks to gather them in a spot for the slaughter). I meant that instead of just luring them into a spot to gun down, you could lure them into an explosive trap instead, such as C-4 or a mine. -
Hmm, well considering UCMJ I don't believe that, in the FO universe, there would be an established law outside of the NCR considering lawful terms of engagement. Also considering that the wasteland is essentially a No Man's Land, there would be no other governing authority to press charges against the NCR, or this ghost-squad, should things go sour. (The Legion doesn't count since they themselves conduct such actions on a regular basis and have no diplomatic relations with the NCR) It seems that most of the story action/drama would take place within the squad itself, and perhaps with a couple higher-ups within the NCR that manage things. On a side-note, I have an idea on how the player could be recruited into the squad in the first place. The player could probably be visited by a member of the NCR once their reputation reaches the "Loved" status and has gained access to the safehouse. Such an invitation should also be dependent on the player's karma score, with scores towards the far end of Good discouraging recruitment while Neutral would probably be desirable by the recruiter. Either that, or you can have the Karma score, no matter what it may be, effect how others in the squad react to you and could possibly have it limit your actions in the field in the form of story choices.
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A logical suggestion for the Fatman.
Snipa299 replied to Aurum10000's topic in Fallout New Vegas's Mod Ideas
Or to strap onto a mine or block of C-4 with some duct tape. That'd be a pretty good explosion. :devil: -
It'd be cool to see, however I'm pretty bad at making models and textures. I'll give a +1 for wanting to see this in the game.
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will someone get shot in the back mid game? I hope so. It'd be really cool to play through.
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It sounds like it'd make for an extremely interesting expansion, and if it were to be done well, I would probably look into it. The issue I see is that it would require quite a bit of story writing, integration into the main game and story-line, and good voice acting to make it fit. Not only that, but this seems like a project that would require a few people working together to get it done in any reasonable amount of time. If you can manage to pull it off though, then hats off to you. I personally hope someone will take up this project. Good luck.
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Couldn't you change the script so it's automatically added and removed based on the presence of the resource you're using?
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A logical suggestion for the Fatman.
Snipa299 replied to Aurum10000's topic in Fallout New Vegas's Mod Ideas
Having ghouls attracted to that would be pretty cool. It'd also be interesting to use radioactive gunk as a ghoul lure or something, perhaps finally put all those rocket souvenirs to use. -
Proton/Protonic Inversal Halberd?
Snipa299 replied to DeiIgnis's topic in Fallout New Vegas's Mod Ideas
Wouldn't you just be able to rip the model and texture from the faulty mod and use it to make a mod that works? -
I think the easiest way to do this is, rather than having an NPC follow you, you could craft some sort of item at a workbench.You could use some materials like a fission battery, electronics, scrap metal, caps (as payment) and have that as a one use droppable that creates a container. Then after a set amount of time, like say one whole day, the container despawns after teleporting all the items to your desired location. Another alternative is the currently existing Bury Your Treasure mod, which allows you to use a small trowel to bury your stuff so you can collect it again later. There's also another mod by the same author that creates a beacon so you don't lose track of where you stash your stuff.
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Better NCR Emergency Radio
Snipa299 replied to SpermCellGiganticus's topic in Fallout New Vegas's Mod Ideas
It'd probably be a good idea to have the quality of the ranger's gear depend on just how much the NCR likes you. If you're idolized, then it'd make sense that they'd send a skilled fighter with good gear. -
What I thought was missing with the disguise system is a disguise that simply makes you a nobody. A simple scarf or mask that would completely hide your identity, making all factions simply dislike you rather than vilify you, perfect for the people who just aren't the social kind; either that or they're murderous sociopaths. I don't know how this could be done exactly, especially considering I don't know the limitations of New Vegas' game engine, however one possibility is to create a new neutral faction that the mask would put the player into, or a script that manually makes all reputation revert to a disliked state. (I thought disliked would be best since I'm sure few people really LIKE random masked strangers with big guns, and it'd be a bit of balance for the fact that few people would still be hostile towards you)
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Just as the title says, I'd love to see a mod that would allow you to attach weapon mods on the go, or at least most of them. One idea is simply a portable toolkit that acts as a weapon workbench, but only functions as a tool to attach rather than build since you'd be lacking many tools to create mods, but you'd still have the tools to disassemble a gun and reassemble it with new pieces. Another way could be to simply make an aid item that has the same functionality or somehow allow mods to be equipped from the pipboy instead of giving the "mods can only be attached at a workbench" text. Thoughts, questions, criticism?
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Command companions without clicking them.
Snipa299 replied to x2rtion's topic in Fallout 4's Mod Ideas
Definitely +1 for this. It'd be pretty cool to have a companion posted on a cliff or tower, and just look at an enemy and select kill. Then their head explodes from a .308 ventilating their skull. Maybe I've been playing too much MGSV.. -
Perhaps they can be discolored and transparent until a set amount of time has passed, in addition to time you might want to require a settler/automatron to construct it while you're gone. It's not gonna build itself you know.
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Eh, that part was always annoying. Considering adding some mods comes with downsides, such as range, I'd still like to be able to remove them too. (This would be doubly important if someone ever mods in durability for individual weapon parts)
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From my experience with mods, this would be one hell of a glitch-fest, especially with modded items. Have fun losing some uniques to a bug.
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From what OP describes it sounds like it'd be quite a bit more passive than a deathclaw, only killing someone/something when it's hungry.
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It'd be pretty awesome to have a sweet apocalyptic armored cloak in Fallout. This idea gets my +1, but we still need a modder to actually do it.