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Everything posted by YaliJin
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The vanilla gunner sight looks very crude. I think that it would look much better with the gatling laser reflex sight. Is anyone interested in making this? I am aware that there is a mod that includes this change on the nexus (minigun overhaul), but it changes too many things and is rather buggy.
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The X-01 PA helmet has no neck cover at all, while the T-60 has a great rubber "pivot joint" neck cover. I'd like to ask if someone could port that part of the T-60 helmet to the X-01 one. PS i know there is a mod on Nexus that adds a pseudo-cover, but i think this option would look much better.
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- power armor
- armor
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Hello, i'd like to request a simple mod that gives the Deliverer the Instigating (2x damage on full enemy health) prefix when given as the quest reward, instead of the vanilla V.A.T.S. Enhanced prefix. This is because it's considered a stealth weapon and the Instigating prefix is best in this case, even more so for the people that avoid using V.A.T.S. Thanks in advance.
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The Tesla T-60 has two large tanks/canisters mounted on its back and they both clip through the jetpack, very badly. If possible, i'd like the pack removed, along with the electrodes on the forearm pieces as they cover a bit too much of the screen in 1st person IMHO. I love the electrodes on the shoulders, they make the armor even more awesome, so it would be great to be finally able to use it. PS. As Always, i've already searched for something like this around the Nexus, without success unfortunately. :sad:
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- power armor
- tesla
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Hello, i'd like to ask a fast edit on the Institute power armor paint: https://ibb.co/JpLrdvp 1. There is an "empty" square on the front of the helmet; 2. The Institute logo, i like the paint, but for roleplay reasons i'd like it gone if possible. PS: I'm really ignorant when it comes to editing textures, that's why i'm asking for those two edits. Thanks in advance
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- power armor
- x-01
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The fact that you can't seat and can't use certain terminals in front of chairs is annoying. More so is the fact that you can't swim / jetpack yourself out of water (i've posted a request some time ago for a jetpack that works underwater, but apparently skimpy and "slooty" mods are more important. About the repair, i also find it useless as you finally don't have to repair normal armor and weapons; that's why i use https://www.nexusmods.com/fallout4/mods/33763 which adds paints (copies of the vanilla ones) that make the power armor pieces indestructble. I have very little knowledge of the creation kit and not enough time to learn some. My only opinion is that the power armor compass and the regular one are separate "sub-programs" and that the power armor one lacks some instructions that the regular one have. Not knowing the creation kit, the mod could be just a simple copy/paste of certain lines of code or something more complicated. Still, being 2019 i'm surprised no one managed to make such mod yet. I can understand more people love to mod Elder Scrolls (myself included as my second favourite game of all time, after Super Mario Bros, is modded Skyrim), but FO4 is a pretty big thing, and the first Fallout where power armor was done almost right.
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- power armor
- elevation
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Elevation of quest markers and, more importantly, enemy markers were always available to us in past, yet the "marvel of technology" that is the power armor fails to show whether the objective/enemy is in the upper or lower floor. The only reason for this decision i can think of, is that someone at Beth was really drunk when he/she decided to exclude elevation of objects/markers of the power armor compass. To this day there is not a single mod that "fixed" this issue, so here i am kindly asking for one.
- 2 replies
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- power armor
- elevation
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Thanks guys, i'll start said game right away then! Commonwealth beware when IMMA FIRIN MAH LAZER!!!
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Hello, i'm about to start my first FO4 100% playthrough and i wanted to ask something about the ash/goo piles problem. As we all know, in FO3, FONV and Skyrim the ash/goo piles bloating problem never got fixed, while in FO4 i read of many situations, while the general consensus is that they do despawn in general, but not in settlements. Now i've in mind an energy weapons build, and i'll be playing with the Unofficial Patch. So as of June 2019 is the issue solved yet? Is it safe to disintegrate/gooify for hours and hours, without worrying about save bloat or crashes generated by the problem? Could it forfeit my save in future? PS: I do like those effects (the disintegration is just plain awesome) so i'n not very keen on installing the "Ash Piles Prevention" mod, i'd rather go ballistic.
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Damn, i'm using UFO4P as anyone should. I won't say it's equivalent to the Skyrim Unofficial Patch as that one has the very blood and tears of the awesome mod creators that done impressive things in order to complete Bethesda's work regarding bugs, glitches, etc..., but it has some really needed fixes in it so i'm grateful for such bug repellent. Sorry for the off-topic, back at the matter at hand. If the quest is troublesome to mess with, would it be possible to add a clone of the deliverer (different name will do, i'll rename it in game anyway while upgrading it) with the same meshes, textures, sound, animation, stats, etc... with the instigating effect to a predetermined container (e.g. an existant container in Sanctuary or nearby Red Rocket, please avoid safes and duffle bags as those are already modded in my game) or named enemy NPC? This option should be even easier...i think.
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I tend to avoid mods with hundreds of bug/issues reports, i had a bad experience when one such mod ruined a 60% playthrough, that's why i'm asking for a simple mod.
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Hello, this should be an easy and fast modification for those who know how it's done. Just as the title says, i'd like to ask for a mod that turns the original "VATS Enhanced" legendary mod that is applied to the Deliverer upon getting the reward, to the "Instigating" one. That's it. I'ts just a personal preference as i almost never use VATS (only for sniping the fusion cores of bandits in power armor), so the original effect is wasted on me, and it's a shame since it's my favourite weapon in the game (007 FTW). I always play stealth in games that give me that option, so double damage on first shot would be just great in this case. Thanks in advance.
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Hello, during my playthroughs i'm always enjoying the many types of explosives the game provides, because i love the smell of napalm in the morning. One thing i noticed is that if you use them everywhere, you end up messing up a lot of placed items (sometimes even quest items, that can even disappear into walls and/or ground), so i remembered there was a mod for New Vegas (forgot its name) that made items unaffected by any explosive force: you could detonate a C4 near a tin can for example, just to find it in the exact same place as before detonation. Is anyone interested in making this? Or making some sort of port from New Vegas? Edit: https://www.nexusmods.com/newvegas/mods/47542 This is a Meltdown perk mod for New Vegas that includes an "improved" version of itself that has the anti-scattering effect i'm talking about. Thought this might help.
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Hello, i've been looking into the Creation Kit recently in order to start modding and, while some basic mods like modding stats and making new items in Skyrim was easy, i can't figure out how the whole legendary system works in the creation kit. I'm currently trying to understand how modify the Reba sniper rifle into an "Instigating" sniper rifle by adding said legendary effect, plus upgrading some of its stats. Is anyone able to explain how it is done? Does the same procedure applies when adding legendary effects to armor pieces? And a last thing, is there a way to add to a container (E.G. the safe in the Sanctuary basement) specific weapons/armors that are spawned with the same mods and legendary effects attached to them, fully unaffected by loot pools and, most importantly, without creating a micro-quest for them? Thanks in advance. (Edit: typo)
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- legendary;
- weapon;
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Now that is a great mod. When you find find a new frame or armor (or steal it by removing the core on npc's like a sneaky snake) you can just send it back at base. Combine this with Power Armor Delivery (https://www.nexusmods.com/fallout4/mods/7809/?tab=description) or Power Armor Airdrop (https://www.nexusmods.com/fallout4/mods/18591/) and you will be able to move power armor sets/frames around the map as you wish. While this combo kind of solves the stuck-in-water problem and adds extremely useful mechanics, i still believe that an immediate way to get outta water with a jetpack and resume exploring/fighting could be a great improvement to the game.
- 15 replies
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- power armor
- water
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Running underwater is helpful, yet still not the best solution to get out of water. An example could be Libertalia: you fall into water in the middle of the area and still have to jog your way back to shore, not to mention water areas like the excavation near Sanctuary pre level 12. I dont see why the devs decided to disable the jetpack underwater, i mean you can even jump underwater but jetpacking your way out of water? Logic=0% I still hope for a good soul to take over this script, i've looked into CK about this, but alas, i lack the knowledge for a job like this.
- 15 replies
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- power armor
- water
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I agree with the swimming part, that's why i suggested the jetpack. Being able to use the jetpack to get out of water is perfect for situations like accidentally falling into water (e.g. Libertalia), going all the way through Dunwich Borers, etc. For the script, altough this is purely guessing, there could be a condition like "IF status(is underwater = true); disable jetapck" that constantly checks if the jetpack mod is present on the armor and if it is underwater in order to allow or deny its use for the player. I second that it would be awesome if someone made this and it would be a mod to share with all since no other mod does something essential (IMO) like this.
- 15 replies
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- power armor
- water
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Unfortunately that mod, for how gloriuos it is, it doesn't have any of the mechanics requested, only waterbreathing that can be easily achieved with aquaboy/aquagirl or mirelurk cake. Edit: typo.
- 15 replies
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- power armor
- water
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Hello, i'd like to ask if anyone could make a mod that allows the player, while wearing power armor underwater, to surface in any point of the lake/pond/river or swim freely like one would without power armor. I'm thinking about two possible solutions that shouldn't consume too much time and/or resources of the modder: eighter allow the player, while in power armor, to behave like it would without underwater (i think this mod could be useful: https://www.nexusmods.com/fallout4/mods/14073/?tab=posts as it allows to use any terminal and workbenches while in power armor), or a modification to the jetpack that allows for its use while underwater. Now, for the jetpack option, since it drains AP like mad, it would be best to disable or lower to a minimum that drain given the fact that in order to get out of water, the usual "flight time" would not be enough because of how deep many underwater areas are. I've searched all around nexus, and it seems quite strange that no one made such a mod to this day, a lot people love power armor and being limitied to walk on the bottom of the water areas is quite underwhelming.
- 15 replies
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- power armor
- water
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That's just great, man. I'll be waiting for your artistic touch then :dance:
- 7 replies
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- goggles
- lobotomite
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First of all, that .nif you made is gold to me so thank you sir for the great job. I can see what you are talking about: those areas on the two sides of the goggles where the straps should be connected show a shadow-like effect that changes depending on the angle of view: That kind of "issue" is negligible to me, as that shadows are not invasive at all, but if you want to and have free time to improve it, all the better! On the other hand, if you have more mod requests to handle at the moment and/or if you are short on time for this kind of work, feel free to wrap things up with this modification.
- 7 replies
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- goggles
- lobotomite
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Hey Devin! You sure are a godsend on these forums! In last August you gave me a hand with an assassin suit clipping issue, and now here you are again :laugh: Thank you for your interest and time, and speaking about time it seems we are quite far away from each other as right now is 11.30 PM here, so i apologize in advance if i don't answer fast (if that happens means that i'm asleep).
- 7 replies
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- goggles
- lobotomite
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I would like to ask if anyone with blender know-how can make a completely strapless lobotomite goggles. Before posting this, i've made a search both on the main site and here on the forums but all i found is a mod that removes only the top strap. The goal i have in mind is to make my character wear them with Ulysses's mask and a combat helmet, but the problem is that those straps and the ring that holds them behind the head clip badly through any headwear. P.S. I've tried learning some blender but it seems it's definitely not my thing, plus right now i'm learning the vastity that is autocad for my job. Thanks in advance
- 7 replies
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- goggles
- lobotomite
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Assassin Suit - Pip-Boy clipping issue
YaliJin replied to YaliJin's topic in Fallout New Vegas's Mod Ideas
Ok i managed to load the .esp but the issue still PERSIST! That armor seems cursed to me and i bet that's why Beth didn't fix those issues with it. I guess the only way to start the final charater to complete New Vegas before moving on FO4 (yes i still have to play it as a lot of people said that except for graphics it wasn't great as FO3 and NV, but then again that's what mods and one of the best gaming/modding communities are for). I'm going to start a cowboy build instead of a stealth-oriented one while justifying stealth as the best method to plant high-yield time bombs and drilling people/creatures silently with Chance's Knife. I give my thanks to both devidpatterson and YanL for the hard work, may those good deeds come back at you as good fortune! :thumbsup: -
Assassin Suit - Pip-Boy clipping issue
YaliJin replied to YaliJin's topic in Fallout New Vegas's Mod Ideas
No worries I can always adjust the pipboy clipping, it's not a big deal, but I think YanL is taking care of it. However I'm curious though, did the collar do any good? Already did it. http://i.imgur.com/LMEGSHh.jpg But since he preferred the necklace the way you put it, I'd rather you make that correction, is there a problem? I'm going to put the corrected file here for him to use for now, while he awaits your version, in case you take the job. https://files.fm/u/fczd7tjq#_ (replace the nif) Don't know why, but i'm still getting the triangle of skin and the sleeve became thinner for some reason. At the same time, yours is just perfect; did you work on a custom skeleton/body by any chance? Edit: I wanted to check if that "Test Armor" wasn't a separated item form the main armor but can't open your .esp in GECK: it keep saying that multiple master files are selected :confused: