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TweakedOutRaider

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Everything posted by TweakedOutRaider

  1. Yeah so basically merchants have around 9 of the mentioned items however when i have AWKCR installed they have around 40 - 50. Ive tested it and am certain it is this mod alone. Does anyone have any idea how i can fix it using xedit?
  2. Looking for which values to change in fo4edit, Im playing a harsh survival playthrough and would like to increase the cost of healing etc. Ive looked and looked but cant find the values.
  3. By lore i mean that i am assuming people left the vault and took the pistols after the mutiny which occurred. So that it is lore friendly. Still some dead guys layin' about though.... including in the overseers office. :smile: My guess is, they had more guns, than people to use them, so, maybe leaving a few behind was because they didn't want to carry them.... Or, maybe even simple oversight. Yeah possibly but for me the most important part of this mod was to remove the guns and ammo to make the beginning more of a challenge, then i make the lore around that
  4. By lore i mean that i am assuming people left the vault and took the pistols after the mutiny which occurred. So that it is lore friendly.
  5. Thanks yes i meant Creation Kit. I made the mod without deleting anything, all i did was move the items below the vault. Heres a link to have a look. https://www.nexusmod...ut4/mods/42762/
  6. I managed to make it by myself, heres the link if anyones interested. https://www.nexusmods.com/fallout4/mods/42762/ I made it by disabling the items and moving them under the vault.
  7. I want to make this mod for a slightly more challenging start and to make the pipe pistol actually required and somewhat useful in the beginning of the game. Also for possible lore purposes however im not sure if any of the vault 11 staff made it out after the mutiny which seems likely. So they would have taken the guns and ammo. Could someone maybe give me a quick run down with bullet points or point me in the right direction to doing this? I am unfamiliar with the Ck however i can follow instructions, thanks
  8. I am trying to make my game more challenging, seems a bit op giving the player 2 10mm pistols right at the beginning of the game. It pretty much makes pipe pistols useless. I am unfamiliar with the creation kit but have used xedit. Is this something i could learn quickly on my own without messing the game up or messing with precombs? If it is an easy job and someone is willing then great or if someone could point me in the right direction to getting this done myself, thanks.
  9. So heres my list in the 2 attached files, i dont have many mods just looking for suggestions to make running the game better thanks.
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