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chillshock

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Everything posted by chillshock

  1. Nuka World feels really really "latched on" imho. After completing the quests there, there's just nothing that'd make me go back: No settlements that need tending, nothing. Not being able to drive out the raiders (that I assigned to those spots during the quest) using <your vanilla faction of choice> was a HUGE letdown. I remember standing in front of that flagpole after killing all the raiders and.... not being able to tear down the flag and raise the minutemen one confused me. :/ It would have been so awesome to liberate the people there with the minutemen, conquer&secure the technology as bos, have the surface dwellers die off as the institute or even have the railroad establish some meaningful base of operations instead of... a cellar. Sadly, it's dead end and I guess modding it to be more of what it could have been is... not easy and not on the radar, with how "oh, yeah... there was this nukawold surrounding...." the whole content is. -- If anyone would create a mod that'd let you capture the posts from the raiders and raise you factions flag to create a settlement on these locations... I'd love it. And actually return to Nuka-World some more.
  2. I'd love to have this. Either as a standalone weapon or as a mod to the minigun or as a backpack version: I nice ammunition backpack with a belt-feeding-system leading towards the weapon instead of an attached magazine. Should have the legandary effect of "Never Ending" attached to the system, if possible. Inspiration? Don't we all know this movie? XD http://manilovefilms.com/wp-content/uploads/2012/09/jessemini.jpg Or how about something like this: http://weaponsman.com/wp-content/uploads/2012/05/Natick-High-Capacity-Ammunition-System.jpg Thanks for reading, even bigger thanks should you create this.;)
  3. I'd avoid using 0. You know... divisions blowing up, multiplications dropping even the hugest factors to 0... all those weird and hard to debug things that happen if you set something to 0 that usually never is.
  4. Well, there's the Pip-Pad now on Nexus: http://www.nexusmods.com/fallout4/mods/21953/? Just published, still getting polished. Works pretty darn well just installing it using the NMM. Totally loving it.
  5. A rather small request that I just can't do myself (not being a modder) because I somehow mess up removing the revolver from the scavanged NCR holster or move it to the correct position on the body. :/ A holster to work with Just Visible Holstered Weapons http://www.nexusmods.com/fallout4/mods/20838/? and Visible Weapons http://www.nexusmods.com/fallout4/mods/10317/? Just an empty 'western style' holster for the .44 Bull, placed so that the holstered weapon is placed right in it, thus creating the effect of having the gun in the holster or drawn. I'd want this for my male gunslinger. Would totally kick *** to have versions for different slots (55,56,57 or maybe even 61 - though the 61 would probably conflict with the pip pad... ) Thanks to all you great modders out there. And special thanks to anyone who would make this real.
  6. Yes, that's one weird incnsostency. Imho, it should be up to the player to intentionally break the settler-limit on a settlement. Or at least designate ONE of the settlements as his "capital" or "home turf" or whatever and have that one settlement have it's settler.limit doubled.
  7. it still says 1.8.7 for me.. Try doing a full reload of the page: http://i.imgur.com/r4fp1lO.png http://imgur.com/a/zUwPf
  8. It's up: http://f4se.silverlock.org/
  9. Let's just hope it's going to be there, soonTM. ;)
  10. Hm, if I removed the LL files from - let's say the mercenary pack, because all I want is parts of the rebel outfit for my character, not replace all the gunner armors, etc... Would that mess things up big time? Do I have to actually open the mod using f04edit or the CK and remove some reference? (Really, I'll be more happy without any LL modification at all and just adding the few items I want using console. ^^)
  11. Doing a heavy modded BoS play. I'd love to turn my settlements into BoS outposts full of the following kind of people. And because it's modded to the brink anyways, I'd love to be able to quick-equip them by using batch files with equipitem. As we all know, there is no way to i.e. spawn BoS painted combat armor. Now the simplistic idea is to have a mod that simply combines available armors and suits into one outfit. Say there's the "BOS-Soldier-Outfit" help BOS-Soldier-Outfit 4 ARMO => get the id (example xx001234) open console click settler run bat: removeallitems (deletes all the stuff the actor has equipped) equipitem xx001234 (equips the outfit) equipitem 0005BBA6 (some laser) equipitem 0016892E (military cap) openactorcontainer 1 (open trade menu for a "unequip->equip" thing to prevent the resetting of the settlers) now obviously this already works with any kind of combat armor and I could just add all pieces as I desire. OR I could add them all to my inventory and equip all settlers->soldiers manually. This is really tedious, though. So I thought: hey, if anyone would take all those pieces and put together some predefined complete uniforms for soldiers... - BoS-Soldier BOS-Officer-Uniform Sturdy Combat Armor Chest, Legs, Arms (all bos painted) - BoS-Heavy BOS-Officer-Uniform Heavy Combat Armor Chest, Legs, Arms, Helmet (All bos painted) I don't really know HOW to do this, I can imagine that it can just combine the parts that are already in game... no? And who knows, maybe they can even keep the stats that make sense so they might actually be worth something when defending your forward recon and reclaimation posts. :wink: Ad Victoriam, Brothers and Sisters! *edit* Man I suck at this (tried to do it myself) and now I have armor pieces flying all over the place. XD More respect to the one who achives what I fail at and thought to be "just a simple little combination".
  12. I'd love to see these kind of "guard posts" in the game to be crafted at the settlements depending on what you unlocked: - Craftable Militia Post Spawns a militia of three settlers in rags to metal armor with pipes, shotguns, maybe some combat rifles... Requires 3 food and 3 water. Provides 15 (?) defense rating. These settlers can't be reassigned and stand guard at the post. - Craftable Minutemen Post Again: 3 Guards - this time in minutement outfits with laser rifles and maybe even a little flagpole with the MM flag in the middle of the placeable object? Maybe light combat armor pieces? Requires 3 food and 3 water Provides 15 defense rating - Craftable Minutemen Defense 1 Guard manning a stationary Minigun (so basically a minigun-turret) like from a vertibird 2 Minutemen Guards with sturdy combat armor added? requires 3 Food, 3 Water 20 defense? - Craftable BOS-Soldiers 1 Scribe with the scribe outfit 1 soldier with BOS uniform and combat armor pieces 1 'Sergeant' with BOS officer uniform and milita cap Laser Rilfles/Pistols requires 3 food, 3 water 20 defense - Craftable BOS-Law and Order 1 PA Bos Knight with minigun 1 PA Bos Soldier with laser rigle 1 Scribe with the scribe outfit requires 3 food, 3 water 25 defense - Craftable early gen Guards 3 gen1 or gen2 synths in several synth armor pieces with institute lasers. requires 3 energy 15 defense - Craftable Coursor Guards 3 Coursors requires 6 energy 25 defense ... Something like that. Would make it a lot easier to "show some color" on those settlements that you are defending/guarding/controlling ...
  13. I'd love to have that BoS ending restored (You can find the audio files! They are still in the game!) where you could take out Elder Maxxon and become leader of the bos yourself. And then taking them into a more positive, really help the people, mindset. Like getting their own food instead of exploiting farmers and settlements... Basically - I want to be able to make a difference for the people not just with the MM: - Take the institute... I get to be the allmighty leader (like 'father' was)... but I can't tell them what to do? They just continue with the same damn !"$!"ยง$? - Or the Bos... I really really need to get them off the whole extremist/nazi trip that maxxon has taken them on! And what is it with blowing up the institute. WHY? What kind of insane destruction is that? Put a stop to what they are doing, maybe even the gen3 program depending on your opinion on that... sure. But blowing all that technology to smitherines? Even the concept of gen1&2 synths not used as military but as workers. Rebuilding the houses... cleaning the stones... Have you seen the german cities after WWII? Those were rebuilt within a few years! And now imagine having robots to help!
  14. https://youtu.be/TSvgwS90tXE?t=1434 Learned from this in oxhorns video... I'd LOVE to have that ending. The audio seems to still be there... I just wish some insane modder would add this (back?) into the game.
  15. It's simple, has some boards discussing it.... and strangely I can't seem to find something quite so small (or get my frecking CK working on that new SSD install... *$%"%"). I'd love to have the plasma-thrower barrel not affected by gunslinger (it's "full auto" damnit!) but commando. The whole plasma-thrower-modulation screams "close range weapon for a commando character" and definitely does not match any weapon commonly expected as a rifleman one. :/ So, the mod request is as simple as it comes: Plasma-Thrower => Affected by Commando instead of Rifleman.
  16. Thanks for that hint, I'll keep it in mind if I ever want to switch away from my t-shirt wearing. muscle showoff, badass commando guy. The pipboy didn't really fit in, though. So I'm happy about 'hiding' it. I guess to have a real complete readius like experience, we'd need something like a belt-attached thing to have some origin for that "plug into elevator control" animation and something to pick up from the ground.
  17. Not really, afaik. I am now using this (Pip-Boy Remover): http://www.nexusmods.com/fallout4/mods/20911/? It's not perfect, has the obvious 'problems' of a ppiboy not being where it used to be (armors with non-skin-tight-sleeves looking dumb on the player) and all that... But it's working really well, otherwise. So, until (if!) the readius gets built, this will work for me.
  18. Isn't there this armor-modification in the game? I seem to recall there being something that sais "reduces stagger"
  19. So, i started playing FO4 again... had some hope of readius to be done by someone, now. :D I miss it. I remember, how many times I messed up my fo3 installs until I got it working. But I finally did and never looked back.
  20. God, thank YOU. Now I'll still have to complete that second quest given to me by scibe haylen... sending me off to places I can't go yet... *sigh* But at least it will stop... some day.
  21. I've got a Two-Shot .44 If only there was enough .44 ammo around, I'd use it exclusively.
  22. Heh, while true.... I care. The only way I found, that actually stops my settlers from ignoring the words of the console... it to trade with them once after giving them the gear. Equip/Unequip one item and they don't reset after that. Currently looking for a better way to do it. Because sometimes it takes those suckers ages to get up from a plant to trade...
  23. Cool, though. Could you extend it to soul trap, too? Hm, or maybe I'll take a look at it when I find the time. Big thanks.
  24. I'd really settle for something that makes any of the guilds something... grand. And game-experience-changing-with-no-return-except-replay. ^^ Actually expanding the influence of the Guild for example. Establish new bases of operation... transport stuff to main HQ (no fast travel + lots of unwanted attention) ... quest, finding out about high-value targets and getting them - WITHOUT being seen! ... Some real thieving and reaping the riches. Pull some threads, get some money, bribe and sweettalk your way to the ear of the ruler. Make him do something that is not good for him, but good for... nocturnal. ;) Or some murderous dark-brotherhood-listener-goes-to-infiltrate the thallmor and destroy their most valueable people. I hear there is much fear and hate because supposedly the Thallmor have determined whole villages to be 'full of heretics' and have mass murdered almost everybody in them... deported the rest to some place that is called "Detalosation Camp". Find someone. Someone who is either dead or amongst the deported. Someone how great value to the night-mother. (spoiler: "The Interpreter") He who carries the only item that can secure the Listeners sanity for any extended period of time. Lets hope you find him (see the horrors of thallmor religious purges!!!) and that he either still has (of course he doesn't) or knows (as if) who has it (some thallmor stole it and wants to smuggle it to his homeland!).... Or maybe the companions are recruited for some fierce heavy fighting against invading somethings... storm coastal fortresses, fight through the trenches, betrayal by their allies, hagraven curses, hunt for remedy, loss of friends, hot fighting women in scantly armor... MEAD! Or... He said "ONE of the oldest in skyrim"... Maybe mama/brother/sister is "slightly upset" at the dawnguard? Damnit... my one dream mod is ... anything that adds to the huge world of skyrim in a way that fills one of these voids: More depth to the factions and their agendas, goals, maybe even interactions and conflicts.
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