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Hawkalx

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Everything posted by Hawkalx

  1. great mods both address the issue , with some plot holes thanks
  2. Hello every one long time gamer , mostly tired of Fallout 4 but I was hoping to improve it somehow so Looting in Fallout 4 is cool ... until you hit the carry limit some (cheating) mods offer unlimited carry weight how about we patch a cooler fix to that problem ... something like what (Torchlight) did 1) the Dog can carry a Loot-bag to a designated locker in a designated settlement ... so a building or just a chest , probably needs a worker (or a populated settlement) ... an order option on the Dog ... the Dog should return empty after some time 2) a Robot ... same as whats before ... no worker needed (-) also a Car trunk would solve that ... something like Skyrim's (Convenient Horses) mod ... but much work is needed here (*) needless to say , a compatibility patch for a companion + Dog / Robot ... would be very helpful thanks
  3. I have NO idea what do you mean if you could please elaborate (without getting technical) I'm (mainly) asking for a way to interupt the reload function and all weapons gets NO AMMO inside them ... until you put some in them
  4. well ... it doesn't really work for me that way and what I wanted to see (as the title says) is a way to stop the reloading animatioon and pull a faster pistol or an SMG ... to help you defeat a rat that snuck up on you while on a sniping run also ... I really hate the 2 shot shotgun ... it is literally un-usable ... while every where else is a Bless in the right places
  5. I guess that it might be implemented in the circular quick menu but I'm using the keyboard number-shortcuts ... it doesn't happen here I guess they bound it through the "pip-boy" or something
  6. Hello so as every one here juggles though many Shooter games know ... it is faster to change weapon than to reload , especially when you get ambushed ... which happens alot here in FO4 I was wondering if someone could make the (quick change menu) weapons magazine ammo count be a static variable ... as in , you fire your pistol until it has 3 bullets inside it , you change to your SMG & fire someshots , when you get back to your pistol ... you will need to reload , as it have 3 bullets in it but I know that this would be like (super hard) ... so let's reimagine it to a much simpler mod to implement 1) every weapon you pick or modify , will need to be reloaded afterwards ... as it will NEVER have any projectiles inside it 2) you can interupt the reload animation to get another weapon ... uncomplete animations does NOT regester 3) all weapons in the quick menu have the projectiles inside it counted ... so if you charge a Laser Musket (in Quick menu) & put it away , it remains charged (might be hard to implemt) 4) any weapon from the backpack (not in the quick menu) will need to be reloaded prior to use 5) melee weapons & drugs should get excluded from these rules ... mods that provide chargable melee weapons will be a problem these are the ideas that I have that could enhance the experience greatly ... came from experiencing other current survival games on the market I would really like to witness them here thanks for your time Peace
  7. hi I was wondering about the "molotov cocktail" & why it is not included in the game its main issue is ... it shouldn't bounce ... explodes on impact so features - no initial damage - burning effect only (like 2 DMG * 3 turns) - neglects armor - no prerequisite ... available from the start - maybe gets used only by the advanced grenade launcher (or thrown normally) - maybe does extra effect with acid or gas - doesn't affect cover ... but affects the area ... burning effect might destroy cover
  8. hello everybody I was hoping for a "new" way of thinking about the Laser Musket Like what "ShoddyCast" did a long rant on YouTube pointing out the flaws of such system he actually did couple of videos, 1 for Plasma & another for the Laser weapons ... then he retracted some of his arguments later ... because he doesn't know (its system & how it works) anyway ... I was hoping for a 1 shot Laser musket but doesn't need ammo... totally silent ... totally untraceable (no beam) ... the target ignite (or melt) but it needs a cool-down ... or fixing on a workbench ... or just cap it at like 30 shots per 24 hrs (with enhancements in mind) ... and any system charging must be fired in a minute time (max) ... keep the multi level crank system ... maybe enhance its cranking speed via a motor (upgrade) ... maybe make it show your location because of its light ... not sound cheers
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