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ghussak

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    "truth is a pathless land" - read Jiddu Krishnamurti
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    Skyrim, Urban Terror, FalloutNV

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  1. The showcase preparation is great for a complex/relevant mod. But if we want to publish several mini mods, with different contexts and dependencies, we end up having to create some funny name for it "MIGH Several Tweaks and Patches" (MIGH=my initials go here), and that ends up being too vague and meaning nothing... So my suggestion is to let we publish several mini mods with a simple interface. On a single page we could have a simple section asking for (*2): Title, Description, File, Requirements (do not ask for the pesky screenshot). If we want to add a new mini-mod, we just click on a "+ button" and it adds a new simple section with the same questions. When publishing, it would not call as much attention as the normal mods. Each author would have a single entry on the mods list when ppl search for them. The shown entry would look like (*1): (author avatar) "AuthorName MiniMods" - the last 5 published minimods, one per line, showing name and truncated description. Tho, when searching for mods, it would match each mini-mod the same way normal mods are, as each mini mod was a normal mod. Only the showcase would be simplified, and listing newest mods by cathegory would group them all (*1) by the author. If the author wants to add any extra details, like permissions etc, he/she can individually upgrade the mini-mod to a normal mod with some fields already filled. EDIT: We should also be able to upload the mods unzipped, in the original file format as long it is less than 100KB may be. So let us upload .esp .esm for example. Tho, the site could auto zip them together with the mod info (title and description in a .info file). PS.: I am not sure what the minimum requirements (*2) should be tho Here is an example, at the end of the page, they have the minimum info required. Til a few days I was holding on them out of patience to create one showcase for each. And I already have 2 more mods/paches to add to it. https://www.nexusmods.com/fallout4/mods/49990?tab=description
  2. As the subject says... Has anyone been able to make it work in some way? Should I install some vanilla (non Wine) dlls to make it work? W/o that, it takes longer to make modifications to mods and mods :(
  3. EDIT: if you are reading this again, look for the EDIT words, I may have updated something. So, I would like to be able to create a dismantler/disassembler toolkit using: pliers, screwdriver, hamer etc. . It should have appropriate weight. When using it, it should spend some time to complete the disassembling. . . WORKAROUND, Intall these mods: Better Manufacturing to dismantle many things even mods Fallout 76 C.A.M.P. placeable - moveable - workbench - settle anywhere - player home to create a custom interior workshop Shadow the Dark Husky Companion if you are playing FROST mod (to help on teleporting). Set her to WAIT mode. FO4 Hotkeys EDIT: forgot to add this one, helps a lot on make it quicker to go to dismantlers cell and back again to where you was on the world. . This workshop shall be ONLY to disassemble things, as a workaround to not having the toolkit on the run. So preparing it should be a free thing, no costs. . Do these things: (this may take some time, and you will need patience) - Find an interior small and fast cell to create your custom workshop, I suggest: player.coc EsplanadeMansion01 - open the workshop mode and see the names of the machines you need, something like: armor disassembler, weapon disassembler, mod recycler, recycler (extract components from junk). It is 4 machines only. EDIT: Try: help disass 4 cont, and help recycl 4 cont, on console. ammo recycler may be usefull also for missiles and nukes, but requires 25 to disassemble... so store it there in some container until you find that much, but... I tested scrapping 25 missiles and it only gave 2 fertilizers... so it is just not worth it. Go back and drop the missile somewhere you think you may remember ;P - search them in console with: help recycl 4 cont (cont is not needed, may be a container or something else) - crouch, look to the horizon as much you can (not upwards neither downwards), and run this: player.placeatme xx0123456 (the correct value of course for each machine) - with the console opened, click on each machine and reposition them with: modpos x 10 (can be y and z, can displace by 20 etc, can be negative -10 -20 too). EDIT: And after connecting them, place them again, while crouched as explained above, to look as good as possible. - spawn also a fusion generator and check if it is charging the workshop, if not, reload and do it again. - you will need to "modpos z -20" until the tip of the connector is visible and can be connected to the generator, then move it up again "modpos z 20" as many times you need (hit up arrow to repeat the command) - EDIT: it may be usefull to put all crafting workbenches there also, but (role-playing) DO NOT CRAFT, just use them to tag components to look for. . I suggest create these bat files: . - batMVDogMeat with (set the follower, thru talk, to WAIT mode, so that the teleport back will work correctly) ;dogmeat ;1d162.moveto player ;ucomment if NOT playing FROST ;rusky xx000fa5.moveto player ;SET xx to correct value! see below . - batTeleportToDismantlers with this content player.coc EsplanadeMansion01 - run it thru Hotkeys.ini with a config like this (may be, use a key farer away from F to not miss type and bring the follower to the dismantlers inner cell): Shift-Ctrl-D=bat batMVDogmeat;bat batTeleportToDismantlers . - batTeleportToFollower with: ;dogmeat ;1d162.moveto player ;ucomment if NOT playing FROST ;rusky (if you are playing FROST) player.moveto xx000fa5 ;put the correct xx value, it is a hexa number, the f4se.log has it in decimal, you will need to convert it - run it thru Hotkeys.ini with a config like this: Shift-Ctrl-F=bat batTeleportToFollower . Now, whenever you are over encumbered AND OUT OF COMBAT! 1) shift+ctrl+d to go to your dissassemblers workshop 2) scrap everything you want 3) role-playing: get ALL components, do not leave things on the workshop to not unbalance the scarcity of components 4) shift+ctrl+d to go to back to your follower (can be any other follower tho than the dogs) 5) drop everything you do not want/need right now . Drop a comment if something fails, or is unclear, or if you think I missed explaining something. . Have fun!
  4. everybody is just complaining? wow... well then... thx for informing us and give us better tips. To remember too fuzzy passwords is usually a mess to most ppl I guess... once I saw a password generator and manager (I think was a chromium plugin), so it could generate huge passwords and help us change them frequently, now I am considering on using it :)
  5. I believe these doctors' dialogs can be easily disabled, not sure tho, by navigating with FNVEdit after you find the related dialog message object and where they are referenced/used. I would like to add that, b4 a big fight you could store a lot of food, near a water sink, and spend 15 to 30 days resting to remove all addictions properly. Btw, the room should obviously be locked and only auto open after that time :)
  6. cool bro, relax, as long you/we have fun doing it, that's what really matters! :smile: you must throw in ur own ideas/concepts/preferences to spice it up to your liking! some of what I propose may not be doable, the basic thing is: -> wealth and animosity leads to -> hardcore (Talon like) ambushes or simple robbers, that can be countered with -> defenses (the guards). They may not be 100% trustworthy leading to -> betrayals. Both ambushers/robbers and betrayers will start the items retrieval quest. Robot guards: mmm... "human guards being not 100% trustworthy"... now robots could be 100%, no hiring needed, you could just build them, requiring mainly a hard to find intact robot AI on defeated ones (mainly by not hitting their head). And high Science and Repair. We could repair them after an attack. We could rebuild them into a stronger model, just retrieve their AI and scrap the remains. We could have a remote backdoor to shutdown them all instantly too. And to compensate for their 100% trustworthy easyness: - if the attacker has high science and sneak, the robot guards could even attack us after hacked! - if the attacker also has high intelligence and perception, they could detect and access/use that backdoor against us. Their "payment"? one fission battery per week. Just b4 fully depleted, they could speak the things about Vicki and Vance, or any other funny things robots say, giving a malfunction feeling.
  7. Lore friendly speaking, do you believe the player in FO3 could be the same being in FONV? if so, it would be easy to be convincing. If not, a serious contract could be much more interesting anyways, but nothing is coming to my mind right now :/ I'm afraid I didn't do anything more than a cursory search (so I may have missed it), but if someone else doesn't spot one for you, it might be worth while throwing out some ideas and seeing if some of them are worth making. I'd suggest at least considering more "scripted" ambushes (as in story script, not necessarily scripts as in codes) as I suspect they could be more satisfying. Well, the special thing about Talon ambushes was to me: 1 - they spawned very near the player, just when we were leaving dungeons (when we could be over encumbered where "The Backpack" mod https://www.nexusmods.com/newvegas/mods/44104/ would be great as we can ctrl+z quick drop it with all extra weight), but still not directly seeing/detecting us, so we could use a stealth boy (after dieing the 1st time, and reloading the game lol).2 - they were heavy armored (not powerarmor tho) and heavly armed (flame thrower, rocket launcher, grenade thrower, minigun etc. not sure all these tho..), granting we would not last long forcing us use many chems to reduce damage and keep healing, more AP, steady to not fail, and so on.3 - they cry: "Talonnnn Companyyy" and that was... a huge lot fun! like they really believe in their cause, providing us a regretless victory (after some tries) :smile: Comparing to FONV ambushes, at least the Legion ones, til now, are quite cheap like "I dont care that much, it is just another fight, not a good ambush", like they are not well organized to have more chance to succeed against us.. they attack us in places they will most probably lose.. weak.. So, in that sense, making the existing factions behave as powerfully/strategically(to a point) as Talon Company, could suffice and even provide more variety may be. So an ambush mod (that works with the FONV factions) could do the trick, w/o having to import Talon (as it would actually require some kind of TTWing). The trigger would be (very) bad reputation with them :smile: Oh for sure, the tent is just an interior cell so having a peep pop in would be a cakewalk. I have some basic underpinnings and assets for a do it yourself caravan that has some parts already done for building up a security detail, and trading goods. I suspect they could be converted over fairly easily. I'd be interested in hearing more of your ideas with specifics of what factions, quests etc. If the thread really gets going I'll try to contribute ideas as well (and I'm sure others) and maybe (time permitting) we can turn them into a mod. I have some fledgling modding experience and can probably work it out if the story/plots are worth the effort. Cool, In that case, dropping Talon could help, less effort. Well, specific support could be added later I guess, I usually join NCR so initially would be for the Legion, but for players that join the Legion that wouldnt work, so I guess NCR and Legion initially? Re-thinking: Basically, when we have too many items, so we cant carry it all, we start to become rich in a sense, and that will call attention.To store in some place is the way to go, like the room at Lucky 38, but an ambush there would be cheap, as local guards would help us, so the portable tent would be more hardcore. Ambush+Steal: The Ambush mod could fit here as they would ambush and steal from us, initially only fiends, but later factions we have bad reputation. EDIT: well, actually, to ambush AND steal, it would require we not die in the process, there are some mods that can prevent death, but may be ambush OR steal would be good enough tho! The guard's hiring: would be cool if we did it going to where they already guard, may be talking to their superiors, may be directly, using our reputation, charisma, intelligence, and money. Guards Betrayal: could be based on some factors like: - delaying their week payment for too long (they would just complain so we must pay attention heh), they could even require a better payment as our wealth increases :>- random chem addiction they could have and we didnt detect it (using our perception vs their charisma may be).- bad luck (simple low luck dice roll override) The Quest: The "retrieve our goods" quest would only be available if we also store some kind of GPS device, and they should use our stuff against us (even chems)! EDIT: Otherwise we could find their base randomly some day :> Such quest could have: a remote alarm, we receive a popup (SMS) that we got robbed. A timer, as before 2 to 5 hours have passed they would still be traveling and it would be easier to recover our stuff, we would see their location on the map. And after that, they would have equipped all our stuff and even consumed some of it, now at their base. Relocating the tent would be a must to increase the delay b4 a new event happens. Btw these are scratch thoughts, I dont know how hard these are doable tho, and there should have options to let the player chose how hardcore it will be, some ppl may completely disagree on them consuming our chems, even our ammo! :>
  8. as I remember, Talon always ambushed us heavily armed, in groups of 5 or 6, just when we are coming out of some dungeon. Til now, Legion only ambushed me in specific world locations that we have time to take cover and also have the help of friendly NPCs. I would consider Talon ambush was hardcore compared to Legion at least.
  9. yes! I am looking for something like this too! And I propose a different (complementary) mod but in the same line: https://forums.nexusmods.com/index.php?/topic/6225631-talon-company-player-gets-ambushed/
  10. Actually I would like to see the same kind of random ambushes we get on FO3 from Talon Company, these were really cool. So I am looking for some mod that already has any kind of random player ambushes anywhere, but I am not being able to find it. In case someone implement it, to improve even further, I suggest this topic: https://forums.nexusmods.com/index.php?/topic/5633417-wealth-is-dangerous As I use this Portable Tent https://www.nexusmods.com/newvegas/mods/36372 (and store many things in there), to ambush the player just outside it, or even inside, would be really fun, and if they could steal from it and drag stuff somewhere creating a quest, that would be amazing! We could hire guards to protect it and find them dead, or one of them could betray and take the stuff and so on. We could directly hire nameless NPCs, near their bases, of factions we befriend (damn.. better I stop here as it have no ending :smile:) thx!
  11. could you paste your xml working code? or even better, create a simple mod? cool would be we have to tame them in some way, or cure them hehe, would require a dezombified texture :>
  12. I think it is doable: https://7daystodie.com/forums/showthread.php?22675-Unity-Assets-Bundle-Extractor Someone would have to replace the mesh and the texture. Not 100% match, but there is this CC-BY-NC free model someone could convert to 7DTD: http://www.blendswap.com/blends/view/84454
  13. I know the AI will still not allow: talking, tradind, follow us etc. Just to create a simple NPC that fights against zombies, and run away from bears, and not attack us unless provoked... For some reason, every attempt I make will "crash to the console". It seems the UMA model cannot be used by NPCs? here is what I was planning concerning the AI: <property name="AITask-1" value="RunawayFromEntity" param1="EntityAnimalBear"/><property name="AITask-2" value="RunawayWhenHurt"/><property name="AITask-3" value="ApproachAndAttackTarget" param1="EntityZombie" param2="10"/><property name="AITask-4" value="ApproachSpot"/><property name="AITask-5" value="Wander"/><property name="AITask-6" value="Swim"/><property name="AITarget-1" value="SetAsTargetIfHurt"/><property name="AITarget-2" value="SetNearestEntityAsTarget" param1="EntityZombie"/>
  14. Point to container, if it is near, hit a custom key and all items from it, one by one, will be dropped by it. This is equivalent to, at console, 1) click on container; 2) inv; 3) drop xxxxxxxx (item id); but would be done to all items on it. why? I use FWE, with unfound loot, luck 1 (almost not items outside containers). I use JAVM that hightlights containers with items. I am forced to get all items and drop the ones I dont want, to remove the highlight, so I can make the area clean concerning scavenging. thx!
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