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jkruse05

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Everything posted by jkruse05

  1. The Maria is a part of Deadpool's 9mm Pistol. There's also a decent M60 on beth.net, or skibadaa's WH-77 for an LMG. Most weapons from previous games are being worked on as part of Wasteland Overhaul, but who knows when that will be out.
  2. Submachine Gun Stick Mag I also recommend Grab the Damn Mag, it will make any weapon using the Submachine Gun animations with a stick/box mag look better, and the drum mags only a tiny bit weird.
  3. I randomly had this happen recently without changing anything character related. Try going to the surgeon in DC, or just pop up the face menu yourself. Cleared up for my character after I went to the surgeon.
  4. Scrap Everything works fine for me, what part of the road is not working? You can also pop up the command console (~), click on the item you want to get rid of, and type "disable". You should also report the object ID to the Scrap Everything guys.
  5. Derringer should work well with the flare gun animations. Honestly, this should be one of the easier weapons to implement. I'll consider doing it myself, but I do work particularly slowly, so no promises.
  6. Settlement_Markers adds some bubbles for in your water and some water that won't force nudity. It also adds place-able fog. Old World's Containers and Decoration adds place-able fire. Cabin in the Woods has a small pipe that generates a smoke effect. All of these mods also add numerous other useful things.
  7. why do so many people hate that movie? i think it is seriously under appreciated, as movie crossovers go. i mean it's no Avengers but it was pretty dang decent. A big part of the disappointment for me was because of Aliens vs. Predator 2, the game from 2001. It's set during the time period of Aliens, and that's what I expected from a movie. (It also has the best Colonial Marine campaign of any game I've played). I thought the first movie was okay, never bothered watching the second. More on topic, I agree with MLeonhardt, the deathclaw animations would work great if a talented modeler out there was inclined to rig up an Alien model.
  8. Take a look at a vanilla model for a receiver in nifskope, you should see that the receiver body and the bolt are two separate BSTriShapes, possibly even under different NiNodes (I've been working with energy weapons and the 'Assault Rifle' which don't have moving bolts). I suggest looking at the combat rifle, or handmade rifle if you have Nuka World. Structure your .nif similarly to one of those.
  9. Build the requisite areas with physical borders, or maybe just open desert with an eventual killzone, requiring fast travel to get from one to another. Add a script to potentially generate a random encounter whenever you fast travel. Bam, you have a basic version of the Fallout 1-2 map system.
  10. XA Power Assisted Armor will get you the second part.
  11. The WH-Mk.19 from WH-Mk.22 Heavy Machinegun Redux will get you pretty close.
  12. Beast Master with the Exotic Creatures Patch 1.4, + Exotic Workshop Creatures, + setscale < 1 in the console will give you everything you need.
  13. I second this, especially the simple rug idea, both assignable and as a sandbox thing. Maybe even make a version that counts as a guard post.
  14. Modern Firearms has the MP5, along with many other, well, modern firearms. If you want something a little more balanced (Modern Fireaarms jacks weapon damage way up), there's the 10mm SMG and the UMP.
  15. This is primarily to gauge interest and gather some feedback. I'm currently working on a mod to improve the vanilla "Assault Rifle" in a similar way to my Institute Electrolasers mod. The idea for both is to take a generally ignored weapon from the vanilla game and improve it in such a way that it becomes a desirable weapon in the wasteland, but does not become overpowered. My plans for the Assault Rifle start with some basic changes, things done by several other mods, but bloom into something a bit... more. -Rename to "Machine Gun". Let's be honest, it has to be done. -Rechamber to .308, possibly with an option to swap to Nuka World's 7.62 -Slight damage boost, maybe 10% Those are the basics, here's the more advanced stuff. -Make the "Machine Gun" based on the heavy weapons perk set, effectively making it the base level, common, heavy weapon. -Add a hidden "enchantment" that has a chance to induce fear on the target with every hit. Machine guns and squad automatic weapons are generally intended to suppress the enemy and allow other elements to maneuver. Since there is no real suppression system in place for Fallout 4 this allows the Machine Gun to fill that role. Especially useful if you're running with multiple companions or calling in a Minuteman squad. -New barrels to change up the look and cut a little weight (these will be in addition to the old barrels, not replacements). -And potentially other parts if I, or someone else, comes up with some good options. To be clear, I will not be replacing the existing receiver. So, thoughts, ideas, criticisms?
  16. Don't know what to tell you. Assuming you saved properly the only problem I can think of is that you may not have activated the plugin. If you really can't get it to work there are several options for boosting Institute Weapons. Stronger Institute Weaponry Laser and Institute Weapon Damage Increase 50 Cal and Institute Weapon Damage Buff And my own overhaul, which may go a bit too far for your tastes, Institute Electrolasers 2.0.
  17. satojo has a bunch of WW2 stuff.
  18. I'll consider putting together a new model. It won't be right away, working on others, but I've kinda been wanting something like this myself. Are we talking something that you can walk into for settlements, or just the outside of the model so you can use it as a building in the CK? In the meantime, if you just want that military tent aesthetic, I suggest Tookie's Tents and Tarps, and Sandbag Fortifications. There's also Craftable Far Harbor Tent.
  19. There are several mods that re-equip the Minutemen, here are the ones that are closest to what you want. CombatArmor_Minutemen Minutemen Expanded Gear - Level List Minutemen Overhaul 2.0 Minutemen Reforms Militant Minutemen NCMC New Commonwealth Minutemen Core Minutemen MF Outfits and RU556 There is also We Are the Minutemen, which makes them get better equipment and level with you as you do more for your settlements.
  20. So, I know how to just add a weapon to LL's (with the Geck anyway), but I haven't created a whole new weapon, just new attachments for an existing one. I can't figure out how to make those new parts available 'in the wild' as it were. When I dig into the leveled lists all I can find are the weapon itself and LLs with various keywords attached, like if_tmp_Rifle_SemiAuto or if_tmp_Shotgun_Rifle_SemiAuto. I assume it has something to do with those keywords, but no idea what. Any experts out there that know how it works? Should I use FO4Edit instead? Edit: Well, I discovered the modcol files and added the new parts to the appropriate ones, but the new parts still don't seem to be showing up in game. And, for reference, this is for the Institute lasers, I have the parts working just fine in the workbench, I just want the Synths to be able to spawn with the new attachments on their weapons. Edit 2: Figured it out. If anyone stumbles across this with the same issue let me know.
  21. Try it in-game. I've had several meshes/material files that won't work properly in the CK, but work fine once in the game. You may need to use a dummy vanilla file in the CK, then swap it out in the actual files before running the game.
  22. Just kind of spitting ideas here, after seeing your response on the APC and Tank turrets mod. What if you, or someone else, made a standard turret with the kneeling welding animation attached to it, then require a settler to be assigned and sitting in it rather than power. Then it will look at least somewhat like the settler is kneeling behind the gun and holding a handle. Maybe there's even a way to limit the rotation of the turret to 90 degrees or so. Not perfect, not even sure it would work, but if it does it may be easier than fixing up the minigun for npcs to use.
  23. Switched all the conditions back to OR, still didn't work, so I tried removing all the conditions. Now it'll play the electrical effect around targets (any target), but doesn't actually do the damage associated with it. I'm starting to think that the visual effect and the damage have to be separate Magic Effects, but that still doesn't get the racial condition to work properly. New attempt. Conditions have to be set on Subject, not on Target. Enchantment now plays electrical effect over robot races for the set duration, but does not deal extra damage.
  24. http://www.nexusmods.com/fallout4/mods/searchresults/?src_order=1&src_sort=0&src_view=1&src_tab=1&src_language=0&src_cat=21&src_showadult=1&page=1&pUp=1 http://www.nexusmods.com/fallout4/mods/searchresults/?src_order=1&src_sort=0&src_view=1&src_tab=1&src_language=0&src_cat=30&src_showadult=1&page=1&pUp=1
  25. I had it set to OR originally and it didn't work, but I also read somewhere that Bethesda has the AND and OR meanings reversed for some reason, so I tried it with AND. Hasn't worked either way. Although, now I that I think about it, I'm not sure I had the Enchantment value set correctly on the weapon when I was using OR.
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